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Wildlife in the cloud: A new approach for engaging stakeholders
in wildlife management
Guillaume Chapron
Abstract Research in wildlife management increasingly
relies on quantitative population models. However, a
remaining challenge is to have end-users, who are often
alienated by mathematics, benefiting from this research. I
propose a new approach, ‘wildlife in the cloud,’ to enable
active learning by practitioners from cloud-based
ecological models whose complexity remains invisible to
the user. I argue that this concept carries the potential to
overcome limitations of desktop-based software and allows
new understandings of human-wildlife systems. This
concept is illustrated by presenting an online decision-
support tool for moose management in areas with predators
in Sweden. The tool takes the form of a user-friendly
cloud-app through which users can compare the effects of
alternative management decisions, and may feed into
adjustment of their hunting strategy. I explain how the
dynamic nature of cloud-apps opens the door to different
ways of learning, informed by ecological models that can
benefit both users and researchers.
Keywords Population models Á Cloud-computing Á
Wildlife management Á Moose Á Wolf Á Bear
INTRODUCTION
Models are recognized as being a valuable tool for sus-
tainably managing wildlife populations (Chapron and
Arlettaz 2006; McLane et al. 2011; Schaub and Ke´ry
2012). Models allow us to mechanistically understand the
dynamics of populations, make predictions, and test the
possible impact of alternative management strategies
(Fryxell et al. 2014). The relevance of models is also
substantial when the aim is to establish sustainable hunting
or culling quotas (Boyce et al. 2012). The importance of
models is not only stressed by academics but also by
national, regional, or even local managers increasingly
asking for decision-making advice derived from ecological
models (Swedish Environmental Protection Agency 2014).
However, models have become increasingly complex, up
to a point where managers can hardly use them (McNie
2007; Knight et al. 2008). Although applied ecology
journals focus on research questions that have a direct
relevance to real-world questions (Hulme 2014), the dis-
semination of model results to end-users remains poor. An
increasing number of academic journals require authors to
publish the source code of their models and their data, but
while this approach is suitable for communication within
the research community it leaves wildlife managers facing
a very steep learning curve to adjust results to their own
situation. As a result, the gap between model-based quan-
titative research and implementation persists or grows
wider (Arlettaz et al. 2010), and the only scientific infor-
mation that managers can practically handle for making
real-world decisions is restricted to expert advice, available
meta-analyses, systematic reviews, and compendiums (see
e.g., Eycott et al. 2012; Williams et al. 2012; Ojanen et al.
2014). While this information can be very useful, and may
be written for an applied audience, it remains static and
does not offer the possibility for adaptive decision-making
(Walters 1986). One could argue that expert advice is a
most fitting way to disseminate research insights to end-
users. However, Burgman et al. (2011) found that qualifi-
cations, track records, and experience were often poor
guides to the performance of scientific experts, leaving
open the question of whether model-supported advice may
be more reliable than expert advice. This situation is
unfortunate as two recently published papers found that
managers did change their practice when provided with the
relevant information (Dicks et al. 2014; Walsh et al. 2014).
123
Ó The Author(s) 2015. This article is published with open access at Springerlink.com
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Ambio 2015, 44(Suppl. 4):S550–S556
DOI 10.1007/s13280-015-0706-0
There is an urgent need for innovative and quality-insured
ways to deliver scientific understanding to end-users
(Memmott et al. 2010; Milner-Gulland et al. 2012) and this
need of accessible and reliable information is exacerbated
in a contemporary focus to avoid unsustainable exploita-
tions of natural resources by humans (Dirzo et al. 2014).
A NEW APPROACH
I propose a new approach termed ‘wildlife in the cloud’ to
exchange knowledge with end-users and co-develop new
ways of learning, thereby arguing that it carries the
potential to overcome the limitations described above and
allows for new understandings of human-wildlife systems.
