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Virtual, Augmented
LNCS 11575
Virtual, Augmented
and Mixed Reality
Applications and Case Studies
11th International Conference, VAMR 2019
Held as Part of the 21st HCI International Conference, HCII 2019
Orlando, FL, USA, July 26–31, 2019
Proceedings, Part II
123
Editors
Jessie Y. C. Chen Gino Fragomeni
US Army Research Laboratory US Army Research Laboratory
Aberdeen Proving Ground, MD, USA Orlando, FL, USA
This Springer imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Foreword
Thematic areas:
• HCI 2019: Human-Computer Interaction
• HIMI 2019: Human Interface and the Management of Information
Affiliated conferences:
• EPCE 2019: 16th International Conference on Engineering Psychology and
Cognitive Ergonomics
• UAHCI 2019: 13th International Conference on Universal Access in
Human-Computer Interaction
• VAMR 2019: 11th International Conference on Virtual, Augmented and Mixed
Reality
• CCD 2019: 11th International Conference on Cross-Cultural Design
• SCSM 2019: 11th International Conference on Social Computing and Social Media
• AC 2019: 13th International Conference on Augmented Cognition
• DHM 2019: 10th International Conference on Digital Human Modeling and
Applications in Health, Safety, Ergonomics and Risk Management
• DUXU 2019: 8th International Conference on Design, User Experience, and
Usability
• DAPI 2019: 7th International Conference on Distributed, Ambient and Pervasive
Interactions
• HCIBGO 2019: 6th International Conference on HCI in Business, Government and
Organizations
• LCT 2019: 6th International Conference on Learning and Collaboration
Technologies
• ITAP 2019: 5th International Conference on Human Aspects of IT for the Aged
Population
• HCI-CPT 2019: First International Conference on HCI for Cybersecurity, Privacy
and Trust
• HCI-Games 2019: First International Conference on HCI in Games
• MobiTAS 2019: First International Conference on HCI in Mobility, Transport, and
Automotive Systems
• AIS 2019: First International Conference on Adaptive Instructional Systems
Pre-conference Proceedings Volumes Full List
17. LNCS 11582, Digital Human Modeling and Applications in Health, Safety,
Ergonomics and Risk Management: Healthcare Applications (Part II), edited by
Vincent G. Duffy
18. LNCS 11583, Design, User Experience, and Usability: Design Philosophy and
Theory (Part I), edited by Aaron Marcus and Wentao Wang
19. LNCS 11584, Design, User Experience, and Usability: User Experience in
Advanced Technological Environments (Part II), edited by Aaron Marcus and
Wentao Wang
20. LNCS 11585, Design, User Experience, and Usability: Application Domains
(Part III), edited by Aaron Marcus and Wentao Wang
21. LNCS 11586, Design, User Experience, and Usability: Practice and Case Studies
(Part IV), edited by Aaron Marcus and Wentao Wang
22. LNCS 11587, Distributed, Ambient and Pervasive Interactions, edited by Norbert
Streitz and Shin’ichi Konomi
23. LNCS 11588, HCI in Business, Government and Organizations: eCommerce and
Consumer Behavior (Part I), edited by Fiona Fui-Hoon Nah and Keng Siau
24. LNCS 11589, HCI in Business, Government and Organizations: Information
Systems and Analytics (Part II), edited by Fiona Fui-Hoon Nah and Keng Siau
25. LNCS 11590, Learning and Collaboration Technologies: Designing Learning
Experiences (Part I), edited by Panayiotis Zaphiris and Andri Ioannou
26. LNCS 11591, Learning and Collaboration Technologies: Ubiquitous and Virtual
Environments for Learning and Collaboration (Part II), edited by Panayiotis
Zaphiris and Andri Ioannou
27. LNCS 11592, Human Aspects of IT for the Aged Population: Design for the
Elderly and Technology Acceptance (Part I), edited by Jia Zhou and Gavriel
Salvendy
28. LNCS 11593, Human Aspects of IT for the Aged Population: Social Media, Games
and Assistive Environments (Part II), edited by Jia Zhou and Gavriel Salvendy
29. LNCS 11594, HCI for Cybersecurity, Privacy and Trust, edited by Abbas Moallem
30. LNCS 11595, HCI in Games, edited by Xiaowen Fang
31. LNCS 11596, HCI in Mobility, Transport, and Automotive Systems, edited by
