1. Morris水迷宮(Morris water maze, MWM) Morris水迷宮實(shí)驗(yàn)是一種強(qiáng)迫實(shí)驗(yàn)動(dòng)物(大鼠、小鼠)游泳,學(xué)習(xí)尋找隱藏在水中平臺(tái)的一種實(shí)驗(yàn),Morris水迷宮主要用于測(cè)試實(shí)驗(yàn)動(dòng)物對(duì)空間位置感和方向感(空間定位)的學(xué)習(xí)記憶能力,被廣泛應(yīng)用于學(xué)習(xí)記憶、老年癡呆、海馬/外海馬研究、智力與衰老、新藥開發(fā)/篩選/評(píng)價(jià)、藥理學(xué)、毒理學(xué)、預(yù)防醫(yī)學(xué)、神經(jīng)生物學(xué)、動(dòng)物心理學(xué)及行為生物學(xué)等多個(gè)學(xué)科的科學(xué)研究和計(jì)算機(jī)輔助教學(xué)等領(lǐng)域,在世界上已經(jīng)得到廣泛地認(rèn)可,是醫(yī)學(xué)院校開展行為學(xué)研究尤其是學(xué)習(xí)與記憶研究的首選經(jīng)典實(shí)驗(yàn)。
2. T迷宮實(shí)驗(yàn)(T-maze) T迷宮由1條干和2條臂構(gòu)成。迷宮使動(dòng)物在獲取食物獎(jiǎng)勵(lì)時(shí)沒有任何參考,只能根據(jù)自我判斷選取食餌正確擺放一端。一般在測(cè)試前幾天對(duì)其食量進(jìn)行限制,測(cè)試前2天對(duì)動(dòng)物進(jìn)行訓(xùn)練。之后進(jìn)行正式測(cè)試,每日連續(xù)測(cè)試15次,每次測(cè)試間隔1min,共測(cè)3d。 The T-maze is a choice task. The subject is placed in the base of the "T". Following a short delay, it is allowed to explore the maze and choose to enter either the right or left arms. The choice is scored according to variety of criterion, including spontaneous alternation, cued reward, or to indicate a preference. Based on the criterion used in an experiment, the T-maze can be used to test learning and memory, preferences for stimuli or reward, or spontaneous alternation behavior.
3. 八臂迷宮(Radial Arm Maze) Subjects are placed in the center of an eight-arm radial maze. Four randomly chosen arms are baited with food pellets in opaque containers. The subject is given the opportunity to visit all the arms and collect all the available food pellets. After a rentention delay, the subject is returned to the maze. In win-stay conditions, the same four arms are baited, and the number of correct choices the subject makes in collecting the pellets is recorded. In win-shift conditions, the four arms NOT baited in the earlier trial are now baited, and the number of correct arm choices is recorded. Each day, a new set of four arms is chosen randomly. 八臂迷宮用來檢測(cè)藥物或大腦受損狀態(tài)下學(xué)習(xí)和記憶方面的表現(xiàn),它由八個(gè)完全相同的臂組成,這些臂從一個(gè)中央平臺(tái)放射出來,所以又被稱為放射迷宮每個(gè)臂盡頭有食物提供裝置,根據(jù)分析動(dòng)物取食的策略即進(jìn)入每臂的次數(shù)、時(shí)間、正確次數(shù)、錯(cuò)誤次數(shù)、路線等參數(shù)可以反映出實(shí)驗(yàn)動(dòng)物的空間記憶能力。相對(duì)而言,八臂迷宮操作簡(jiǎn)便、可行,而且能區(qū)分短期的工作記憶和長(zhǎng)期的參考記憶,現(xiàn)已被廣泛用于學(xué)習(xí)記憶功能評(píng)價(jià)。
