Journal articles on the topic 'Computerised maze navigation task'

To see the other types of publications on this topic, follow the link: Computerised maze navigation task.

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Computerised maze navigation task.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Caruana, Nathan, Genevieve McArthur, Alexandra Woolgar, and Jon Brock. "Detecting communicative intent in a computerised test of joint attention." PeerJ 5 (January 17, 2017): e2899. http://dx.doi.org/10.7717/peerj.2899.

Full text
Abstract:
The successful navigation of social interactions depends on a range of cognitive faculties—including the ability to achieve joint attention with others to share information and experiences. We investigated the influence that intention monitoring processes have on gaze-following response times during joint attention. We employed a virtual reality task in which 16 healthy adults engaged in a collaborative game with a virtual partner to locate a target in a visual array. In theSearchtask, the virtual partner was programmed to engage in non-communicative gaze shifts in search of the target, establish eye contact, and then display a communicative gaze shift to guide the participant to the target. In theNoSearchtask, the virtual partner simply established eye contact and then made a single communicative gaze shift towards the target (i.e., there were no non-communicative gaze shifts in search of the target). Thus, only the Search task required participants to monitor their partner’s communicative intent before responding to joint attention bids. We found that gaze following was significantly slower in the Search task than the NoSearch task. However, the same effect on response times was not observed when participants completed non-social control versions of the Search and NoSearch tasks, in which the avatar’s gaze was replaced by arrow cues. These data demonstrate that the intention monitoring processes involved in differentiating communicative and non-communicative gaze shifts during the Search task had a measurable influence on subsequent joint attention behaviour. The empirical and methodological implications of these findings for the fields of autism and social neuroscience will be discussed.
APA, Harvard, Vancouver, ISO, and other styles
2

Haroutonian, C., I. Johnston, A. Ricciardiello, A. Lam, R. Grunstein, A. D’Rozario, and S. Naismith. "P050 Familiar locations and new locations: sleep’s role in the consolidation of spatial navigation information using a novel virtual Morris water maze task in older adults with mild cognitive impairment." SLEEP Advances 2, Supplement_1 (October 1, 2021): A37. http://dx.doi.org/10.1093/sleepadvances/zpab014.097.

Full text
Abstract:
Abstract Introduction The ability to navigate oneself in space is one of the first functional impairments in Alzheimer’s disease (AD). A 3D-computerised spatial navigation (SN) task was designed to delineate, for the first time in a sleep-dependent memory paradigm, egocentric and allocentric SN, the latter identified as one cognitive biomarker of AD. We examined group differences in SN memory and associations with sleep macroarchitecture. Methods Older adults with mild cognitive impairment (MCI, n=32) and controls (n=25) underwent overnight polysomnography and completed the SN task before and after sleep. Participants learnt the location of a target over 5 trials (familiar location; egocentric-dependent), then were instructed to find the target from a novel start location (allocentric-dependent). Memory % retention (MR) from both start locations were calculated by the XY coordinate of marked location to correct location of the target, pre- and post-sleep. Navigational strategies were coded using self-reported description of how participants’ found the target. Associations between MR with REM and SWS % duration, and AHI in REM and NREM were examined using Spearman’s correlations. Results Repeated-measures ANOVA showed Controls MR improved overnight whereas MCI performed worse (F=7.46, p=.009), with greatest differences on familiar start location MR (p=.02). Strategy as a covariate revealed a location by strategy interaction (p=01). Novel location MR was associated with REM%, rho=.448, (p=.02) in Controls, and REM-AHI, rho=.400 (p=.02) in MCI. Conclusion Behavioural and self-reported results suggest disrupted SN strategies relative to environment in MCI. Future studies should examine SN in association with sleep-wake neurophysiology and neuronal integrity.
APA, Harvard, Vancouver, ISO, and other styles
3

Honan, Cynthia A., Skye McDonald, and Alana Fisher. "Visuospatial Learning in Traumatic Brain Injury: An Examination of Impairments using the Computerised Austin Maze Task." Brain Impairment 16, no. 1 (March 17, 2015): 19–27. http://dx.doi.org/10.1017/brimp.2015.3.

Full text
Abstract:
An important aspect of cognitive functioning that is often impaired following traumatic brain injury (TBI) is visuospatial learning and memory. The Austin Maze task is a measure of visuospatial learning that has a long history in both clinical neuropsychological practice and research, particularly in individuals with TBI. The aim of this study was to evaluate visuospatial learning deficits following TBI using a new computerised version of the Austin Maze task. Twenty-eight individuals with moderate-to-severe TBI were compared to 28 healthy controls on this task, together with alternative neuropsychological measures, including the WAIS-III Digit Symbol and Digit Span subtests, the Trail Making Test, WMS-III Logical Memory, and Rey Osterrieth Complex Figure Test. The results demonstrated that TBI individuals performed significantly more poorly on the Austin Maze task than control participants. The Austin Maze task also demonstrated good convergent and divergent validity with the alternative neuropsychological measures. Thus, the computerised version of the Austin Maze appears to be a sensitive measure that can detect visuospatial learning impairments in individuals with moderate-to-severe TBI. The new computerised version of the task offers much promise in that it is more accessible and easier to administer than the conventional form of the test.
APA, Harvard, Vancouver, ISO, and other styles
4

Shikauchi, Yumi, Masahiro Adomi, and Shin Ishii. "Separation of exploration and exploitation in maze navigation task." Neuroscience Research 68 (January 2010): e102. http://dx.doi.org/10.1016/j.neures.2010.07.215.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Schmitzer-Torbert, Neil, and A. David Redish. "Neuronal Activity in the Rodent Dorsal Striatum in Sequential Navigation: Separation of Spatial and Reward Responses on the Multiple T Task." Journal of Neurophysiology 91, no. 5 (May 2004): 2259–72. http://dx.doi.org/10.1152/jn.00687.2003.

Full text
Abstract:
The striatum plays an important role in “habitual” learning and memory and has been hypothesized to implement a reinforcement-learning algorithm to select actions to perform given the current sensory input. Many experimental approaches to striatal activity have made use of temporally structured tasks, which imply that the striatal representation is temporal. To test this assumption, we recorded neurons in the dorsal striatum of rats running a sequential navigation task: the multiple T maze. Rats navigated a sequence of four T maze turns to receive food rewards delivered in two locations. The responses of neurons that fired phasically were examined. Task-responsive phasic neurons were active as rats ran on the maze (maze-responsive) or during reward receipt (reward-responsive). Neither mazenor reward-responsive neurons encoded simple motor commands: maze-responses were not well correlated with the shape of the rat's path and most reward-responsive neurons did not fire at similar rates at both food-delivery sites. Maze-responsive neurons were active at one or more locations on the maze, but these responses did not cluster at spatial landmarks such as turns. Across sessions the activity of maze-responsive neurons was highly correlated when rats ran the same maze. Maze-responses encoded the location of the rat on the maze and imply a spatial representation in the striatum in a task with prominent spatial demands. Maze-responsive and reward-responsive neurons were two separate populations, suggesting a divergence in striatal information processing of navigation and reward.
APA, Harvard, Vancouver, ISO, and other styles
6

Muela, Pablo, Elisa Cintado, Patricia Tezanos, Benjamín Fernández-García, Cristina Tomás-Zapico, Eduardo Iglesias-Gutiérrez, Angel Enrique Díaz Martínez, et al. "A Multiple-Choice Maze-like Spatial Navigation Task for Humans Implemented in a Real-Space, Multipurpose Circular Arena." Applied Sciences 12, no. 19 (September 27, 2022): 9707. http://dx.doi.org/10.3390/app12199707.

