Automated methods of monitoring ecosystems provide a cost‐effective way to track changes in natural system's dynamics across temporal and spatial scales. However, methods of recording and storing data captured from the field still require significant manual effort. Here, we introduce an open source, inexpensive, fully autonomous ecosystem monitoring unit for capturing and remotely transmitting continuous data streams from field sites over long time‐periods. We provide a modular software framework for deploying various sensors, together with implementations to demonstrate proof of concept for continuous audio monitoring and time‐lapse photography. We show how our system can outperform comparable technologies for fractions of the cost, provided a local mobile network link is available. The system is robust to unreliable network signals and has been shown to function in extreme environmental conditions, such as in the tropical rainforests of Sabah, Borneo. We provide full details on how to assemble the hardware, and the open‐source software. Paired with appropriate automated analysis techniques, this system could provide spatially dense, near real‐time, continuous insights into ecosystem and biodiversity dynamics at a low cost.
This study examines the effect of adaptation to non-ideal auditory localization cues represented by the Head-Related Transfer Function (HRTF) and the retention of training for up to three months after the last session. Continuing from a previous study on rapid non-individual HRTF learning, subjects using non-individual HRTFs were tested alongside control subjects using their own measured HRTFs. Perceptually worst-rated non-individual HRTFs were chosen to represent the worst-case scenario in practice and to allow for maximum potential for improvement. The methodology consisted of a training game and a localization test to evaluate performance carried out over 10 sessions. Sessions 1–4 occurred at 1 week intervals, performed by all subjects. During initial sessions, subjects showed improvement in localization performance for polar error. Following this, half of the subjects stopped the training game element, continuing with only the localization task. The group that continued to train showed improvement, with 3 of 8 subjects achieving group mean polar errors comparable to the control group. The majority of the group that stopped the training game retained their performance attained at the end of session 4. In general, adaptation was found to be quite subject dependent, highlighting the limits of HRTF adaptation in the case of poor HRTF matches. No identifier to predict learning ability was observed.
Navigation within a closed environment requires analysis of a variety of acoustic cues, a task that is well developed in many visually impaired individuals, and for which sighted individuals rely almost entirely on visual information. For blind people, the act of creating cognitive maps for spaces, such as home
Head-related transfer functions (HRTFs) capture the direction-dependant way that sound interacts with the head and torso. In virtual audio systems, which aim to emulate these effects, non-individualized, generic HRTFs are typically used leading to an inaccurate perception of virtual sound location. Training has the potential to exploit the brain’s ability to adapt to these unfamiliar cues. In this study, three virtual sound localization training paradigms were evaluated; one provided simple visual positional confirmation of sound source location, a second introduced game design elements (“gamification”) and a final version additionally utilized head-tracking to provide listeners with experience of relative sound source motion (“active listening”). The results demonstrate a significant effect of training after a small number of short (12-minute) training sessions, which is retained across multiple days. Gamification alone had no significant effect on the efficacy of the training, but active listening resulted in a significantly greater improvements in localization accuracy. In general, improvements in virtual sound localization following training generalized to a second set of non-individualized HRTFs, although some HRTF-specific changes were observed in polar angle judgement for the active listening group. The implications of this on the putative mechanisms of the adaptation process are discussed.
The 3D Tune-In Toolkit (3DTI Toolkit) is an open-source standard C++ library which includes a binaural spatialiser. This paper presents the technical details of this renderer, outlining its architecture and describing the processes implemented in each of its components. In order to put this description into context, the basic concepts behind binaural spatialisation are reviewed through a chronology of research milestones in the field in the last 40 years. The 3DTI Toolkit renders the anechoic signal path by convolving sound sources with Head Related Impulse Responses (HRIRs), obtained by interpolating those extracted from a set that can be loaded from any file in a standard audio format. Interaural time differences are managed separately, in order to be able to customise the rendering according the head size of the listener, and to reduce comb-filtering when interpolating between different HRIRs. In addition, geometrical and frequency-dependent corrections for simulating near-field sources are included. Reverberation is computed separately using a virtual loudspeakers Ambisonic approach and convolution with Binaural Room Impulse Responses (BRIRs). In all these processes, special care has been put in avoiding audible artefacts produced by changes in gains and audio filters due to the movements of sources and of the listener. The 3DTI Toolkit performance, as well as some other relevant metrics such as non-linear distortion, are assessed and presented, followed by a comparison between the features offered by the 3DTI Toolkit and those found in other currently available open- and closed-source binaural renderers.
Proteins assume their function in the cell by interacting with other proteins or biomolecular complexes. To study this process, computational methods, called protein docking, is used to predict the position and orientation of a protein ligand when it is bound to a protein receptor or enzyme, taking into account chemical or physical criteria. This process is intensively studied in order to discover new protein biological functions and to better understand how these macromolecules assume these functions at the molecular scale. Pharmaceutical research also employs docking techniques for a variety of purposes, most notably in the virtual screening of large databases of available chemicals in order to select likely drug candidates. The basic hypothesis of our work is that Virtual Reality and multimodal interaction can increase efficiency in reaching and analysing docking solutions, complementarily to fully computational docking approach. To this end, we conducted an ergonomic analysis of the protein-protein current docking task. Using these results, we designed an immersive and multimodal application where Virtual Reality devices, such as 3D mouse and haptic device, are used to interactively manipulate two proteins for exploring possible docking solutions. During this exploration, visual, audio and haptic feedbacks are combined to render and evaluate chemical or physical properties of the current docking configuration.
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