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SoftwareX xx (xxxx) xxx–xxxwww.elsevier.com/locate/softx
anyFish 2.0: An open-source software platform to generate and shareanimated fish models to study behavior
Q1 Spencer J. Ingleya,∗, Mohammad Rahmani Aslb, Chengde Wub, Rongfeng Cuic,Mahmoud Gadelhakb, Wen Lid, Ji Zhangd, Jon Simpsonb, Chelsea Hashe, Trisha Butkowskib,
Thor Veen f,g, Jerald B. Johnsona,h, Wei Yanb, Gil G. Rosenthalc
a Evolutionary Ecology Laboratories, Department of Biology, Brigham Young University, Provo, UT, USAb Department of Architecture, Texas A&M University, College Station, TX, USA
c Department of Biology, Texas A&M University, College Station, TX, USAd Department of Computer Science, Texas A&M University, College Station, TX, USA
e Lively Disposition, Cohoes, NY, USAf The Biodiversity Research Centre, University of British Columbia, Vancouver, British Columbia, Canada
g Department of Integrative Biology, University of Texas at Austin, One University Station C0990, Austin, TX, 78712, USAh Monte L. Bean Life Science Museum, Brigham Young University, Provo, UT, USA
Received 13 May 2015; received in revised form 6 October 2015; accepted 7 October 2015
Abstract
Experimental approaches to studying behaviors based on visual signals are ubiquitous, yet these studies are limited by the difficulty ofcombining realistic models with the manipulation of signals in isolation. Computer animations are a promising way to break this trade-off.However, animations are often prohibitively expensive and difficult to program, thus limiting their utility in behavioral research. We presentanyFish 2.0, a user-friendly platform for creating realistic animated 3D fish. anyFish 2.0 dramatically expands anyFish’s utility by allowingusers to create animations of members of several groups of fish from model systems in ecology and evolution (e.g., sticklebacks, Poeciliids, andzebrafish). The visual appearance and behaviors of the model can easily be modified. We have added several features that facilitate more rapidcreation of realistic behavioral sequences. anyFish 2.0 provides a powerful tool that will be of broad use in animal behavior and evolution andserves as a model for transparency, repeatability, and collaboration.c⃝ 2015 Published by Elsevier B.V.
Keywords: Animal communication; Animation; Video playback; Teleostei
Code metadata1
Current code version anyFish v. 2.0Permanent link to code/repository used of this code version https://github.com/ElsevierSoftwareX/SOFTX-D-15-00014Legal code license GNU general public license (http://www.gnu.org/copyleft/gpl.html)Code versioning system used Github version controlSoftware code languages, tools, and services used Unity personal, Unity pofessional, C#, JavaScript, MATLABCompilation requirements, operating environments & dependences Microsoft visual studio, MonoDevelop, UnityIf available Link to developer documentation/manual http://swordtail.tamu.edu/anyfish/AnyFish Unity Quickstart GuideSupport email for questions [email protected]
2
∗ Correspondence to: 401 WIDB, Brigham Young University, Provo, UT84602, USA. Tel.: +1 352 278 2705; fax: +1 801 422 0090.
E-mail address: [email protected] (S.J. Ingley).
http://dx.doi.org/10.1016/j.softx.2015.10.0012352-7110/ c⃝ 2015 Published by Elsevier B.V.