Full text
Abstract:
Spatial navigation is a key aspect of human behavior and it is still not completely understood. A number of experimental approaches exist, although most of the published data in the last decades have relied on virtual maze on-screen simulation or not-completely freely moving 3D devices. Some interesting recent developments, such as circular mazes, have contributed to analyze critical aspects of freely moving human spatial navigation in real space, although dedicated protocols only allow for simple approaches. Here, we have developed both specifically designed and home-assembled hardware equipment, and a customized protocol for spatial navigation evaluation in freely moving humans in a real space circular arena. The spatial navigation protocol poses an imitation of a real-space multiple-choice path maze with cul-de-sac and instances of non-linear movement. We have compared the results of this system to those of a number of validated, both virtual and real, spatial navigation tests in a group of participants. The system composed by hardware, the test protocol, and dedicated measure analysis designed in our laboratory allows us to evaluate human spatial navigation in a complex maze with a small and portable structure, yielding a highly flexible, adaptable, and versatile access to information about the subjects’ spatial navigation abilities.
APA, Harvard, Vancouver, ISO, and other styles
7

Kahana, Michael J., Robert Sekuler, Jeremy B. Caplan, Matthew Kirschen, and Joseph R. Madsen. "Human theta oscillations exhibit task dependence during virtual maze navigation." Nature 399, no. 6738 (June 1999): 781–84. http://dx.doi.org/10.1038/21645.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Lee, Yoonjeong, Samantha Gordon Danner, Benjamin Parrell, Sungbok Lee, Louis Goldstein, and Dani Byrd. "Articulatory, acoustic, and prosodic accommodation in a cooperative maze navigation task." PLOS ONE 13, no. 8 (August 7, 2018): e0201444. http://dx.doi.org/10.1371/journal.pone.0201444.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Madsen, Joseph R., Matthew Kirschen, Jeremy B. Caplan, Robert Sekuler, and Michael J. Kahana. "Task-related Theta Activity from Intracranial Recordings During Virtual Maze Navigation." Neurosurgery 45, no. 3 (September 1999): 701. http://dx.doi.org/10.1097/00006123-199909000-00085.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Amir, Nadav, Reut Suliman-Lavie, Maayan Tal, Sagiv Shifman, Naftali Tishby, and Israel Nelken. "Value-complexity tradeoff explains mouse navigational learning." PLOS Computational Biology 16, no. 12 (December 11, 2020): e1008497. http://dx.doi.org/10.1371/journal.pcbi.1008497.

Full text
Abstract:
We introduce a novel methodology for describing animal behavior as a tradeoff between value and complexity, using the Morris Water Maze navigation task as a concrete example. We develop a dynamical system model of the Water Maze navigation task, solve its optimal control under varying complexity constraints, and analyze the learning process in terms of the value and complexity of swimming trajectories. The value of a trajectory is related to its energetic cost and is correlated with swimming time. Complexity is a novel learning metric which measures how unlikely is a trajectory to be generated by a naive animal. Our model is analytically tractable, provides good fit to observed behavior and reveals that the learning process is characterized by early value optimization followed by complexity reduction. Furthermore, complexity sensitively characterizes behavioral differences between mouse strains.
APA, Harvard, Vancouver, ISO, and other styles
11

Ahmad, Ali M., Brian F. Goldiez, and P. A. Hancock. "Gender Differences in Navigation and Wayfinding using Mobile Augmented Reality." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 49, no. 21 (September 2005): 1868–72. http://dx.doi.org/10.1177/154193120504902111.

Full text
Abstract:
Augmented Reality (AR) technology is sufficiently mature, where it is possible to evaluate improvement in human performance. A critical aspect of human performance is individual differences in AR. In the present study, the effect of gender on human performance in a “search and rescue” navigation task is assessed. Six conditions were investigated in the study: Two control conditions (paper map or compass prior to entering the maze), and four experimental conditions (combinations of egocentric and exocentric maps, and a continuously-on or on-demand map display). 120 subjects equally divided between males and females were tested. Pre and post test questionnaires were administered. Guilford-Zimmerman (G-Z) scores indicate that males perform better than females in spatial visualization and orientation tasks. The time for maze traversal for females exceeded that of males by 127 seconds on average for the no map condition. Also, males had better performance in covering the maze.
APA, Harvard, Vancouver, ISO, and other styles
12

Fontana, D. J., S. E. Daniels, C. Henderson, R. M. Eglen, and E. H. F. Wong. "Ondansetron improves cognitive performance in the Morris water maze spatial navigation task." Psychopharmacology 120, no. 4 (August 1995): 409–17. http://dx.doi.org/10.1007/bf02245812.

Full text
APA, Harvard, Vancouver, ISO, and other styles
13

Lee, Yoonjeong, Samantha Gordon Danner, Benjamin Parrell, Sungbok Lee, Louis Goldstein, and Dani Byrd. "Acoustic and articulatory measures of prosodic convergence in a cooperative maze navigation task." Journal of the Acoustical Society of America 140, no. 4 (October 2016): 3344. http://dx.doi.org/10.1121/1.4970686.

Full text
APA, Harvard, Vancouver, ISO, and other styles
14

Palombi, Tommaso, Laura Mandolesi, Fabio Alivernini, Andrea Chirico, and Fabio Lucidi. "Application of Real and Virtual Radial Arm Maze Task in Human." Brain Sciences 12, no. 4 (March 31, 2022): 468. http://dx.doi.org/10.3390/brainsci12040468.

Full text
Abstract:
Virtual Reality (VR) emerges as a promising technology capable of creating different scenarios in which the body, environment, and brain are closely related, proving enhancements in the diagnosis and treatment of several spatial memory deficits. In recent years, human spatial navigation has increasingly been studied in interactive virtual environments. However, navigational tasks are still not completely adapted in immersive 3D VR systems. We stipulate that an immersive Radial Arm Maze (RAM) is an excellent instrument, allowing the participants to be physically active within the maze exactly as in the walking RAM version in reality modality. RAM is a behavioral ecological task that allows the analyses of different facets of spatial memory, distinguishing declarative components from procedural ones. In addition to describing the characteristics of RAM, we will also analyze studies in which RAM has been used in virtual modality to provide suggestions into RAM building in immersive modality.
APA, Harvard, Vancouver, ISO, and other styles
15

Kraft, P., C. Evangelista, M. Dacke, T. Labhart, and M. V. Srinivasan. "Honeybee navigation: following routes using polarized-light cues." Philosophical Transactions of the Royal Society B: Biological Sciences 366, no. 1565 (March 12, 2011): 703–8. http://dx.doi.org/10.1098/rstb.2010.0203.

Full text
Abstract:
While it is generally accepted that honeybees ( Apis mellifera ) are capable of using the pattern of polarized light in the sky to navigate to a food source, there is little or no direct behavioural evidence that they actually do so. We have examined whether bees can be trained to find their way through a maze composed of four interconnected tunnels, by using directional information provided by polarized light illumination from the ceilings of the tunnels. The results show that bees can learn this task, thus demonstrating directly, and for the first time, that bees are indeed capable of using the polarized-light information in the sky as a compass to steer their way to a food source.
APA, Harvard, Vancouver, ISO, and other styles
16

Segond, Hervé, Déborah Weiss, and Eliana Sampaio. "Human Spatial Navigation via a Visuo-Tactile Sensory Substitution System." Perception 34, no. 10 (October 2005): 1231–49. http://dx.doi.org/10.1068/p3409.

Full text
Abstract:
Spatial navigation within a real 3-D maze was investigated to study space perception on the sole basis of tactile information transmitted by means of a ‘tactile vision substitution system' (TVSS) allowing the conversion of optical images—collected by a micro camera—into ‘tactile images’ via a matrix in contact with the skin. The development of such a device is based on concepts of cerebral and functional plasticity, enabling subjective reproduction of visual images from tactile data processing. Blindfolded sighted subjects had to remotely control the movements of a robot on which the TVSS camera was mounted. Once familiarised with the cues in the maze, the subjects were given two exploration sessions. Performance was analysed according to an objective point of view (exploration time, discrimination capacity), as well as a subjective one (speech). The task was successfully carried out from the very first session. As the subjects took a different path during each navigation, a gradual improvement in performance (discrimination and exploration time) was noted, generating a phenomenon of learning. Moreover, subjective analysis revealed an evolution of the spatialisation process towards distal attribution. Finally, some emotional expressions seemed to reflect the genesis of ‘qualia’ (emotional qualities of stimulation).
APA, Harvard, Vancouver, ISO, and other styles
17

Petrie, B. F. "Learning Set Spatial Navigation Performance in Three Mouse Strains." Psychological Reports 77, no. 3_suppl (December 1995): 1339–42. http://dx.doi.org/10.2466/pr0.1995.77.3f.1339.

Full text
Abstract:
Swiss Webster (SW), Dilute Brown Agouti (DBA), and Deer Mice (DM) were tested for acquisition and retention of a learning set place task in the Morris water maze. The learning set consisted of daily placing the hidden platform sequentially at 1 of 4 separate locations in the pool. All animals swam for 63 days in this version of the water task. SW animals were unable to find the platform reliably. The time taken by DBA and DM animals in escaping the pool declined rapidly, reaching asymptote within 21 days. The DM animals reached the platform significantly faster than either SW or DBA mice. Analyses of swim path selection used by the 3 strains indicated clearly that DM mice were the most systematic in the selecting and sequencing from a variety of potential strategies the appropriate methods necessary for the most efficient solution of the problem. The present results suggest that in light of the differences between strains observed in swimming behaviors, investigation of strain differences in the neuroanatomic structures believed to be related to the solving of spatial problems might be useful.
APA, Harvard, Vancouver, ISO, and other styles
18

Schoenfeld, Robby, Thomas Schiffelholz, Christian Beyer, Bernd Leplow, and Nigel Foreman. "Variants of the Morris water maze task to comparatively assess human and rodent place navigation." Neurobiology of Learning and Memory 139 (March 2017): 117–27. http://dx.doi.org/10.1016/j.nlm.2016.12.022.

