一种利用受控虚拟环境评估大鼠工作记忆的方法。

Sovremennye tekhnologii v meditsine Pub Date : 2024-01-01 Epub Date: 2024-06-28 DOI:10.17691/stm2024.16.3.02
A V Lebedeva, S A Gerasimova, M I Yashanova, A V Naumov, A A Ivanov, D A Karchkov, O V Martynova, A E Malkov, T A Levanova, A N Pisarchik
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引用次数: 0

摘要

本研究旨在建立一种有效评估大鼠工作记忆的实验方法。该方法使用了一个具有虚拟迷宫的最先进的受控虚拟环境。该装置包括啮齿动物跑步机、固定系统、显示虚拟环境的圆顶和控制单元。材料与方法:生物学部分:本研究选用6-7月龄健康幼龄Wistar大鼠。最初的阶段是在两周的时间里让实验动物适应实验人员。习惯化过程分几个连续的步骤进行。首先,让大鼠适应穿着夹克,这是实验装置中动物的一部分。接下来,他们熟悉了固定系统。随后,大鼠被引入跑步机(一个球体),最后,它们适应了整个设置。随后,大鼠通过正强化逐渐适应虚拟迷宫和相关的奖励系统。这种方法有助于减少压力,促进他们适应新的环境。第二阶段包括探索虚拟空间和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,动物在正确完成任务的自动饮水机中得到糖水的正强化。为了在t型迷宫中穿行,老鼠使用了诸如墙壁颜色和墙壁上的人物等视觉线索。在这个阶段,老鼠学会了利用虚拟空间来实现它们的目标。一旦大鼠在学习虚拟环境方面表现出明显的进步,我们就实施一项协议来评估它们的工作记忆。这项评估是基于大鼠找到提供正强化的迷宫臂所需的时间。工程部分的调查:动物被放置在一个半径30厘米的泡沫塑料球体上,使用一个定制的装置,使它的头和爪子保持移动。轴承将球体固定在适当的位置,使鼠标可以围绕其垂直轴自由旋转。老鼠的前后运动导致球体旋转,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被投射到一个定制设计的圆顶显示器上,其中包含球体和实验室老鼠。该装置为大鼠提供了360°的视野。结论:在我们的研究中,我们提出了一个包括投影仪、圆顶显示器、球体(跑步机)、虚拟t型迷宫、动作捕捉传感器、将动物固定在球体上的系统和正强化传递系统的设置。我们已经开发出一种最佳方案,将实验动物浸入虚拟环境中,评估它们的认知功能,特别是工作记忆。虚拟现实技术在生物实验中的应用,可以更精确地控制研究条件,并允许创建高度准确和现实的行为协议,以评估动物的认知功能。这种方法增强了我们对工作记忆的机制及其与大鼠和其他动物行为过程的关系的理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Method for Assessing Working Memory in Rats Using Controlled Virtual Environment.

The aim of the study 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.

Materials and methods: Biological part of the investigation: 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.Engineering part of the investigation: 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.

Conclusion: 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.

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