4. 自主活動(dòng)、曠場(chǎng)實(shí)驗(yàn)(Open Field) The subject is placed in the activity chamber for a specified time period. Activity levels and movement in three dimensions are recorded by the activity system and can be analyzed for evidence of hyperactiviy, hypoactivity, anxiety, explorative behaviors, and stereotyped rotation. 自發(fā)活動(dòng)曠場(chǎng)曠場(chǎng)分析系統(tǒng)是觀察研究實(shí)驗(yàn)動(dòng)物神經(jīng)精神變化、進(jìn)入開闊環(huán)境后的各種行為,例如動(dòng)物對(duì)新開闊環(huán)境的恐懼而主要在周邊區(qū)域活動(dòng),在中央?yún)^(qū)域活動(dòng)較少,但動(dòng)物的探究特性又促使其產(chǎn)生在中央?yún)^(qū)域活動(dòng)的動(dòng)機(jī),也可觀察由此而產(chǎn)生的焦慮心理。中樞興奮藥物可以明顯增加自主的活動(dòng)而減少探究行為,一定劑量的抗精神病藥物可以減少探究行為而不影響自主活動(dòng)。
5. 高架十字迷宮(Elevated Plus Maze) 高架十字迷宮是利用動(dòng)物對(duì)新異環(huán)境的探究特性和對(duì)高懸敞開臂的恐懼形成矛盾沖突行為來考察動(dòng)物的焦慮狀態(tài)。高架十字迷宮具有一對(duì)開臂和一對(duì)閉臂,高架十字迷宮距離地面較高,相當(dāng)于人站在峭壁上,使實(shí)驗(yàn)對(duì)象產(chǎn)生恐懼和不安心理。高架十字迷宮被廣泛應(yīng)用于新藥開發(fā)、藥理學(xué)、毒理學(xué)、預(yù)防醫(yī)學(xué)、神經(jīng)生物學(xué)、動(dòng)物心理學(xué)等多個(gè)學(xué)科的科學(xué)-研究和計(jì)算機(jī)輔助教學(xué)等領(lǐng)域,是醫(yī)學(xué)院校與科研機(jī)構(gòu)開展焦慮抑郁研究的經(jīng)典實(shí)驗(yàn)。 The animal is placed in the center of the apparatus and observed for a set time. Measurements compare the include total time spent in the open and closed arms (and central platform) as well as entries into the open and closed arms.
6. 黑白箱實(shí)驗(yàn)(light dark box) The subject is placed in the dark portion of the box for a set period of acclimation time. At the end of this period, a door separating the two compartments is opened. The amount of time that the subject takes to emerge fully from the enclosed area into the open area is measured.
7. 社交行為實(shí)驗(yàn)(social interaction) The subject is habituated to the test chamber and allowed to freely explore for a set time. A novel animal is placed in one of the two enclosures, and the percentage of time the mouse spends in the section with the novel animal is compared to the time spent in the section with the empty enclosure. In a later session, the time spent with the same animal might be compared to time spent with a newer, more novel animal.
