Protecting sea turtles through 3D innovation. See how Wolf in Motion’s Atlantis project uses spatial data to help scientists visualise and save turtle species.
Protecting sea turtles through 3D innovation. See how Wolf in Motion’s Atlantis project uses spatial data to help scientists visualise and save turtle species.
Design and production by Wolf in Motion for Queen Mary University of London, 2020.
Create tools for scientists to visualise spatial movements of sea turtles and protect them better.
A 3D software to analyse swimming data and a VR application to educate schoolchildren.
Helped expand no-fishing zones and raised awareness with over 3,000 schoolchildren.
Wolf in Motion partnered with scientists from Queen Mary University of London (QMUL) who were struggling to interpret the vast tracking data collected from endangered Loggerhead turtles. The researchers faced a significant challenge in processing millions of data points and they turned to our studio for help. We developed Atlantis — a comprehensive suite of tools that translates raw sensors into realistic 3D visualisations. This project provides both a high-fidelity research simulator for scientific discovery and a VR educational platform for public outreach, ultimately helping to influence marine legislation and reach thousands of schoolchildren in Cape Verde.
The primary challenge lay in the overwhelming volume of data collected from trackers designed by the QMUL team. A single turtle’s journey over two weeks generates up to 120 million data points, recorded at a rate of seven points a second. For researchers, interpreting this through traditional coding and plotting was a ‘tedious’ process that made it difficult to identify corrupted data or specific behaviours. Beyond the lab, there was a need to translate this data into a compelling narrative that could combat turtle poaching and plastic pollution, particularly in Cape Verde where turtles are a vital part of the local ecosystem and economy.
Our studio’s approach was rooted in a deep collaboration with the QMUL team to understand their methodologies and specific needs. We began by attempting to analyse the raw data ourselves using their existing tools, which highlighted the sheer complexity of the task. We then developed a mathematical model that converted acceleration and pressure data into live movement instructions through skeletal rigging in a game engine.
To ensure accuracy, the scientists tested our swimming model against video footage obtained from cameras mounted on real turtles. By placing the 3D simulation on one hand and the real footage on the other, we performed a side-by-side comparison that allowed us to fine-tune the mathematical model. The 3D turtle which was sculpted from reference pictures provided by the team. We also followed the researchers to Cape Verde to observe their work with local NGOs, ensuring the final tools would serve both high-level research and grassroots conservation efforts.
The research version of Atlantis functions as a sophisticated 3D simulator that centres the turtle on the screen for direct observation. Raw sensor data is displayed underneath, giving scientists full control to play, pause, or reverse the movement — much like a video. This interface replaces abstract curves with realistic behaviours, allowing researchers to spot 'implausible acceleration' or unique dive patterns at a glance. This automated background processing has drastically shortened the time required for data interpretation, turning the analysis into an experience akin to swimming alongside the subject.
Using the same core swimming model and data, we developed an educational VR extension designed for public engagement. This version runs on entry-level headsets and features a virtual seascooter that allows users to swim alongside the turtle. To communicate the plight of marine life, the environment includes imposing animals alongside 'sneaky' plastic straws and giant ghost fishing nets. As users collect points by cleaning the ocean, a narrator provides information in both English and Portuguese, fostering empathy for a species that many Cape Verdeans previously only saw when they came ashore to nest.
Since its implementation in 2019, Atlantis has fundamentally shifted the baseline of marine research for the Loggerhead species. By observing historical data through the visualiser, scientists achieved a breakthrough in understanding turtle ecology. The team discovered that 30% of dives previously classified as periods of sleep were, in fact, active feeding dives. This level of granular insight was previously obscured by the sheer volume of raw data — demonstrating the platform’s ability to turn abstract numbers into vital biological discoveries.
These research insights have directly informed legislative efforts to preserve the marine environment in Cape Verde. The identification of critical feeding grounds has provided conservationists with the empirical evidence needed to lobby for the expansion of ‘no-fishing’ zones. By mapping these priority protection areas with high precision, the project is helping to secure the long-term survival of the species and the overall health of the coastal ecosystem.
Beyond the scientific community, the educational impact of Atlantis has reached over 3,000 schoolchildren across the UK, Spain, and Cape Verde. By facilitating a virtual encounter with a turtle in its natural habitat, the VR experience has fostered deep empathy in regions where these animals were often only seen during nesting and where illegal hunting remains an issue. The tool’s versatility was further demonstrated in prison seminars, where it served as a powerful medium to raise awareness about poaching and the devastating effects of plastic pollution on local wildlife.
The success of the project has significantly enhanced the visibility and resources available to the QMUL team. Atlantis has transformed into a strategic fundraising tool, opening new revenue streams and partnerships that support ongoing conservation work. This high-profile impact caught the attention of major media outlets, leading to a dedicated documentary by a British national television crew to showcase the project’s findings to a global audience — cementing the project’s role as a paradigm-shifting intersection of design and science.