This approach is based on the idea of ‘cloud-computing’
where only the user interface runs on the user’s machine
and the main software runs on a distant server. This
approach is becoming ubiquitous in the computer industry
(e.g., Microsoft Office 365) but ecological sciences have so
far not embraced it. Cloud-computing has the potential of
making advanced ecological models widely accessible to
the general public. In particular, cloud-computing can
address numerous issues that have precluded a wider use of
models by professional wildlife managers and groups
interested in wildlife management, such as a local hunting
association deciding their ground’s quota. Contrary to more
traditional desktop-based software (e.g., the most widely
used population viability analysis software VORTEX—
Lacy 1993), cloud-computing software has its user inter-
face in the form of an app which runs within a web browser
(i.e., the browser window is the space within which the app
runs, as the desktop is the space within which standard
software run) and does not require installation (except
loading the webpage). Because web browsers are a central
piece of software on modern operating systems, almost any
connected device can use a cloud-based app, without
installation hassle or compatibility issues. The main soft-
ware tasks are run on the server side and thus can rely on
the processing power of dedicated simulation servers
without the user’s own device forming a performance
bottleneck. The software can also benefit from optimized
numerical libraries (i.e., sets of functions optimized to
perform intensive numerical calculations), which would
not necessarily be compatible with the user device (e.g.,
laptops, mobile phones, tablets). This means that users are
able to make decisions based on the exact same models as
those validated by the scientific community (through e.g., a
peer-review publication process). The typically fast com-
putational speed on the server will greatly improve the user
experience and means that a cloud-app will run as quickly
on a tablet as on a personal computer or a smartphone.
Another advantage is that users always have the latest
version of the software. If a bug is found, there is no need
to contact all users and ask them to update their software,
nor is there a need to deal with users who receive different
results because of different software versions. The cor-
rected version is simply put on the server and any user
loading the cloud-app will then use the most recent version.
PROOF OF CONCEPT
To illustrate how a cloud-based app for wildlife manage-
ment could look, I here present a prototype. In 2010, I
developed a cloud-app that allowed managers to under-
stand how moose hunting quotas in Sweden would need to
be adjusted when large predators are present. Large
predators have been recovering in Sweden during the past
decades (Chapron et al. 2014). This recovery has had
consequences for their main prey, moose, and other
ungulates, which need to be understood in order to make
sure hunting remains sustainable (Wikenros et al. 2015).
The cloud-app was made available in both Swedish and
English,1
and an online user manual (in Swedish only)
provided explanation of the model and parameter settings.2
The rationale behind this cloud-app was a bill by the
Swedish Government 2009/10:239 (Swedish Government
2009) to reorganize moose hunting—a popular activity in
Sweden (Fig. 1). The bill modified the organization of
hunting with the purpose of providing ecosystem-based
local moose management (Sandstro¨m et al. 2013). In this
context, the Swedish government gave an assignment to the
Swedish University of Agricultural Sciences to develop
training material for wildlife management delegations and
moose hunters in general. We published the scientific
description of a deterministic moose–predator–hunter
population model in the journal Ecological Modelling
(Jonze´n et al. 2013) in which we explained how moose
harvest strategies needed to be adjusted in the presence of
large predators. However, neither this scientific publication
nor the associated report aimed for a broader audience
(Sand et al. 2011), or assisted managers and hunters in
dynamically understanding how moose hunting would need
to be adjusted when predators recover in their area. Using
the population model (Jonze´n et al. 2013) would require
people to download command line-based software (R sta-
tistical package with additional libraries—R Core Team
2013), familiarity with the programming language (i.e.,
variable assignment in R), and some understanding of
matrix algebra. One cannot expect users to allocate time
1
www.algforvaltning.se/.
2
http://www.slu.se/sv/centrumbildningar-och-projekt/algforvaltning/
manualer/beskattningsstrategier/interaktiv-algforvaltningsmodell/.
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and efforts to use a tool that was created by researchers for
researchers.