Full text
APA, Harvard, Vancouver, ISO, and other styles
19

Macht, Victoria, Natalie Elchert, and Fulton Crews. "Adolescent Alcohol Exposure Produces Protracted Cognitive-Behavioral Impairments in Adult Male and Female Rats." Brain Sciences 10, no. 11 (October 28, 2020): 785. http://dx.doi.org/10.3390/brainsci10110785.

Full text
Abstract:
Binge drinking is common in adolescence. Rodent studies modeling adolescent binge drinking find persistent effects on the brain’s physiology, including increased expression of neuroimmune genes, impaired neurogenesis, and changes in behavioral flexibility. This study used females and males to investigate the effects of adolescent intermittent ethanol (AIE) on a battery of behaviors assessing spatial navigation using a radial arm water maze, working memory using the Hebb-Williams maze, non-spatial long-term memory using novel object recognition, and dominance using a tube dominance test. Results indicate that AIE impairs adult acquisition in spatial navigational learning with deficits predominantly driven by females. Surprisingly, AIE slowed the transition from random to serial search strategies in both sexes, suggesting AIE impairs flexibility in problem-solving processing. In the Hebb-Williams maze working memory task, adult AIE rats exhibited deficits in problem solving, resulting in more errors across the 12 maze configurations, independent of sex. Conversely, AIE decreased dominance behaviors in female rats, and at 7 months post-alcohol, female AIE rats continued to exhibit deficits in novel object recognition. These results suggest that cognitive-behavioral alterations after adolescent binge drinking persist well into middle age, despite abstinence. Future studies should focus on intervening treatment strategies in both females and males.
APA, Harvard, Vancouver, ISO, and other styles
20

Uppal, Sabrina K., Toni L. Uhlendorf, Ruslan L. Nuryyev, Jacqueline Saenz, Menaga Shanmugam, Jessica Ochoa, William Van Trigt, et al. "Human neural progenitor cells ameliorate NMDA-induced hippocampal degeneration and related functional deficits." AIMS Medical Science 8, no. 3 (2021): 252–68. http://dx.doi.org/10.3934/medsci.2021021.

Full text
Abstract:
<abstract> <p>It has been established that the CA3 region of the hippocampus is involved in consolidating short-term memory to long-term memory and aids in spatial navigation retention. Seizures and many neurologic diseases induce damage to that region of the hippocampus, resulting in deficits in memory consolidation and spatial navigation. Drug treatments have been proven to have limited effectiveness, but cell replacement therapy has demonstrated to be more promising. Celavie Biosciences have developed a multipotent, nontumorigenic human neural progenitor cell (hNPC) line shown to have the ability to migrate <italic>in situ</italic>, reducing structural and functional deficits in neurodegenerative animal models. Here, we examined whether transplanted hNPCs would reestablish the memories of Han-Wistar rats subjected to hippocampal excitotoxic lesioning. The rats were lesioned in the CA3c regions at 50 days bilaterally with the neurotoxin NMDA (1 µl containing 7.5 mg/ml; −3.5 mm AP; ±2.0 L and −2.5 V). At 54 days of age, live hNPCs (500000 cells in 5 µl cell suspension media), frozen-killed hNPCs (500000 cells/5 µl), HEK293T cells (500000 cells/5 µl) or vehicle (cell suspension media; 5 µl) were bilaterally implanted directly into the NMDA damaged area. The rats were tested two weeks later with three different memory tests: novel and place-object assays and the water-maze task. Results showed that rats receiving live hNPC implantation performed significantly better in the water maze task than control groups; yet, novel and place-object test results showed no significant differences among treatments. Histology confirmed the survival of implanted hNPCs after 28 days post-implantation as well as showing neuroprotective effects. This study showed that Celavie's hNPCs were able to survive and improve some but not all hippocampal functionality, emphasizing the promise for cell replacement therapeutics for neurodegenerative disorders.</p> </abstract>
APA, Harvard, Vancouver, ISO, and other styles
21

Laczó, Jan, Hana Markova, Veronika Lobellova, Ivana Gazova, Martina Parizkova, Jiri Cerman, Tereza Nekovarova, et al. "Scopolamine disrupts place navigation in rats and humans: a translational validation of the Hidden Goal Task in the Morris water maze and a real maze for humans." Psychopharmacology 234, no. 4 (November 24, 2016): 535–47. http://dx.doi.org/10.1007/s00213-016-4488-2.

Full text
APA, Harvard, Vancouver, ISO, and other styles
22

Velentzas, George, Theodore Tsitsimis, Iñaki Rañó, Costas Tzafestas, and Mehdi Khamassi. "Adaptive reinforcement learning with active state-specific exploration for engagement maximization during simulated child-robot interaction." Paladyn, Journal of Behavioral Robotics 9, no. 1 (August 1, 2018): 235–53. http://dx.doi.org/10.1515/pjbr-2018-0016.

Full text
Abstract:
Abstract Using assistive robots for educational applications requires robots to be able to adapt their behavior specifically for each child with whom they interact.Among relevant signals, non-verbal cues such as the child’s gaze can provide the robot with important information about the child’s current engagement in the task, and whether the robot should continue its current behavior or not. Here we propose a reinforcement learning algorithm extended with active state-specific exploration and show its applicability to child engagement maximization as well as more classical tasks such as maze navigation. We first demonstrate its adaptive nature on a continuous maze problem as an enhancement of the classic grid world. There, parameterized actions enable the agent to learn single moves until the end of a corridor, similarly to “options” but without explicit hierarchical representations.We then apply the algorithm to a series of simulated scenarios, such as an extended Tower of Hanoi where the robot should find the appropriate speed of movement for the interacting child, and to a pointing task where the robot should find the child-specific appropriate level of expressivity of action. We show that the algorithm enables to cope with both global and local non-stationarities in the state space while preserving a stable behavior in other stationary portions of the state space. Altogether, these results suggest a promising way to enable robot learning based on non-verbal cues and the high degree of non-stationarities that can occur during interaction with children.
APA, Harvard, Vancouver, ISO, and other styles
23

Kosaki, Yutaka, Steven L. Poulter, Joe M. Austen, and Anthony McGregor. "Dorsolateral striatal lesions impair navigation based on landmark-goal vectors but facilitate spatial learning based on a “cognitive map”." Learning & Memory 22, no. 3 (February 17, 2015): 179–91. http://dx.doi.org/10.1101/lm.037077.114.

Full text
Abstract:
In three experiments, the nature of the interaction between multiple memory systems in rats solving a variation of a spatial task in the water maze was investigated. Throughout training rats were able to find a submerged platform at a fixed distance and direction from an intramaze landmark by learning a landmark-goal vector. Extramaze cues were also available for standard place learning, or “cognitive mapping,” but these cues were valid only within each session, as the position of the platform moved around the pool between sessions together with the intramaze landmark. Animals could therefore learn the position of the platform by taking the consistent vector from the landmark across sessions or by rapidly encoding the new platform position on each session with reference to the extramaze cues. Excitotoxic lesions of the dorsolateral striatum impaired vector-based learning but facilitated cognitive map-based rapid place learning when the extramaze cues were relatively poor (Experiment 1) but not when they were more salient (Experiments 2 and 3). The way the lesion effects interacted with cue availability is consistent with the idea that the memory systems involved in the current navigation task are functionally cooperative yet associatively competitive in nature.
APA, Harvard, Vancouver, ISO, and other styles
24

Raouf, Mohammad, and Somayeh Raiesdana. "Investigating the Effect of Music on Spatial Learning in a Virtual Reality Task." Caspian Journal of Neurological Sciences 6, no. 2 (April 1, 2020): 71–83. http://dx.doi.org/10.32598/cjns.6.21.220.2.