2 S.J. Ingley et al. / SoftwareX xx (xxxx) xxx–xxx
Software metadata1
Current software version anyFish v. 2.0Permanent link to executables of this version http://swordtail.tamu.edu/anyfish/AnyFish Editor Program Download
https://github.com/anyFish-Editor/anyFish-2.0Legal software license GNU general public license (http://www.gnu.org/copyleft/gpl.html)Computing platforms/operating systems Windows operating system (operating on a Windows machine or a virtual machine
software application, such as parallels desktop for Mac, with Windows installed)Installation requirements & dependences Windows operating system (operating on a Windows machine or a virtual machine
software application, such as parallels desktop for Mac, with Windows installed),MATLAB runtime 2012a or newer versions
If available, link to user manual—if formally published include areference to the publication in the reference list
http://swordtail.tamu.edu/anyfish/AnyFish User Manual
Support email for questions [email protected]
2
1. Motivation and significance3
Communication is of fundamental interest in the study of4
animal behavior [1]. Due to the complex nature of animal com-Q25
munication, teasing apart the role of individual signals is of-6
ten experimentally difficult. Studies often rely on our ability7
to use naturally occurring signal variation or to experimentally8
manipulate and present signals (i.e., video or audio stimuli) to9
receivers (i.e., live study animals) in a controlled environment.10
Although desirable in many cases, this is often difficult or im-11
possible to achieve with previously existing technology, and the12
inability to decouple correlated traits and control the behavior13
of live stimuli limits researchers to naturally occurring varia-14
tion.15
Despite some limitations, researchers have benefited from16
technological advances providing the ability to manipulate cer-17
tain signals and present them to live animals in wild or labora-18
tory conditions using acoustic [2–8] and video playback [9–12].19
Recently, computer animations have offered a promising20
alternative to live animals or video playback [13], and have21
been implemented in studying communication in a variety of22
taxa (e.g., spiders [14]; birds [15]; lizards [16]; and fishes23
[17–22]). Animated stimuli presented to live animals provide24
the flexibility to manipulate virtually any trait while maintain-25
ing other traits constant [13,20]. Although promising, there are26
several major logistical limitations to the use of animations in27
behavior research. For example, the complexity of many visual28
displays currently requires the use of expensive and sophisti-29
cated software, often demanding specialized expertise. Thus,30
computer animations are not feasible for many researchers, re-31
stricting their use to those with expertise in these methods or32
sufficient funding to hire experts. The laborious nature of tradi-33
tional animation methods also means that exemplars are often34
based on representative behavior of a single individual, rather35
than several slightly varied stimuli, which could result in pseu-36
doreplication due to non-independence of trials [23,24]. Using37
multiple individuals and behavioral sequences is required to38
avoid pseudoreplication, although this is often prohibitively dif-39
ficult or time consuming with traditional animation methods.40
Furthermore, the means by which researchers can share and use41
computer animations created by sophisticated animation soft-42
ware are lacking. Thus, an inherent limitation to all of these43
approaches is the inability to reproduce and share the visual44
signals that are used.45
We present anyFish 2.0, a user-friendly, open-source soft- 46
ware for creating fish animations for behavioral research [25]. 47
anyFish 2.0 provides an alternative to often expensive and 48
difficult-to-use animation software. The functionality of any- 49
Fish means that any researcher can quickly create a variety of 50
behavioral stimuli and share projects through digital reposito- 51
ries (e.g., Dryad), providing a model for transparency and re- 52
producibility in animal behavior research. Such transparency 53
has been a hallmark of other fields for decades, yet animal 54
behaviorists have struggled in this area, often lacking means 55
whereby they can share experimental stimuli and accurately 56
replicate experiments. The free/open-source nature of anyFish 57
also means that anybody can use/modify the software to fit their 58
research needs. Below, we describe how anyFish 2.0 expands 59
the previous version described by Veen et al. [25], which fea- 60
tured only a single fish model, and highlight new features of 61
anyFish 2.0. 62
2. Software description 63
Here, we briefly outline the steps required to create 3D 64
animated fish using anyFish 2.0 (Fig. 1). Once anyFish and Q3 65
the appropriate third-party software programs are downloaded 66
and installed, the animation process involves three steps: (1) 67
preparation of geometric morphometric files to determine the 68
fin/body shape of the animated fish; (2) preparation of fin/body 69
‘textures’ to determine the appearance of the model; and (3) 70
applying motion to the model within the anyFish editor. 71
2.1. Software architecture 72
anyFish 2.0 UI was created in the Unity game engine 73
(https://unity3d.com/) and works as a stand-alone application 74
in Windows (on a Windows machine or virtual machine soft- 75
ware application). It is written primarily in C# and JavaScript to 76
enable model locomotion of the fish spine and blending the mo- 77
tion path through space. The entire system is executed through a 78
series of automated scripts that drive a physics simulation. The 79
Unity game engine was chosen for its simplicity and because it 80
enables physical modeling of objects in a 3D environment. 81
anyFish 2.0 Editor is a standalone windows form application 82
that provides multiple functionalities to the user such as quanti- 83
fying morphology and TPS (‘thin plate spline’) Transform. TPS 84
S.J. Ingley et al. / SoftwareX xx (xxxx) xxx–xxx 3
Fig. 1. Flow chart of primary steps in anyFish. (A) A lateral image (.JPG) of the fish to be modeled should be optimized (Table 1). This image is used to createbody and fin textures. (B) Create a TPS file in tpsUtil and assign morphological landmarks (Fig. 3) in tpsDig. The populated TPS file is then copied directly into theproject folder (G) and used in step C. (C) TPS-Transformer uses the TPS file generated in B and the image from A to transform the image to fit the anyFish defaultmodel. (D) The output from C, which should be copied to the project folder (G). (E) Fin images should be extracted from the starting image (A) and applied tothe appropriate fin guide. (F) Final fin textures should be saved as .PNG files and copied into the project folder (G). (G) The project folder contains all of the inputdata that will be used to create the final model, H. (For interpretation of the references to color in this figure legend, the reader is referred to the web version of thisarticle.)
