Combining Unity with machine vision to create low latency, flexible and simple virtual realities
Abstract In recent years, virtual reality arenas have become increasingly popular for quantifying visual behaviours. By using the actions of a constrained animal to control the visual scenery, the animal perceives that it is moving through a virtual world. Importantly, as the animal is constrained i...
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Wiley
2025-01-01
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Series: | Methods in Ecology and Evolution |
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Online Access: | https://doi.org/10.1111/2041-210X.14449 |
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author | Yuri Ogawa Raymond Aoukar Richard Leibbrandt Jake S. Manger Zahra M. Bagheri Luke Turnbull Chris Johnston Pavan K. Kaushik Jaxon Mitchell Jan M. Hemmi Karin Nordström |
author_facet | Yuri Ogawa Raymond Aoukar Richard Leibbrandt Jake S. Manger Zahra M. Bagheri Luke Turnbull Chris Johnston Pavan K. Kaushik Jaxon Mitchell Jan M. Hemmi Karin Nordström |
author_sort | Yuri Ogawa |
collection | DOAJ |
description | Abstract In recent years, virtual reality arenas have become increasingly popular for quantifying visual behaviours. By using the actions of a constrained animal to control the visual scenery, the animal perceives that it is moving through a virtual world. Importantly, as the animal is constrained in space, behavioural quantification is facilitated. Furthermore, using computer‐generated visual scenery allows for identification of visual triggers of behaviour. We created a novel virtual reality arena combining machine vision with the gaming engine Unity. For tethered flight, we enhanced an existing multi‐modal virtual reality arena, MultiMoVR, but tracked wing movements using DeepLabCut‐live (DLC‐live). For tethered walking animals, we used FicTrac to track the motion of a trackball. In both cases, real‐time tracking was interfaced with Unity to control the location and rotation of the tethered animal's avatar in the virtual world. We developed a user‐friendly Unity Editor interface, CAVE, to simplify experimental design and data storage without the need for coding. We show that both the DLC‐live‐Unity and the FicTrac‐Unity configurations close the feedback loop effectively and quickly. We show that closed‐loop feedback reduces behavioural artefacts exhibited by walking crabs in open‐loop scenarios, and that flying Eristalis tenax hoverflies navigate towards virtual flowers in closed loop. We show examples of how the CAVE interface can enable experimental sequencing control including use of avatar proximity to virtual objects of interest. Our results show that combining Unity with machine vision tools provides an easy and flexible virtual reality environment that can be readily adjusted to new experiments and species. This can be implemented programmatically in Unity, or by using our new tool CAVE, which allows users to design new experiments without additional programming. We provide resources for replicating experiments and our interface CAVE via GitHub, together with user manuals and instruction videos, for sharing with the wider scientific community. |
format | Article |
id | doaj-art-1b2904bb1f2448409e2f4daebca83f6c |
institution | Kabale University |
issn | 2041-210X |
language | English |
publishDate | 2025-01-01 |
publisher | Wiley |
record_format | Article |
series | Methods in Ecology and Evolution |
spelling | doaj-art-1b2904bb1f2448409e2f4daebca83f6c2025-01-08T05:44:10ZengWileyMethods in Ecology and Evolution2041-210X2025-01-0116112614410.1111/2041-210X.14449Combining Unity with machine vision to create low latency, flexible and simple virtual realitiesYuri Ogawa0Raymond Aoukar1Richard Leibbrandt2Jake S. Manger3Zahra M. Bagheri4Luke Turnbull5Chris Johnston6Pavan K. Kaushik7Jaxon Mitchell8Jan M. Hemmi9Karin Nordström10Flinders Health and Medical Research Institute, Flinders University Adelaide South Australia AustraliaFlinders Health and Medical Research Institute, Flinders University Adelaide South Australia AustraliaCollege of Science and Engineering, Flinders University Adelaide South Australia AustraliaSchool of Biological Sciences and UWA Oceans Institute University of Western Australia Crawley Western Australia AustraliaSchool of Biological Sciences and UWA Oceans Institute University of Western Australia Crawley Western Australia AustraliaFlinders Health and Medical Research Institute, Flinders University Adelaide South Australia AustraliaFlinders Health and Medical Research Institute, Flinders University Adelaide South Australia AustraliaDepartment of Collective Behavior Max Planck Institute of Animal Behavior Konstanz GermanyFlinders Health and Medical Research Institute, Flinders University Adelaide South Australia AustraliaSchool of Biological Sciences and UWA Oceans Institute University of Western Australia Crawley Western Australia AustraliaFlinders Health and Medical Research Institute, Flinders University Adelaide South Australia AustraliaAbstract In recent years, virtual reality arenas have become increasingly popular for quantifying visual behaviours. By using the actions of a constrained animal to control the visual scenery, the animal perceives that it is moving through a virtual world. Importantly, as the animal is constrained in space, behavioural quantification is facilitated. Furthermore, using computer‐generated visual scenery allows for identification of visual triggers of behaviour. We created a novel virtual reality arena combining machine vision with the gaming engine Unity. For tethered flight, we enhanced an existing multi‐modal virtual reality arena, MultiMoVR, but tracked wing movements using DeepLabCut‐live (DLC‐live). For tethered walking animals, we used FicTrac to track the motion of a trackball. In both cases, real‐time tracking was interfaced with Unity to control the location and rotation of the tethered animal's avatar in the virtual world. We developed a user‐friendly Unity Editor interface, CAVE, to simplify experimental design and data storage without the need for coding. We show that both the DLC‐live‐Unity and the FicTrac‐Unity configurations close the feedback loop effectively and quickly. We show that closed‐loop feedback reduces behavioural artefacts exhibited by walking crabs in open‐loop scenarios, and that flying Eristalis tenax hoverflies navigate towards virtual flowers in closed loop. We show examples of how the CAVE interface can enable experimental sequencing control including use of avatar proximity to virtual objects of interest. Our results show that combining Unity with machine vision tools provides an easy and flexible virtual reality environment that can be readily adjusted to new experiments and species. This can be implemented programmatically in Unity, or by using our new tool CAVE, which allows users to design new experiments without additional programming. We provide resources for replicating experiments and our interface CAVE via GitHub, together with user manuals and instruction videos, for sharing with the wider scientific community.https://doi.org/10.1111/2041-210X.14449arthropod visionclosed loopgainmotion visionnaturalistic stimulinavigation |
spellingShingle | Yuri Ogawa Raymond Aoukar Richard Leibbrandt Jake S. Manger Zahra M. Bagheri Luke Turnbull Chris Johnston Pavan K. Kaushik Jaxon Mitchell Jan M. Hemmi Karin Nordström Combining Unity with machine vision to create low latency, flexible and simple virtual realities Methods in Ecology and Evolution arthropod vision closed loop gain motion vision naturalistic stimuli navigation |
title | Combining Unity with machine vision to create low latency, flexible and simple virtual realities |
title_full | Combining Unity with machine vision to create low latency, flexible and simple virtual realities |
title_fullStr | Combining Unity with machine vision to create low latency, flexible and simple virtual realities |
title_full_unstemmed | Combining Unity with machine vision to create low latency, flexible and simple virtual realities |
title_short | Combining Unity with machine vision to create low latency, flexible and simple virtual realities |
title_sort | combining unity with machine vision to create low latency flexible and simple virtual realities |
topic | arthropod vision closed loop gain motion vision naturalistic stimuli navigation |
url | https://doi.org/10.1111/2041-210X.14449 |
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