Cognitive Brain Research 6 Ž1998. 351–360 Interactive report Males and females use different distal cues in a virtual environment navigation task 1 Noah J. Sandstrom ) , Jordy Kaufman, Scott A. Huettel Department of Psychology: Experimental, Duke UniÕersity, Durham, NC 27708-0086, USA Accepted 14 December 1997 Abstract The study of navigational ability in humans is often limited by the restricted availability and inconvenience of using large novel environments. In the present study we use a computer-generated virtual environment to study sex differences in human spatial navigation. Adult male and female participants navigated through a virtual water maze where both landmarks and room geometry were available as distal cues. Manipulation of environmental characteristics revealed that females rely predominantly on landmark information, while males more readily use both landmark and geometric information. We discuss these results as a possible link between recent human research reporting hippocampal activation in spatial tasks and animal work showing sex differences in both spatial ability and hippocampal development. q 1998 Elsevier Science B.V. Keywords: Hippocampus; Sex differences; Spatial ability; Virtual environments; Water maze; Wayfinding 1. Introduction. Sex differences in spatial navigation have been widely reported in rodent species. Specifically, males have often been shown to perform better than females on spatial navigation tasks that require the use of distal cues. These tasks include the Morris water maze ŽMWM. in which animals search for a hidden platform in a large pool of water and the radial arm maze in which animals search for food rewards Že.g., w17,33,35,41x; though see w7,30x.. For example, when naive rats are trained in the MWM, male rats typically show more rapid acquisition than female rats. In addition, when the hidden target is removed after training and rats are allowed to swim freely in the pool, males exhibit a stronger preference for the area previously containing the target than do females w29,34,36x. There are a number of factors which have been shown to influence the appearance of such sex differences. These factors include hormonal fluctuations associated with the estrus cycle Žw11,39x; though see w6x. and prior experience with the maze w30x. Another factor which differentially influences ) Corresponding author: Fax: q1 Ž919. 660 5726; E-mail: noah@psych.duke.edu 1 Published on the World Wide Web on 27 January 1998. 0926-6410r98r$19.00 q 1998 Elsevier Science B.V. All rights reserved. PII S 0 9 2 6 - 6 4 1 0 Ž 9 8 . 0 0 0 0 2 - 0 the performance of males and female rodents on tests of spatial navigation is the availability of different types of cues. For example, data from radial arm maze studies indicate that male rats encode predominantly geometric information Že.g., room shape. while female rats appear to encode both geometric and landmark information Že.g., objects in the room. w40,41x. Although a variety of factors influence the performance of male and female rodents on spatial navigation tasks, there do appear to be fundamental differences in the ways males and females use spatial information. Human experimental studies also suggest that males may perform more proficiently than females on some tasks requiring spatial skills Žfor reviews see w15,24x.. For example, adult males perform better on mental rotation tests and the Piagetian Water Level task w14,23x. Sex differences in spatial ability have also been reported in preadolescent children w20,21x. The spatial skills most often tapped in these tasks, however, are non-navigational Že.g., testing spatial rotation ability.. Relatively few studies have examined sex difference on navigational tasks, but these studies do report a sex difference with males performing better on tests of route learning and direction giving w5,12,38x. Sex differences have also been reported in the cognitive representations of a studied two-dimensional Ž2D. environment with males forming a more accurate representation of the 352 N.J. Sandstrom et al.r CognitiÕe Brain Research 6 (1998) 351–360 Euclidean or geometric properties and females forming a more accurate representation of the landmarks w12x. Furthermore, self-report measures indicate that males and females use different navigational strategies w23x. There are, however, a number of procedural difficulties inherent in the study of human navigation. To study realworld navigation, one is typically required to examine navigation through large-scale three-dimensional Ž3D. environments such as neighborhoods or college campuses w1,9,10,22,29x. Such environments are often very familiar to participants and the characteristics of real-world environments are not easily controlled or manipulated. Rather than studying navigation through neighborhoods or buildings, some recent attempts to study human spatial memory and navigation have employed real-world analogs of the MWM and radial arm maze constructed to such a size as to maintain the subject-to-environment proportions of the animal tasks w13,28x. For example, Overman and colleagues