Full text
Abstract:
Background: Spatial learning and navigation is a fundamental cognitive ability consisting of multiple cognitive components. Despite intensive efforts conducted with the assistance of virtual reality technology and functional Magnetic Resonance Imaging (fMRI) modality, the music effect on this cognition and the involved neuronal mechanisms remain elusive. Objectives: We aimed to investigate the effect of familiarity with music on human’s spatial learning performance in a goal-directed virtual-navigation task combined with an fMRI study. Materials and Methods: Healthy adult participants were navigated using fMRI-compatible equipment within a 3D virtual maze developed with the MazeSuite application. This measure was taken to learn the environment and find the position of hidden objects. The fMRI data were obtained, processed, and analyzed to map the brain activity and identify the differences in the Blood Oxygen Level Dependent (BOLD) activity between the research groups during searching and finding phases. Both behavioral and image analysis were outperformed in this research. Besides, three T-contrasts were defined to compare the activity patterns between the study groups. The selected music was Mozart sonata owing to its known facilitating impact on cognition. Results: The obtained data indicated that those who have heard music prior to the test had a better performance; they navigated faster and committed fewer errors. The activation of regions, like parahippocampal gyrus, related to spatial cognition, was observed in the searching phase and the activation of the cerebellum, superior temporal, and marginal gyrus, i.e. more probably related to music processing was observed during the finding step. Conclusion: The active regions found in this work indicated the interplay of the neural substrate underlying to spatial-temporal tasks and music processing.
APA, Harvard, Vancouver, ISO, and other styles
25

Fritz, Ann-Kristina, Irmgard Amrein, and David P. Wolfer. "Similar reliability and equivalent performance of female and male mice in the open field and water-maze place navigation task." American Journal of Medical Genetics Part C: Seminars in Medical Genetics 175, no. 3 (June 27, 2017): 380–91. http://dx.doi.org/10.1002/ajmg.c.31565.

Full text
APA, Harvard, Vancouver, ISO, and other styles
26

Scandurra, Anna, Alessandra Alterisio, Anna Di Cosmo, Antonio D’Ambrosio, and Biagio D’Aniello. "Ovariectomy Impairs Socio-Cognitive Functions in Dogs." Animals 9, no. 2 (February 14, 2019): 58. http://dx.doi.org/10.3390/ani9020058.

Full text
Abstract:
Recent studies have underlined the effect of ovariectomy on the spatial cognition of female dogs, with ovariectomized dogs showing a clear preference for an egocentric rather than an allocentric navigation strategy whereas intact females did not show preferences. Intact females had better performances than gonadectomized females in solving a learning task in a maze. Ovariectomy also affects socio-cognitive abilities, reducing the dog’s level of attention on the owner. We tested dogs (Canis lupus familiaris) in the object choice task paradigm to assess whether an ovariectomy could impair females’ ability to follow human signals. Forty pet dogs (18 intact females (IF) and 22 gonadectomized females (GF)) were tested in the object choice task paradigm using the human proximal pointing gesture. For the analysis, the frequency of correct, wrong and no-choices was collected; moreover, the latency of the correct choices was also considered. The IF group followed the pointing gestures more often than the GF group and with a lower latency, whereas a significantly higher no-choice frequency was recorded for the GF group. These results show a detrimental effect of ovariectomy on dogs’ socio-cognitive skills related to the responsiveness to human pointing gestures.
APA, Harvard, Vancouver, ISO, and other styles
27

Dodge, Neil C., Kevin G. F. Thomas, Ernesta M. Meintjes, Christopher D. Molteno, Joseph L. Jacobson, and Sandra W. Jacobson. "Reduced Hippocampal Volumes Partially Mediate Effects of Prenatal Alcohol Exposure on Spatial Navigation on a Virtual Water Maze Task in Children." Alcoholism: Clinical and Experimental Research 44, no. 4 (March 20, 2020): 844–55. http://dx.doi.org/10.1111/acer.14310.

Full text
APA, Harvard, Vancouver, ISO, and other styles
28

Burešová, O., J. J. Bolhuis, and J. Bureš. "Differential effects of cholinergic blockade on performance of rats in the water tank navigation task and in a radial water maze." Behavioral Neuroscience 100, no. 4 (1986): 476–82. http://dx.doi.org/10.1037/0735-7044.100.4.476.

Full text
APA, Harvard, Vancouver, ISO, and other styles
29

Rodriguez, Paul F. "Human navigation that requires calculating heading vectors recruits parietal cortex in a virtual and visually sparse water maze task in fMRI." Behavioral Neuroscience 124, no. 4 (August 2010): 532–40. http://dx.doi.org/10.1037/a0020231.

Full text
APA, Harvard, Vancouver, ISO, and other styles
30

Ernyey, Aliz Judit, Eszter Bögi, Ferenc Kassai, Imola Plangár, and István Gyertyán. "Translational Difficulties in Querying Rats on “Orientation”." BioMed Research International 2019 (December 30, 2019): 1–11. http://dx.doi.org/10.1155/2019/6149023.

Full text
Abstract:
The aim of this study was to translate the “orientation” query of the ADAS-Cog inventory to rats and to investigate whether they can determine which time of the day they are. For this purpose, we established a modified Morris water-maze navigation task where the escape platform was placed onto various locations at different times of the day: “morning”, “noon” and “evening”. In each of these sessions rats swam a “query” trial and a “confirmatory” trial, 30 min apart. Lister Hooded rats randomly chose among the three possible target locations, while Long Evans rats partly followed a win-stay strategy by preferring to visit first to the platform position of the previous session. Despite simplifying the task to a morning–evening discrimination, Lister Hooded rats continued searching by chance, while Long Evans rats switched to the mentally less demanding random strategy. We then inserted a board into the pool which required longer swimming path from the animals when they were correcting an initial wrong choice, but this modification did not result in a change in the above strategies. Lastly, in a separate group of Long–Evans rats, the training conditions were modified inasmuch an incorrect choice was definitely punished by impeding the animals to correct it and confining them to a platform-free part of the maze for the whole trial period. However, even these stricter conditions were not sufficient to make the rats distinguish times of the day. The observed lack of time discrimination may source from an evolutionary built in mechanism characteristic for the rat species or this ability may have only been lost in laboratory rats.
APA, Harvard, Vancouver, ISO, and other styles
31

Carson, Iain, Aaron Quigley, Loraine Clarke, and Uta Hinrichs. "Investigating the Effect of Sensory Concurrency on Learning Haptic Spatiotemporal Signals." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 5, no. 1 (March 19, 2021): 1–30. http://dx.doi.org/10.1145/3448102.

Full text
Abstract:
A new generation of multimodal interfaces and interactions is emerging. Drawing on the principles of Sensory Substitution and Augmentation Devices (SSADs), these new interfaces offer the potential for rich, immersive human-computer interactions, but are difficult to design well, and take time to master, creating significant barriers towards wider adoption. Following a review of the literature surrounding existing SSADs, their metrics for success and their growing influence on interface design in Human Computer Interaction, we present a medium term (4-day) study comparing the effectiveness of various combinations of visual and haptic feedback (sensory concurrencies) in preparing users to perform a virtual maze navigation task using haptic feedback alone. Participants navigated 12 mazes in each of 3 separate sessions under a specific combination of visual and haptic feedback, before performing the same task using the haptic feedback alone. Visual sensory deprivation was shown to be inferior to visual & haptic concurrency in enabling haptic signal comprehension, while a new hybridized condition combining reduced visual feedback with the haptic signal was shown to be superior. Potential explanations for the effectiveness of the hybrid mechanism are explored, and the scope and implications of its generalization to new sensory interfaces is presented.
APA, Harvard, Vancouver, ISO, and other styles
32

Cristín, Javier, Viçenc Méndez, and Daniel Campos. "Informational Entropy Threshold as a Physical Mechanism for Explaining Tree-like Decision Making in Humans." Entropy 24, no. 12 (December 13, 2022): 1819. http://dx.doi.org/10.3390/e24121819.

Full text
Abstract:
While approaches based on physical grounds (such as the drift-diffusion model—DDM) have been exhaustively used in psychology and neuroscience to describe perceptual decision making in humans, similar approaches to complex situations, such as sequential (tree-like) decisions, are still scarce. For such scenarios that involve a reflective prospection of future options, we offer a plausible mechanism based on the idea that subjects can carry out an internal computation of the uncertainty about the different options available, which is computed through the corresponding Shannon entropy. When the amount of information gathered through sensory evidence is enough to reach a given threshold in the entropy, this will trigger the decision. Experimental evidence in favor of this entropy-based mechanism was provided by exploring human performance during navigation through a maze on a computer screen monitored with the help of eye trackers. In particular, our analysis allows us to prove that (i) prospection is effectively used by humans during such navigation tasks, and an indirect quantification of the level of prospection used is attainable; in addition, (ii) the distribution of decision times during the task exhibits power-law tails, a feature that our entropy-based mechanism is able to explain, unlike traditional (DDM-like) frameworks.
APA, Harvard, Vancouver, ISO, and other styles
33

Cetnarski, Ryszard, Alberto Betella, Hielke Prins, Sid Kouider, and Paul F. M. J. Verschure. "Subliminal Response Priming in Mixed Reality: The Ecological Validity of a Classic Paradigm of Perception." Presence: Teleoperators and Virtual Environments 23, no. 1 (February 1, 2014): 1–17. http://dx.doi.org/10.1162/pres_a_00171.

