Lebedeva A V, Gerasimova S A, Yashanova M I, Naumov A V, Ivanov A A, Karchkov D A, Martynova O V, Malkov A E, Levanova T A, Pisarchik A N
PhD, Associate Professor, Department of Neurotechnologies, Institute of Biology and Biomedicine; National Research Lobachevsky State University of Nizhny Novgorod, 23 Prospekt Gagarina, Nizhny Novgorod, 603022, Russia.
PhD, Researcher, Research Laboratory for Perspective Methods of Multidimensional Analysis, Institute of Information Technologies, Mathematics and Mechanics; National Research Lobachevsky State University of Nizhny Novgorod, 23 Prospekt Gagarina, Nizhny Novgorod, 603022, Russia.
Sovrem Tekhnologii Med. 2024;16(3):12-22. doi: 10.17691/stm2024.16.3.02. Epub 2024 Jun 28.
is to develop an experimental method to effectively assess the working memory in rats. The method uses a state-of-the-art controlled virtual environment with a virtual maze. The setup includes a treadmill for rodents, a fixation system, a dome for displaying virtual environment, and a control unit.
In our study, young healthy Wistar rats aged 6-7 months were used. The initial stage involved habituating the experimental animals to the experimenter over a period of two weeks. The habituation process was conducted in several successive steps. First, the rats were acclimated to wearing a jacket, which is part of the apparatus that holds the animal in the experimental setup. Next, they were familiarized with the fixation system. Following this, the rats were introduced to the treadmill (a sphere), and finally, they were acclimated to the entire setup. Subsequently, the rats were gradually habituated to the virtual maze and the associated reward system through positive reinforcement. This approach helped minimize stress and facilitated their adaptation to the new conditions. The second stage involved exploring the virtual space and learning the features of the virtual maze, including walls, turns, and the end goal. During the learning phase, the animals received positive reinforcement in the form of sugared water from the automatic water dispenser for correctly performed tasks. To navigate the T-maze, the rats used visual cues such as wall color and figures on the wall. At this stage, the rats learned to use virtual space to achieve their goals. Once the rats showed evident progress in learning the virtual environment, we implemented a protocol to assess their working memory. This assessment was based on the time it took for the rats to find the maze arm that provided positive reinforcement. The animal is positioned on a foam plastic sphere with a 30 cm radius, using a custom device that allows its head and paws to remain mobile. Bearing fix the sphere in place, enabling the rat to rotate freely around its vertical axis. The rat's forward and backward movements cause the sphere to rotate, simulating a treadmill. The sphere's movements are detected by two infrared sensors (adapted from optical LED mice with USB interfaces) and transmitted to a computer, which generates an image of the virtual environment - a maze with landmarks on its walls. The virtual environment, created using the Unity Real-Time 3D Development Platform, is projected onto a custom-designed dome display containing the sphere and the lab rat. The setup provided the rat with a 360° field of view.
In our study, we present a setup that includes a projector, a dome display, a sphere (treadmill), a virtual T-maze, motion capture sensors, systems for securing animals to the sphere, and positive reinforcement delivery systems. We have developed an optimal protocol for immersing laboratory animals into a virtual environment and evaluating their cognitive functions, particularly working memory. The application of virtual reality in biological experiments enables more precise control over study conditions and allows for the creation of highly accurate and realistic behavioral protocols to assess cognitive functions in animals. This approach enhances our understanding of the mechanisms underlying working memory and their relationship with behavioral processes in rats and other animals.
旨在开发一种有效评估大鼠工作记忆的实验方法。该方法使用具有虚拟迷宫的先进受控虚拟环境。设置包括用于啮齿动物的跑步机、固定系统、用于显示虚拟环境的圆顶以及控制单元。
在我们的研究中,使用了6 - 7个月大的年轻健康Wistar大鼠。初始阶段涉及在两周时间内使实验动物适应实验者。适应过程分几个连续步骤进行。首先,让大鼠适应穿着夹克,夹克是实验装置中固定动物的一部分。接下来,使它们熟悉固定系统。在此之后,将大鼠引入跑步机(一个球体),最后,使它们适应整个装置。随后,通过正强化使大鼠逐渐适应虚拟迷宫和相关奖励系统。这种方法有助于将压力降至最低并促进它们适应新环境。第二阶段涉及探索虚拟空间并学习虚拟迷宫的特征,包括墙壁、转弯和最终目标。在学习阶段,动物因正确执行任务而从自动饮水器获得糖水形式的正强化。为了在T型迷宫中导航,大鼠使用视觉线索,如墙壁颜色和墙上的图形。在这个阶段,大鼠学会利用虚拟空间实现目标。一旦大鼠在学习虚拟环境方面显示出明显进展,我们就实施了一个方案来评估它们的工作记忆。该评估基于大鼠找到提供正强化的迷宫臂所需的时间。使用定制设备将动物放置在半径为30厘米的泡沫塑料球体上,该设备允许其头部和爪子保持活动。轴承将球体固定到位,使大鼠能够绕其垂直轴自由旋转。大鼠的前后运动会导致球体旋转,模拟跑步机。球体的运动由两个红外传感器(改编自带有USB接口的光学LED鼠标)检测,并传输到计算机,计算机生成虚拟环境的图像——一个墙壁上有地标的迷宫。使用Unity实时3D开发平台创建的虚拟环境投射到包含球体和实验大鼠的定制设计圆顶显示器上。该设置为大鼠提供了360°视野。
在我们的研究中,我们展示了一种设置,包括投影仪、圆顶显示器、球体(跑步机)、虚拟T型迷宫、运动捕捉传感器、将动物固定在球体上的系统以及正强化输送系统。我们已经开发出一种最佳方案,用于将实验动物沉浸在虚拟环境中并评估它们的认知功能,特别是工作记忆。虚拟现实在生物学实验中的应用能够更精确地控制研究条件,并允许创建高度准确和逼真的行为方案来评估动物的认知功能。这种方法增强了我们对大鼠和其他动物工作记忆潜在机制及其与行为过程关系的理解。