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Temperature-Dependent Growth of Brook TroutThe growth of brook trout is closely influenced by water temperature. Experimental data demonstrate how trout weight changes over a 24-day period in response to varying water temperatures. At lower temperatures, such as 15.5 degrees Celsius, brook trout show significant weight gain. However, as the temperature increases, the amount of weight gained steadily decreases. At the highest temperature measured, 24.4 degrees Celsius, trout experience a net...
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Updated: Feb 3, 2026

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Palomas, portales y Pacman: Resolución de problemas perspicaz y navegación utilizando un videojuego con pantalla

Rafael S Rodrigues1, Cyrus Kirkman2, Miriam Garcia-Mijares1

  • 1Department of Experimental Psychology, Institute of Psychology, University of São Paulo, São Paulo, Brazil.

Journal of the experimental analysis of behavior
|February 1, 2026
PubMed
Resumen
Este resumen es generado por máquina.

Las palomas aprendieron a navegar por un juego similar a Pac-Man usando controles de pantalla táctil. Algunas aves demostraron perspicacia y generalización funcional de las habilidades de navegación aprendidas en tareas de rompecabezas novedosas.

Palabras clave:
perspicaciapalomasvideojuego

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Área de la Ciencia:

  • Ciencia Cognitiva
  • Comportamiento Animal
  • Psicología Comparada

Sus antecedentes:

  • Se utilizan videojuegos para estudiar habilidades de resolución de problemas.
  • Se desarrolló un nuevo procedimiento de cuadrícula virtual inspirado en Pac-Man con pantalla táctil.
  • El procedimiento tiene como objetivo investigar el aprendizaje por perspicacia en animales, basándose en investigaciones previas.

Objetivo del estudio:

  • Desarrollar y validar un nuevo procedimiento para estudiar la perspicacia en palomas.
  • Evaluar la capacidad de las palomas para aprender y generalizar estrategias de navegación en un entorno virtual.
  • Examinar el papel de la interacción con pantalla táctil en tareas complejas de resolución de problemas.

Principales métodos:

  • Se entrenó a palomas en una tarea de pantalla táctil que implicaba navegar un PacMan virtual hasta una meta.
  • El entrenamiento incluyó aprender a navegar barreras y utilizar portales para el transporte.
  • El estudio probó la generalización funcional de las habilidades aprendidas en configuraciones de rompecabezas novedosas.

Principales resultados:

  • Algunas palomas alcanzaron altos niveles de control en la navegación del PacMan virtual.
  • Se observó evidencia de generalización funcional de las herramientas de navegación aprendidas.
  • Los sujetos demostraron perspicacia para resolver tareas de rompecabezas novedosas.

Conclusiones:

  • El procedimiento rediseñado similar a Pac-Man es efectivo para estudiar la perspicacia y la generalización en palomas.
  • Las palomas pueden aprender navegación compleja con pantalla táctil y aplicar estrategias aprendidas a nuevos problemas.
  • Este estudio proporciona un modelo valioso para investigar procesos cognitivos en animales no humanos.