Approaching VR 2.0: Creating and Sharing Open Source Virtual Environments for Health Care and Research



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Approaching VR 2.0: Creating and Sharing Open Source Virtual Environments for Health Care and Research Prof. G. Riva, Ph.D. Istituto Auxologico Italiano http://www.neurovr.org Applied Technology for Neuro-Psychology Lab. http://www.emergingcommunication.com http://www.e-psychology.net 1 Summary This presentation will focus on: VR in Health Care: Research showed its potential in behavioral health and rehabilitation But its real impact is minimal. Why? PC based VR VR Hardware is now very cheap: about 3000 US$/2400 But the software is a problem: expensive, and difficult to develop and customize The NeuroVR Project A virtual reality platform based on open-source software NeuroVR Editor to customize 12 pre-developed scenes NeuroVR Player for immersive 3D visualization Future perspectives 3d animation and support for PDAs Possible collaboration with us 2 1

Is VR a promise or a reality in behavioral health? 3 Reality: VR in Health Care 1989: First VR company (VPL Research) founded 1991: Virtuality Game System 1993: Suggested the use of VR in psychological treatment 1993: Suggested the use of VR in surgical simulation 1995: First research papers on VR in neuro-psychological assessment and treatment 1997: First research paper on VR in eating disorders 2007: more than 1600 papers in MedLine and 1300 in PsycInfo 4 2

Promise: VR in behavioral health Research papers show that VR has come of age for clinical and research applications: exposure therapy: the patient is gradually confronted with the virtual simulation of feared stimuli while allowing the anxiety to attenuate pain distraction: VR reduces acute pain body image modification: VR modifies the bodily experience: it may be used in eating disorders neuropsychological testing and rehabilitation: VR allows to deliver interactive 3D stimuli in a variety of forms and sensory modalitiescognitive neuroscience: researchers carry out experiments in an ecologically valid situation, while still maintaining control over all variables 5 Reality: VR is a research toy VR has the potential for being a poweful tool for behavioral health But its real impact in behavioral health is still low: The penetration of VR in behavioral health care/research centers is minimal: around 0.5/1% The penetration of VR between behavioral health professionals is even lower: less than 0.001% WHY? Is VR too expensive/difficult to use? 6 3

VR Hardware: No more problems For many years one of the main obstacles to the use of VR was the price of the equipment: a typical VR system in the early 90s required a costly Silicon Graphic workstation in the range of 250000 US$. The significant advances in PC hardware are transforming PC-based VR into a reality. A simple immersive VR system now may cost less than 2000 ; a professional one 3000/30000 7 Immersive 3D Hardware: less than 3000 US$ Head Mounted Display with tracker Z800 3D Visor: 900 $ Intel Core 2 Duo PC with Nvidia GeForce 8800 GTX graphic card: 1900 $ Wireless joystick and/or P5 Glove: 100 $ 8 4

The real problem: software There is a limited number of ready to use solutions for behavioral health Their price is higher than the hardware one (5000-15000 US$) Limited customization possibilities Developing a new VE is expensive and time consuming Exchange of VEs is problematic (royalties, copyrights, runtimes) 9 A success story: Web 2.0 Easy to use: A rich, interactive, user-friendly interface Many different sources: Innovation in assembly of system and sites composed by pulling together features from distributed, independent developers (a kind of "open source" development). Network effect: created by an architecture of participation that encourages users to add value to the application as they use it. [ 10 5

Towards VR 2.0: the NeuroVR project 11 Our solution: NeuroVR http://www.neurovr.org Virtual reality platform based on open-source software Allows non-expert users to easily modify a VE and play it in immersive or nonimmersive way Sharing of protocols and scenarios Video tutorials available online Free download 12 6

NeuroVR Editor Based on Blender (www.blender.org), a 3D open-source tool available on all major operating systems Icon-based interface (no programming skills required) Includes 12 generic virtual environments depicting typical daily-life situations: apartment, restaurant, office, school, supermarket, swimming pool, etc. 2D, 3D objects, and videos can be easily added to the environment to personalize them: New objects can be added Objects can be scaled and rotated Timeline for objects and videos Editing performed in real time WYSIWYG Interface 13 NeuroVR Player It allows to navigate and interact with the VEs developed using the NeuroVR Editor. It is based on the two major opensource projects in the VR field: Delta3D (http://www.delta3d.org) OpenSceneGraph (http://www.openscenegraph.org). It supports collision detection, realistic walk-style motion, advanced lighting techniques and video streaming with transparency. 14 7

Immersion and 3D Using the player is possible to visualize the VEs using a standard PC monitor or a head-mounted display The player can be configured for two basic visualization modalities: immersive and non-immersive. Immersive: the scene is visualized using an HMD with tracker (emagin or Intertrax II) either in stereoscopy (3D) or in mono-mode; Non-immersive: the user can interact with the VE using either keyboard commands, a mouse or a joypad. 15 NeuroVR: A demo Video taken on a standard portable PC: Pentium 4 1.7 mhz processor 512 MB Ram See the video here: http://www.neurovr.org Nvidia 128Mb graphic card 16 8

Future developments Future releases of the NeuroVR Editor software may also include interactive 3D animations A VRML/X3D exporter and a player for PocketPC PDAs are planned Blender features API development for behavioral tracking tools (i.e. eye tracking) and psycho-physiological sensors (i.e. EEG signals) Creation of a community of users sharing VEs, objects and protocols 17 We need a community Add new objects: 2D, 3D and video Add new VR environments: developed using the free Blender toolkit - http://www.blender.org Define new protocols for the use of NeuroVR in behavioral health care: addition, smoking, anxiety disorders, stress management, ecc. Test NeuroVR in single cases or controlled trials: we have ready to use protocols for obesity and eating disorders Tell friends and colleagues about NeuroVR: send them at our website - http://www.neurovr.org 18 9

Thank you for your attention Prof. G. Riva, Ph.D. Istituto Auxologico Italiano http://www.neurovr.org Applied Technology for Neuro-Psychology Lab. http://www.emergingcommunication.com http://www.e-psychology.net 19 10