Table 1Recommend third-party programs. These programs are used to perform tasks before (e.g., imagemanipulation) and after creating an animation in anyFish.
Task Name software URL
Image manipulation Adobe Photoshop www.adobe.comGIMPa http://www.gimp.orgTPS-transformera http://swordtail.tamu.edu/anyfish
Morphometrics tpsUtila http://life.bio.sunysb.edu/morphtpsDiga http://life.bio.sunysb.edu/morphtpsRelwa http://life.bio.sunysb.edu/morphConsensus-to-TPSa http://swordtail.tamu.edu/anyfish
Creating and playback video Adobe Premiere www.adobe.comVLCa http://www.videolan.org
a For each task we provide a suggested free and commercial software option.
Transform runs a module that is developed by authors in MAT-1
LAB and requires MATLAB 2012 or newer version installation.2
The anyFish 2.0 editor program is available for download on3
the anyFish website (http://swordtail.tamu.edu/anyfish). Prior4
to creating an animation in anyFish, several steps must be5
completed which require the use of tools created primarily6
for the anyFish application and third-party programs. We pro-7
vide a list of the suggested software programs (commercial and8
freeware options) in Table 1, and a brief discussion of eachQ49
task below (more detailed are found in the anyFish user man- 10
ual: http://swordtail.tamu.edu/anyfish/AnyFish User Manual; 11
see summary and tutorial videos at https://www.youtube.com/ 12
user/anyFishTutorials and in supplementary Video 1). anyFish 13
comes pre-loaded with two fish models. The first is a generic 14
model of a stickleback fish (Gasterosteus spp.). Veen et al. [25] 15
have discussed this model in greater detail. anyFish 2.0 includes 16
a second model, which is a generic ‘poeciliid’ model (Poecili- 17
idae). The poeciliid model can be used for a variety of poeciliid 18
4 S.J. Ingley et al. / SoftwareX xx (xxxx) xxx–xxx
Fig. 2. ‘Natural’ and manipulated models created in anyFish. (A) Small Danio rerio; (B) Large Danio rerio; (C) ‘Natural’ Xiphophorus birchmanni; (D) X.birchmanni with the body shape of X. malinche; (E) ‘Natural’ X. malinche; (F) X. malinche with an extended caudal sword; (G) Novel male color morph ofPoecilia latipinna; (H) Novel male color morph of P. latipinna with exaggerated dorsal fin pigment. (I) ‘Natural’ Brachyrhaphis terrabensis; (J) B. terrabensis withBrachyrhaphis roseni fins. (For interpretation of the references to color in this figure legend, the reader is referred to the web version of this article.)
fishes (e.g., guppies, swordtails; Fig. 2) that are well-studied1
models in ecology and evolution, or with non-poeciliid fish2
with similar body forms (e.g., killifish (Cyprinodontidae and3
Aplocheilidae) and zebrafish (Cyprinidae); Fig. 2(A), (B)). The4
new model expands the utility of anyFish dramatically by mak-5
ing the program available to individuals working on numerous6
model systems prevalent in ecology and evolution. Although 7
the stickleback model presented by Veen et al. [25] and poe- 8
ciliid model presented here should have broad appeal, anyFish 9
is as an open source platform, facilitating the creation of other 10
fish models outside of the range of variation currently offered 11
(e.g., Cichlidae or Gobiidae). New models can be integrated and 12
S.J. Ingley et al. / SoftwareX xx (xxxx) xxx–xxx 5
Fig. 3. Geometric morphometric landmark configurations. Landmarking scheme for the ‘Poeciliid’ model (A) without a sword and (B) with a sword. This landmarkconfiguration is used for any fish to be modeled with the ‘Poeciliid’ model.