To address the range of aspects that prevented a wider use
of the model, I designed a cloud-app that allows users to
select the size of a hunting area, moose density, qualitative
indices of predation pressure, and a planned hunting strategy
(see left side of the screenshot in Fig. 2). Moose population
simulations are run on a server and sent back to the user’s
browser. Displayed results include the 5-year predicted local
population trend, the expected yield in the last year, and the
asymptotic sex and age structure of the moose population
(see right side of the screenshot in Fig. 2). In terms of soft-
ware architecture, the cloud-app consists of three indepen-
dent but inter-communicating parts: a user interface written
in the language Cappuccino (Cappuccino Project 2013) that
is loaded in a browser, a compiled simulation model that runs
on a server, and a script (written in a scripted language PHP)
that links both interface and the model. When developing
software, the interface should be at the core of the user
experience (Tidwell 2010), and should ideally be intuitive
enough so that it is not seen as an obstacle. In the cloud-app,
users can set the exact values of parameters they are likely to
know (such as the size of their hunting area) by entering
values in text fields or generating those by moving sliders
(Fig. 2). The model does not show units from the interna-
tional system (SI, animals per km2
) because Swedish wildlife
managers and hunters are used to think in thousands of
hectares. Some variables for which users are unlikely to
know the exact value (such as predator pressure) are set
qualitatively with a discrete drop-down menu and visual
feedback is given by predator silhouettes with increasing
shades of gray for increasing densities of predators. The
hunting quota is chosen by mimicking the way hunters dis-
tribute their quota, i.e., between calves, adult females, and
males. This interface is linked to a sex- and age-structured
deterministic matrix model (Jonze´n et al. 2013) with 17 age
classes for females and 13 age classes for males and addi-
tional matrix algebra to include levels of moose predation
and hunting. The model is written in the programming lan-
guage C and compiled with Clang options to optimize
computational speed (Clang Team 2014). The interface
retrieves results from the model and presents those in an
intuitively understandable way, which allows users to focus
on what they want to learn. Of particular interest to hunters is
the age structure of the moose population to maximize
annual meat yield, which is shown in the middle of the results
panel and based on empirical body mass data of moose for
each sex and age class. Additional visual information is
provided by a dynamically changing size of the picture
showing the amount of meat available. The use of C libraries
for mathematical functions allows for model optimizations
and provides a smooth user experience. Each simulation
Fig. 1 A male moose in one of Sweden’s hunting districts. Moose hunting is an important source of revenue and meat supply to landowners and
has also a high recreational value. Photo by Johan Ma˚nsson
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takes less than 1/10th of a second and as a result there is
virtually no waiting time from one simulation to the next.
This makes it possible to avoid having a ‘run’ button and thus
dramatically improve the user experience: by allowing users
to seamlessly change parameters and directly observe how
this would affect the moose population.
In this cloud-app the interface is clearly focused on
numerical values of the moose population structure, but
because developing a cloud-app interface is no different
from developing a traditional desktop interface, ecological
models with detailed graphs or maps outputs could also
have been included. Because this cloud-app was created as
a proof of concept, it was never advertised to its potential
end-users (typically Swedish hunters). Nonetheless, with
more than 1 million simulations run, by visitors from
across Sweden and other European countries, it has proved
to be a popular tool.
POTENTIAL USE IN WILDLIFE MANAGEMENT
The dynamic nature of cloud-apps opens the door to dif-
ferent ways of learning, informed by ecological models that
can benefit both users and researchers. I discuss three
dimensions of the potential benefits of cloud-apps for
wildlife management and wider biodiversity conservation.
Efficient computing for effective uptake by end-
users
The most immediate advantage of cloud-apps is that users
can replicate the analysis done by researchers and adjust it
to their own context without any programming or quanti-
tative skills or access to powerful computing facilities.
Because computations are run on a distant server, an
individual user will not be forced to use a less complex,
and thus possibly less relevant, model suitable only for
personal desktop computers. The moose model would not
have been as effective if ran directly on a desktop com-
puter, as simulation time would be considerably greater.
This technical complexity barrier is well illustrated by the
example of a decision-support system to help wildlife
managers and stalkers predict red deer (Cervus elaphus)
terrain use in Scotland (HillDeer and DeerMap). While
effectively integrating deer population and habitat models
(see Tremblay et al. 2004), and predicting deer habitat
Fig. 2 Moose management cloud-app that serves as an interface to a population model running on a distant server. The left panel allows the user
to set parameters through intuitive controls and the right panel instantaneously provides meaningful information from simulation results
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Ó The Author(s) 2015. This article is published with open access at Springerlink.com
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suitability well (particularly when integrating scientific and
local knowledge, see Irvine et al. 2009), neither tool has
been adopted by estates for use in real life (Maffey et al.
2013). One reason, also identified for other decision-sup-
port systems (Uran and Janssen 2003), may have been that
the software lacked an intuitive and easy solution to handle
a multi-parameter system and user-friendly interface.
Collective knowledge production and new
stakeholder interaction
The opportunity of using advanced models with an intu-
itive interface also opens possibilities for the collective
creation of knowledge by crowdsourcing questions to the
interested public. In this context, researchers could, for
example, provide a cloud-app and ask users to explore and
select management strategies which they think are most
appropriate, with the possibility to ‘like’ or up-rank
strategies and have the most relevant ones emerging from
this exercise. The rationale behind this approach is that
local users hold much knowledge about the ecological
system they interact with on a regular basis (Irvine et al.
