Gierszewski Stefanie, Baker Derek, Müller Klaus, Hütwohl Jan-Marco, Kuhnert Klaus-Dieter, Witte Klaudia
Research Group of Ecology and Behavioral Biology, Institute of Biology, University of Siegen;
Research Group of Ecology and Behavioral Biology, Institute of Biology, University of Siegen; University of Calgary.
J Vis Exp. 2018 Nov 8(141). doi: 10.3791/58435.
Over the last decade, employing computer animations for animal behavior research has increased due to its ability to non-invasively manipulate the appearance and behavior of visual stimuli, compared to manipulating live animals. Here, we present the FishSim Animation Toolchain, a software framework developed to provide researchers with an easy-to-use method for implementing 3D computer animations in behavioral experiments with fish. The toolchain offers templates to create virtual 3D stimuli of five different fish species. Stimuli are customizable in both appearance and size, based on photographs taken of live fish. Multiple stimuli can be animated by recording swimming paths in a virtual environment using a video game controller. To increase standardization of the simulated behavior, the prerecorded swimming path may be replayed with different stimuli. Multiple animations can later be organized into playlists and presented on monitors during experiments with live fish. In a case study with sailfin mollies (Poecilia latipinna), we provide a protocol on how to conduct a mate-choice copying experiment with FishSim. We utilized this method to create and animate virtual males and virtual model females, and then presented these to live focal females in a binary choice experiment. Our results demonstrate that computer animation may be used to simulate virtual fish in a mate-choice copying experiment to investigate the role of female gravid spots as an indication of quality for a model female in mate-choice copying. Applying this method is not limited to mate-choice copying experiments but can be used in various experimental designs. Still, its usability depends on the visual capabilities of the study species and first needs validation. Overall, computer animations offer a high degree of control and standardization in experiments and bear the potential to 'reduce' and 'replace' live stimulus animals as well as to 'refine' experimental procedures.
在过去十年中,与操纵活体动物相比,由于计算机动画能够以非侵入性方式操纵视觉刺激的外观和行为,因此在动物行为研究中的应用有所增加。在此,我们展示了FishSim动画工具链,这是一个开发的软件框架,旨在为研究人员提供一种在鱼类行为实验中实现3D计算机动画的易用方法。该工具链提供模板以创建五种不同鱼类的虚拟3D刺激物。基于活体鱼拍摄的照片,刺激物在外观和大小上均可定制。可以使用视频游戏控制器在虚拟环境中记录游泳路径,从而使多个刺激物动起来。为了提高模拟行为的标准化程度,可以使用不同的刺激物重播预先录制的游泳路径。多个动画稍后可以组织成播放列表,并在活体鱼实验期间在监视器上呈现。在一项关于帆鳍茉莉(Poecilia latipinna)的案例研究中,我们提供了一个关于如何使用FishSim进行配偶选择复制实验的方案。我们利用这种方法创建并制作了虚拟雄性和虚拟模型雌性的动画,然后在二元选择实验中将它们呈现给活体的焦点雌性。我们的结果表明,计算机动画可用于在配偶选择复制实验中模拟虚拟鱼,以研究雌性妊娠斑作为模型雌性在配偶选择复制中质量指标的作用。应用这种方法不仅限于配偶选择复制实验,还可用于各种实验设计。不过,其可用性取决于研究物种的视觉能力,并且首先需要进行验证。总体而言,计算机动画在实验中提供了高度的控制和标准化,并且有潜力“减少”和“替代”活体刺激动物以及“优化”实验程序。