TY - JOUR
T1 - Immersive landscapes
T2 - modelling ecosystem reference conditions in virtual reality
AU - Chandler, Tom
AU - Richards, Anna E.
AU - Jenny, Bernhard
AU - Dickson, Fiona
AU - Huang, Jiawei
AU - Klippel, Alexander
AU - Neylan, Michael
AU - Wang, Florence
AU - Prober, Suzanne M.
N1 - Funding Information:
We would like to acknowledge the input of participants to the evaluation of the proof-of-concept virtual landscape. The authors thank Rick Laird, Monash University, Melbourne, Australia, for developing an early iteration of a virtual Box Gum Grassy Woodland, Sue McIntyre, CSIRO Land and Water, Canberra, Australia, and Justin Baker, CSIRO Information Management & Technology, Clayton, Victoria, Australia for commenting on a draft version of the manuscript, and Su-Yiin Lai, Monash University, Melbourne, Australia for transcribing the manuscript questionnaires and her help with developing the VR proof of concept.
Funding Information:
We acknowledge funding provided by CSIRO Australia through an eResearch grant to Richards and Prober, and funding for the Australian Ecosystem Models Framework project provided by CSIRO and the Australian Government Department of Agriculture, Water and the Environment (2016–2018). Chandler, Jenny and Klippel acknowledge funding from the Monash-Pennsylvania State University Collaboration Development Program, 2018–2019.
Publisher Copyright:
© 2021, The Author(s).
PY - 2022/5
Y1 - 2022/5
N2 - Context: Understanding the variability and dynamics of ecosystems, as well as their responses to climate or land use change, is challenging for policy makers and natural resource managers. Virtual reality (VR) can be used to render virtual landscapes as immersive, visceral experiences and communicate ecosystem dynamics to users in an effective and engaging way. Objectives: To illustrate the potential and believability of VR, a team of landscape ecologists and immersive visualisation researchers modelled a reference Australian Box Gum Grassy Woodland landscape, an endangered eucalypt woodland ecosystem that is difficult to observe in its pre-European colonisation form. Methods: We document considerations for designing the immersive virtual landscape, including the creation of animated three-dimensional (3D) plants that alternate between the seasons, and soundscapes that change through the course of a simulated day. We used a heuristic evaluation with experts to assess the potential of immersive VR landscape modeling. Results: This cross disciplinary collaboration resulted in a VR experience that was evaluated in a series of meetings by 27 ecologists and managers in biodiversity conservation, many of whom were familiar with Box Gum Grassy Woodlands. 88% of participants stated that the simulation was believable and participants thought that virtual landscapes held great potential for education, public engagement and land management. Conclusions: Possible future directions include open-source libraries of ecological 3D models, and the visual simulation of historic landscapes and future climate change scenarios.
AB - Context: Understanding the variability and dynamics of ecosystems, as well as their responses to climate or land use change, is challenging for policy makers and natural resource managers. Virtual reality (VR) can be used to render virtual landscapes as immersive, visceral experiences and communicate ecosystem dynamics to users in an effective and engaging way. Objectives: To illustrate the potential and believability of VR, a team of landscape ecologists and immersive visualisation researchers modelled a reference Australian Box Gum Grassy Woodland landscape, an endangered eucalypt woodland ecosystem that is difficult to observe in its pre-European colonisation form. Methods: We document considerations for designing the immersive virtual landscape, including the creation of animated three-dimensional (3D) plants that alternate between the seasons, and soundscapes that change through the course of a simulated day. We used a heuristic evaluation with experts to assess the potential of immersive VR landscape modeling. Results: This cross disciplinary collaboration resulted in a VR experience that was evaluated in a series of meetings by 27 ecologists and managers in biodiversity conservation, many of whom were familiar with Box Gum Grassy Woodlands. 88% of participants stated that the simulation was believable and participants thought that virtual landscapes held great potential for education, public engagement and land management. Conclusions: Possible future directions include open-source libraries of ecological 3D models, and the visual simulation of historic landscapes and future climate change scenarios.
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U2 - 10.1007/s10980-021-01313-8
DO - 10.1007/s10980-021-01313-8
M3 - Article
AN - SCOPUS:85118240698
SN - 0921-2973
VL - 37
SP - 1293
EP - 1309
JO - Landscape Ecology
JF - Landscape Ecology
IS - 5
ER -