Virtual is the new reality
Virtual is the new reality
复制标题
虚拟是新的现实
作者:
K. Witte;S. Gierszewski;L. Chouinard‐Thuly
The ideal animal stimulus is under total control of the experimenter, has visual traits, and behavior patterns that can be varied in any way, and it appears and behaves consistently between test trials that can be easily repeated many times and any time. Does this sound like wishful thinking of a biologist? Using and exploiting the potential of artificial stimuli in animal behavior research is actually not a new idea. Even in the time of Tinbergen, researchers used wood, clay, or other materials to build artificial dummy animals that would allow control over the presentation of the animal stimulus (Ter Pelkwijk and Tinbergen 1937). Since then, the idea of artificial model animals has evolved alongside technology. Even if still used today in its original form (Kim and Velando 2014), clay and wood models have inspired the use of robots, engineering objects that are specifically tuned for the standardized presentation of preprogrammed movement patterns (Martins et al. 2005; Landgraf et al. 2008; Landgraf et al. 2014). Meanwhile, researchers also started to film live animals and played back these videos to replace live animal stimuli. Rapidly these videos started to be edited, reaching a point where, today, the complete scene, including the stimulus animal is created. Continuous advances in the computer graphics sector and increasing access to high-quality free software solutions also eased these technological advances. Nowadays, computer animation (CA) and virtual reality (VR) systems, technologies that were once exclusively created for the entertainment and education of humans, were now used by animal scientists. “Virtual” which, in the area of computing, refers to “not physically existing as such but made by software to appear to do so” (Stevenson and Lindberg 2015) captures the nature of CA and VR stimuli, which are created using computer graphics software. They are used to simulate environments for the animals to “explore” (in VR), for example, to study spatial cognition (Stowers et al. 2014), or they are meant to replace real animals with virtual counterparts that are then presented as prey, predators, conspecifics, or mating partners which can more or less interact with live test animals in the context of visual communication. Artificial animals and environments all share the fact that they can be created and varied according to specific parameters of interest for specific research questions in focus. This gives researchers a high degree of control prior and during experiments, and creates standardized conditions that facilitate testing a given hypothesis. By this, the behavior of a stimulus animal, which naturally is affected by various factors during experiments (e.g. change of motivation), is under control of the experimenter which can lead to less variation in results and thus more robust results due to the lack of side effects. Similar to the already well-established procedures for investigating mechanisms of vocal communication, in which for example audio tracks of bird songs or alarm calls can be recorded, edited, created, and played back, experimental paradigms using CA can serve to study visual communication and with the expansion to VR also spatial cognition. CA and VR even allow creating biologically novel stimuli to investigate mechanism of prey detection, predator recognition, and recognition of conspecifics, mate preferences, and other aspects of visual recognition.