Lecture 8 Flashcards

1
Q

Navigation

A

Involves skilfully getting from one place to another

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2
Q

Spatial orientation

A
  • Ability to see and understand relationships between shapes, spaces and areas
  • Acquired representation of the goal’s location and how to get it
  • Sense of direction
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3
Q

Why do animals need to navigate their environment?

A
  1. Find places of refuge or get home after displacement
  2. Food sources or something they previously left behind (target finding)
  3. New homes or to travel between places (dispersal and migration)
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4
Q

Dead reckoning

A

Using one’s current position to determine the subsequent movement towards a target
Path integration
Egocentric spatial localisation

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5
Q

How does dead reckoning work?

A

Information collected while moving:
1. Step length (translational information)
2. Step orientation (directional information)
3. Turn (rotational information)
When using dead reckoning the animal is not moving toward a set location in space, it is travelling back in the relative direction from which it came

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6
Q

Benefits of dead reckoning

A
  • Useful to nocturnal animals
  • Useful to cover large areas
  • Useful for round-trip excursions to explore new environments before learning about reliable external cues
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7
Q

Limitations of dead reckoning

A
  • Errors accumulate

- It does not compensate for an off-course displacement

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8
Q

Allocentric spatial localisation

A

Mechanism to locate a goal or animal with respect to external references (beacon or landmark)

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9
Q

Beacon

A

Proximal (local) cue - close to goal

By-product if Pavlovian conditioning?

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10
Q

Landmark

A

Distal (global) cue - prominent environmental feature located at a distance that guides in navigation
e.g. a mountain located on the way to a bird’s perch

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11
Q

How to determine if an animal uses beacons and landmarks for navigation?

A

The water-maze experiment
Morris 1981
Rat placed in a circular pool of water in which it swims until it finds a small dry platform (cylinder standing in pool)
For some rats the cylinder is black and visible above the water (acts as beacon)
For others the water is opaque and the platform is slightly below the surface, so the rats must use distal cues (landmarks)
Rats can learn to locate an object provided it remains in a fixed spatial location to the landmarks

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12
Q

How do animals use landmarks?

A
  1. Template matching and local views e.g. digger wasps and bees
  2. Vector sum model e.g. gerbils
  3. Multiple bearings model e.g. Clark’s nutcrackers
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13
Q

Template matching

A

Comparing current view of surroundings with ’snapshot’

Honeybees (Cartwright and Collett, 1983)

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14
Q

Local view hypothesis

A

Album of ‘snapshots’ associated with a vector from goal

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15
Q

Vector sum model

A

Cheng 1988
Finding a goal based on the distance the goal is from landmarks
Predicts that when a landmark is shifted in one direction from its usual position, an animal’s peak place of search is also shifted in that direction

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16
Q

Multiple bearings model

A

Kamil and Cheng, 2001

  • Finding a goal using bearings (compass directions)
  • Additional bearings will increase search accuracy
  • Confines the search of the original location to a smaller area
  • Clarke’s nutcrackers rely on multiple and perhaps distant landmarks to relocate their buried caches, and can relocate about 80% of hidden food in a month
17
Q

Route formation

A
  1. An animal either learns a chain of responses necessary to get from point A to point B (Lorenz, 1952 - shrews just learn a series of responses)
    or
  2. Learns to complete certain navigational manoeuvres at landmarks along a path (memorising distances and directions with respect to landmarks)
18
Q

Why would it be adaptive for animals to ignore some cues?

A

The larger the number if cues the larger the cognitive demands

19
Q

Cognitive maps

A

Internal maps that animals have that might serve the same function as a physical map

20
Q

Do animals have cognitive maps?

A

Difficult to answer, different definitions

Simpler mechanisms may be used instead

21
Q

Latent learning

A

Ability to take novel shortcuts in mazes