Full text
Abstract:
Subliminal stimuli can affect perception, decision-making, and action without being accessible to conscious awareness. Most evidence supporting this notion has been obtained in highly controlled laboratory conditions. Hence, its generalization to more realistic and ecologically valid contexts is unclear. Here, we investigate the impact of subliminal cues in an immersive navigation task using the so-called eXperience Induction Machine (XIM), a human accessible mixed-reality system. Subjects were asked to navigate through a maze at high speed. At irregular intervals, one group of subjects was exposed to subliminal aversive stimuli using the masking paradigm. We hypothesized that these stimuli would bias decision-making. Indeed, our results confirm this hypothesis and indicate that a subliminal channel of interaction exists between the user and the XIM. These results are relevant in our understanding of the bandwidth of communication that can be established between humans and their physical and social environment, thus opening up to new and powerful methods to interface humans and artefacts.
APA, Harvard, Vancouver, ISO, and other styles
34

Buchanan, Edgar, Léni K. Le Goff, Wei Li, Emma Hart, Agoston E. Eiben, Matteo De Carlo, Alan F. Winfield, et al. "Bootstrapping Artificial Evolution to Design Robots for Autonomous Fabrication." Robotics 9, no. 4 (December 7, 2020): 106. http://dx.doi.org/10.3390/robotics9040106.

Full text
Abstract:
A long-term vision of evolutionary robotics is a technology enabling the evolution of entire autonomous robotic ecosystems that live and work for long periods in challenging and dynamic environments without the need for direct human oversight. Evolutionary robotics has been widely used due to its capability of creating unique robot designs in simulation. Recent work has shown that it is possible to autonomously construct evolved designs in the physical domain; however, this brings new challenges: the autonomous manufacture and assembly process introduces new constraints that are not apparent in simulation. To tackle this, we introduce a new method for producing a repertoire of diverse but manufacturable robots. This repertoire is used to seed an evolutionary loop that subsequently evolves robot designs and controllers capable of solving a maze-navigation task. We show that compared to random initialisation, seeding with a diverse and manufacturable population speeds up convergence and on some tasks, increases performance, while maintaining manufacturability.
APA, Harvard, Vancouver, ISO, and other styles
35

LaDage, L. D., T. C. Roth, A. M. Cerjanic, B. Sinervo, and V. V. Pravosudov. "Spatial memory: are lizards really deficient?" Biology Letters 8, no. 6 (August 29, 2012): 939–41. http://dx.doi.org/10.1098/rsbl.2012.0527.

Full text
Abstract:
In many animals, behaviours such as territoriality, mate guarding, navigation and food acquisition rely heavily on spatial memory abilities; this has been demonstrated in diverse taxa, from invertebrates to mammals. However, spatial memory ability in squamate reptiles has been seen as possible, at best, or non-existent, at worst. Of the few previous studies testing for spatial memory in squamates, some have found no evidence of spatial memory while two studies have found evidence of spatial memory in snakes, but have been criticized based on methodological issues. We used the Barnes maze, a common paradigm to test spatial memory abilities in mammals, to test for spatial memory abilities in the side-blotched lizard ( Uta stansburiana ). We found the existence of spatial memory in this species using this spatial task. Thus, our study supports the existence of spatial memory in this squamate reptile species and seeks to parsimoniously align this species with the diverse taxa that demonstrate spatial memory ability.
APA, Harvard, Vancouver, ISO, and other styles
36

STERN, HELMAN I., JUAN P. WACHS, and YAEL EDAN. "DESIGNING HAND GESTURE VOCABULARIES FOR NATURAL INTERACTION BY COMBINING PSYCHO-PHYSIOLOGICAL AND RECOGNITION FACTORS." International Journal of Semantic Computing 02, no. 01 (March 2008): 137–60. http://dx.doi.org/10.1142/s1793351x08000385.

Full text
Abstract:
A need exists for intuitive hand gesture machine interaction in which the machine not only recognizes gestures, but also the human feels comfortable and natural in their execution. The gesture vocabulary design problem is rigorously formulated as a multi-objective optimization problem. Psycho-physiological measures (intuitiveness, comfort) and gesture recognition accuracy are taken as the multi-objective factors. The hand gestures are static and recognized by a vision based fuzzy c-means classifier. A meta-heuristic approach decomposes the problem into two sub-problems: finding the subsets of gestures that meet a minimal accuracy requirement, and matching gestures to commands to maximize the human factors objective. The result is a set of Pareto optimal solutions in which no objective may be increased without a concomitant decrease in another. Several solutions from the Pareto set are selected by the user using prioritized objectives. Software programs are developed to automate the collection of intuitive and stress indices. The method is tested for a simulated car — maze navigation task. Validation tests were conducted to substantiate the claim that solutions that maximize intuitiveness, comfort, and recognition accuracy performance measures can be used as proxies for the minimization task time objective. Learning and memorability were also tested.
APA, Harvard, Vancouver, ISO, and other styles
37

Devan, Bryan D., Elizabeth L. Tobin, Emily N. Dunn, and Christopher Magalis. "Sex differences on the competitive place task in the water maze: The influence of peripheral pool time on spatial navigation performance in rats." Behavioural Processes 132 (November 2016): 34–41. http://dx.doi.org/10.1016/j.beproc.2016.09.009.

Full text
APA, Harvard, Vancouver, ISO, and other styles
38

Plácido, Jessica, José Vinicius Ferreira, Juliana Araújo, Felipe de Oliveira Silva, Renan Baltar Ferreira, Carla Guimarães, Andréa Nunes de Carvalho, Jerson Laks, and Andrea Camaz Deslandes. "Beyond the Mini-Mental State Examination: The Use of Physical and Spatial Navigation Tests to Help to Screen for Mild Cognitive Impairment and Alzheimer’s Disease." Journal of Alzheimer's Disease 81, no. 3 (June 1, 2021): 1243–52. http://dx.doi.org/10.3233/jad-210106.

Full text
Abstract:
Background: Spatial navigation and dual-task (DT) performance may represent a low-cost approach to the identification of the cognitive decline in older adults and may support the clinical diagnosis of mild cognitive impairment (MCI) and Alzheimer’s disease (AD). Objective: To assess the accuracy of different types of motor tasks in differentiating older persons with MCI and AD from healthy peers. Methods: Older adults aged 60 years or over (n = 105; healthy = 39; MCI = 23; AD = 43) were evaluated by the floor maze test (FMT), the senior fitness test, and DT performance. Receiver operating characteristic curve (ROC) analysis was used to evaluate the accuracy of the tests. We also performed principal component analysis (PCA) and logistic regression analysis to explore the variance and possible associations of the variables within the sample. Results: FMT (AUC = 0.84, sensitivity = 75.7%, specificity = 76.1%, p < 0.001) and DT (AUC = 0.87, sensitivity = 80.4%, specificity = 86.9%, p < 0.001) showed the highest performance for distinguishing MCI from AD individuals. Moreover, FMT presented better sensitivity in distinguishing AD patients from their healthy peers (AUC = 0.93, sensitivity = 94%, specificity = 85.6%, p < 0.001) when compared to the Mini-Mental State Examination. PCA revealed that the motor test performance explains a total of 73.9% of the variance of the sample. Additionally, the results of the motor tests were not influenced by age and education. Conclusion: Spatial navigation tests showed better accuracy than usual cognitive screening tests in distinguishing patients with neurocognitive disorders.
APA, Harvard, Vancouver, ISO, and other styles
39

Bauer, Markus, Matthew G. Buckley, and Tobias Bast. "Individual differences in theta-band oscillations in a spatial memory network revealed by electroencephalography predict rapid place learning." Brain and Neuroscience Advances 5 (January 2021): 239821282110027. http://dx.doi.org/10.1177/23982128211002725.