used a 61 meter outdoor circle, adapting a campus athletic field, to model the MWM for human participants w28x. When large-scale outdoor environments such as this are used to study human navigation, experimenters cannot readily control or manipulate existing cues and landmarks Že.g., watertower, building, trees.. Without the ability to modify such environments, researchers’ flexibility in experimental design is significantly reduced. One obvious way to gain control over cues is to reduce the size of the testing area such that it fits inside a confined area allowing greater experimental control over landmarks and geometry. Overman and colleagues adopted this approach when testing children in a smaller analog of the MWM Ža 3.6 m diameter pool. surrounded by a curtain and located in a large room w28x. Though this study reported developmental changes in navigational ability there were no apparent sex differences in performance. Potential differences in cognitive representations or cue use Žlandmark vs. geometry., however, were not examined and it might have been the case that both males and females efficiently located the target but did so using different spatial cues. One alternative to the use of real-world environments in the study of human navigation involves the use of maps or model environments. For example, Galea and Kimura required males and females to learn a route through a town drawn on a large piece of paper w12x. The streets on this map were labeled with names and other landmarks Žhouses, ponds, cars, bridges, etc.. were represented by drawings on the map. The elements of such an environment can be well controlled by the experimenter Žroads can be altered, buildings addedrdeleted, etc.., but it is not clear that learning a route through a 2D drawing of an environment utilizes the same spatial skills as navigation. Rather than moving within the environment, participants view an abstracted representation of the environment. Performance in such map learning studies is often measured by the number of trials required to learn a specific route, the number of landmarks recalled during a test following acquisition, or a map extrapolation test w12x. Alternatively, participants may be required to draw or verbally describe a route through the previously studied environment w37x. Though experimenters have much greater control over map or model environments, the navigational abilities measured may be confounded by other factors such as map reading ability, map drawing ability, or communicative proficiency. To investigate sex differences in human navigation, we employ computer-simulated 3D virtual environments. Such environments have recently been shown to successfully assess human navigational abilities in reasonably realistic settings that are both novel and well controlled w2–4,18,25x. In the present study, we used a virtual analog of the MWM and required adult males and females to search for a hidden target in a large pool of water. Our results demonstrate that males and females are both proficient at learning the location of the hidden target but that they are differentially affected by changes in the available distal cues. These findings suggest that sex differences in human navigational ability may be a result of differences in the way males and females encode or represent space. 2. Materials and methods 2.1. Participants Participants were 48 undergraduate and graduate students Ž24 males and 24 females. from the Duke University community who either received course credit or were compensated $5 for participation in the 30 minute session. Prior to beginning the experiment, each participant was randomly assigned to one of three treatment conditions: Stable Landmark, Geometric, or Random Landmark. These conditions are described below. Eight males and eight females were assigned to each of the treatment conditions. 2.2. Apparatus Three-dimensional virtual environments were constructed using Build, a CAD-like engine Ž3D Realms Entertainment, Garland, TX.. These environments were presented to participants using a commercially available video game ŽDuke Nukem 3D, 3D Realms Entertainment, Garland, TX.. Environments were displayed on a 21 inch monitor at a high resolution Ž800 pixels = 600 pixels.. Participants viewed the monitor at a distance of approximately 55 cm, thereby creating a field of view of approximately 37.58 horizontal and 30.08 vertical. Movement was controlled with a joystick ŽSidewinder 3D Pro, Microsoft Corp., Seattle, WA. which allowed participants to move forward and backward as well as turn left and right. Both speed of movement through the environment and turning rate were controlled through the joystick. N.J. Sandstrom et al.r CognitiÕe Brain Research 6 (1998) 351–360 Fig. 1. The MWM virtual environment used in the Training phase. Ža. The top–down Ž2D. perspective indicates part of the training environment in the editor used to create the environments. Visible are the pool Žlarge circle., platform and surrounding barrier Žsmaller interior circles., and two landmarks. Žb. An example perspective of a participant running in 3D mode. For clarity, the 3D view is slightly higher than the actual perspective of a participant in the maze and shows the barrier surrounding the target. During training the barrier did not rise until the participant touched the target inside. 