Swat or Not? Identifying Insects in Virtual Reality

Lead Research Organisation: University of Nottingham
Department Name: School of Life Sciences

Abstract

Insect identification is difficult. This matters to us, because we need to identify insects in order to track changes in the abundance and distribution of important species, such as pollinators or pests. It also matters to other animals. For example, insect-loving birds can confuse harmless and palatable prey, such as hoverflies, with noxious or defended species, such as wasps or bees. This is why natural selection favours the evolution of Batesian mimics - species which seek to avoid predation by pretending to be something that they are not. In this project, we aim to understand the problem of species identification better by developing an immersive virtual reality (VR) game in which members of the public can encounter wasps and bees, and their hoverfly mimics, without fear of being stung. By playing the game, volunteers will learn how to identify important insect species, and help us to explore ideas about the evolution of mimicry.

We will use high-resolution 3D images of real insects and cutting-edge VR technology to build two apps, one for training in species identification, and the other for use in research about mimicry. We will demonstrate the training app to school children and members of the public at a local science festival, and test it with university students on a field course. We will pilot the research app in a simple experiment designed to test how viewing angle can affect the ability of volunteers to distinguish between wasps and hoverflies. By using an immersive and playful approach, we hope to captivate an audience who might otherwise feel negatively towards insects. Our long-term goal is to engage citizens in entomology, and help them gain the insect identification skills they require to contribute meaningful data which can be used in scientific research seeking to understand the impacts of climate change and other human activities on biodiversity.

Technical Summary

Insect identification is difficult. This simple fact has profound evolutionary consequences, because the ability to discriminate among species by predators, prey and potential mates drives adaptive change in insect morphology. It also has serious implications for human society, where species identification is vital for monitoring biodiversity, and the abundance of important pests and beneficial insects. This project seeks a deeper understanding of the challenge of insect identification by developing a novel method for engaging non-expert members of the public in the task. We will create an immersive virtual reality (VR) game in which citizens can encounter wasps and bees, and their hoverfly mimics, without fear of being stung. By playing the game, volunteers will learn how to identify important insect species, and help us to test hypotheses about the evolution of mimicry.

We will use high-resolution 3D images of real insects from an existing NERC-funded project, together with cutting-edge VR technology, to build both a research app and a training app. The training app will teach the user how to identify common hoverfly and hymenopteran species in the context of a playful game. The research app will allow us to manipulate key parameters affecting the ability of a user to identify species, and will be used for testing hypotheses about the evolution of Batesian mimicry. We will demonstrate the training app to school children and members of the public at a local science festival, and compare it with conventional training in insect identification on an undergraduate field course. We will pilot the research app in a simple experiment designed to test how viewing angle can affect perceptions of mimetic accuracy.

Our long-term goal is to engage citizens in entomology, and help them gain the insect identification skills they require to contribute meaningful data which can be used in research into the impacts of climate change and other human activities on biodiversity

Planned Impact

This project will have immediate, short-term impact on the public understanding of science and the value of biodiversity, but it also has the potential to create longer-term impact by establishing the groundwork for subsequent large-scale citizen science projects. First, our project will impact directly on a wide audience by demonstrating an immersive and playful virtual reality (VR) game about insect identification at a local science festival, and with undergraduates on a field course. We will demonstrate the challenges of insect species identification to school children in disadvantaged areas of Nottingham through the Communities Programme of the Nottingham Festival of Science and Curiosity, and the wider public through the festival's "public day". We hope that this demonstration, deployed via a high-specification VR headset, will be a spectacular and futuristic experience that will capture the imagination of people who may typically think of insects as scary, a nuisance or unimportant. The potential benefits are diverse, from piquing the interest of a generation of future citizen scientists who might contribute species records to the Hoverfly Recording Scheme, to engaging people in a debate about the importance of stinging wasps and bees in our economy and ecosystems, and the role of natural selection in shaping the appearance of the species we encounter in our gardens.