2009). They could thus propose different management
strategies (e.g., such as the allocation of a hunting quota
among age classes) that otherwise might remain undis-
closed to researchers. The approach could be extended to
genuine co-creation, with both practitioners and modelers
contributing and thereby informing environmental deci-
sion-making (Wood et al. 2015). A different collective
opportunity potentially brought by a cloud-app could lie in
allowing users to interact with their neighbors. For exam-
ple, further development of the moose cloud-app could
include the consideration of what is happening in hunting
areas around the selected one and possible population co-
dynamics requiring cooperation between users (see also
Austin et al. 2013 on the importance of incentivizing col-
laborative management).
Understanding usage and users
Learning about the human dimension of wildlife manage-
ment could also be developed with researchers studying the
users of a cloud-app. With the required ethical permits and
agreement from users to process individual data, it would
be possible to program the cloud-app such that all con-
nection logs are recorded and to extract information from
them. Connection logs can contain the IP-address, the time
of the connection, and the values of all parameters user has
selected for a simulation. Because IP-addresses can be geo-
coded, the cloud-app would allow for the development of a
spatially explicit understanding of socio-ecological sys-
tems. For example, with the moose cloud-app it could be
possible to estimate the spatial distribution of predator
densities of interest (e.g., in which regions do users choose
more often high bear or wolf densities?) or of hunting
strategies (e.g., in which regions do users choose more
often high calf quotas?).
Understanding how the users interact with the cloud-app
can even go one step further. For example, one can analyze
which parameters users are more interested in adjusting to
reach a particular goal or estimate how long users spent
looking at particular kinds of simulations. By designing the
cloud-app, so that users are asked to make particular
choices under different situations, it would be possible to
conduct experimental studies on how people react to par-
ticular wildlife management strategies, in a kind of large-
scale psychology lab. A cloud-app could also serve as a
real-time opinion poll where the reception by stakeholders
of management decisions could be tested in advance of
these being implemented or even announced.
DISCUSSION AND CONCLUSION
Current barriers to embracing the use of cloud-apps in
wildlife management are more conceptual than technical.
Broadband internet connection is now widely available
across large parts of the countryside of the developed
world. Tools to develop adequate cloud-app user interfaces
have improved in recent years. As of yet, challenges lie
more in the architecture and design of cloud-apps. Ecolo-
gists and other researchers may not always have the skills
to develop cloud-apps, but they could benefit from working
with professional programmers. Alternatively, relatively
simple programming frameworks are now widely avail-
able. For the moose cloud-app, I used Cappuccino (Cap-
puccino Project 2013) and developing the app was a hybrid
approach between coding a desktop-based software and a
website. The growing adoption of the scripted statistical
language R has made ecological researchers much more
familiar with programming, which likely lowers the
knowledge threshold required to develop a cloud-app. In
that regard, the new framework Shiny3
that allows building
interactive reports and visualizations using R could be a
simple solution to increase development and use of cloud-
apps.
Other challenges—e.g., which meaningful parameter
choice should be given to users or how to interpret interest
by a particular public and adjust management accord-
ingly—may require collaboration with researchers in
sociology, applied psychology, and human–computer
interactions (Arts et al. 2015). Finally, making a model
available for public use adds a second level of review, this
time not by peers but by the members of the public. This
3
http://shiny.rstudio.com.
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will likely increase the quality of models because users will
try to understand and scrutinize results and put them into a
real-world context. The threshold for ‘acceptance’ in a
public-review process may actually be somewhat higher
than with an academic peer review and this may force
ecological researchers to allocate extra efforts in model
validation and quality control.
In conclusion, I encourage applied researchers in ecology
who have used simulation models in their work to consider
whether cloud-apps could help them to better deliver their
results to the public, to provide new ways of understanding
their socio-ecological system of interest and to open the door
to different ways of learning and practicing natural resource
management which can benefit both users and researchers.
Open Access This article is distributed under the terms of the
Creative Commons Attribution 4.0 International License (http://
creativecommons.org/licenses/by/4.0/), which permits unrestricted
use, distribution, and reproduction in any medium, provided you give
appropriate credit to the original author(s) and the source, provide a
link to the Creative Commons license, and indicate if changes were
made.