Heidi Krömker
32. LNCS 11597, Adaptive Instructional Systems, edited by Robert Sottilare and
Jessica Schwarz
33. CCIS 1032, HCI International 2019 - Posters (Part I), edited by Constantine
Stephanidis
Pre-conference Proceedings Volumes Full List xi
34. CCIS 1033, HCI International 2019 - Posters (Part II), edited by Constantine
Stephanidis
35. CCIS 1034, HCI International 2019 - Posters (Part III), edited by Constantine
Stephanidis
http://2019.hci.international/proceedings
11th International Conference on Virtual, Augmented
and Mixed Reality (VAMR 2019)
The full list with the Program Board Chairs and the members of the Program Boards of
all thematic areas and affiliated conferences is available online at:
http://www.hci.international/board-members-2019.php
HCI International 2020
The 22nd International Conference on Human-Computer Interaction, HCI International
2020, will be held jointly with the affiliated conferences in Copenhagen, Denmark, at
the Bella Center Copenhagen, July 19–24, 2020. It will cover a broad spectrum
of themes related to HCI, including theoretical issues, methods, tools, processes, and
case studies in HCI design, as well as novel interaction techniques, interfaces, and
applications. The proceedings will be published by Springer. More information will be
available on the conference website: http://2020.hci.international/.
General Chair
Prof. Constantine Stephanidis
University of Crete and ICS-FORTH
Heraklion, Crete, Greece
E-mail: general_chair@hcii2020.org
http://2020.hci.international/
Contents – Part II
GVRf and Blender: A Path for Android Apps and Games Development . . . . 329
Bruno Oliveira, Diego Azulay, and Paulo Carvalho
Multimodal Interaction in VR
Marker Concealment Using Print Color Correction and Its Application . . . . . 221
Kanghoon Lee, Kyudong Sim, and Jong-II Park
1 Introduction
Over the past decade, there has been an increase in the development and use
of humanoid robots, just as virtual reality (VR) headsets have become more
commercially available with improved capabilities. However, VR has not been
used extensively with humanoid robots, although it seems that an immersive
view could help with the operation of such systems.
Our team performed an analysis of the human-robot interaction (HRI) tech-
niques used at the DARPA Robotics Challenge (DRC) Trials [19] and the DRC
Finals [9], both of which had a large collection of humanoid robots used by the
c Springer Nature Switzerland AG 2019
J. Y. C. Chen and G. Fragomeni (Eds.): HCII 2019, LNCS 11575, pp. 3–18, 2019.
https://doi.org/10.1007/978-3-030-21565-1_1
4 J. Allspaw et al.
In all of the VR video games that we surveyed, first person was the primary
method of interaction between the user and the world. In one game, Job Sim-
ulator, the user has the option to move the camera from a first person view to
an over the shoulder third person view. However, even when in third person, the
user controls the character as if they were still in a first person view, i.e., looking
out from the character, not from its side. In all of the multiplayer games that
we surveyed, the user could see other players in third person but their character
stayed in a first person perspective throughout the game.
When in first person, the user could always see some indication of the location
of their hands, usually as gloves on the screen, but sometimes the controllers
themselves; however, they could not see the rest of their character.
1
Job Simulator, Star Trek Bridge Crew, Fantastic Contraption, The Lab, Skyrim VR,
Fallout 4 VR, Obduction, Subnautica, Rick and Morty: Virtual Rick-ality, The Talos
Principle VR, Anshar Wars 2, Settlers of Catan, L.A. Noire: The VR Case Files,
Budget Cuts, Arizona Sunshine, Onward, OrbusVR, Space Pirate Trainer, X-Plane
11, IL2 Battle of Stalingrad, and Eve Valkyrie.
2
Job Simulator, Star Trek Bridge Crew, Fantastic Contraption, Skyrim VR, Fallout 4
VR, Obduction, Subnautica, Rick and Morty: Virtual Rick-ality, The Talos Principle
VR, L.A. Noire: The VR Case Files, Arizona Sunshine, Onward, OrbusVR, and X-
Plane 11.