used in the anyFish environment to take advantage of the user-1
friendly interface. Briefly, this is done by designing and creat-2
ing a new animation ‘rig’ (a 3D model of the standard shape and3
texture mapping of the new species). New rigs can be created4
in Maya, a 3D modeling software program, by adjusting an ex-5
isting model (i.e., stickleback or poeciliid model) or creating a6
new model following a similar protocol. Based on the landmark7
configuration that best represents the new species, the texture8
transformation (using TPS Transform) can be easily achieved9
by tuning existing procedures. Once a new rig is created, it can10
be incorporated into anyFish source code, allowing researchers11
to create altogether new models and incorporate them into theQ512
functionality of anyFish.13
2.2. Software functionalities, workflow, and example models14
2.2.1. Quantifying and modifying morphology15
anyFish provides the ability to manipulate the appearance16
of the animated fish in several ways, including body and fin17
size/shape (e.g., Fig. 2). Below, we detail two general steps18
required to manipulate the model size and shape.19
The use of morphological landmarks and geometric morpho-20
metrics to quantify body shape has become standard in ecology21
and evolution [26]. We adopted methods familiar to many biol-22
ogists as a basis for quantifying and modifying the shape of23
animations generated in anyFish. The first step is to acquire24
standardized digital images (Fig. 1(A)). These images are used25
both to obtain morphological data and as skin textures to be ap-26
plied to the rig (i.e., the model ‘skeleton;’ see below). We rec-27
ommend the use of a color standard for post-production color28
balancing of the fish image. Images should be taken in or con-29
verted to jpeg format before applying landmarks to the image.30
The second step for quantifying and modifying body and fish31
shapes is to generate TPS files (a common file format in ge-32
ometric morphometrics) that contain morphological landmark33
data (Fig. 1(B)). anyFish uses a set of landmarks (i.e., morpho-34
logical points on the lateral image of the fish) to capture the key35
morphological features of the fish (Fig. 3; [25]). TPS files are36
created using tpsUtil [27]. tpsDig [28] can then be used to pop-37
ulate the TPS file with two-dimensional X–Y coordinates for38
each landmark. These TPS files are used to modify the shape of39
the animated fish (see below) and to transform texture images so40
that they match a built-in coordinate system for use as textures41
in the anyFish editor (see below; new fish rigs incorporated into 42
anyFish can create custom TPS configurations to maximize an- 43
imation performance). A population average or ‘consensus’ can 44
also be used. We have accomplished this by creating a program 45
(‘TPS from Consensus’) that applies a scale to a TPS consensus 46
file as generated by tpsRelw [29], and formats the file for use 47
in anyFish. Thus, users can landmark numerous fish and gener- 48
ate a population consensus to define the shape of the animation. 49
Multiple TPS files can be loaded into the anyFish editor, allow- 50
ing the user to quickly alternate between different body shapes 51
(e.g., Fig. 2(C), (D)). This provides the flexibility required to 52
create a variety of stimuli (e.g., varying body shape while con- 53
trolling the model’s texture; Fig. 2(C)–(F)), either for use in 54
different experiments or to generate slight variations of an an- 55
imation to avoid pseudoreplication. TPS files can be modified 56
manually in tpsDig to manipulate traits of interest, which will 57
be reflected in the anyFish model (e.g., exaggerated swordtail 58
length or pigmentation; Fig. 2(E)–(H)). 59
2.2.2. Applying texture to the animation 60
The second step involves creating and applying a model ‘tex- 61
ture.’ A texture is essentially the ‘skin’ of the 3D animated 62
fish, and can consist of any digital image to which the ap- 63
propriate landmarks are applied. Lateral digital images of the 64
fish of interest provide an ideal texture. These images can be 65
optimized and customized (e.g., changing color parameters; 66
Fig. 2(G)–(H); [20,25]) easily using an image manipulation 67
program (e.g., Adobe Photoshop). A recent study by Culumber 68
and Rosenthal [20] successfully implemented this functional- 69
ity by manipulating the tail pigmentation in animated platyfish. 70
Once an image is optimized and landmarked, TPS-transformer 71
is used to ‘transform’ the image to match the default shape of 72
the digital skeleton (Fig. 1(C)–(D)). This transformation step 73
serves to mount the texture to the 3D skeleton. In a later step, 74
the body-shape of the final model is specified through the TPS 75
files created in step described above. Separate fin textures are 76
also required (Fig. 1(E)–(F)). A lateral image of the fin is 77
applied to a fin guide by the user in an image manipulation 78
program (e.g., Adobe Photoshop, GIMP). Fin textures are au- 79
tomatically matched to the model in anyFish. Thus, fin textures 80
can be manipulated and applied independent of the body texture 81
(Fig. 2(I), (J)). 82
6 S.J. Ingley et al. / SoftwareX xx (xxxx) xxx–xxx
Fig. 4. User menus for anyFish. (A) anyFish Editor project selection menu. (B) anyFish Project Editor menu. (C) The anyFish editor interface.
