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Picinali, L.

Publications and source records attributed to Picinali, L..

2 recordsLinked to original sources

Robust, real-time and autonomous monitoring of ecosystems with an open, low-cost, networked device

O_LIAutomated methods of monitoring ecosystems provide a cost-effective way to track changes in natural systems dynamics across temporal and spatial scales. However, methods of recording and storing data captured from the field still require significant manual effort.\nC_LIO_LIHere 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.\nC_LIO_LIWe 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.\nC_LIO_LIWe 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.\nC_LI

ecology

Effects of gamification and active listening on short-term sound localization training in virtual reality

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 brains 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.

animal behavior and cognition