| 2D animation/2D animated stimulus: 2-dimensional animated stimulus |
| 3D animation/3D animated stimulus: 3-dimensional animated stimulus |
| Computer animation (CA): visual presentation of a moving computer-graphically generated stimulus, presented on a screen to an observer. The stimulus is either animated in 2D (x-, y-axis) or 3D (x-, y-, z-axis) virtual space. CA is usually open-loop and pre-rendered. Viewing perspective on the animated stimuli is not necessarily correct for a moving observer. |
| CFF: critical flicker-fusion frequency (in Hz). Lowest frequency at which a flashing light is perceived as constantly glowing. Important parameter to consider when using CRT monitors for stimulus presentation. |
| Closed-loop: the visual stimulus responds to specific actions (movement or behavior) of the observer (c.f. open-loop where the visual stimulus is independent of the actions of the observer). |
| CRT monitor: cathode ray tube monitor. No longer in general production. |
| Frame rate/frames per second (fps): commonly refers to image frequency in CAs and video; describes the number of single images (frames) that are displayed in 1 s (fps). Perception of fluent animations depends on the capabilities of the observer’s visual system as well as lighting conditions. Frame rate is also frequently called IPR. |
| Game engine: software framework used to develop video games. Typically provides 2D and 3D graphics rendering in real-time and incorporates options for interaction (e.g., input from video game controller). |
| Gamut (color): the range of colors that can be presented using a given display device. A display with a large color gamut can accurately show more colors than a display with a narrow gamut. |
| Geometric morphometrics: a method for analyzing shape that uses Cartesian geometric coordinates rather than linear, areal, or volumetric variables. Points can be used to represent morphological landmarks, curves, outlines, or surfaces. |
| Interpolation (in keyframing animation): process that automatically calculates and fills in frames between 2 set keyframes to generate continuous movement. |
| Keyframing: saving different x, y, (z) positions/postures/actions of a stimulus to specific times in the animation and letting the software generate the in-between frames to gain a smooth change of positions. |
| Latency (lag): response time; |
| Latency (display): describes the difference in time between the input of a signal and the time needed to present this signal on screen. |
| Latency, closed-loop (in VR): time delay taken from registering a change in the position of the observer, and that change being reflected on the display to ensure viewpoint correct perspective. |
| LCD monitor: liquid crystal display monitor. |
| Mesh/polygon mesh: the representation of an object’s 3D shape made of vertices, edges, and faces. The mesh provides the base for a 3D model. |
| Open-loop: see “closed-loop”. |
| Plasma display: a type of flat panel display that uses small cells of electrically charged gas called plasmas. No longer in general production. |
| Pseudoreplication: “ […] defined as the use of inferential statistics to test for treatment effects with data from experiments where either treatments are not replicated (though samples may be) or replicates are not statistically independent.” (Hurlbert 1984). In terms of CAs, this problem arises when measurements of test animals are gained by presenting the identical stimulus (or a pair of stimuli) over and over again, while neglecting natural variation of, for example, a presented trait or cue (see McGregor 2000). Responses toward the presentation of such stimuli cannot be considered as statistically independent replicates. |
| Rendering: final process of transferring a designed raw template or raw model into the final 3D graphic object by the animation software. |
| Pre-rendered animation: rendering of the animated scene or object conducted prior to an experiment and the final output was saved as a movie file for presentation. |
| Real-time rendered animation: rendering of the animated scene or object is conducted continuously during the experiment in real-time as response given to input from an external device like a video game controller or subject position data provided by a tracking system. Real-time rendering needs considerably more sophisticated hardware to process constant data flow. |
| RGB (red, green, blue) color model: color space in which every color is simulated by different proportions of red, green, and blue primaries. Fundamental for color presentation on screens and devices, with each pixel of an image composed of 3 RGB values. |
| Rig: a mesh can be rigged with a virtual skeleton (a rig of bones and joints) to provide realistic movement for animating the object. Through the process of “skinning” the rig is interconnected to the mesh, providing deformation of the 3D shape while moving certain bones. |
| Rotoscoping: an animation technique in which animators trace over video footage, frame by frame, to create a realistic animation sequence. In the context of behavioral studies, rotoscoping could be used to create realistic behavioral sequences (e.g., mating display) based on real-life videos of behaviors. |
| Texture: the visualized surface of a 3D model. Animators can “map” a texture onto a 3D polygon mesh to create a realistic object. See also “UV map”. |
| Uncanny valley: After a hypothetical modulation by Mori (1970) that was original developed for robots, the uncanny valley predicts that acceptance of an artificial stimulus increases with increased degree of realism until this graph suddenly declines very steeply (into the uncanny valley) when the stimulus reaches a point of almost, but not perfectly, realistic appearance. The uncanny valley then results in rejection of the artificial stimulus. |
| UV map: a flat plane generated by “unfolding” the 3D model into single parts of connecting polygons, like unfolding a cube. This 2D plane is described by specific “U” and “V” coordinates (called UV, because X, Y, and Z are used to describe the axes of the original 3D object). In some cases, UV maps are created automatically within the animation software, while in other cases they can be manually created according to specific needs. UV maps are used to assign textures to a model. |
| Virtual animal/stimulus: a CA of an animal/stimulus designed to simulate an artificial counterpart (hetero/conspecific, rival, predator) toward a live test animal. |
| Virtual reality (VR): CAs of stimuli and/or environments that are rendered in real-time in response to the behavior of the observer. The real-time responsiveness of VR may include behavioral responses to specific actions as well as perspective-correct adjustments of viewpoint, changes in viewing angle of the stimulus while the observer is moving. The first allows for true communication between the observer and the virtual stimulus, and the second means that the observer and the virtual stimulus share the same space. VR hence simulates physical presence of the observer in the virtual environment. |