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AUTHOR BIOGRAPHY
Guillaume Chapron (&) is an Associate Professor at the Grimso¨
Wildlife Research Station, Department of Ecology of the Swedish
University of Agricultural Sciences. His research focuses on the
quantitative ecology and conservation of large carnivores.
Address: Grimso¨ Wildlife Research Station, Swedish University of
Agricultural Sciences, 73091 Riddarhyttan, Sweden.
e-mail: guillaume.chapron@slu.se
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Wildlife in the cloud: A new approach for engaging stakeholders in wildlife management

  • 1. Wildlife in the cloud: A new approach for engaging stakeholders in wildlife management Guillaume Chapron Abstract Research in wildlife management increasingly relies on quantitative population models. However, a remaining challenge is to have end-users, who are often alienated by mathematics, benefiting from this research. I propose a new approach, ‘wildlife in the cloud,’ to enable active learning by practitioners from cloud-based ecological models whose complexity remains invisible to the user. I argue that this concept carries the potential to overcome limitations of desktop-based software and allows new understandings of human-wildlife systems. This concept is illustrated by presenting an online decision- support tool for moose management in areas with predators in Sweden. The tool takes the form of a user-friendly cloud-app through which users can compare the effects of alternative management decisions, and may feed into adjustment of their hunting strategy. I explain how the dynamic nature of cloud-apps opens the door to different ways of learning, informed by ecological models that can benefit both users and researchers. Keywords Population models Á Cloud-computing Á Wildlife management Á Moose Á Wolf Á Bear INTRODUCTION Models are recognized as being a valuable tool for sus- tainably managing wildlife populations (Chapron and Arlettaz 2006; McLane et al. 2011; Schaub and Ke´ry 2012). Models allow us to mechanistically understand the dynamics of populations, make predictions, and test the possible impact of alternative management strategies (Fryxell et al. 2014). The relevance of models is also substantial when the aim is to establish sustainable hunting or culling quotas (Boyce et al. 2012). The importance of models is not only stressed by academics but also by national, regional, or even local managers increasingly asking for decision-making advice derived from ecological models (Swedish Environmental Protection Agency 2014). However, models have become increasingly complex, up to a point where managers can hardly use them (McNie 2007; Knight et al. 2008). Although applied ecology journals focus on research questions that have a direct relevance to real-world questions (Hulme 2014), the dis- semination of model results to end-users remains poor. An increasing number of academic journals require authors to publish the source code of their models and their data, but while this approach is suitable for communication within the research community it leaves wildlife managers facing a very steep learning curve to adjust results to their own situation. As a result, the gap between model-based quan- titative research and implementation persists or grows wider (Arlettaz et al. 2010), and the only scientific infor- mation that managers can practically handle for making real-world decisions is restricted to expert advice, available meta-analyses, systematic reviews, and compendiums (see e.g., Eycott et al. 2012; Williams et al. 2012; Ojanen et al. 2014). While this information can be very useful, and may be written for an applied audience, it remains static and does not offer the possibility for adaptive decision-making (Walters 1986). One could argue that expert advice is a most fitting way to disseminate research insights to end- users. However, Burgman et al. (2011) found that qualifi- cations, track records, and experience were often poor guides to the performance of scientific experts, leaving open the question of whether model-supported advice may be more reliable than expert advice. This situation is unfortunate as two recently published papers found that managers did change their practice when provided with the relevant information (Dicks et al. 2014; Walsh et al. 2014). 123 Ó The Author(s) 2015. This article is published with open access at Springerlink.com www.kva.se/en Ambio 2015, 44(Suppl. 4):S550–S556 DOI 10.1007/s13280-015-0706-0
  • 2. There is an urgent need for innovative and quality-insured ways to deliver scientific understanding to end-users (Memmott et al. 2010; Milner-Gulland et al. 2012) and this need of accessible and reliable information is exacerbated in a contemporary focus to avoid unsustainable exploita- tions of natural resources by humans (Dirzo et al. 2014). A NEW APPROACH I propose a new approach termed ‘wildlife in the cloud’ to exchange knowledge with end-users and co-develop new ways of learning, thereby arguing that it carries the potential to overcome the limitations described above and allows for new understandings of human-wildlife systems. This approach is based on the idea of ‘cloud-computing’ where only the user interface runs on the user’s machine and the main software runs on a distant server. This approach is becoming ubiquitous in the computer industry (e.g., Microsoft Office 365) but ecological sciences have so far not embraced it. Cloud-computing has the potential of making advanced ecological models widely accessible to the general public. In particular, cloud-computing