Abstract. We propose a novel approach on using static and dynamic gesture recognition in VR games to represent interactive objects in games, such as equipment system, weapons and handy-tools. We examine various applications of gesture recognition in games, learning, medicine and VR, including how developers currently use the bundles of HDM devices paired with hand tracking sensors. The proposed approach provides game developers with a control over recording gestures and binding them to in-game intractable objects and equipment.
In Lake Onega, the whitefish Coregonus lavaretus has been shown to occur as a variety of forms. Medium- and sparsely-ranked whitefish are most abundant. Analysis of available data indicates that whitefish populations from Karelia’s large lakes display the maximum values of various genetic variability indices. This fact seems to be due to the history of the colonization of the lake by the discrete evolutionary whitefish lineages from various Late Quaternary habitats followed by their hybridization. A great variety of Onega whitefish haplotypes is probably related to the genetic heterogeneity of the whitefish who until recently had occurred as five ecological forms ranking as subspecies. The median network obtained suggests that many of the populations studied have become less abundant. The well-defined “star-like” network structure is characteristic of populations that passed through a narrow “bottleneck” in the near past and then expanded rapidly, as indicated by the abundance of rare haplotype varieties. It seems that the retreat of the Scandinavian glacier was not a momentary event but took a long time during which the populations formed were subjected to demographic transformations.
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