6 J. Allspaw et al.
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Job Simulator
Star Trek Bridge Crew
Fantastic Contraption
Skyrim VR
Fallout 4 VR
Obudction
Subnautica
Rick and Morty: Virtual Rickality
The Talos Principle VR
L.A. Noire: The VR Case Files
Arizona Sunshine
Onward
OrbusVR
X-Plane 11
2.2 Movement
The second area we examined to categorize the games is movement: how the
game allows the player to navigate their character within the virtual world. This
includes movement of the player’s camera, as well as of the player’s character
if they are separate. On the gaming platform Steam, VR games are categorized
in three ways: Room-scale, Standing, and Seated [7]. In most of the games that
we surveyed (71%), the user could choose which method they used. This choice
allows the user base to be as wide as possible, allowing each user to choose the
method with which they are most comfortable [11]. The terms are defined as
follows:
– Room-scale: The user moves within a dedicated area in order to move their
character. A chaperone is used to let the user know that they have reached
the boundaries of the tracked area in the real world. To leave the dedicated
area in the game, the user must use an alternate method for movement, such
as joystick or teleportation [3].
– Standing: The user is standing but stationary. Standing allows for some
lateral movement, but the user must stay within a much smaller area than
room-scale [15].
– Sitting: As with standing, the user is stationary. Because the user is seated,
there is less room to move, but the motion controllers usually still track the
user’s hands [15].
Of the games we surveyed, 71% had the option of room-scale mode. In three
of these (21%), the game was limited to a small area, such as a room, and thus
did not have an open world that the user could roam freely. This limitation
allowed the user to not worry about moving outside the room-scale area and the
need for combining movement methods. The games with an open world (43%)
Design of VR for Humanoid Robots with Inspiration from Video Games 7
required that the user use a joystick or teleportation to get around outside of
the small square in which they were standing. This method allowed the user to
bend to pick up objects and to imitate using a weapon such as a gun or bow
and arrow.
Eight (57%) of the games used teleportation as one of their movement meth-
ods. The user would point one of their joysticks at a location and press a button,
then a line and circle would appear indicating the exact location to which they
would teleport. When the user would release the button on their joystick, the
character would teleport to the specified location. This teleportation allows the
user to move around quickly in the VR world without moving in real life. Two
games (Rick and Morty, Star Trek Bridge Crew) that did not technically include
point to teleport instead allowed the user to move instantly between designated
locations, by either using portals or by pressing a button on a menu.
Nine (64%) of the games used joystick control (also known as smooth loco-
motion) for movement, where the user is stationary and uses a button on the
joystick for walking, similar to how a user would use the arrow keys on a com-
puter. Most VR controllers have a trackpad for this purpose. Six of these nine
games also had the option to teleport. These games let the user choose their pre-
ferred method for movement, mostly because smooth locomotion causes nausea
for many users, while teleportation has been reported to reduce nausea compared
to smooth locomotion [3].
One of the games had no movement (Star Trek Bridge Crew). This game
also only allowed the user to be seated, and the character would be sitting at a
station. By moving their hands, the user could select various buttons for their
character and switch stations. Similarly, another game (X-Plane 11) based on
fighter planes allowed the user only to teleport outside of the plane, but, inside,
the user would use their hands to press buttons to control the plane and would
not move in real life.
2.3 Manipulation
All of the games used the joystick buttons to control manipulation. There were
two primary methods for allowing a user to pick up an object. The first, similar
to many PC video games, would pop up a menu on the screen when the user was
in proximity of an object, indicating which button the user should press to use
the object. The second was more VR specific, allowing the user to point their
joystick at an object, using a laser pointer to show what object the user wanted
to select. Upon release of a joystick button, the player would grab the object.
In 50% of the games, the user had to hold down a button to hold an object.
When the user released the button, the character released the object as well.
The Vive controller has a dedicated button for this, called the Grip button.
user points the controller at a button and a laser appears. The button would
also change appearance (e.g., light up, change size, etc.) similar to how buttons
change appearance on a computer when you hover over them with a mouse.
Just one game (Star Trek Bridge Crew) used button selection, both on menus
and in the game, as one would in real life. The user moved their hand to hover
over the correct button in VR, then used a button to select it. This game had the
buttons laid out in front of the user like a console, instead of the more traditional
menu hovering in front of the user, in order to simulate the look from Star Trek.