353 354 N.J. Sandstrom et al.r CognitiÕe Brain Research 6 (1998) 351–360 2.3. Virtual enÕironments Two basic environments were constructed for the present experiment: the Obstacle Course and the Morris Water Maze ŽMWM.. The Obstacle Course was used primarily to introduce participants to this type of virtual environment interface and to familiarize them with the controlling equipment. It consisted of Ž1. a large open room where participants were encouraged to move about freely and to practice manipulating the joystick, and Ž2. a timed course, where participants followed a path through a collection of rooms connected by narrow hallways that zigzagged from room to room. The timed course required participants to negotiate large obstacles, barriers, and tight turns. The second environment was based on the MWM. Our adaptation of this environment consisted of a room with a large circular pool of water Žapparent size s 29 m in diameter; apparent sizes were determined by assuming the maximum speed of the participant to be a brisk walk of 2 mrs.. Participants were allowed to move freely within the pool, although their viewpoint was more akin to wading than to swimming. Hidden under the surface of the water was a small circular target Žapparent size s 3.5 m in diameter. that, when stepped on, caused both a surrounding barrier to rise out of the water and a short piece of music to play. Fig. 1a depicts one of the MWM environments from a top–down design perspective while Fig. 1b is a 3D view of that environment similar to the participant’s view. A standard MWM environment, used by all participants in the Training phase of the experiment, provided both geometric information Ži.e., the surrounding room was trapezoidal. and landmark information Ži.e., four unique landmarks were placed in the room.. Three other environments were created for the Testing phase. In the Stable Landmark environment, the shape of the room was octagonal Žthereby providing very little geometric information., but the landmarks were available in the same locations as in the training environment. In the Geometric environment, the shape of the room remained trapezoidal thereby providing substantial geometric information, but no landmarks were available. In the Random Landmark environment, the shape of the room remained trapezoidal, but the landmarks were moved randomly throughout the room from trial to trial. A practice MWM environment was also created in which the target was fully visible and located in the center of the pool. In this condition, neither geometric nor landmark information was available, but the target area was made visible by painting it a highly contrasting color. 2.4. Protocol 2.4.1. Practice. After informed consent was obtained, participants were seated in front of the monitor and were presented the joystick. In the first phase of the experiment, participants navigated through the Obstacle Course. This familiarized them with the virtual environment interface and tested for any pre-existing differences in joystick ability or perception of the environment. Participants began in the freemovement area and were instructed to move about the room until they felt comfortable with the joystick. They were then told to exit the room and complete the timed course as quickly as possible. After completing the obstacle course, participants began the Visible Target trial. Participants all started from the same location at the edge of the pool, facing away from the center of the pool. They were instructed to move directly to the highly salient target platform in the center of the pool. Upon reaching the visible target, they were informed that, for the remainder of the experiment, their task would be to find a similar target that would be hidden in a different pool location. Furthermore, they were told that the target location would remain the same on each of the remaining trials. 2.4.2. Training The second phase of the experiment consisted of six trials in which participants searched for the hidden target in the standard MWM environment. In this environment, the room was trapezoidal in shape Žthereby providing geometric information. and four distinct landmarks were placed in fixed positions in the surrounding room Žthereby providing landmark information.. Prior to this set of trials, participants were told to navigate to the hidden target as quickly and accurately as possible. Each trial began at a different location along the edge of the pool but never started in the quadrant of the pool that contained the hidden target. After reaching the target, participants were allowed five seconds to move around on the platform before the trial was ended. There was an intertrial interval of approximately 30 s, during which time no aspect of the environment was viewed as it was removed from the computer monitor. 