The longer-term impact of the project will be realised in two large-scale future projects. First, the development of a pilot training app will establish the potential for VR games to engage and teach people to be become citizen scientists who can contribute data to species recording schemes at national or international scales. Building on this, we plan to seek funding to work with existing hoverfly and hymenopteran recording schemes to engage citizens in recording the insects in their gardens, improving the scope and quality of the data available for ecological research into changing species distributions. Second, the current project will deliver a prototype research app, which can be used as a tool for hypothesis testing in evolutionary biology. A future funding bid will seek to extending this approach, creating games which immerse citizens in a virtual world in which we can simulate the feedback between predatory behaviour and evolutionary change in prey species. By actively involving citizens as agents of natural selection, we believe that we can create a potent tool for educating the public about the process of evolution - an important outcome, considering the hostile environment that exists for evolutionary biology in some parts of the world.

Publications

10 25 50
 
Description The project has provided "proof of principle" for the use of Virtual Reality (VR), and high definition 3D images of insects, in experiments testing ideas about the evolution of mimicry in prey species, and for engaging members of the public in learning about insect diversity. We successfully captured images of insects in 3D for inclusion in two interactive simulations, and made these accessible to the general public. First, we provided an immersive VR experience for dozens of children and other members of the public at a science outreach event in Nottingham, and in a pop-up installation in Nottingham city centre. Participants wore a VR headset and entered a virtual garden in which they had to collect hoverflies and avoid wasps. Second, we released an interactive on-line training simulation, as a "try at home" activity for a sciene festival, in which participants learned the key features of a range of insects and were then challenged to identify them in a simulated 3D environment.

By "gamifying" our simulations, we provided participants with a fun experience, conveying an educational message, which was potentially transformative in terms of attitudes to insects and evolution. Participants who were initially not able to distinguish between harmless and stinging insects, and had limited appreciation of the diversity of insect life present in their gardens, completed our activities with a clear message about the inherent fascination provided by insect biodiversity and the evolution of warning colours and mimicry, and they were perhaps less scared of stinging insects than they were before.
Exploitation Route Our virtual reality game and 3D training simulation could serve as templates for future science outreach events and citizen science experiments, and also demonstrates the potential of this technology to be used in evolutionary research.
Sectors Creative Economy,Digital/Communication/Information Technologies (including Software),Education,Environment,Culture, Heritage, Museums and Collections

URL https://swatornot.co.uk/
 
Description The primary objective of this project was to provide a proof of concept of methods which can in future be used to create resources which will impact on the public's ability to identify insects, and understand and appreciate insect biodiversity and evolution. However, the act of developing that proof of concept has already generated impact in this domain. Specifically, we have engaged with hundreds of members of the public through two interactive 3D simulations, helping non-scientists to develop some rudimentary insect identification skills, and to understand the diversity of stinging bees and wasps, and their hoverfly mimics, that can be found in natural insect communities.
First Year Of Impact 2020
Sector Digital/Communication/Information Technologies (including Software),Education,Environment
Impact Types Cultural,Societal

 
Description Nottingham Festival of Science and Creativity 2020 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Public/other audiences
Results and Impact We provided members of the public visiting the festival with access to an immersvie, interactive Virtual Reality (VR) simulation. Participants wore a VR headset, played a game, and discussed the scientific significance with project members and student volunteer helpers. We provided a leaflet to all participants with more information about the project and the underlying science.
Year(s) Of Engagement Activity 2020
URL https://nottsfosac.co.uk/
 
Description Nottingham Festival of Science and Creativity 2021 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact We hosted an interactive 3D simulation on a website which was promoted as an activity forming part of the Nottingham Festival of Science and Creativity, which was hosted online in 2021 (rather than in person) because of the pandemic. We had good levels of engagement from members of the public, but it is not easy to assess any impact, because the last-minute nature of the arrangements meant that we did not have time to gain ethical clearance to ask users for feedback.
Year(s) Of Engagement Activity 2021
URL https://swatornot.co.uk/
 
Description Virtual Reality installation 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Public/other audiences
Results and Impact Over the course of three months, we demonstrated our Virtual Reality simulation to the general public at the Green Light in the City pop-up installation in Nottingham city centre. The intention was to provide an entertaining and thought-provoking addition to the installation, which aims to get helpful information and share ideas about the city's green future. The demonstration was a success, provoking lots of interest from the public in our research, and has helped us to formulate plans for future engagement activities.
Year(s) Of Engagement Activity 2021,2022
URL https://greenlightnottingham.co.uk/