can address numerous issues that have precluded a wider use of models by professional wildlife managers and groups interested in wildlife management, such as a local hunting association deciding their ground’s quota. Contrary to more traditional desktop-based software (e.g., the most widely used population viability analysis software VORTEX— Lacy 1993), cloud-computing software has its user inter- face in the form of an app which runs within a web browser (i.e., the browser window is the space within which the app runs, as the desktop is the space within which standard software run) and does not require installation (except loading the webpage). Because web browsers are a central piece of software on modern operating systems, almost any connected device can use a cloud-based app, without installation hassle or compatibility issues. The main soft- ware tasks are run on the server side and thus can rely on the processing power of dedicated simulation servers without the user’s own device forming a performance bottleneck. The software can also benefit from optimized numerical libraries (i.e., sets of functions optimized to perform intensive numerical calculations), which would not necessarily be compatible with the user device (e.g., laptops, mobile phones, tablets). This means that users are able to make decisions based on the exact same models as those validated by the scientific community (through e.g., a peer-review publication process). The typically fast com- putational speed on the server will greatly improve the user experience and means that a cloud-app will run as quickly on a tablet as on a personal computer or a smartphone. Another advantage is that users always have the latest version of the software. If a bug is found, there is no need to contact all users and ask them to update their software, nor is there a need to deal with users who receive different results because of different software versions. The cor- rected version is simply put on the server and any user loading the cloud-app will then use the most recent version. PROOF OF CONCEPT To illustrate how a cloud-based app for wildlife manage- ment could look, I here present a prototype. In 2010, I developed a cloud-app that allowed managers to under- stand how moose hunting quotas in Sweden would need to be adjusted when large predators are present. Large predators have been recovering in Sweden during the past decades (Chapron et al. 2014). This recovery has had consequences for their main prey, moose, and other ungulates, which need to be understood in order to make sure hunting remains sustainable (Wikenros et al. 2015). The cloud-app was made available in both Swedish and English,1 and an online user manual (in Swedish only) provided explanation of the model and parameter settings.2 The rationale behind this cloud-app was a bill by the Swedish Government 2009/10:239 (Swedish Government 2009) to reorganize moose hunting—a popular activity in Sweden (Fig. 1). The bill modified the organization of hunting with the purpose of providing ecosystem-based local moose management (Sandstro¨m et al. 2013). In this context, the Swedish government gave an assignment to the Swedish University of Agricultural Sciences to develop training material for wildlife management delegations and moose hunters in general. We published the scientific description of a deterministic moose–predator–hunter population model in the journal Ecological Modelling (Jonze´n et al. 2013) in which we explained how moose harvest strategies needed to be adjusted in the presence of large predators. However, neither this scientific publication nor the associated report aimed for a broader audience (Sand et al. 2011), or assisted managers and hunters in dynamically understanding how moose hunting would need to be adjusted when predators recover in their area. Using the population model (Jonze´n et al. 2013) would require people to download command line-based software (R sta- tistical package with additional libraries—R Core Team 2013), familiarity with the programming language (i.e., variable assignment in R), and some understanding of matrix algebra. One cannot expect users to allocate time 1 www.algforvaltning.se/. 2 http://www.slu.se/sv/centrumbildningar-och-projekt/algforvaltning/ manualer/beskattningsstrategier/interaktiv-algforvaltningsmodell/. Ambio 2015, 44(Suppl. 4):S550–S556 S551 Ó The Author(s) 2015. This article is published with open access at Springerlink.com www.kva.se/en 123
  • 3. and efforts to use a tool that was created by researchers for researchers. To address the range of aspects that prevented a wider use of the model, I designed a cloud-app that allows users to select the size of a hunting area, moose density, qualitative indices of predation pressure, and a planned hunting strategy (see left side of the screenshot in Fig. 2). Moose population simulations are run on a server and sent back to the user’s browser. Displayed results include the 5-year predicted local population trend, the expected yield in the last year, and the asymptotic sex and age structure of the moose population (see right side of the screenshot in Fig. 2). In terms of soft- ware architecture, the cloud-app consists of three indepen- dent but inter-communicating parts: a user interface written in the language Cappuccino (Cappuccino Project 2013) that is loaded in a browser, a compiled simulation model that runs on a server, and a script (written in a scripted language PHP) that links both interface and the model. When developing software, the interface should be at the core of the user