2.2.3. Creating a swimming path: applying motion with the1
anyFish editor2
Once shape and texture files have been created, the user can3
create an animation using anyFish editor. Upon opening any-4
Fish, a menu is provided for specifying the key features of the5
animation. The user will then have several options for guid-6
ing the movement of the model. The first option is to select7
and modify a pre-existing path (e.g., from the anyFish web- 8
site or other publications using anyFish, e.g., [20]). The user 9
can modify any parameters of the path, including body posi- 10
tion and rotation in the X , Y , and Z -axes, and fin position. The 11
second option for specifying movement is to create a path de 12
novo. The user can manually adjust the position and rotation of 13
the model (Fig. 4), and the position of the fins. Here, the user 14
S.J. Ingley et al. / SoftwareX xx (xxxx) xxx–xxx 7
can record video of the movement of interest and import the1
video frames to manually match the position of the model with2
that of the fish in the video (i.e., ‘rotoscoping’). This does not3
require specifying the position of the model in each frame. In-4
stead, by ‘keyframing’, or setting important frames in the video5
animation, one can assign the fish position at intervals and the6
anyFish physics system will interpolate the model’s posi-7
tion. anyFish 2.0 provides several new functions that will in-8
crease the speed and accuracy of keyframing, for example, the9
‘Pectoral auto movement’ tool, which automatically applies10
pectoral fin movement to the animation (Fig. 4). We have11
also implemented copy/paste functions for copying/pasting12
keyframes of repetitive behaviors. The final option for speci-13
fying model movement is to apply motion capture data of a live14
fish from third party software. This method allows the user to15
record the behavior of a live fish using motion capture software16
and match the movement of the model to the fish that has been17
tracked. Completed paths are rendered using anyFishVM and18
subsequently edited in standard video editing software (e.g., Ta-19
ble 1). The rendering process involves two steps: (1) still frames20
will be rendered for each frame of the animation; and (2) frames21
will be assembled using anyFishVM to create an animation in22
standard video formats.23
3. Impact and uses24
anyFish provides an excellent means to create high-quality25
fish stimuli for behavioral research, and serves as a model for26
repeatability and transparency (i.e., a permanent and sharable27
record of the stimulus) in the field of animal behavior. With28
anyFish 2.0, the construction and manipulation of animations29
for a variety of model fish systems is made very accessible30
and will serve a broad research community (e.g., participants31
in workshops conducted at Evolution 2014, Behaviour2015,32
and Animal Behavior Society 2015 conferences). anyFish will33
improve the pursuit of existing research questions by allowing34
researchers to create and manipulate realistic animations in35
ways that are impossible or extremely difficult to do with live36
fish. Thus, the anyFish workflow will change the daily practice37
of its users by putting the power to animate in the hands of38
non-experts, and by allowing users to rapidly and transparently39
share their models with the scientific community. Below, we40
briefly discuss several avenues of research that will benefit from41
anyFish.42
3.1. anyFish and the evolution of mating behavior43
anyFish provides an ideal tool for studying the evolution44
of mating behavior. Researchers are often interested in traits45
that animals use to determine the suitability of potential mates46
(e.g., body size [30,31]; body shape [32,33]; behavior [34];47
color/pigmentation [20,30,34,35]). Determining how specific48
traits function in reproductive behavior often requires the isola-49
tion of such traits in a controlled experimental context. This is50
done by presenting live animals with stimuli (often in pairs) that51
differ in a single trait, and measuring the response of the live52
animal. In the case of animations, computer monitors are com-53
monly used to present paired stimuli to the animal receiver [13].54
anyFish provides a powerful tool to focus on the role of a single 55
signal (or the interaction of multiple signals) by providing the 56
ability to vary a single trait while maintaining other traits con- 57
stant. For example, Culumber and Rosenthal [20] used anyFish 58
to test for the role of mating preferences in the maintenance of 59
a tail spot polymorphism in a species of platyfish. They created 60
