virtual ecosystem
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2021 ◽  
Vol 7 ◽  
pp. e544
Author(s):  
Julie Vercelloni ◽  
Jon Peppinck ◽  
Edgar Santos-Fernandez ◽  
Miles McBain ◽  
Grace Heron ◽  
...  

Virtual reality (VR) technology is an emerging tool that is supporting the connection between conservation research and public engagement with environmental issues. The use of VR in ecology consists of interviewing diverse groups of people while they are immersed within a virtual ecosystem to produce better information than more traditional surveys. However, at present, the relatively high level of expertise in specific programming languages and disjoint pathways required to run VR experiments hinder their wider application in ecology and other sciences. We present R2VR, a package for implementing and performing VR experiments in R with the aim of easing the learning curve for applied scientists including ecologists. The package provides functions for rendering VR scenes on web browsers with A-Frame that can be viewed by multiple users on smartphones, laptops, and VR headsets. It also provides instructions on how to retrieve answers from an online database in R. Three published ecological case studies are used to illustrate the R2VR workflow, and show how to run a VR experiments and collect the resulting datasets. By tapping into the popularity of R among ecologists, the R2VR package creates new opportunities to address the complex challenges associated with conservation, improve scientific knowledge, and promote new ways to share better understanding of environmental issues. The package could also be used in other fields outside of ecology.


2021 ◽  
Vol 108 (Supplement_2) ◽  
Author(s):  
D Vijayan ◽  
K Malik ◽  
K Natarajan ◽  
J Berland ◽  
D Morton ◽  
...  

Abstract Aim The COVID19 pandemic has accelerated the need for staff to work remotely. Our aim was to demonstrate how a next-generation digital platform could be used to create a virtual MDT ecosystem in order to manipulate holographic 2D and 3D images in real-time. Method This study involved setting up a mock virtual MDT using de-identified DICOM files from a patient who had been treated for colorectal cancer and then subsequently found to have a liver metastasis. The image file was segmented and converted into a 2D and 3D format for visualisation within Microsoft HoloLens 2 ® (smart glasses) using Holocare Solutions ® (Mixed Reality software). Results A seamless cross-border pipeline was developed that involved "clinician" training, DICOM segmentation and virtual connection. We successfully performed a virtual MDT with participants able to visualise and manipulate a virtual 3D organ in real-time. The digital network remotely connected sites in England and Norway. The streaming quality was stable and HIPAA compliant. Each participant could observe others as "avatars" interacting with images within the virtual ecosystem allowing image characteristics to be highlighted. Conclusions We successfully conducted a virtual MDT using novel hardware and software. Our intention is to conduct a large-scale study to assess the platform's effectiveness in “Real World" MDTs.


Proceedings ◽  
2020 ◽  
Vol 54 (1) ◽  
pp. 27
Author(s):  
Estefanía López Salas ◽  
Adrián Xuíz García ◽  
Ángel Gómez ◽  
Carlos Dafonte

In order to help enhance public outreach and understanding of historical sites, we developed a virtual spatial ecosystem called CultUnity3D. It consists of a set of components specifically implemented within the Unity engine that enable the user to virtually explore spatial changes over time in two different modes, and to learn about the past of a built environment through the integration of and interaction with research sources and narrative. Although we built CultUnity3D for a particular case study, which is the monastic site of San Julián de Samos (Spain), this in-progress virtual ecosystem has been thought out and designed for continued and reusable development.


2020 ◽  
Vol 7 (1) ◽  
pp. 23-27
Author(s):  
Andrew Willis ◽  
Kemal Hasan

The main purposes of this research is to produce aComputer Vision (CV) algorithm using various library in pythonprogramming language (mainly OpenCV, Numpy, and ZBar) toautomate extraction and process information from an analogdrawing into a digital image to be used in the “Virtual Ecosystem”project. The Computer Vision step will include detecting datawithin the analog drawing using QR-code, determine drawingarea, replace white background with certain threshold withtransparency, and finally save the digital image following requiredratio.


Manuscript ◽  
2019 ◽  
pp. 172-175
Author(s):  
Timur Anvarbakovich Bashirov ◽  

eLife ◽  
2019 ◽  
Vol 8 ◽  
Author(s):  
David William Kikuchi ◽  
Anna Dornhaus ◽  
Vandana Gopeechund ◽  
Thomas N Sherratt

Warning signals displayed by defended prey are mimicked by both mutualistic (Müllerian) and parasitic (Batesian) species. Yet mimicry is often imperfect: why does selection not improve mimicry? Predators create selection on warning signals, so predator psychology is crucial to understanding mimicry. We conducted experiments where humans acted as predators in a virtual ecosystem to ask how prey diversity affects the way that predators categorize prey phenotypes as profitable or unprofitable. The phenotypic diversity of prey communities strongly affected predator categorization. Higher diversity increased the likelihood that predators would use a ‘key’ trait to form broad categories, even if it meant committing errors. Broad categorization favors the evolution of mimicry. Both species richness and evenness contributed significantly to this effect. This lets us view the behavioral and evolutionary processes leading to mimicry in light of classical community ecology. Broad categorization by receivers is also likely to affect other forms of signaling.


2018 ◽  
pp. 500-526
Author(s):  
Pete B. Rive

Design innovation increasingly requires cross-functional virtual teams and is becoming plural, collaborative and distributed. In order for global companies to compete they must be able to sync with the rapidly increasing pace of change and be able to tap the international talent that may, in the future, only connect via virtual worlds and virtual reality. It is important to recognise how design innovation and knowledge flow are regulated and how the virtual ecosystem can either inhibit or excite collaboration and the creation of new ideas, and the design of useful prototypes. This chapter presents a theoretical framework using three models, with examples, to explain and understand how virtual design teams can identify the regulation of knowledge flow and collaboration in the virtual world, Second Life.


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