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VR in Ecology

One of the most important aspects of ecology is population sampling. It is expensive, labor intensive, and the methods used often lead to counts not accurate to the actual population makeup and size due to the variable distributions within the populations. By incorporating new technologies such as virtual reality into how ecologists approach sampling, these problems can begin to be addressed, leading ultimately to better management of our ecosystems. To explore the applications of virtual reality in ecosystem management and population sampling, current and possible future methods of data collection in oceanic research will be discussed and compared.

Virtual reality uses computers to create a simulated environment for the user to explore. While the most recognizable form of virtual reality is seen in virtual reality headsets, virtual reality also includes non-immersive experiences seen in video games. There is a wide variety in how users can interact with virtual reality. These include using a mouse and computer, a controller, hand trackers, and headsets. This wide range allows for greater accessibility for users with various levels of access to technology. Both semi-immersive and non-immersive virtual reality have the potential to be used in ecology and conservation.

Current uses for virtual reality in ecology and conservation were explored in the article “Connecting virtual reality and ecology: a new tool to run seamless immersive experiments in R” by Vercelloni et al. One application was to allow users to explore several locations and have the user answer in-game questions to gather data. Questions included things such as reporting which habitat features are in sight or if a specific animal or plant is within view. As of 2021, the technology used in the article only had the ability to utilize static 360º images for this research.

Ecologists use population sampling to estimate the size of a population. Due lack of resources, funding, time, and labor, it is impossible to count each individual in a given population. Instead, tactics such as Point Centered Quarter method, Line-intercept method, and many others are used to get a general idea of the entire population. For motile organisms, trapping is often the easiest method. It is important to have an understanding of population compositions in ecosystems to monitor health over time, especially as anthropogenic pollution rapidly changes ecosystems. The more accurate the population count, the better we can respond to the need of the ecosystem.

Sampling populations in coastal or deep ocean areas can lead to expensive expeditions. Current methods include sending out either manned or unmanned submarines or divers with cameras. In regards to cameras used, prices range from $800 for a smaller model such as the Paralenz Vaquita Underwater camera to well into the $2,000 range with larger, more professional cameras. Many diving expeditions rely on citizen scientists who are unpaid in their efforts, though NOAA pays employees that are certified divers an extra $240 in their monthly pay. In an estimate of costs associated with sending out 637-class manned submarines for one year of service, the low estimate is $30,285,714 and the high estimate is $44,142,857 (Chapter 4: Estimated Costs of a Science Submarine). Woods Hole Oceanographic Institution’s submarine Alvin costs $45,000 for a 10-hour manned expedition. Comparatively, current projects involving unmanned submarines can be quite expensive as well, but in the case of the SRV-8 (which costs around $30,000), can be operated by one person and captures video. The video captured can then be downloaded onto a computer and put into a format that can be used in a virtual reality experience.

Some work is able to be completed by citizens who volunteer their time to do research. According to the Environmental Protection Agency, citizen science is a concept where communities work together to ask questions, collect data, interpret results and come up with applications for technologies. Not only does citizen science help scientists across the world with data collection and interpretation, it fosters community engagement with each other and science.

One example of citizen science is the internet game Phylo. Phylo is a game that has turned genetic coding into a colorful puzzle. Data from genomes is run through an algorithm and uses players to refine what the algorithm has missed. Phylo allows ordinary citizens to help research on genetic diseases by utilizing human’s natural ability to recognise patterns.

By turning population sampling into a game a similar idea to the game Phylo could be utilized to cut down costs and increase accuracy when measuring populations in oceanic communities. Because the players would be using the same footage but counting different individuals, we can get a better understanding of the potential actual population size and makeup. Getting a truly representative sample of populations is difficult because of the various distributions organisms can exist in. Different distributions require different sampling methods. One way to make a game out of data collection would be to have an algorithm process the raw footage and break the organisms into simple shapes, similar to Phylo, and allow players to sort the shapes. Another way would be to have players perform a “gamified” version of sampling methods typically performed in the field. For example, a whale carcass on the seafloor is filmed to get a sample of the species around this area. The user could play a game that allows them to identify the various species and the quantity of each. Rewards such as in-game achievement points could be given.

Though virtual reality has the potential to help cut costs on necessary management strategies, there are several issues as well. Converting data and video into a virtual reality game experience is not something that every ecologist is equipped to perform. As such, a team of trained individuals would need to be hired to keep the game’s website updated as well as making the actual game and obtaining the data gathered from the players. It is also important to consider that technology might not be at the level to quickly and cost effectively aid ecologists in this query. Field observations may end up being the best option when considering the initial cost of starting up a VR game and the extra staff required.

As humans continue to cause the natural world to change in both predictable and unpredictable ways, it is important to utilize the technology available to help us better understand the ways in which our lives impact the Earth. The data we collect will impact how we adjust our management practices to fit the needs of the ecosystems around us. Engaging communities in important research is something should be incorporated more, as it will increase the support of the public towards funding research for various areas. By making games that allow for easy access to aiding the scientific community, citizen scientists can be a part of helping ecologists. Virtual reality should be adapted to help in this endeavor. VR is becoming more widely available and easier to transfer video into a VR experience, and would bring a spark of excitement into participating in citizen science. It would also decrease the cost of population sampling long-term, especially when compared to manned missions by either a diver with a camera or a submarine in ocean management practices.

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Kristy Ovchar

Yes, you are right, your arguments are really impressive. The use of virtual reality technology in ecology can help draw attention to environmental issues and raise people's awareness of the need for conservation.