scholarly journals Can virtual reality act as an affective machine? The wild animal embodiment experience and the importance of appearance

10.29007/dc7s ◽  
2020 ◽  
Author(s):  
Alexandra Sierra Rativa ◽  
Marie Postma ◽  
Menno Van Zaanen

In view of the growing urgency to protect wildlife, the general goal of our research is to develop an immersive virtual experience where users can step into the ‘shoes’ of wild animals. The specific objective of this research is to explore the possibility of creating a strong emotional connection experience with a virtual animal body. In a game setting, users explore a simulated natural habitat of the animal. At the end of the game, users experience a distress event during which they become the target of an illegal animal hunter. The users receive physical feedback through haptic virtual reality suits (vibrating motors) that mimic the sensation of feeling pain of a hunter's shot. We compare the perceived pain, empathy, immersion, and embodiment experience evoked through a game character with a natural body (beaver), with an artificial body (robot beaver), and an amorphous body. The results of this investigation show a significant effect of game character appearance and perceived pain during the distress event. Moreover, we find a significant effect of game character appearance on immersion. These results suggest that the design of the game character appearance can influence users’ emotional connectedness to the character and the game experience.

Author(s):  
I Made Ardwi Pradnyana ◽  
I Ketut Resika Arthana ◽  
I Gusti Bagus Hari Sastrawan

Submission of learning materials with animal themes, especially wild animals to early childhood becomes a challenge for teachers. Two-dimensional displacement media in the form of a monotonous image has the potential to decrease interest in children's learning. Bringing wild animals directly or bringing the children to the zoo requires considerable cost and time and harm. Based on these problems, the authors develop android-based applications that contain fourteen species of wild animals in 3D format that is packed with Virtual Reality (VR) technology. The authors develop applications using development research methods with the ADDIE model. The developed VR application is capable of displaying wild animal animations complete with the sounds and environment of the habitat, as well as the description narrative features and food that can be viewed in 3D and VR modes. The test results showed that the application received a positive response from users, especially children in TK Negeri Pembina Singaraja. The average percentage for the user response test is 88.50%, which means it is very good where children can know the types of wild animals, the movements of wild animals, the sounds of wild animals, the habitats of wild animals and can use them easily. 


2021 ◽  
Vol 2021 (24) ◽  
pp. 177-182
Author(s):  
Nataliia Kharytonova ◽  
◽  
Tetiana Lozova ◽  

Introduction. The experience of the countries of Western Europe and USA was analyzed, the purposes and methods of implementation of wild animals detection systems on highways are developed. Problem statement. The reduction of the natural habitat of wild animals leads to an increase in the number of road accidents. Animal detection systems are aimed at reducing the frequency of collisions between wild animals and vehicles. Purpose. The purpose of the study is to analyze the literature on the effectiveness and evaluation of the implementation of wild animal detection systems; to elaborate sources that describe the history of implementation and experience of foreign countries. Materials and methods. Analysis of foreign sources on the implementation of wild animal detection systems. Results. The analysis of foreign information sources on the implementation of wild animal detection systems was carried out. Conclusions. The experience of the countries of Western Europe and North America is described, the efficiency of implementation of wild animal detection systems is analyzed.


AJIL Unbound ◽  
2017 ◽  
Vol 111 ◽  
pp. 408-412 ◽  
Author(s):  
Jiwen Chang

In China, the wild animals and animal products that are sold through illegal trafficking are mainly those that can be made into medicines; are raw materials in the form of ivory, rhinoceros horns, and turtle shells; and are edible or have ornamental value, such as birds, monkeys, turtles, and lizards. Due to its rapid economic development over the past decade, China has become one of the world's largest wildlife markets. The main reasons for trafficking are a lack of viable substitutes for raw materials used in traditional Chinese medicines (e.g., bear bile, bear bile powder, pangolin, and other products); a preference in traditional food culture for delicacies made from wildlife; and of the private consumption by some rich and corrupt government officials of tiger's meat, bear's paw, pangolin and other wild animal products—bear's paw and pangolin being the most popular. This type of wild animal trafficking endangers the safety of animal species protected by the Convention on International Trade in Endangered Species of Wild Fauna and Flora (CITES), and damages the international image of the government and people of China. Since 2013, under the frame of construction of ecological civilization, China has taken stricter measures on legislation, administrative enforcement, judicial adjudication, and international cooperation on prevention and punishment of illegal trafficking.


2018 ◽  
Vol 43 (4) ◽  
pp. 257-262
Author(s):  
Katie Woolaston

Animal lawyers in Australia and around the world often struggle to find room in law to participate in decision-making and give animals a voice. Collaborative governance is a regulatory mechanism that has the potential to overcome this struggle. This ‘new governance’ is of growing importance in environmental and natural resource management, premised on decentralised decision-making and removal of permanent hierarchies. This article will utilise two case studies to outline the benefits of legally integrated collaborative processes for wild animal welfare, including the allocation of a permanent voice in regulation for animal advocates and the ability to promote internalisation of animal-friendly norms.