Full text
Abstract:
Spatial memory has been closely related to the medial temporal lobe and theta oscillations are thought to play a key role. However, it remains difficult to investigate medial temporal lobe activation related to spatial memory with non-invasive electrophysiological methods in humans. Here, we combined the virtual delayed-matching-to-place task, reverse-translated from the watermaze delayed-matching-to-place task in rats, with high-density electroencephalography recordings. Healthy young volunteers performed this computerised task in a virtual circular arena, which contained a hidden target whose location moved to a new place every four trials, allowing the assessment of rapid memory formation. Using behavioural measures as predictor variables for source reconstructed frequency-specific electroencephalography power, we found that inter-individual differences in ‘search preference’ during ‘probe trials’, a measure of one-trial place learning known from rodent studies to be particularly hippocampus-dependent, correlated predominantly with distinct theta-band oscillations (approximately 7 Hz), particularly in the right temporal lobe, the right striatum and inferior occipital cortex or cerebellum. This pattern was found during both encoding and retrieval/expression, but not in control analyses and could not be explained by motor confounds. Alpha-activity in sensorimotor and parietal cortex contralateral to the hand used for navigation also correlated (inversely) with search preference. This latter finding likely reflects movement-related factors associated with task performance, as well as a frequency difference in (ongoing) alpha-rhythm for high-performers versus low-performers that may contribute to these results indirectly. Relating inter-individual differences in ongoing brain activity to behaviour in a continuous rapid place-learning task that is suitable for a variety of populations, we could demonstrate that memory-related theta-band activity in temporal lobe can be measured with electroencephalography recordings. This approach holds great potential for further studies investigating the interactions within this network during encoding and retrieval, as well as neuromodulatory impacts and age-related changes.
APA, Harvard, Vancouver, ISO, and other styles
40

Kuruvilla, Maneesh V., David I. G. Wilson, and James A. Ainge. "Lateral entorhinal cortex lesions impair both egocentric and allocentric object–place associations." Brain and Neuroscience Advances 4 (January 2020): 239821282093946. http://dx.doi.org/10.1177/2398212820939463.

Full text
Abstract:
During navigation, landmark processing is critical either for generating an allocentric-based cognitive map or in facilitating egocentric-based strategies. Increasing evidence from manipulation and single-unit recording studies has highlighted the role of the entorhinal cortex in processing landmarks. In particular, the lateral (LEC) and medial (MEC) sub-regions of the entorhinal cortex have been shown to attend to proximal and distal landmarks, respectively. Recent studies have identified a further dissociation in cue processing between the LEC and MEC based on spatial frames of reference. Neurons in the LEC preferentially encode egocentric cues while those in the MEC encode allocentric cues. In this study, we assessed the impact of disrupting the LEC on landmark-based spatial memory in both egocentric and allocentric reference frames. Animals that received excitotoxic lesions of the LEC were significantly impaired, relative to controls, on both egocentric and allocentric versions of an object–place association task. Notably, LEC lesioned animals performed at chance on the egocentric version but above chance on the allocentric version. There was no significant difference in performance between the two groups on an object recognition and spatial T-maze task. Taken together, these results indicate that the LEC plays a role in feature integration more broadly and in specifically processing spatial information within an egocentric reference frame.
APA, Harvard, Vancouver, ISO, and other styles
41

West, Greg L., Brandi Lee Drisdelle, Kyoko Konishi, Jonathan Jackson, Pierre Jolicoeur, and Veronique D. Bohbot. "Habitual action video game playing is associated with caudate nucleus-dependent navigational strategies." Proceedings of the Royal Society B: Biological Sciences 282, no. 1808 (June 7, 2015): 20142952. http://dx.doi.org/10.1098/rspb.2014.2952.

Full text
Abstract:
The habitual playing of video games is associated with increased grey matter and activity in the striatum. Studies in humans and rodents have shown an inverse relationship between grey matter in the striatum and hippocampus. We investigated whether action video game playing is also associated with increased use of response learning strategies during navigation, known to be dependent on the caudate nucleus of the striatum, when presented in a dual solution task. We tested 26 action video game players (actionVGPs) and 33 non-action video game players (nonVGPs) on the 4-on-8 virtual maze and a visual attention event-related potential (ERP) task, which elicits a robust N-2-posterior-controlateral (N2pc) component. We found that actionVGPs had a significantly higher likelihood of using a response learning strategy (80.76%) compared to nonVGPs (42.42%). Consistent with previous evidence, actionVGPs and nonVGPs differed in the way they deployed visual attention to central and peripheral targets as observed in the elicited N2pc component during an ERP visual attention task. Increased use of the response strategy in actionVGPs is consistent with previously observed increases in striatal volume in video game players (VGPs). Using response strategies is associated with decreased grey matter in the hippocampus. Previous studies have shown that decreased volume in the hippocampus precedes the onset of many neurological and psychiatric disorders. If actionVGPs have lower grey matter in the hippocampus, as response learners normally do, then these individuals could be at increased risk of developing neurological and psychiatric disorders during their lifetime.
APA, Harvard, Vancouver, ISO, and other styles
42

Vittalrao, Amberkar Mohanbabu, Abhishek Chakraborti, Meena Kumari K, Nandit Banawalikar, and Kiran Kumar N. "Evaluation of Vigilance Promoting Drugs Modafinil and Caffeine on Cognition Enhancing Activities in Wistar Albino Rats-A Comparative Study." Biomedical & Pharmacology Journal 12, no. 3 (September 30, 2019): 1463–70. http://dx.doi.org/10.13005/bpj/1776.

Full text
Abstract:
Learning process can’t be made simple unless one is wakeful/attentive/aware of present situations. Worldwide, it is known fact that behavioral modulating actions of Caffeine is used in many common beverages, likewise modafinil appears to promote a possible facilitatory effect on cognitive function perhaps that is the primary reason why is it is been used in narcolepsy, obstructive sleep apnea, shiftwork and Jet lag syndrome. The rationale for conducting this animal experiment was to exploit/evaluate the vigilance promoting pharmacological actions of modafinil and compare with caffeine and rivastigmine. It promising agent for various indications like cognitive dysfunctional disorders, chronic alcoholism, attention-deficit hyperactivity disorder and schizophrenia. Two drugs modafinil 75mg/kg and caffeine 10mg/kg were used as test drugs and rivastigmine 5mg/kg as standard cognition enhancing and scopolamine 0.5mg/kg to induce amnesia in Wistar albino rats. Three different experimental models were used to screen the memory enhancing activities. The ability of the rats to retain chronic and working memory were screened by standard experiments like T-Maze and passive avoidance respectively. Morris water and T-Maze were used to test navigation and spatial task memory enhancing activities respectively. Total 72 rats were used in the study, 4 groups in each model, and 6 rats in each group. The obtained data were denoted as mean values and statistically analyzed by One-way ANOVA using SPSS 20.0 software. Both the test drugs and rivastigmine treated rats exhibited significant anti- amnesic activities among all three models compared to control (P<0.05). In passive avoidance, rivastigmine ranked maximum in memory retention abilities (17.83), whereas in modafinil treated rats showed similar results however; the rank of increased latency time (15.33 s) was not comparable with caffeine (13.17 s). In T-maze, the no. of mean correct spontaneous and rewarded alternations exhibited by caffeine and modafinil treated rats were 16.50±0.50 and 15.83±0.60 respectively and were comparable to the rivastigmine treated rats. In Morris water maze test, all three drugs caffeine, modafinil and rivastigmine treated group showed significant difference compared to the control. However, caffeine treated rats exhibited statistically significant (P<0.01) least escape latency time at probe trial compared to other groups and rats treated with modafinil showed maximum time in the probe quadrant by 27.37 s. The total amount of time spent in the probe quadrant and escape latency in caffeine and modafinil treated rats were comparable to rivastigmine treated rats.
APA, Harvard, Vancouver, ISO, and other styles
43

Prokopova, Iva, Stepan Bahnik, Vanessa Doulames, Karel Vales, Tomas Petrasek, Jan Svoboda, and Ales Stuchlik. "Synergistic effects of dopamine D2-like receptor antagonist sulpiride and beta-blocker propranolol on learning in the Carousel maze, a dry-land spatial navigation task." Pharmacology Biochemistry and Behavior 102, no. 1 (July 2012): 151–56. http://dx.doi.org/10.1016/j.pbb.2012.04.003.