8. 條件性位置偏愛(Conditioned Place Preference) 條件性位置偏愛實(shí)驗(yàn)(CPP)實(shí)驗(yàn)是目前評(píng)價(jià)藥物精神依賴性的經(jīng)典實(shí)驗(yàn)?zāi)P。該?shí)驗(yàn)將實(shí)驗(yàn)動(dòng)物(大鼠、小鼠)置于條件性位置偏愛箱的白色觀察區(qū),并給予精神依賴性藥物然后觀察實(shí)驗(yàn)動(dòng)物在條件性位置偏愛箱的黑色區(qū)和白色區(qū)的活動(dòng)情況,白色區(qū)、黑色區(qū)以及其中的灰色區(qū)之間有小門可供動(dòng)物自由穿梭。動(dòng)物每次處于給藥區(qū)就會(huì)在藥物獎(jiǎng)賞性效應(yīng)的作用下對(duì)黑色和白色區(qū)域產(chǎn)生位置上的偏好,其程度與藥物的精神依賴性相關(guān)。 A drug is injected and the subject is introduced to distinctive environment A. This procedure is repeated for several trials. During these conditioning trials the animal develops an association between the subjective state produced by the drug (often drugs that produce mood elevation or euphoria in humans) and the contextual cues present while the drug is active. To test the conditioning, the animal is placed in an apparatus with drug-related cues in one compartment and neutral cues in the other. nbsp; If conditioning occurred, the animal will move toward the compartment containing the drug-related cues. In a Conditioned Place Preference experiment, subjects are returned to an apparatus were they can freely move between a compartment in which they were conditioned with drug-related cues, and a compartment with neutral cues. If the conditioning was successful for positive, reinforcing drug states, they should spend more time in the compartment with drug-related cues。 In a Conditioned Place Aversion experiment, subjects are returned to an apparatus were they can freely move between a compartment in which they were conditioned with an aversive stimulus, such as a shock; and a compartment with neutral cues. If the aversive conditioning was successful, they should spend more time in the compartment with neutral cues.
9. 強(qiáng)迫游泳(force swim test)、懸尾實(shí)驗(yàn)(tail test) Since some mutations cause a deficit in swimming ability, the forced swim test can be used to demonstrate normal swimming and floating ability. The test is most frequently used to examine the "learned helplessness" response common in animal models of depression.
The subject is suspended by the tail for a set interval the percentage of time the subject spends still versus moving is examined for evidence of the "learned helplessness" response common in models of depression. 懸尾實(shí)驗(yàn)主要用于抗抑郁、鎮(zhèn)靜以及止痛類藥物的研究。懸尾實(shí)驗(yàn)系統(tǒng)適用于大鼠、小鼠或其他實(shí)驗(yàn)室動(dòng)物,通過固定動(dòng)物尾部使其頭向下懸掛,記錄處于該環(huán)境的動(dòng)物產(chǎn)生絕望的不動(dòng)狀態(tài)過程中的一系列參數(shù)。 10. 條件性恐懼實(shí)驗(yàn)(fear conditioning) 條件性恐懼分析用于小型嚙齒類動(dòng)物(大、小鼠)環(huán)境相關(guān)條件性恐懼實(shí)驗(yàn)研究。抗抑郁藥和抗中樞興奮藥可以明顯縮短不動(dòng)狀態(tài)持續(xù)的時(shí)間。實(shí)驗(yàn)過程中,實(shí)驗(yàn)對(duì)象被給與一個(gè)聲音信號(hào),隨后給予電擊刺激。該訓(xùn)練稱為條件性訓(xùn)練,訓(xùn)練結(jié)束后實(shí)驗(yàn)動(dòng)物進(jìn)行聲音信號(hào)或環(huán)境聯(lián)系性實(shí)驗(yàn)。一般情況下嚙齒類動(dòng)物對(duì)相應(yīng)的環(huán)境和不同環(huán)境下同樣的聲音信號(hào)都會(huì)做出明顯的條件性恐懼反應(yīng),如靜止不動(dòng)。 The Pavlovian Fear Conditioning task allows for the assessment of learning and memory regarding aversive events. The task allows for the simultaneous assessment of learning about simple, unimodal cues and learning about complex, multimodal stimuli such as context. Fear conditioning universally depends on the integrity of the amygdala, but context conditioning is sensitive to manipulations of the hippocampus. This task has been used extensively to demonstrate both genetically based impairments and enhancements in learning and memory.
11. 震驚條件反射(startle and pre-pulse inhibition)
12.新穎物體識(shí)別(novel object recognition) The subject is habituated to the test chamber and allowed to freely explore for a set time. A novel object is placed in one of the two enclosures, and the percentage of time the mouse spends in the section with the new object is compared to the time spent in the section with the empty enclosure. In a later session, the time spent with the same object might be compared to time spent with a newer, more novel object.
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