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Fragaszy, D., Johnson-Pynn, J., Hirsh, E., & Brakke, K. (2003). Strategic navigation of two-dimensional alley mazes: comparing capuchin monkeys and chimpanzees. Anim. Cogn., 6(3), 149–160.
Abstract: Planning is an important component of cognition that contributes, for example, to efficient movement through space. In the current study we presented novel two-dimensional alley mazes to four chimpanzees and three capuchin monkeys to identify the nature and efficiency of planning in relation to varying task parameters. All the subjects solved more mazes without error than expected by chance, providing compelling evidence that both species planned their choices in some manner. The probability of making a correct choice on mazes designed to be more demanding and presented later in the testing series was higher than on earlier, simpler mazes (chimpanzees), or unchanged (capuchin monkeys), suggesting microdevelopment of strategic choice. Structural properties of the mazes affected both species' choices. Capuchin monkeys were less likely than chimpanzees to take a correct path that initially led away from the goal but that eventually led to the goal. Chimpanzees were more likely to make an error by passing a correct path than by turning onto a wrong path. Chimpanzees and one capuchin made more errors on choices farther in sequence from the goal. Each species corrected errors before running into the end of an alley in approximately 40% of cases. Together, these findings suggest nascent planning abilities in each species, and the prospect for significant development of strategic planning capabilities on tasks presenting multiple simultaneous or sequential spatial relations. The computerized maze paradigm appears well suited to investigate movement planning and spatial perception in human and nonhuman primates alike.
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Iversen, I. H., & Matsuzawa, T. (2003). Development of interception of moving targets by chimpanzees (Pan troglodytes) in an automated task. Anim. Cogn., 6(3), 169–183.
Abstract: The experiments investigated how two adult captive chimpanzees learned to navigate in an automated interception task. They had to capture a visual target that moved predictably on a touch monitor. The aim of the study was to determine the learning stages that led to an efficient strategy of intercepting the target. The chimpanzees had prior training in moving a finger on a touch monitor and were exposed to the interception task without any explicit training. With a finger the subject could move a small “ball” at any speed on the screen toward a visual target that moved at a fixed speed either back and forth in a linear path or around the edge of the screen in a rectangular pattern. Initial ball and target locations varied from trial to trial. The subjects received a small fruit reinforcement when they hit the target with the ball. The speed of target movement was increased across training stages up to 38 cm/s. Learning progressed from merely chasing the target to intercepting the target by moving the ball to a point on the screen that coincided with arrival of the target at that point. Performance improvement consisted of reduction in redundancy of the movement path and reduction in the time to target interception. Analysis of the finger's movement path showed that the subjects anticipated the target's movement even before it began to move. Thus, the subjects learned to use the target's initial resting location at trial onset as a predictive signal for where the target would later be when it began moving. During probe trials, where the target unpredictably remained stationary throughout the trial, the subjects first moved the ball in anticipation of expected target movement and then corrected the movement to steer the ball to the resting target. Anticipatory ball movement in probe trials with novel ball and target locations (tested for one subject) showed generalized interception beyond the trained ball and target locations. The experiments illustrate in a laboratory setting the development of a highly complex and adaptive motor performance that resembles navigational skills seen in natural settings where predators intercept the path of moving prey.
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Leighty, K. A., & Fragaszy, D. M. (2003). Joystick acquisition in tufted capuchins (Cebus apella). Anim. Cogn., 6(3), 141–148.