Full text
APA, Harvard, Vancouver, ISO, and other styles
44

Parekh, A. A., K. Kam, A. Mullins, A. Fakhoury, B. Castillo, Z. Roberts, L. Fleysher, D. M. Rapoport, I. Ayappa, and A. Varga. "0090 Stage-Specific Sleep Disruption and its Effect on Spatial Navigational Memory." Sleep 43, Supplement_1 (April 2020): A36—A37. http://dx.doi.org/10.1093/sleep/zsaa056.088.

Full text
Abstract:
Abstract Introduction The mechanisms by which sleep disruption impact memory may depend on sleep stage, as rapid eye movement (REM) and slow wave sleep (SWS) differ in several significant ways, including degree of neuronal synchrony and frequency of cortical local field potential oscillations. Here we sought to examine the relationship between stage-specific disruption of sleep and its effect on spatial navigational memory. Methods 9 healthy adult subjects participated in this study which involved 3 in-lab polysomnograms (normal, REM-disruption, and SWS-disruption) accompanied by pre- and post-sleep functional neuroimaging of brain during a spatial navigational memory task. Graded auditory stimuli consisting of 0.5 second bursts of high-frequency tones (300-3000Hz) were used to disrupt sleep (REM/SWS) in real time. Primary metrics to ascertain the effect of these auditory tones on sleep were time in sleep stage (REM/SWS) as a % of total sleep time (TST), bout length. The primary metric for spatial navigational memory was %change in overnight completion time on a first-person-experience 3D maze task. Results Sleep macrostructure was normal during the normal night (TST:379.9±56.6 min; SWS:19.5±7.6%; REM:19.4±5.3%; mean±std). Stage-specific disruption of sleep was achieved using auditory tones during a) SWS-disruption condition (TST:388.9±47.4 mins; SWS:6.6±4.8%; REM:18.7±5.2%) and b) REM-disruption condition (TST:365.3±69.8 mins; SWS:17.1±7.7%; REM:12.1±6.6%). SWS-disruption reduced mean bout length of SWS as compared to no disruption (1.3±0.8 mins vs. 10.3±8.2 mins; p&lt;0.01) and REM-disruption reduced mean bout length of REM as compared to no disruption (2.2±1.7 vs. 10.6±5.2 mins; p&lt;0.01). When sleep was not disrupted, subjects achieved overnight improvements in performance (25.3±17%) which remained unchanged during REM-disruption (18.8±29.6%, p=0.5) and during SWS-disruption (38.8±24.4%; p=0.2). Morning psychomotor vigilance was also unaffected by condition. Conclusion Stage specific disruption of sleep can be achieved using graded auditory tones. While performance on a virtual 3D maze remain unchanged with stage specific sleep disruption, lower sample size may have limited our ability to detect the change. Activation patterns from functional neuroimaging that were acquired during the spatial navigation task may elucidate the interaction between stage-specific sleep disruption and performance. Support NIH R21AG059179
APA, Harvard, Vancouver, ISO, and other styles
45

Tessereau, Charline, Reuben O’Dea, Stephen Coombes, and Tobias Bast. "Reinforcement learning approaches to hippocampus-dependent flexible spatial navigation." Brain and Neuroscience Advances 5 (January 2021): 239821282097563. http://dx.doi.org/10.1177/2398212820975634.

Full text
Abstract:
Humans and non-human animals show great flexibility in spatial navigation, including the ability to return to specific locations based on as few as one single experience. To study spatial navigation in the laboratory, watermaze tasks, in which rats have to find a hidden platform in a pool of cloudy water surrounded by spatial cues, have long been used. Analogous tasks have been developed for human participants using virtual environments. Spatial learning in the watermaze is facilitated by the hippocampus. In particular, rapid, one-trial, allocentric place learning, as measured in the delayed-matching-to-place variant of the watermaze task, which requires rodents to learn repeatedly new locations in a familiar environment, is hippocampal dependent. In this article, we review some computational principles, embedded within a reinforcement learning framework, that utilise hippocampal spatial representations for navigation in watermaze tasks. We consider which key elements underlie their efficacy, and discuss their limitations in accounting for hippocampus-dependent navigation, both in terms of behavioural performance (i.e. how well do they reproduce behavioural measures of rapid place learning) and neurobiological realism (i.e. how well do they map to neurobiological substrates involved in rapid place learning). We discuss how an actor–critic architecture, enabling simultaneous assessment of the value of the current location and of the optimal direction to follow, can reproduce one-trial place learning performance as shown on watermaze and virtual delayed-matching-to-place tasks by rats and humans, respectively, if complemented with map-like place representations. The contribution of actor–critic mechanisms to delayed-matching-to-place performance is consistent with neurobiological findings implicating the striatum and hippocampo-striatal interaction in delayed-matching-to-place performance, given that the striatum has been associated with actor–critic mechanisms. Moreover, we illustrate that hierarchical computations embedded within an actor–critic architecture may help to account for aspects of flexible spatial navigation. The hierarchical reinforcement learning approach separates trajectory control via a temporal-difference error from goal selection via a goal prediction error and may account for flexible, trial-specific, navigation to familiar goal locations, as required in some arm-maze place memory tasks, although it does not capture one-trial learning of new goal locations, as observed in open field, including watermaze and virtual, delayed-matching-to-place tasks. Future models of one-shot learning of new goal locations, as observed on delayed-matching-to-place tasks, should incorporate hippocampal plasticity mechanisms that integrate new goal information with allocentric place representation, as such mechanisms are supported by substantial empirical evidence.
APA, Harvard, Vancouver, ISO, and other styles
46

Giménez-Llort, Lydia, Mikel Santana-Santana, Míriam Ratia, Belén Pérez, Pelayo Camps, Diego Muñoz-Torrero, Albert Badia, and Maria Victòria Clos. "Clock/Sleep-Dependent Learning and Memory in Male 3xTg-AD Mice at Advanced Disease Stages and Extrinsic Effects of Huprine X and the Novel Multitarget Agent AVCRI104P3." Brain Sciences 11, no. 4 (March 26, 2021): 426. http://dx.doi.org/10.3390/brainsci11040426.

Full text
Abstract:
A new hypothesis highlights sleep-dependent learning/memory consolidation and regards the sleep-wake cycle as a modulator of β-amyloid and tau Alzheimer’s disease (AD) pathologies. Sundowning behavior is a common neuropsychiatric symptom (NPS) associated with dementia. Sleep fragmentation resulting from disturbances in sleep and circadian rhythms in AD may have important consequences on memory processes and exacerbate the other AD-NPS. The present work studied the effect of training time schedules on 12-month-old male 3xTg-AD mice modeling advanced disease stages. Their performance in two paradigms of the Morris water maze for spatial-reference and visual-perceptual learning and memory were found impaired at midday, after 4 h of non-active phase. In contrast, early-morning trained littermates, slowing down from their active phase, exhibited better performance and used goal-directed strategies and non-search navigation described for normal aging. The novel multitarget anticholinesterasic compound AVCRI104P3 (0.6 µmol·kg−1, 21 days i.p.) exerted stronger cognitive benefits than its in vitro equipotent dose of AChEI huprine X (0.12 μmol·kg−1, 21 days i.p.). Both compounds showed streamlined drug effectiveness, independently of the schedule. Their effects on anxiety-like behaviors were moderate. The results open a question of how time schedules modulate the capacity to respond to task demands and to assess/elucidate new drug effectiveness.
APA, Harvard, Vancouver, ISO, and other styles
47

Ghenbot, Yohannes, Andrew Richardson, Xilin Liu, Han Hao, Sam DeLuccia, Greg Boyek, Jan Van der Spiegel, and Timothy Lucas. "2318 Augmenting perception through direct electrical stimulation of adult somatosensory cortex." Journal of Clinical and Translational Science 2, S1 (June 2018): 5. http://dx.doi.org/10.1017/cts.2018.48.