The games that did not include the point and click method had the user
click buttons on the controller to select options. This method is more similar
to a traditional console game where the interface would indicate which button
corresponded to which option, and allowed the user to traverse the list with a
joystick or arrow button.
interacting with is real and not designed. In video games, the designer can bend
the rules of physics and create game specific rules that help themselves or the
user when it comes to control. For example, in a video game, sometimes the
user is allowed to clip through objects that they accidentally run into, to fall
from great heights, and to select objects that are not within grasping distance.
Many of the surveyed games allowed the user to “summon” an object when they
selected it; that is, when the user pressed the correct button, the object would
fly into the player’s hand.
Real world consequences also have to be considered when designing a VR
control system for a robot. With direct control in video games (i.e., when the
user is holding the motion controllers in their hands), it does not matter if the
user accidentally moves their arm in the wrong direction or needs to make a
strange motion to bring up a menu. While controlling a robot, a designer must
account for the fact that if a certain motion will bring up a menu, for example,
the robot will also attempt to make that motion. This design can be problematic
when the motion is impossible for the robot or the robot must hold a certain
position.
It is also worth noting that, in a video game, any object or obstacle the
user comes across is there by design. The user will not come across anything
unexpected (that is, not expected by the designer), so in video games it is much
easier to account for all possibilities that could occur while the user is playing.
This is definitely not true in the real world where robots must operate.
for smaller motions (e.g., grabbing, reaching, and limited lateral motion) and
leave walking to a point and click method. Another way of tackling the limited
space in which the operator has to move is to use an omnidirectional treadmill
[3], but none of the video games surveyed used this method. This design choice
could be attributed to the fact such a treadmill is not accessible to most gamers
at home and thus is primarily used in arcade setups.
In the video games that we surveyed, it was extremely common that while the
user was holding motion controllers, the game showed a pair of hands instead.
When the user pressed a button to grab, the hand would perform a grabbing
motion. Since all of the games surveyed used motion controllers to track the
users’ movements, the users could not physically move, grab, and point with
their hands and had to correlate certain buttons to hand movements. A possible
application to robotics is that a user could control the robot’s hands by using
motion controllers, and the buttons could be mapped to preprogrammed hand
motions performed by the robot.
In terms of manipulating objects, every video game surveyed which allowed
objects to be grabbed used a button on the controller to select the object of
interest. It was more evenly distributed which games chose to have the user hold
down the “grip button” to keep holding an object or to release the object by
tapping a button. Similar to movement, many games also offered settings for
object manipulation. The user could choose which method was most intuitive to
them, allowing the game to access a larger user base.
Menu access seemed to be tackled in very similar ways across all of the
games. The user would press a designated button on the controller to see the
menu, then would either use a point and click method of selection or use more
buttons on their controller to select. This design can be applied directly to a VR
robotics setup, where an operator could use a designated button to access an
in-VR menu. This design would account for the fact that current 2D interfaces
have many settings and buttons around the view of the robot that would need
to be accessed in VR through a menu. A point and click method of selection
could also be used, since direct movement could be disabled during menu access.
Most of the games that we surveyed did not include a HUD, but this can
be attributed to the fact that many did not need one. Some of the methods of
HUD used (e.g., hovering hints and information above other players) would not
be applicable to robotics. Since HUDs in video games are usually used to display
stats (e.g., health, amount of ammunition, and inventory), it could be used for
something similar in robotics. Some applicable statistics to display for robots
could include battery power, joint states, and other state of health information.
The compound, or facetted, eyes are the most remarkable of all the
structures of the Insect, and in the higher and more active forms,
such as the Dragon-flies and hovering Diptera, attain a complexity
and delicacy of organisation that elicit the highest admiration from
every one who studies them. They are totally different in structure
and very distinct in function from the eyes of Vertebrata, and are
seated on very large special lobes of the brain (see Fig. 65), which
indeed are so large and so complex in structure that Insects may be
described as possessing special ocular brains brought into relation
with the lights, shades, and movements of the external world by a
remarkably complex optical apparatus. This instrumental part of the
eye is called the dioptric part in contradistinction from the percipient
portion, and consists of an outer corneal lens (a, Fig. 53), whose
exposed surface forms one of the facets of the eye; under the lens is
placed the crystalline cone (b), this latter being borne on a rod-like
object (c), called the rhabdom. There are two layers of pigment, the
outer (e), called the iris-pigment, the inner (f), the retinal-pigment;
underneath, or rather we should say more central than, the
rhabdoms is the fenestrate membrane (d), beyond which there is an
extremely complex mass of nerve-fibres; nerves also penetrate the
fenestrate membrane, and their distal extremities are connected with
the delicate sheaths by one of which each rhabdom is surrounded,
the combination of sheath and nerves forming a retinula. Each set of
the parts above the fenestrate membrane constitutes an
ommatidium, and there may be many of these ommatidia in an eye;
indeed, it is said that the eye of a small beetle, Mordella, contains as
many as 25,000 ommatidia. As a rule the larvae of Insects with a
complete metamorphosis bear only simple eyes. In the young of
Dragon-flies, as well as of some other Insects having a less perfect
metamorphosis, the compound eyes exist in the early stages, but
they have then an obscure appearance, and are probably
functionally imperfect.