experience (Tidwell 2010), and should ideally be intuitive enough so that it is not seen as an obstacle. In the cloud-app, users can set the exact values of parameters they are likely to know (such as the size of their hunting area) by entering values in text fields or generating those by moving sliders (Fig. 2). The model does not show units from the interna- tional system (SI, animals per km2 ) because Swedish wildlife managers and hunters are used to think in thousands of hectares. Some variables for which users are unlikely to know the exact value (such as predator pressure) are set qualitatively with a discrete drop-down menu and visual feedback is given by predator silhouettes with increasing shades of gray for increasing densities of predators. The hunting quota is chosen by mimicking the way hunters dis- tribute their quota, i.e., between calves, adult females, and males. This interface is linked to a sex- and age-structured deterministic matrix model (Jonze´n et al. 2013) with 17 age classes for females and 13 age classes for males and addi- tional matrix algebra to include levels of moose predation and hunting. The model is written in the programming lan- guage C and compiled with Clang options to optimize computational speed (Clang Team 2014). The interface retrieves results from the model and presents those in an intuitively understandable way, which allows users to focus on what they want to learn. Of particular interest to hunters is the age structure of the moose population to maximize annual meat yield, which is shown in the middle of the results panel and based on empirical body mass data of moose for each sex and age class. Additional visual information is provided by a dynamically changing size of the picture showing the amount of meat available. The use of C libraries for mathematical functions allows for model optimizations and provides a smooth user experience. Each simulation Fig. 1 A male moose in one of Sweden’s hunting districts. Moose hunting is an important source of revenue and meat supply to landowners and has also a high recreational value. Photo by Johan Ma˚nsson S552 Ambio 2015, 44(Suppl. 4):S550–S556 123 Ó The Author(s) 2015. This article is published with open access at Springerlink.com www.kva.se/en
  • 4. takes less than 1/10th of a second and as a result there is virtually no waiting time from one simulation to the next. This makes it possible to avoid having a ‘run’ button and thus dramatically improve the user experience: by allowing users to seamlessly change parameters and directly observe how this would affect the moose population. In this cloud-app the interface is clearly focused on numerical values of the moose population structure, but because developing a cloud-app interface is no different from developing a traditional desktop interface, ecological models with detailed graphs or maps outputs could also have been included. Because this cloud-app was created as a proof of concept, it was never advertised to its potential end-users (typically Swedish hunters). Nonetheless, with more than 1 million simulations run, by visitors from across Sweden and other European countries, it has proved to be a popular tool. POTENTIAL USE IN WILDLIFE MANAGEMENT The dynamic nature of cloud-apps opens the door to dif- ferent ways of learning, informed by ecological models that can benefit both users and researchers. I discuss three dimensions of the potential benefits of cloud-apps for wildlife management and wider biodiversity conservation. Efficient computing for effective uptake by end- users The most immediate advantage of cloud-apps is that users can replicate the analysis done by researchers and adjust it to their own context without any programming or quanti- tative skills or access to powerful computing facilities. Because computations are run on a distant server, an individual user will not be forced to use a less complex, and thus possibly less relevant, model suitable only for personal desktop computers. The moose model would not have been as effective if ran directly on a desktop com- puter, as simulation time would be considerably greater. This technical complexity barrier is well illustrated by the example of a decision-support system to help wildlife managers and stalkers predict red deer (Cervus elaphus) terrain use in Scotland (HillDeer and DeerMap). While effectively integrating deer population and habitat models (see Tremblay et al. 2004), and predicting deer habitat Fig. 2 Moose management cloud-app that serves as an interface to a population model running on a distant server. The left panel allows the user to set parameters through intuitive controls and the right panel instantaneously provides meaningful information from simulation results Ambio 2015, 44(Suppl. 4):S550–S556 S553 Ó The Author(s) 2015. This article is published with open access at Springerlink.com www.kva.se/en 123