Abstract: A number of nonhuman primate species have demonstrated the ability to use a joystick to control a cursor on a computer screen, yet the acquisition of this skill has not been the focus of systematic inquiry. Here, we examined joystick acquisition in four tufted capuchins under two directional relationships of joystick movement and resultant cursor displacement, isomorphic and inverted. To document the natural history of the acquisition of this skill, we recorded the development of visual tracking of the cursor and body tilting. Rates of acquisition were comparable between the two conditions. After mastering the task in one condition, subjects remastered the task at an accelerated rate in the opposing condition. All subjects significantly increased or maintained high proportions of cursor tracking throughout acquisition. All subjects demonstrated a postural tilt while moving the cursor from the mid-phase of acquisition through task mastery. In the isomorphic condition, all subjects tilted significantly more often in the direction of goal location than in the opposite direction. In three of the four series of tilting that were scored for subjects in the inverted condition, tilting occurred significantly more often toward the direction of goal location than the direction of required hand movement. Together these findings suggest that body tilting participates in the organization of directional movement of the cursor rather than reflecting merely the motoric requirements of the task (to manipulate a joystick).
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Leighty, K. A., & Fragaszy, D. M. (2003). Primates in cyberspace: using interactive computer tasks to study perception and action in nonhuman animals. Anim. Cogn., 6(3), 137–139.
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Sturz, B. R., Bodily, K. D., & Katz, J. S. (2006). Evidence against integration of spatial maps in humans. Anim. Cogn., 9(3), 207–217.
Abstract: A dynamic 3-D virtual environment was constructed for humans as an open-field analogue of Blaisdell and Cook's (2005) pigeon foraging task to determine if humans, like pigeons, were capable of integrating separate spatial maps. Participants used keyboard keys and a mouse to search for a hidden goal in a 4x4 grid of raised cups. During Phase 1 training, a goal was consistently located between two landmarks (Map 1: blue T and red L). During Phase 2 training, a goal was consistently located down and left of a single landmark (Map 2: blue T). Transfer trials were then conducted in which participants were required to make choices in the presence of the red L alone. Cup choices during transfer assessed participants' strategies: association (from Map 1), generalization (from Map 2), or integration (combining Map 1 and 2). During transfer, cup choices increased to a location which suggested an integration strategy and was consistent with results obtained with pigeons. However, additional analyses of the human data suggested participants initially used a generalization strategy followed by a progressive shift in search behavior away from the red L. This shift in search behavior during transfer was responsible for the changes in cup choices across transfer trials and was confirmed by a control condition. These new analyses offer an alternative explanation to the spatial integration account proposed for pigeons.
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Washburn, D. A., & Astur, R. S. (2003). Exploration of virtual mazes by rhesus monkeys (Macaca mulatta). Anim. Cogn., 6(3), 161–168.
Abstract: A chasm divides the huge corpus of maze studies found in the literature, with animals tested in mazes on the one side and humans tested with mazes on the other. Advances in technology and software have made possible the production and use of virtual mazes, which allow humans to navigate computerized environments and thus for humans and nonhuman animals to be tested in comparable spatial domains. In the present experiment, this comparability is extended even further by examining whether rhesus monkeys (Macaca mulatta) can learn to explore virtual mazes. Four male macaques were trained to manipulate a joystick so as to move through a virtual environment and to locate a computer-generated target. The animals succeeded in learning this task, and located the target even when it was located in novel alleys. The search pattern within the maze for these animals resembled the pattern of maze navigation observed for monkeys that were tested on more traditional two-dimensional computerized mazes.
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Watanabe, S., & Troje, N. F. (2006). Towards a “virtual pigeon”: a new technique for investigating avian social perception. Anim. Cogn., 9(4), 271–279.
Abstract: The purpose of the present study is to examine the applicability of a computer-generated, virtual animal to study animal cognition. Pigeons were trained to discriminate between movies of a real pigeon and a rat. Then, they were tested with movies of the computer-generated (CG) pigeon. Subjects showed generalization to the CG pigeon, however, they also responded to modified versions in which the CG pigeon was showing impossible movement, namely hopping and walking without its head bobbing. Hence, the pigeons did not attend to these particular details of the display. When they were trained to discriminate between the normal and the modified version of the CG pigeon, they were able to learn the discrimination. The results of an additional partial occlusion test suggest that the subjects used head movement as a cue for the usual vs. unusual CG pigeon discrimination.
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