in

Variable crab camouflage patterns defeat search image formation

[adace-ad id="91168"]

Photographs of crabs and backgrounds

We sampled crabs and backgrounds to obtain images for the game. The population used was located in Falmouth (50.141888, −5.063811) on the south coast of the UK, comprising a stretch of shoreline encompassing neighbouring Castle and Gyllyngvase beaches. The crab habitats at the site comprise rock pools with rocky crevices with stony or gravel substrates in the pools and, lower down on the shore, increasing abundance of seaweed21. Together these create visually variable textures and heterogeneity in crab habitat types.

Photographs of natural backgrounds (rock pools) were taken by Samsung NX1000 digital camera converted to full spectrum and attached with a Nikon EL 80 mm lens. Background sampling was conducted along three ~100 m long transects placed parallel to the shoreline across different tide-zones (i.e. low, middle, high) spaced evenly down the beach (following21). Each of the backgrounds photographed were at least 5 m apart from each other (i.e. transect was subdivided approximately into 5-m-intervals) ensuring the variability in background types across transect. These sampling quadrats were photographed during low-tide to avoid specular light reflecting back from the water. To obtain images that capture naturalistic colour variation, the images were taken in RAW format with manual white balance and a fixed aperture setting. For human visible photos as used here, we placed a UV and infra-red (IR) blocking filter in front of the lens, which transmits wavelengths only between 400–680 nm (Baader UV/IR Cut Filter). We have previously characterised the spectral sensitivity of our cameras39. For calibration purposes, each photograph included a grey reflectance standard, which reflects light equally at 7 and 93% between 300 and 750 nm.

Quadrats were searched for shore crabs for a period of ~5 min. We searched for crabs by raking gravel by hand, moving small boulders aside, turning seaweed over and checking crevices to ensure any crabs were unlikely to be missed. After crabs were found we transported them to laboratory facilities at the University of Exeter Penryn campus for standardised photography. During the transportation all crabs were kept on standard average grey buckets. Photographs of crabs were taken with the same camera set up as above. In the laboratory a bulb simulating D65 illuminant (Iwasaki eyeColor bulb) was used while crabs were photographed against grey standard background. We included grey standards and scale bars in the photographs. Images were then calibrated and converted to normalised reflectance images (relative to the grey standard)39,40.

Crab images were scaled into the same pixel/mm aspect ratio to show crabs against the background images in natural size with respect to the background scale. Following past work25, crab outlines were cut out from the image by custom software was designed (called ‘autocrab’) to automate the process of background subtraction. This software allowed us to step through hundreds of images, automatically loading, thresholding and flood filling background areas, saving them with an appropriate transparency channel in the correct format and resolution needed for the game. This created usable crab images for 80% of the photographs easily, with some additional cleaning up required for the rest using GIMP2 image manipulation software (https://zenodo.org/record/1101057; DOI for the source code: https://doi.org/10.5281/zenodo.1099634). The crab images were PNGs (portable network graphic) with a variable alpha level to ensure there were no jagged edges visible.

Selection of crabs

We aimed to ensure that we had an ecologically relevant range of crab phenotypes used in the game. We also sought to test how different types or ‘morphs’ of crab would affect search image formation and detection. Therefore, we used a procedure to categorise crabs into one of six categories prior the experiment. Note that, statistically crab variation may be more continuous rather than falling into true morphs, but there are a number of common crab patterns and features that frequently arise in the wild20, potentially reflecting ‘modules’ of development and pattern expression. We emphasise that our aim here was not to test specifically whether shore crabs occur in discrete morphs, but rather to capture some of the variation and common features that exist in this species in order to explore the effects of different pattern types on search image formation and whether effects differ among common categories of appearance.

Game design

The design of the experiment generally followed the approach of previous citizen science camouflage games24. Ethical approval was granted by Exeter University (ID: 2015/736). Subjects were recruited via social media and word of mouth. On loading the webpage, subjects were taken to a start screen and informed that the game was an experiment and that by playing they consented to their data being used. They were free to leave the game at any time and no personal or identifying data were collected. Subjects also asked if they had played the game before.