Animals ◽  
2018 ◽  
Vol 8 (11) ◽  
pp. 216 ◽  
Author(s):  
Gemma Carder ◽  
Tinka Plese ◽  
Fernando Machado ◽  
Suzanne Paterson ◽  
Neil Matthews ◽  
...  

The use of wild animals as photo props is prevalent across the globe and is widely recognised to represent a potential animal welfare concern. However, detailed information regarding the specific impacts of such activity on wild animal behaviour is currently lacking. Herein, we investigated how brown-throated three-toed sloths (Bradypus variegatus) were handled by tourists, and how sloths behaved during wildlife ‘selfies’ taken in Manaus, Brazil and Puerto Alegria and Iquitos in Peru. In total, we observed 17 sloths (during 70 focal observations) that were provided for use in wildlife selfies on 34 different tours. We found that an average number of 5 people held each sloth during each focal observation. For 48.6% of the time the sloths were handled in a way which involved physical manipulation of the sloths’ head and/or limbs and/or being held by the claws. From the eight different types of sloth behaviour observed, we found that the two types performed for the longest average duration of time were surveillance (55.3%) and limb stretching (12.6%). Our findings show that when being handled sloths were frequently held in ways that may compromise their welfare. Although to date the behaviour of sloths while being handled has not been reported in any published literature, in this study we document certain behaviours which may act as indicators of compromised welfare. We suggest that our data provides a potential baseline for future study into the behaviour and welfare of sloths.


2021 ◽  
Vol 8 (4) ◽  
pp. 576-588
Author(s):  
Zsuzsa Lugosi ◽  
Phyllis C. Lee

Virtual Reality (VR) is now a popular tool in education and for engagement with the natural world, but to date little research has investigated its potential in a zoo setting. We aimed to gauge the interest of the visiting public in using VR technology at Royal Zoological Society of Scotland’s (RZSS) Edinburgh Zoo. A VR (n = 12) and a video condition (n = 12), both introducing the lives and conservation concerns of African wild dogs (Lycaon pictus), were used to gain greater insight of the thoughts and perceptions of how individuals evaluated a purpose-built VR experience and to enable comparisons of learning outcomes for both technologies. We used semi-structured interviews; responses were evaluated through thematic analysis and descriptive analysis. Younger participants (aged 13-18 years) emphasized that VR allowed them close and personal access to the animals. Adult participants (aged 19 and above) pointed out the entertainment value of the VR experience while highlighting the potential of its educational aspect; that of enabling visitors to see animals in their natural habitat. While our results require further confirmation due to the limited sample size and restricted circumstances of data collection, we suggest that VR could be usefully introduced as a public education and visitor engagement tool that would benefit the visitors’ learning and overall experience at the zoo.


2019 ◽  
Author(s):  
Bradly Alicea

Virtual Reality (VR) and human interaction with virtual worlds can greatly enhance communication neuroscience research. VR provides opportunities for novel approaches to empirical investigation. This chapter will discuss why VR and the varieties of virtual experience is of interest to communication neuroscientists. This leads to a discussion of multiple issues related to experimental implementation and cognition, and ways VR is useful to communication neuroscience. This includes multiple cognitive effects that provide opportunities for advancing research.


2021 ◽  
Vol 8 (S1-Feb) ◽  
pp. 230-234
Author(s):  
Vidya H N

This paper explores the tourism trends emerging in post COVID- world. This pandemic was conscientious for an abrupt transformation in the way world travelled. This impulsive impediment in the tourism and hospitality industry was not only unconstructive to the growth of the industry but the imminent influences on future tourism are also looking dim and muted. Virtual Reality has emerged as a new innovative approach to attract viewers though providing them a virtual experience of tourism a tour destination with enhanced technological version. Virtual reality is the new normal in the digital world. People are slowly gaining access to digital tourism experiences through Virtual Reality tourism concept. The increase in virtual reality tourism trend is most welcome thing globally. This trend capitalizes on the use of technology to make viewers experience a touring destination. It includes Virtual Reality tours through which a tourist or viewer can experience a tourist destination, hotel interiors, restaurant interiors, outdoor tourist attractions, shopping sites, archaeological inputs, museums, etc sitting in home. This viewer is made to experience complete visit of the destination through VR head gears and comply with his aspirations of touring. Without being physically present on the tourist site a viewer can become a tourist and see all sites as naturally as a tourister. But this usage of technology driven virtual reality tools are challenged by several factors.


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