2.4.3. Testing Immediately after completing the Training trials, participants began the Testing phase. Participants were informed that, for the next six trials, the hidden target would be located in the same location within the pool as during the Training trials, but that some aspects of the environment may be changed from trial to trial. They then navigated to the hidden target in either the Geometric, Random Landmark, or Stable Landmark conditions as described above. Again, participants were allowed five seconds to move around on the platform before the trial was ended and the intertrial interval was approximately 30 s. All trials throughout the experiment were recorded for later analysis. Latency to find the target as well as the path navigated were recorded for each trial. N.J. Sandstrom et al.r CognitiÕe Brain Research 6 (1998) 351–360 355 3. Results 3.1. Practice Latency to complete the obstacle course was analyzed using a two-factor ANOVA Žsex = testing condition.. There was a significant effect of sex on latency to complete the obstacle course w F Ž1,42. s 8.79, p - 0.01x, with males completing the course in a mean of 137 s and females completing the course in a mean of 147 s. There was no significant effect of testing condition Ž p ) 0.05., indicating that the joystick abilities, as measured by the obstacle course, were roughly equal across eventual test conditions. Furthermore, sex and testing condition did not interact Ž p ) 0.05.. The latency required to complete the visible target task was analyzed using a similar two-factor ANOVA. There was a significant effect of sex w F Ž1,42. s 6.80, p - 0.05x with males and females requiring means of 12 s and 14 s, respectively. Neither the main effect of testing condition nor the interaction between testing condition and sex was significant Ž ps ) 0.05.. In summary, males’ latency was significantly less than females’ in both practice tasks, although the difference was small in magnitude and did not interact with testing condition. Closer observation of recorded trials indicated that females experienced a short delay at the onset of the trial before moving in the water maze. Furthermore, several female participants verbally expressed some confusion as the view at the onset of the trial was of the surrounding room rather than the pool Žthey were looking over the edge of the pool.. Once participants began to move, however, all went directly to the target. A two-factor ANOVA on the latency to reach the visible target after movement was first initiated re- Fig. 3. Performance during training. Mean adjusted latency to find the hidden target for males and females during the Training phase. Latency in seconds is presented as a function of trial number. vealed no effect of sex Ž p ) 0.05., supporting the suggestion that females simply took longer to begin this trial due to a short delay at the trial onset. 3.2. Training Typical swim paths on training trials are presented in Fig. 2. It is clear from these paths that participants developed a knowledge of the location of the target platform as evidenced by the development of efficient search strategies. Raw latency scores were adjusted for each participant by subtracting the minimum possible latency to reach the target from the raw latency to reach the target for each trial. This adjustment results in a measure of deviation from optimal performance for each trial. The mean ad- Fig. 2. Typical swim paths over the six training trials. The target area is indicated on this figure, but it was not visible during the trial. N.J. Sandstrom et al.r CognitiÕe Brain Research 6 (1998) 351–360 356 justed latency of males and females to find the hidden target on the Training trials is presented in Fig. 3. A three-factor repeated-measures ANOVA was used to analyze the adjusted latency score across the six training trials as a function of sex and experimental condition. This analysis revealed a significant main effect of trials w F Ž5,210. s 18.00, p - 0.001x, indicating improved performance as trials progressed. Both sexes improved from a mean adjusted latency of approximately 56 s on the first trial to near-perfect performance Žmean adjusted latency 4.0 s. on the last trial. There was no effect of sex on overall performance Ž p ) 0.05., nor was there an interaction between sex and trial number Ž p ) 0.05.. The effect of testing condition was not significant and it did not interact with any other factors Žall ps ) 0.05.. 