In the interior of the head there exists a horny framework called the
tentorium, whose chief office apparently is to protect the brain. It is
different in kind according to the species. The head shows a
remarkable and unique relation to the following segments. It is the
rule in Insect structure that the back of a segment overlaps the front
part of the one following it; in other words, each segment receives
within it the front of the one behind it. Though this is one of the most
constant features of Insect anatomy, it is departed from in the case
of the head, which may be either received into, or overlapped by, the
segment following it, but never itself overlaps the latter. There is
perhaps but a single Insect (Hypocephalus, an anomalous beetle) in
which the relation between the head and thorax can be considered
to be at all similar to that which exists between each of the other
segments of the body and that following it; and even in
Hypocephalus it is only the posterior angles of the head that overlap
the thorax. Although the head usually appears to be very closely
connected with the thorax, and is very frequently in repose received
to a considerable extent within the latter, it nevertheless enjoys great
freedom of motion; this is obtained by means of a large membrane,
capable of much corrugation, and in which there are seated some
sclerites, so arranged as to fold together and occupy little space
when the head is retracted, but which help to prop and support it
when extended for feeding or other purposes. These pieces are
called the cervical sclerites or plates. They are very largely
developed in Hymenoptera, in many Coleoptera, and in Blattidæ,
and have not yet received from anatomists a sufficient amount of
attention. Huxley suggested that they may be portions of head
segments.
Thorax.
We have described briefly and figured (Fig. 55) the sclerites of the
mesothorax, and those of the metathorax correspond fairly well with
them. In addition to the sclerites usually described as constituting
these two thoracic divisions, there are some small pieces at the
bases of the wings. Jurine discriminated and named no less than
seven of these at the base of the anterior wing of a Hymenopteron.
One of them becomes of considerable size and importance in the
Order just mentioned, and seems to be articulated so as to exert
pressure on the base of the costa of the wing. This structure attains
its maximum of development in a genus (? nondescript) of Scoliidae,
as shown in Fig. 56. The best name for this sclerite seems to be that
proposed by Kirby and Spence, tegula. Some writers call it
paraptère, hypoptère, or squamule, and others have termed it
patagium; this latter name is, however, inadmissible, as it is applied
to a process of the prothorax we have already alluded to.
Fig. 56.—Head and thorax of wasp from Bogota: t, tegula; b, base of
wing.
The appendages of the thorax are (a) inferior, the legs; (b) superior,
the wings. The legs are always six in number, and are usually
present even in larvae, though there exist many apodal larvae,
especially in Diptera. The three pairs of legs form one of the most
constant of the characters of Insects. They are jointed appendages
and consist of foot, otherwise tarsus; tibia, femur, trochanter, and
coxa; another piece, called trochantin more or less distinctly
separated from the coxa, exists in many Insects. The legs are
prolongations of the body sac, and are in closer relation with the
epimera and with the episterna than with other parts of the crust,
though they have a close relation with the sternum. If we look at the
body and leg of a neuropterous Insect (Fig. 58) we see that the basal
part of the leg—the coxa—is apparently a continuation of one of the
two pleural pieces or of both; in the latter case one of the prolonged
pieces forms the coxa proper, and the tip of the other forms a
supporting piece, which may possibly be the homologue of the
trochantin of some Insects. In some Orthoptera, especially in
Blattidae, and in Termitidae, there is a transverse chitinised fold
interposed between the sternum and the coxa, and this has the
appearance of being the same piece as the trochantin of the anterior
legs of Coleoptera.