The game was programmed in HTML5 (including JavaScript, CSS and PHP), and was available to play on all standard internet browsers. Upon loading the game each participant was shown a series of photographs of 24 natural rock pool backgrounds (randomly sampled from 105 natural background images) with a single crab (randomly sampled from 155 natural crab images) in each image (Fig. 1). Participants were asked to detect the crab (by clicking on it) as quickly as possible, which would progress them to the next slide. If the crab was not found within 15 s the crab was highlighted with a circle for 1 s, and then the participant progressed to the next slide. During the experiment, the probability of being shown the same individual crab phenotype in the next slide was always 80% (although the crab’s position and rotation, and the background image were all randomised), meaning that subjects were likely to have runs of the same individual crab in succession, often up to 10 encounters (the median run length for each crab being ~5 encounters). This approach mimicked a situation where there is no intraspecific variation in pattern, and allowed us to test which aspects of crab/morph appearance affected search image formation and switching.

Analysis of crab appearance and camouflage

Following our previous work testing how different types of camouflage metric predict detection26, we analysed a large number of metrics linked to camouflage efficacy, these include edge disruption, colour, luminance (lightness), and pattern metrics. The metrics included crab-only appearance measures (such as the crab’s intrinsic colour, brightness, and dominant marking size), and also comparative metrics where each crab is compared to its local surroundings (within a radius of one body-length, where body length is described as the diameter of a circle which best fits the crab’s outline), and also the crab compared to the entire background image. In total there were 45 metrics, all described in Supplementary Data 1. All image analysis was performed using ImageJ v1.5041, code available on request.

Images were converted from sRGB to CIELAB colour space before measuring them given that humans were the participants used in this study. Each crab was measured by recreating its exact position and rotation on each background for image analysis.

Luminance distribution difference was measured from the CIE L channel in 100 bins following the methods described in Troscianko et al.26, effectively the sum of absolute differences between the crab’s luminance histogram and the background or surrounding’s luminance histogram. The highly variable nature of the crab’s colour and background colours mean that calculating a mean colour for the background or crab may not be appropriate because it creates intermediate colours which do not represent the scene as a whole. Therefore, a colour equivalent of the luminance distribution difference method was also developed, where pixel CIE A and B values were plotted in a two-dimensional histogram to create a proportional frequency “map”. Each axis had 200 bins ranging from −100 to 100, meaning the bins are smaller than the human colour discrimination threshold in CIE LAB space. The absolute differences in the crab’s colour map and its background or surround colour maps were used as a non-parametric method for describing background colour matching. Edge disruption was also measured following the GabRat approach described in Troscianko et al. (2017), however in addition to measuring the CIE L image, the chromatic opponent channel images (CIE A and B images) were also measured (i.e. as a measure of chromatic edge disruption). Pattern energy difference was measured by creating a series of bandpass images, filtering each crab and surround into different spatial scales, then measuring the degree of “energy” standard deviation in pixel values) at each spatial scale to create an energy spectrum. Pattern energy difference calculates the absolute sum of energy differences at each spatial scale between the crab and its background following Troscianko et al.26.

Statistics and reproducibility

Survival models were used to determine how crab capture times were affected by experimental treatments and camouflage variables. Survival models offer the ability to count crabs reaching “timeout” (where participants still could not find the crab after 15 s) as surviving up to this point (termed censored in survival models). Mixed effects survival models (coxme version 2.2–1027) were used to reflect the fact that within-session data are not independent. All statistical analyses were performed in R (version 3.4.4), with the raw data and R script available as supplementary material (“Supplementary Data 2”, and “Supplementary Data 3” respectively). We used four different models to test each of our key predictions: (i) models ranking each of the camouflage metrics in order to find the best predictor of human performance, within each camouflage strategy the best predictor was selected and used in the subsequent tests; (ii) models testing the rate of improvement in capture time for each phenotype; (iii) models comparing the capture time and appearance of each crab relative to those of the previously encountered crab; (iv) models comparing the capture time of each crab given its morph, and the morph of the previous crab (i.e. interaction between individual phenotype and overall morph). We describe each in turn here:

First, based on our metrics of camouflage, we worked out the best predictor of human performance within each of these metrics. An example of the survival model is:

coxme(Surv(cTime, hit) ~ screenScale + playedBefore + poly(crab_circular_fit_centre_x,2) + poly(crab_circular_fit_centre_y,2) + L_GabRat_sig2.0 + crab_area + (1|sessionID), data).