3.3. Testing Fig. 4 presents typical swim paths on test trials. Overall, males performed better than females in the two conditions where landmark information did not predict the target location ŽGeometric and Random Landmark., but males and females performed equally well when landmark information was available and reliable ŽStable Landmark.. The mean adjusted latency to find the platform during the Fig. 5. Performance during testing. Median adjusted latency of males and females during the Testing phase in the Stable Landmark condition, the Geometric condition, or the Random Landmark condition. Within each condition, latency is presented as a function of trial block, either Trials 1–3 or Trials 4–6. Testing trials is presented in Fig. 5. The three panels represent the three testing conditions: Ža. Stable Landmark, Žb. Geometric, and Žc. Random Landmark. Furthermore, the six trials were divided into two blocks ŽTrials 1–3 and Trials 4–6.. Within each block, each participant’s median Fig. 4. Typical swim paths over the six test trials. The target area is indicated on this figure, but it was not visible during the trial. N.J. Sandstrom et al.r CognitiÕe Brain Research 6 (1998) 351–360 adjusted latency was used as an estimate of his or her performance. A three-factor repeated-measures ANOVA analyzed the median adjusted latency scores across the two blocks of trials as a function of sex and testing condition. A significant main effect of sex w f Ž1,42. s 13.46, p - 0.001x, indicated that males required less time to locate the target than did females. There was a significant main effect of testing condition w F Ž2,42. s 13.86; p - 0.001x, with post hoc LSD tests revealing that each testing condition was significantly different Žin latency. from the others Žall ps - 0.05.. The effects of sex within each testing condition were analyzed with planned comparisons. Furthermore, post hoc LSD tests evaluated sex differences within each block of trials. For the Stable Landmark condition, there were no significant differences between males and females Žall ps ) 0.05.. However, in the Geometric condition, males were significantly faster than females w F Ž1,42. s 8.32, p 0.01x, with a post hoc test revealing a significant difference between the sexes on the second block Ž p - 0.05.. Males were also faster than females in the Random Landmark condition w F Ž1,42. s 7.90, p - 0.01x and post hoc tests confirmed that this difference was significant on both blocks Ž ps - 0.05.. For both blocks of trials, females were faster in the Stable Landmark condition than in either of the other two conditions Ž ps - 0.05., which were not different from each other Ž p ) 0.05.. For the first block of trials, males took significantly longer in the Random Landmark condition than in the Stable Landmark condition Ž p - 0.05., with performance in the Geometric condition not differing from the other two conditions Ž ps ) 0.05.. On the second block, males’ performance was not significantly different in any of the conditions Ž ps ) 0.05.. 4. Discussion In this study, we demonstrate the utility of inexpensive commercially available virtual environments in the systematic study of human navigation. Novel 3D environments were created in which the experimenter had complete control over all cues. When tested in an environment analogous to the MWM often used in the study of rodent spatial navigation, humans performed in a fashion similar to rats by showing reduced latencies to the target with repeated trials and a dependence on distal environmental cues. These findings are similar to those of Jacobs, Laurance, and Thomas who demonstrated that adult humans rely on information from the surrounding virtual environment to locate a target hidden in an large arena w18x. Although both males and females are able to learn the task, they differ in the extent to which they rely on particular types of cues. During the Testing phase, males and females performed similarly in the Stable Landmark condition; in this condition, the geometric information was 357 not useful but landmark information was available and predictive. However, when landmark information was not available ŽGeometric. or did not accurately predict the target location ŽRandom Landmark., the performance of males was less adversely affected than the performance of females. Females were unable to learn an adequate strategy for quickly locating the target in the Geometric condition and the performance of females was severely disturbed by the presence of unreliable landmark cues in the Random Landmark condition. Males, in contrast, were not significantly disrupted by the absence of landmarks ŽGeometric. and performance was only transiently disrupted by the presence of unreliable landmark information ŽRandom Landmarks.. These differences in latency indicate differential cue use in the virtual environment. Both males and females were able to develop effective strategies to find the hidden target when landmark information was readily available, as in the Training trials and the Stable Landmark testing condition. However, removal of the landmark information was more disruptive to the females. This suggests that although both sexes may have used landmark information to guide their search for the platform, the males were better able to adapt their search strategy when required to make use of geometric information. The data from the Random Landmark condition supports this suggestion. The impairment of females’ performance during the first trials indicates that they may have been attempting to use the randomly moving landmarks without much success. Males, in contrast, were better able to employ geometric aspects of the environment. Thus, not only do males and females differ in their self-reported use of navigational