  • 5. suitability well (particularly when integrating scientific and local knowledge, see Irvine et al. 2009), neither tool has been adopted by estates for use in real life (Maffey et al. 2013). One reason, also identified for other decision-sup- port systems (Uran and Janssen 2003), may have been that the software lacked an intuitive and easy solution to handle a multi-parameter system and user-friendly interface. Collective knowledge production and new stakeholder interaction The opportunity of using advanced models with an intu- itive interface also opens possibilities for the collective creation of knowledge by crowdsourcing questions to the interested public. In this context, researchers could, for example, provide a cloud-app and ask users to explore and select management strategies which they think are most appropriate, with the possibility to ‘like’ or up-rank strategies and have the most relevant ones emerging from this exercise. The rationale behind this approach is that local users hold much knowledge about the ecological system they interact with on a regular basis (Irvine et al. 2009). They could thus propose different management strategies (e.g., such as the allocation of a hunting quota among age classes) that otherwise might remain undis- closed to researchers. The approach could be extended to genuine co-creation, with both practitioners and modelers contributing and thereby informing environmental deci- sion-making (Wood et al. 2015). A different collective opportunity potentially brought by a cloud-app could lie in allowing users to interact with their neighbors. For exam- ple, further development of the moose cloud-app could include the consideration of what is happening in hunting areas around the selected one and possible population co- dynamics requiring cooperation between users (see also Austin et al. 2013 on the importance of incentivizing col- laborative management). Understanding usage and users Learning about the human dimension of wildlife manage- ment could also be developed with researchers studying the users of a cloud-app. With the required ethical permits and agreement from users to process individual data, it would be possible to program the cloud-app such that all con- nection logs are recorded and to extract information from them. Connection logs can contain the IP-address, the time of the connection, and the values of all parameters user has selected for a simulation. Because IP-addresses can be geo- coded, the cloud-app would allow for the development of a spatially explicit understanding of socio-ecological sys- tems. For example, with the moose cloud-app it could be possible to estimate the spatial distribution of predator densities of interest (e.g., in which regions do users choose more often high bear or wolf densities?) or of hunting strategies (e.g., in which regions do users choose more often high calf quotas?). Understanding how the users interact with the cloud-app can even go one step further. For example, one can analyze which parameters users are more interested in adjusting to reach a particular goal or estimate how long users spent looking at particular kinds of simulations. By designing the cloud-app, so that users are asked to make particular choices under different situations, it would be possible to conduct experimental studies on how people react to par- ticular wildlife management strategies, in a kind of large- scale psychology lab. A cloud-app could also serve as a real-time opinion poll where the reception by stakeholders of management decisions could be tested in advance of these being implemented or even announced. DISCUSSION AND CONCLUSION Current barriers to embracing the use of cloud-apps in wildlife management are more conceptual than technical. Broadband internet connection is now widely available across large parts of the countryside of the developed world. Tools to develop adequate cloud-app user interfaces have improved in recent years. As of yet, challenges lie more in the architecture and design of cloud-apps. Ecolo- gists and other researchers may not always have the skills to develop cloud-apps, but they could benefit from working with professional programmers. Alternatively, relatively simple programming frameworks are now widely avail- able. For the moose cloud-app, I used Cappuccino (Cap- puccino Project 2013) and developing the app was a hybrid approach between coding a desktop-based software and a website. The growing adoption of the scripted statistical language R has made ecological researchers much more familiar with programming, which likely lowers the knowledge threshold required to develop a cloud-app. In that regard, the new framework Shiny3 that allows building interactive reports and visualizations using R could be a simple solution to increase development and use of cloud- apps. Other challenges—e.g., which meaningful parameter choice should be given to users or how to interpret interest by a particular public and adjust management accord- ingly—may require collaboration with researchers in sociology, applied psychology, and human–computer interactions (Arts et al. 2015). Finally, making a model available for public use adds a second level of review, this time not by peers but by the members of the public. This 3 http://shiny.rstudio.com. S554 Ambio 2015, 44(Suppl. 4):S550–S556 123 Ó The Author(s) 2015. This article is published with open access at Springerlink.com www.kva.se/en
  • 6. will likely increase the quality of models because users will try to understand and scrutinize results and put them into a real-world context. The threshold for ‘acceptance’ in a public-review process may actually be somewhat higher than with an academic peer review and this may force ecological researchers to allocate extra efforts in model validation and quality control. In conclusion, I encourage applied researchers in ecology who have used simulation models in their work to consider whether cloud-apps could help them to better deliver their results to the public, to provide new ways of understanding their socio-ecological system of interest and to open the door to different ways of learning and practicing natural resource management which can benefit both users and researchers. 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