Animal

SA Scientists study how insects react to virtual reality gaming to gain behavioural insight

Scientists at Flinders University are transforming our understanding of insect behaviour by immersing hoverflies and crabs in virtual environments, utilizing cutting-edge AI and VR technologies.

Researchers at Flinders University have unveiled a pioneering approach to studying insect behaviour by immersing them in virtual reality environments. This innovative technique, detailed in a recent publication in the journal Methods of Ecology and Evolution, aims to provide deeper insights into the aerodynamic abilities and decision-making processes of invertebrates.

The study, led by Professor Karin Nordström of the Hoverfly Motion Vision Lab at Flinders University, involved collaboration with academics from Western Australia and Germany. The team created a customised software platform that manipulates virtual environments in response to the movements of hoverflies and other small creatures, such as crabs. This platform allows researchers to systematically analyse how these animals navigate and react to changes in their virtual surroundings.

Dr Yuri Ogawa, a Research Fellow in Neuroscience at the Flinders Health and Medical Research Institute, explained the mechanics behind the virtual reality system. “We developed computer programs that create a virtual reality experience for the animals to move through. Using machine learning and computer vision algorithms, we were able to observe the animals and work out what they are doing, such as a hoverfly attempting to turn to the left in its flight, or a fiddler crab avoiding a virtual bird flying overhead,” Dr Ogawa stated. The software then adjusts the visual scenery accordingly to simulate real-world reactions based on the animal’s actions.

The implications of this research extend beyond basic animal behaviour study. Dr Richard Leibbrandt, a lecturer at Flinders University’s College of Science and Engineering, highlighted the broader applications of the technologies employed in these experiments. “Machine learning technologies are revolutionising industries like agriculture, enhancing monitoring of crops and livestock, and fostering the development of agricultural robots,” he noted.

This versatile use of advanced computer technologies is not just confined to academic and industrial fields. Raymond Aoukar, a computer science graduate from Flinders University, said, “The last two decades have seen very rapid advances in virtual reality, gaming, artificial intelligence, and high-speed calculations using specialised computer hardware in graphics cards. These technologies are mature and accessible enough to be implemented on consumer computer equipment, providing a new approach to study animal behaviour in a controlled yet natural environment.”

Significantly, this research also offers a new method for identifying visual triggers that influence animal behaviour. The innovative platform, developed by Professor Nordström and her team, is already drawing interest from other research groups worldwide. “This has truly been a team effort where every author on the paper has been instrumental in making the VR work,” Professor Nordström commented. She looks forward to employing virtual reality to explore decision-making mechanisms in insects further.

To facilitate research in various settings, the team has developed the CAVE project, an open-source software available on GitHub. This user-friendly application, integrated with the Unity Editor interface, allows researchers to design experiments and store data effortlessly, eliminating the need for advanced coding skills. This advancement is set to open up new avenues for behavioural research, providing a detailed and manipulable platform for studying complex animal interactions within virtual habitats.

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