It has been suggested that the claws and the terminal appendage of
the tarsus ought to be counted as forming a distinct joint; hence
some authors state that the higher Insects have six joints to the feet.
These parts, however, are never counted as separate joints by
systematic entomologists, and it has recently been stated that they
are not such originally.
The parts of the foot at the extremity of the last tarsal joint proper are
of great importance to the creature, and vary greatly in different
Insects. The most constant part of this apparatus is a pair of claws,
or a single claw. Between the two claws there may exist the
additional apparatus referred to above. This in some Insects—
notably in the Diptera—reaches a very complex development. We
figure these structures in Pelopaeus spinolae, a fossorial
Hymenopteron, remarking that our figures exhibit the apparatus in a
state of retraction (Fig. 59). According to the nomenclature of Dahl
and Ockler[24] the plate (b) on the dorsal aspect is the pressure plate
(Druck-Platte), and acts as an agent of pressure on the sole of the
pad (C, e); c and d on the underside are considered to be extension-
agents; c, extension-plate; d, extension-sole (Streck-Platte, Streck-
Sohle). These agents are assisted in acting on the pad by means of
an elastic bow placed in the interior of the latter. The pad (e) is a
very remarkable structure, capable of much extension and retraction;
when extended it is seen that the pressure plate is bent twice at a
right angle so as to form a step, the distal part of which runs along
the upper face of the basal part of the pad; the apical portion of this
latter consists of two large lobes, which in repose, as shown in our
Figure (f), fall back on the pad, something in the fashion of the
retracted claws of the cat, and conceal the pressure-plate.
The legs of the young Insect are usually more simple than those of
the adult, and in caterpillars they are short appendages, and only
imperfectly jointed. If a young larva, with feet, of a beetle, such as
Crioceris asparagi be examined, it may be seen that the leg is
formed by protuberance of the integument, which becomes divided
into parts by simple creases; an observation suggesting that the
more highly developed jointed leg is formed in a similar manner. This
appears to be really the case, for the actual continuity of the limb at
the chief joint—the knee—can be demonstrated in many Insects by
splitting the outer integument longitudinally and then pulling the
pieces a little apart; while in other cases even this is not necessary,
the knee along its inner face being membranous to a considerable
extent, and the membrane continuous from femur to tibia.
Turning to the wings, we remark that there may be one or two pairs
of these appendages. When there is but one pair it is nearly always
mesothoracic, when there are two pairs one is invariably
mesothoracic, the other metathoracic. The situation of the wing is
always at the edge of the notum, but the attachment varies in other
respects. It may be limited to a small spot, and this is usually the
case with the anterior wing; or the attachment may extend for a
considerable distance along the edge of the notum, a condition
which frequently occurs, especially in the case of the posterior
wings. The actual connexion of the wings with the thorax takes place
by means of strong horny lines in them which come into very close
relation with the little pieces in the thorax which we have already
described, and which were styled by Audouin articulatory epidemes.
There is extreme variety in the size, form, texture, and clothing of the
wings, but there is so much resemblance in general characters
amongst the members of each one of the Orders, that it is usually
possible for an expert, seeing only a wing, to say with certainty what
Order of Insects its possessor belonged to. We shall allude to these
characters in treating of the Orders of Insects.
The only great Order of Insects provided with a single pair of wings
is the Diptera, and in these the metathorax possesses, instead of
wings, a pair of little capitate bodies called halteres or poisers. In the
abnormal Strepsiptera, where a large pair of wings is placed on the
metathorax, there are on the mesothorax some small appendages
that are considered to represent the anterior wings. In the great
Order Coleoptera, or beetles, the anterior wings are replaced by a
pair of horny sheaths that close together over the back of the Insect,
concealing the hind-wings, so that the beetle looks like a wingless
Insect: in other four-winged Insects it is usually the front wings that
are most useful in flight, but the elytra, as these parts are called in
Coleoptera, take no active part in flight, and it has been recently
suggested by Hoffbauer[25] that they are not the homologues of the
front wings, but of the tegulae (see Fig. 56), of other Insects. In the
Orthoptera the front wings also differ in consistence from the other
pair over which they lie in repose, and are called tegmina. There are
many Insects in which the wings exist in a more or less rudimentary
or vestigial condition, though they are never used for purposes of
flight.