Full text
Abstract:
OBJECTIVES/SPECIFIC AIMS: Our main objectives are to study sensory encoding in the adult cortex and quantify rodents’ ability to use intracortical microstimulation to guide behavior. METHODS/STUDY POPULATION: Three rats were implanted with unilateral bipolar stimulating electrodes. The electrodes were connected to a wireless neural stimulator housed in the rat’s backpack. The rat’s swim path was tracked by a video camera above the circular pool, and stimulation parameters were updated in real-time based on distance from the platform. Stimulation was delivered as the distance from the platform increased. Stimulation amplitude was determined through behavioral threshold testing, and parameters ranged from 15–75 μA with 100-Hz pulse trains and 0.2-ms pulses. Rats were first challenged with the 4-platform task in which the submerged platform was randomized across 4 possible locations. This dissociated visual cues from the platform location, as rats had knowledge of the 4 possible locations, but had to use stimulation to guide them efficiently. Next, rats were tasked with the more challenging random-platform task. Visual cues were completely dissociated from the platform location by randomizing the platform location across the entire pool. Performance using the neuroprosthetic device was assessed by comparing trials when the device was on (stimulation trial) Versus off (no-stim trial) for the 2 tasks. RESULTS/ANTICIPATED RESULTS: 4-platform task: Rats visited less potential platform locations when the neuroprosthetic was on Versus off. Rats were also more likely to visit the correct platform location on their first swim trajectory when brain stimulation was delivered. When artificial cues were not available, rats had a greater chance of visiting the platform location from the previous trial. This indicated that rats relied on visuospatial memory without the neuroprosthetic. Random platform task: Performance was measured by taking the ratio of the rat’s actual path length to the optimal path length. When the neuroprosthetic was on, rats demonstrated superior performance through a smaller path to length ratio compared with when the device was off. The platform locations of catch trials were matched to a random subset of stimulation trials, permitting a paired sample t-test. Both rats had significantly shorter path lengths when the device was on. DISCUSSION/SIGNIFICANCE OF IMPACT: Rodents have excellent navigation skills that have been well studied. They have been shown to rely on multimodal sensory information from visual, olfactory, auditory, and idiothetic cues to navigate through their environment. The importance of these cues depends on both their environmental presence and task relevance. In the original Morris water maze experiment, rats use vision to form a visuospatial map of the platform location for allocentric navigation. Here, we have shown that sensory augmented rats can pick up on novel sensory information delivered through ICMS to efficiently find a hidden platform when visual cues are made irrelevant.Our results have implications for the design of the bi-directional sensorimotor neuroprosthetic. We have demonstrated that mammals can interpret artificial sensory information to guide behavior. Future directions include investigating sensory encoding in other primary sensory areas and downstream targets along the somatosensory neuraxis.
APA, Harvard, Vancouver, ISO, and other styles
48

Risi, Sebastian, and Kenneth O. Stanley. "An Enhanced Hypercube-Based Encoding for Evolving the Placement, Density, and Connectivity of Neurons." Artificial Life 18, no. 4 (October 2012): 331–63. http://dx.doi.org/10.1162/artl_a_00071.

Full text
Abstract:
Intelligence in nature is the product of living brains, which are themselves the product of natural evolution. Although researchers in the field of neuroevolution (NE) attempt to recapitulate this process, artificial neural networks (ANNs) so far evolved through NE algorithms do not match the distinctive capabilities of biological brains. The recently introduced hypercube-based neuroevolution of augmenting topologies (HyperNEAT) approach narrowed this gap by demonstrating that the pattern of weights across the connectivity of an ANN can be generated as a function of its geometry, thereby allowing large ANNs to be evolved for high-dimensional problems. Yet the positions and number of the neurons connected through this approach must be decided a priori by the user and, unlike in living brains, cannot change during evolution. Evolvable-substrate HyperNEAT (ES-HyperNEAT), introduced in this article, addresses this limitation by automatically deducing the node geometry from implicit information in the pattern of weights encoded by HyperNEAT, thereby avoiding the need to evolve explicit placement. This approach not only can evolve the location of every neuron in the network, but also can represent regions of varying density, which means resolution can increase holistically over evolution. ES-HyperNEAT is demonstrated through multi-task, maze navigation, and modular retina domains, revealing that the ANNs generated by this new approach assume natural properties such as neural topography and geometric regularity. Also importantly, ES-HyperNEAT's compact indirect encoding can be seeded to begin with a bias toward a desired class of ANN topographies, which facilitates the evolutionary search. The main conclusion is that ES-HyperNEAT significantly expands the scope of neural structures that evolution can discover.
APA, Harvard, Vancouver, ISO, and other styles
49

Alsobhi, Aisha Yaquob, and Khaled Hamed Alyoubi. "Adaptation algorithms for selecting personalised learning experience based on learning style and dyslexia type." Data Technologies and Applications 53, no. 2 (April 1, 2019): 189–200. http://dx.doi.org/10.1108/dta-10-2018-0092.

Full text
Abstract:
PurposeThrough harnessing the benefits of the internet, e-learning systems provide flexible learning opportunities that can be delivered at a fixed cost at a time and place to suit the user. As such, e-learning systems can allow students to learn at their own pace while also being suitable for both distance and classroom-based learning activities. Adaptive educational hypermedia systems are e-learning systems that employ artificial intelligence. They deliver personalised online learning interventions that extend electronic learning experiences beyond a mere computerised book through the use of intelligence that adapts the content presented to a user according to a range of factors including individual needs, learning styles and existing knowledge. The purpose of this paper is to describe a novel adaptive e-learning system called dyslexia adaptive e-learning management system (DAELMS). For the purpose of this paper, the term DAELMS will be employed to describe the overall e-learning system that incorporates the required functionality to adapt to students’ learning styles and dyslexia type.Design/methodology/approachThe DAELMS is a complex system that will require a significant amount of time and expertise in knowledge engineering and formatting (i.e. dyslexia type, learning styles, domain knowledge) to develop. One of the most effective methods of approaching this complex task is to formalise the development of a DAELMS that can be applied to different learning styles models and education domains. Four distinct phases of development are proposed for creating the DAELMS. In this paper, we will discuss Phase 3 which is the implementation and some adaption algorithms while in future papers will discuss the other phases.FindingsAn experimental study was conducted to validate the proposed generic methodology and the architecture of the DAELMS. The system has been evaluated by group of university students studying a Computer Science related majors. The evaluation results proves that when the system provide the user with learning materials matches their learning style or dyslexia type it enhances their learning outcomes.Originality/valueThe DAELMS correlates each given dyslexia type with its associated preferred learning style and subsequently adapts the learning material presented to the student. The DAELMS represents an adaptive e-learning system that incorporates several personalisation options including navigation, structure of curriculum, presentation, guidance and assistive technologies that are designed to ensure the learning experience is directly aligned with the user's dyslexia type and associated preferred learning style.
APA, Harvard, Vancouver, ISO, and other styles
50

Shepherd, Amy, Tracy Zhang, Lucas B. Hoffmann, Ariel M. Zeleznikow-Johnston, Leonid Churilov, Anthony J. Hannan, and Emma L. Burrows. "A Preclinical Model of Computerized Cognitive Training: Touchscreen Cognitive Testing Enhances Cognition and Hippocampal Cellular Plasticity in Wildtype and Alzheimer’s Disease Mice." Frontiers in Behavioral Neuroscience 15 (December 6, 2021). http://dx.doi.org/10.3389/fnbeh.2021.766745.

Full text
Abstract:
With the growing popularity of touchscreen cognitive testing in rodents, it is imperative to understand the fundamental effects exposure to this paradigm can have on the animals involved. In this study, we set out to assess hippocampal-dependant learning in the APP/PS1 mouse model of Alzheimer’s disease (AD) on two highly translatable touchscreen tasks – the Paired Associate Learning (PAL) task and the Trial Unique Non-Matching to Location (TUNL) task. Both of these tests are based on human tasks from the Cambridge Neuropsychological Test Automated Battery (CANTAB) and are sensitive to deficits in both mild cognitive impairment (MCI) and AD. Mice were assessed for deficits in PAL at 9–12 months of age, then on TUNL at 8–11 and 13–16 months. No cognitive deficits were evident in APP/PS1 mice at any age, contrary to previous reports using maze-based learning and memory tasks. We hypothesized that daily and long-term touchscreen training may have inadvertently acted as a cognitive enhancer. When touchscreen-tested mice were assessed on the Morris water maze, they showed improved task acquisition compared to naïve APP/PS1 mice and wild-type (WT) littermate controls. In addition, we show that touchscreen-trained WT and APP/PS1 mice show increased cell proliferation and immature neuron numbers in the dentate gyrus compared to behaviorally naïve WT and APP/PS1 mice. This result indicates that the touchscreen testing paradigm could improve cognitive performance, and/or mask an impairment, in experimental mouse models. This touchscreen-induced cognitive enhancement may involve increased neurogenesis, and possibly other forms of cellular plasticity. This is the first study to show increased numbers of proliferating cells and immature neurons in the hippocampus following touchscreen testing, and that touchscreen training can improve cognitive performance in maze-based spatial navigation tasks. This potential for touchscreen testing to induce cognitive enhancement, or other phenotypic shifts, in preclinical models should be considered in study design. Furthermore, touchscreen-mediated cognitive enhancement could have therapeutic implications for cognitive disorders.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography