Abstract

Simple SummaryMany zoo-housed primates use visual computer systems for enrichment but little is known about how monkeys would choose to control these devices. Here we investigate what visual enrichment white-faced saki monkeys would trigger and what effect these videos have on their behaviour. To study this, we built an interactive screen device that would trigger visual stimuli and track the sakis’ interactions when using the system. Over several weeks, we found that the sakis would trigger underwater and worm videos significantly more than animal, abstract art and forest videos, and the control condition of no-stimuli. Further, the sakis triggered the animal video significantly less often over all other conditions. Yet, viewing their interactions over time, the sakis’ usage of the device followed a bell curve, suggesting novelty and habituation factors. As such, it is unknown if the stumli or devices novelty and habituation caused the changes in the sakis interactions over time. These results also indicated that the different visual stimuli conditions significantly reduced the sakis’ scratching behaviour with the visual stimuli conditions compared to the control condition. Further, the usage of visual stimuli did not increase the sakis’ looking at and sitting in front of the screen behaviours. These results highlight problems in defining interactivity and screen usage with monkeys and screens from looking behaviours and proximity alone.Computer-enabled screen systems containing visual elements have long been employed with captive primates for assessing preference, reactions and for husbandry reasons. These screen systems typically play visual enrichment to primates without them choosing to trigger the system and without their consent. Yet, what videos primates, especially monkeys, would prefer to watch of their own volition and how to design computers and methods that allow choice is an open question. In this study, we designed and tested, over several weeks, an enrichment system that facilitates white-faced saki monkeys to trigger different visual stimuli in their regular zoo habitat while automatically logging and recording their interaction. By analysing this data, we show that the sakis triggered underwater and worm videos over the forest, abstract art, and animal videos, and a control condition of no-stimuli. We also note that the sakis used the device significantly less when playing animal videos compared to other conditions. Yet, plotting the data over time revealed an engagement bell curve suggesting confounding factors of novelty and habituation. As such, it is unknown if the stimuli or device usage curve caused the changes in the sakis interactions over time. Looking at the sakis’ behaviours and working with zoo personnel, we noted that the stimuli conditions resulted in significantly decreasing the sakis’ scratching behaviour. For the research community, this study builds on methods that allow animals to control computers in a zoo environment highlighting problems in quantifying animal interactions with computer devices.

Highlights

  • Many modern zoos incorporate technology into their facilities through computer enrichment and monitoring systems [1,2,3,4,5,6]

  • It remains an open challenge to create methods to quantify a monkey’s free-formed choice with screens in an animal-friendly manner and to develop cost-effective systems to facilitate and automatically capture their interaction and behaviour. Addressing these gaps in screen systems and choice for zoo-housed monkeys, in this paper, we present a digital visual enrichment system created for and controlled by white-faced saki (Pithecia pithecia), hereafter referred to as sakis

  • The results are split over our two research questions: the first on what visual enrichment do captive sakis trigger quantified by their interactions, and the second on the behavioural effects of the visual enrichment measured using our ethogram

Read more

Summary

Introduction

Many modern zoos incorporate technology into their facilities through computer enrichment and monitoring systems [1,2,3,4,5,6]. Computer-enabled enrichment systems seek to do this by giving animals control over their activities and environment [1,14] Most of these computer-enabled enrichment systems are for primates, for example, music systems for apes [6,15] and monkeys [7], motion tracking to allow apes to play with projections [3,11,16] and a feeding puzzle for gorillas [2]. Beyond these examples, most of these computer-enabled enrichment systems have been used with great apes and involve tasks on screens [1,16,17,18], that encourage comparable physical and cognitive processes and behaviours in the captive species to their wild counterparts in natural habitats [19]

Objectives
Results
Discussion
Conclusion
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call