The abdomen, or hind body, is the least modified part of the body,
though some of the numerous rings of which it is composed may be
extremely altered from the usual simple form. Such change takes
place at its two extremities, but usually to a much greater extent at
the distal extremity than at the base. This latter part is attached to
the thorax, and it is a curious fact that in many Insects the base of
the abdomen is so closely connected with the thorax that it has all
the appearance of being a portion of this latter division of the body;
indeed it is sometimes difficult to trace the real division between the
two parts. In such cases a further differentiation may occur, and the
part of the abdomen that on its anterior aspect is intimately attached
to the thorax may on its posterior aspect be very slightly connected
with the rest of the abdomen. Under such circumstances it is difficult
at first sight to recognise the real state of the case. When a segment
is thus transferred from the abdomen to the metathorax, the part is
called a median segment. The most remarkable median segment
exists in those Hymenoptera which have a stalked abdomen, but a
similar though less perfect condition exists in many Insects. When
such a union occurs, it is usually most complete on the dorsal
surface, and the first ventral plate may almost totally disappear: such
an alteration may involve a certain amount of change in the sclerites
of the next segment, so that the morphological determination of the
parts at the back of the thorax and front of the abdomen is by no
means a simple matter. A highly modified hind-body exists in the
higher ants, Myrmicidae. In Fig. 60 we contrast the simple abdomen
of Japyx with the highly modified state of the same part in an ant.
Fig. 60.—Simple abdomen of Japyx (A) contrasted with the highly
modified one of an ant, Cryptocerus (B). The segments are
numbered from before backwards.
Placed along the sides of the body, usually quite visible in the larva,
but more or less concealed in the perfect Insect, are little apertures
for the admittance of air to the respiratory system. They are called
spiracles or stigmata. There is extreme variety in their structure and
size; the largest and most remarkable are found on the prothorax of
Coleoptera, especially in the groups Copridae and Cerambycidae.
The exact position of the stigmata varies greatly, as does also their
number. In the Order Aptera there may be none, while the maximum
number of eleven pairs is said by Grassi[26] to be attained in Japyx
solifugus: in no other Insect have more than ten pairs been recorded,
and this number is comparatively rare. Both position and number
frequently differ in the early and later stages of the same Insect. The
structure of the stigmata is quite as inconstant as the other points we
have mentioned are.
Systematic Orientation.
Terms relating to position are unfortunately used by writers on
entomology in various, even in opposite senses. Great confusion
exists as to the application of such words as base, apex, transverse,
longitudinal. We can best explain the way in which the relative
positions and directions of parts should be described by reference to
Figure 62. The spot 3 represents an imaginary centre, situated
between the thorax and abdomen, to which all the parts of the body
are supposed to be related. The Insect should always be described
as if it were in the position shown in the Figure, and the terms used
should not vary as the position is changed. The creature is placed
with ventral surface beneath, and with the appendages extended,
like the Insect itself, in a horizontal plane. In the Figure the legs are,
for clearness, made to radiate, but in the proper position the anterior
pair should be approximate in front, and the middle and hind pairs
directed backwards under the body. The legs are not to be treated as
if they were hanging from the body, though that is the position they
frequently actually assume. The right and left sides, and the upper
and lower faces (these latter are frequently also spoken of as sides),
are still to retain the same nomenclature even when the position of
the specimen is reversed. The base of an organ is that margin that is
nearest to the ideal centre, the apex that which is most distant. Thus
in Fig. 62, where 1 indicates the front tibia, the apex (A) is broader
than the base (B); in the antennae the apex is the front part, while in
the cerci the apex is the posterior part; in the last abdominal
segment (2) the base (B) is in front of the apex (A). The terms
longitudinal and transverse should always be used with reference to
the two chief axes of the body-surface; longitudinal referring to the
axis extending from before backwards, and transverse to that going
across, i.e. from side to side.
CHAPTER IV
Many of the anatomical structures have positions in the body that are
fairly constant throughout the class. Parts of the respiratory and
muscular systems and the fat-body occur in most of the districts of
the body. The heart is placed just below the dorsal surface; the
alimentary canal extends along the middle from the head to the end
of the body. The chief parts of the nervous system are below the
alimentary canal, except that the brain is placed above the beginning
of the canal in the head. The reproductive system extends in the
abdomen obliquely from above downwards, commencing anteriorly