Digitizing Wildlife: The Case of a Reptile 3-D Virtual Museum

IEEE Comput Graph Appl. 2022 Sep-Oct;42(5):51-65. doi: 10.1109/MCG.2022.3189034. Epub 2022 Oct 4.

Abstract

In this article, we design and develop a 3-D virtual museum with holistic metadata documentation and a variety of reptile behaviors and movements. First, we reconstruct the reptile's mesh in high resolution, and then create its rigged/skinned digital counterpart. We acquire the movement of two subjects using an optical motion capture system, accelerometers, and RGB-vision cameras; these movements are then segmented and annotated to various behaviors. The 3-D environment, virtual reality (VR), and augmented reality (AR) functionalities of our online repository serve as tools for interactively educating the public on animals, which are difficult to observe and study in their natural environment. It also reveals important information regarding animals' intangible characteristics (e.g., behavior), that is critical for the preservation of wildlife. Our museum is publicly accessible, enabling motion data reusability, and facilitating learning applications through gamification. We conducted a user study that confirms the naturalness and realism of our reptiles, along with the ease of use and usefulness of our museum.

MeSH terms

  • Animals
  • Animals, Wild
  • Museums*
  • Reptiles
  • User-Computer Interface
  • Virtual Reality*