strategies w23x, but they also show differential dependence on certain cues when those cues are manipulated by the experimenter. One unexpected finding was that males navigated through the obstacle course and solved the visible platform trial faster than females. Although the sex differences found in these practice trials are significant, we believe that they are unrelated to the sex differences apparent in the test trials. Our analysis of latency on the obstacle course trial and on the visible platform trial revealed that there was no significant effect of the testing condition to which the participants were assigned. Thus, sex differences present during the obstacle course and visible platform trials cannot account for the interaction of sex and cue availability during testing. We believe that the latency differences on the obstacle course are the result of an initial discrepancy in joystick experience. The path on the obstacle course was marked with arrows and required a series of very sharp turns which may have been more difficult for the female participants who had slightly less experience using a joystick. It is unlikely that this difficulty in making tight turns adversely affected performance in the water maze, however, as there was no demand for tight turns and participants rarely made them. Furthermore, a closer analysis of the visible platform trials revealed that 358 N.J. Sandstrom et al.r CognitiÕe Brain Research 6 (1998) 351–360 the sex differences in latency were a consequence of short delays in starting that task by the female participants. These findings indicate that sex differences in performance during practice trials did not likely influence the differences reported for test trials. To a large extent, our findings are consistent with those from animal studies of sex differences in navigation. Using a radial arm maze, Williams and colleagues manipulated the geometric characteristics of the room surrounding the maze Žvia changes in the position of a large curtain. and varied the location of available landmarks w41x. Their findings indicate that male rats attend primarily to the global shape of the environment while female rats attend to multiple environmental cues including geometry and landmarks. Human males, in our study, appear to use landmarks or geometry as the task requires, while human females appear to be limited to using landmark information with impaired performance when geometric cue use is required. Thus there are two main differences between the rat and human results: Ž1. human males successfully used landmark information while male rats were significantly impaired when forced to use landmark information, and Ž2. human females were impaired when forced to use geometric information while female rats were unimpaired when geometric information was the only available cue Žthough female rats were impaired when geometric information was accompanied by unreliable landmark information as in our Random Landmark testing condition.. The ease with which human males use landmark information and the difficulty females encounter when forced to use geometric information may, however, be an artifact of the experimental setting we employed. In our virtual water maze, the landmark information appears to be much more salient than the geometry information. A lack of stereoscopic depth information, resolution limitations, and lack of kinesthetic information are all possible contributors to a less salient perception of depth and geometry w8x. Although latency improvements are indicative of an effective navigational strategy, they do not in themselves provide information concerning the specific swimming strategy employed. For instance one possible, albeit imperfect, strategy would be to simply rely on a response bias such as swimming around the pool at a fixed distance from the edge. Alternatively, one could encode the target location relative to the available distal cues. While both of these strategies can result in improved performance over a series of trials, they rely on very different environmental information. Observation of the recorded trials in this study indicates that both males and females were likely guided by distal cues as opposed to simply using a circling strategy Žfor swim path examples, see Fig. 2.. Research by others supports this conclusion as humans search longer in the target quadrant than in other quadrants when the target is removed from the pool w18x. Our results provide an important link between recent human studies implicating hippocampal involvement in navigation through virtual environments and animal work demonstrating sex differences in cue use on hippocampally dependent navigational tasks. Assessment of the neuroanatomical substrates underlying human navigation relies on two techniques: Ž1. the use of modern imaging techniques such as functional magnetic resonance imaging ŽfMRI. and positron emission tomography ŽPET., and Ž2. the study of brain damaged patients. This search for the neuroanatomical substrates of human navigation has been guided by animal work implicating the hippocampus and associated