This model takes into account the screen resolution, whether subjects have played before, the slide number (learning within session), the screen coordinates of the crabs (crabs in the corners of the screen take longer to find), the camouflage metric (GabRat luminance edge disruption in this example), the size of the crab (bigger crabs are easier to find), and session ID as a random factor. From these models we could calculate the metrics that were most effective in predicting detection times26, and narrowed the metrics down to the best predictors of luminance, colour, pattern and edge disruption.

Second, we tested how the number of previous encounters with the current crab phenotype affected capture times. This is testing for speed-of-improvement within each phenotype, and how different types of camouflage (determined above) affect this. An example survival model is:

coxme(Surv(cTime, hit) ~ screenScale + playedBefore + slide + poly(crab_circular_fit_centre_x,2) + poly(crab_circular_fit_centre_y,2) + L_GabRat_sig2.0 * encounters + crab_area + (1|sessionID), data). Where ‘encounters’ codes for the number of previous encounters with the current phenotype.

Third, we tested capture time differences when switching between crabs, comparing the camouflage of the previous crab with the current one (note the previously encountered crab was sometimes the same phenotype, and sometimes would switch to a new one). The dependent variable (timeDiff) was log(current crab capture time) – log(previous crab capture time). The camouflage variables are calculated in the same manner, e.g. the current level of disruption minus the previous level of disruption. Here, an interaction with the number of prior encounters with the current crab phenotype shows how switching is affected by prior experience of this camouflage type. An example model is:

lmer(timeDiff ~ crab_area + pArea + playedBefore + slide + poly(crab_circular_fit_centre_x,2) + poly(crab_circular_fit_centre_y,2) + poly(pX,2) + poly(pY,2) + drpLDiff*novelCrab + (1|sessionID), diffData). The values pArea, pX and pY denote the size and screen location of the previous crab.

Finally, we analysed capture time differences when switching between each of the six crab morphs (rather than comparing camouflage metric differences), using the timeDiff value as above. An example model is:

lmer(timeDiff ~ crab_area + pArea + slide + poly(crab_circular_fit_centre_x,2) + poly(crab_circular_fit_centre_y,2) + poly(pX,2) + poly(pY,2) + slide + morphSwitch*novelCrab + (1|sessionID), morphData). Here ‘morphSwitch’ has two levels which describe whether a switch event was to the same, or a different morph. The random factor ‘sessionID’ explained almost zero variance in this dataset, and where this occurred the models were cross-validated with GLMs (see Supplementary Data 3).

Selection of crab phenotypes

We asked 10 naïve participants (who had no prior experience of crab phenotype discrimination) to subjectively sort images of crabs into distinct categories. People were not instructed on how many groups they should form – they were simply asked to group crabs based on their colour and patterning (i.e. phenotypic variation). This resulted in six categories (the actual numbers of the crab images representing that phenotype are given in brackets as follows): Black (22), Disruptive (15), Green (50), Mottled (28), Pale (20) and Spotted (20). Although this is subjective, we subsequently analysed the appearance of crabs from these categories and showed that ‘crab morph’ is a significant predictor of a range of appearance metrics, including colour, luminance, mean pattern energy, and dominant marking size (P < 0.001 in each case, see Supplementary Data 3 for more information). However, we emphasise that our aim here was not to test specifically whether shore crabs occur in discrete morphs, but rather to exploit the variation and common features that exist in this species in order to explore the effects of different pattern types on search image formation, and whether effects differ among common categories of appearance.

Reporting summary

Further information on research design is available in the Nature Research Reporting Summary linked to this article.


Source: Ecology - nature.com

How to reduce the environmental impact of your next virtual meeting

Startup empowers women to improve access to safe drinking water