fish models that differed in their tail spot coloration and pre- 61
sented pairs of stimuli to live fish, allowing the researchers to 62
test for live fish mating preferences for these traits while con- 63
trolling all other variables. This functionality could also serve in 64
studying the evolutionary trajectory of signal-receiver dynam- 65
ics and processes such as sensory bias (e.g., color signals could 66
be added to animated fish and presented to live fish), in which 67
the exploitation of pre-existing sensitivities of the visual system 68
are used to increase mating success [36–39]. 69
3.2. Social behavior, interspecific interactions 70
The study of social behavior, both inter- and intra-sexual 71
interactions, could also benefit from anyFish. For example, 72
color variation often plays an important role in patterns of 73
male–male aggression [40,41]. Using anyFish, these color pat- 74
terns could be manipulated and presented to live animals to 75
tease apart the signals used in male aggression. Other intersex- 76
ual or even interspecific interactions, such as shoaling or socia- 77
bility tendencies [42], could be studied using anyFish. anyFish 78
will also facilitate studies that will increase our understanding 79
of predator–prey dynamics, including the role of prey color, 80
size, and behavior in predator preference [43]. Such studies 81
of piscivorous predator behavior could even extend to non-fish 82
taxa, such as dragonfly larvae or crustaceans. For example, re- 83
searchers are currently using anyFish to test prey preferences 84
in dragonfly larvae by presenting larvae with animations of fish 85
that vary in size, color, and behavior. 86
In the future, existing Computer Vision techniques and 87
systems could be used to track the motion of real fish through 88
video cameras. These live fish behaviors could be retrieved 89
from the video feed and be inputted into anyFish, so that the 90
virtual fish can effectively “see” and respond in real time to the 91
live fish receiver. 92
4. Conclusions and future directions 93
The open source nature of anyFish lends itself to further 94
technological advances by the anyFish development team and 95
the user community, such as the inclusion of new 3D models, 96
the incorporation of real-time fish tracking and behavioral re- 97
sponses [44], and adjusting the color balance to account for in- 98
terspecific variation in visual sensitivity [45,46]. These features 99
would further allow playback studies of visual communication 100
to achieve the same power and robustness as studies of acoustic 101
signals. 102
Despite the advances provide by anyFish and other ani- 103
mation platforms, using video animations in animal behavior 104
research is not without limitations. For example, many ani- 105
mals have the ability to detect light from the ultraviolet (UV) 106
spectrum. Current screen projection technologies are unable to 107
8 S.J. Ingley et al. / SoftwareX xx (xxxx) xxx–xxx
project UV light, and thus any signals naturally occurring in the1
UV would be lost in video animations. Further limitations as-2
sociated with projecting a stimulus on a video screen include3
the potential absence of cues used by live animals to gauge4
depth and apparent distance from the observer. This obstacle5
can be overcome by incorporating appropriate species-specific6
cues (e.g., shadows and occlusions), but their existence must be7
noted when designing experiments. We advise care when de-8
signing, using, and interpreting results from experiments using9
animated stimuli and refer users to previous work which more10
thoroughly addresses the limitations of these methods [45,47].11
Despite the general limitations of using animated stimuli, the12
functionality of anyFish provides an exciting array of experi-13
mental opportunities that will help shed light on the evolution14
of animal behavior.15
Acknowledgments16
Funding for the development of anyFish was provided by17
the US National Science Foundation (IOS-1045226). SJI was18
supported by a US NSF Graduate Research Fellowship. WeQ619
thank a large community of animal behaviorists who provided20
feedback on the project since its beginning. We thank Arminda21
Suli for providing the Danio rerio used in Fig. 2, and Luis22
Arriaga for providing the image of Poecilia latipinna used in23
the same figure. We thank two anonymous reviewers whose24
feedback helped us improve this manuscript.25
Appendix A. Supplementary data26
Supplementary material related to this article can be found27
online at http://dx.doi.org/10.1016/j.softx.2015.10.001.28
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