structures with spatial ability in rodents Žfor reviews see w19,27,32x.. Brain imaging studies have demonstrated hippocampal and parahippocampal activation in humans navigating through complex virtual environments w3,25x as well as activation when imagining navigation through a previously learned environment w2x. These studies, however, have not examined sex differences in navigational strategy or cue use. A recent study of humans with hippocampal damage has reported impaired performance on a virtual MWM task w4x. In this study, normal humans and a small sample of humans with temporal lobe damage were tested in a virtual environment similar to the present water maze. Their results suggest that damage to the temporal lobe including the hippocampus severely impairs spatial navigation. Interestingly, normal females tested in their paradigm showed longer routes to the target platform and used a different search strategy, though it is as yet unclear how differences in characteristics of their environment Že.g., pool size, ability to see the surrounding environment, and apparent speed of movement. may have influenced these findings. Future studies will need to examine the influence of these and other environmental characteristics in order to more completely understand how humans navigate in a virtual environment. It is becoming more clear, however, that the human hippocampus and associated structures are intimately involved in navigation. While our findings do indicate that males and females rely on different environmental cues when encoding or recalling information on a virtual environment navigation task, the biological cause of this difference remains unclear. Two influences which are likely candidates for this finding are Ž1. the actiÕational effect of gonadal hormones and Ž2. the organizational effect of these hormones experienced early in development. As discussed in the introduction, the performance of female rats has been shown to be influenced by fluctuations of activational hormones associated with the estrus cycle w11,39x. Similarly, performance of human females on tasks measuring perceptual-spatial ability is influenced by the hormonal changes associated with the menstrual cycle w16x. It is possible that navigational ability is also influenced by hormonal fluctuations, however these data were not collected in the present study. Future studies are needed to understand the potential influence of activational hormones on human navigation. Exposure to gonadal hormones early in development has also been shown to influence brain development and N.J. Sandstrom et al.r CognitiÕe Brain Research 6 (1998) 351–360 later navigational ability in animals. Testicular testosterone and its metabolite, estradiol, exert organizational influences on hippocampal anatomy when experienced within the first week of life in the male rat w17,26,34x. Female rats do not experience this perinatal pulse of testosterone and circulating estradiol is prevented from acting in the female brain by the presence of alpha fetoprotein which binds estradiol and inactivates it w31x. This differential exposure of the male and female brain to neonatal hormones also alters performance on spatial tasks when animals are tested as adults w33,36,40x. For example, neonatal castration of male rats prevents the organizational effects of testicular testosterone and results in both development of a femalelike hippocampus as well as female-like use of cues when solving the radial arm maze. Conversely, exogenous administration of testosterone or estradiol to neonatal females masculinizes hippocampal development and results in the male-like use of cues. While we have no direct evidence that these same processes are responsible for sex differences in cue use for human males and females, the similarities in behavioral data suggest that similar biological processes may be acting in humans as in rats. Together, this evidence indicates that the hippocampus and related structures are involved in human navigation and that males and females use different strategies in navigational tasks. Continued advances in virtual environment research and imaging studies will likely improve our understanding of the factors influencing sex differences in human navigation and in the cognitive representation of space. Acknowledgements This research was supported by funds from the Experimental Psychology Department at Duke University. NJS and SAH are supported by National Science Foundation pre-doctoral fellowships. We would like to thank Greg Lockhead, Warren Meck, and Christina Williams for valuable discussions on this work. In addition, we would like to thank two anonymous reviewers for useful comments on an earlier version of this manuscript. References w1x T.M. Abu-Ghazzeh, Movement and wayfinding in the King Saud University built environment: A look at freshman orientation and environmental information, J. Environ. Psychol. 16 Ž1996. 303–318. w2x G.K. Aguirre, M. D’Esposito, Environmental knowledge is subserved by separable dorsalrventral neural areas, J. 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