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

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Valencia 25-26 March 2003 Cybertherapy 2007 Alexandria, VI

Clinical Applications Giuseppe Riva, Ph.D.

http://www.cybertherapy.info

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 http://www.cybertherapy.info http://www.emergingcommunication.com

http://www.e-psychology.net Applied Technology for

Neuro-Psychology Lab.

Summary

This presentation will focus on: ƒ VR in Health Care:

ƒ Research showed its potential in behavioral health and rehabilitation

ƒ But its real impact is minimal. Why?

ƒ PC based VR

ƒ VR Hardware is now very cheap: about 3000 US$/2400 €

ƒ But the software is a problem: expensive, and difficult to develop and customize

ƒ The NeuroVR Project

ƒ A virtual reality platform based on open-source software

ƒ NeuroVR Editorto customize 12 pre-developed scenes

ƒ NeuroVR Playerfor immersive 3D visualization

ƒ Future perspectives

ƒ 3d animation and support for PDAs

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Valencia 25-26 March 2003 Cybertherapy 2007 Alexandria, VI

Clinical Applications Giuseppe Riva, Ph.D.

http://www.cybertherapy.info

Is VR a promise or a reality

in behavioral health?

4 Valencia Cybertherapy 2007 Giuseppe Riva, Ph.D.

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

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Valencia 25-26 March 2003 Cybertherapy 2007 Alexandria, VI

Clinical Applications Giuseppe Riva, Ph.D.

http://www.cybertherapy.info

Promise: VR in behavioral health

Research papersshow 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

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 professionalsis even lower: less than 0.001%

WHY?

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Valencia 25-26 March 2003 Cybertherapy 2007 Alexandria, VI

Clinical Applications Giuseppe Riva, Ph.D.

http://www.cybertherapy.info

• 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 €

VR Hardware: No more problems

8

Valencia Cybertherapy 2007

Giuseppe Riva, Ph.D.

• 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 $

Immersive 3D Hardware:

less than 3000 US$

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Valencia 25-26 March 2003 Cybertherapy 2007 Alexandria, VI

Clinical Applications Giuseppe Riva, Ph.D.

http://www.cybertherapy.info

• 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)

The real problem: software

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.

[
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Valencia 25-26 March 2003 Cybertherapy 2007 Alexandria, VI

Clinical Applications Giuseppe Riva, Ph.D.

http://www.cybertherapy.info

Towards VR 2.0:

the NeuroVR project

12

Valencia Cybertherapy 2007

Giuseppe Riva, Ph.D.

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

non-immersive way

• Sharing of

protocols and

scenarios

• Video tutorials

available

online

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Valencia 25-26 March 2003 Cybertherapy 2007 Alexandria, VI

Clinical Applications Giuseppe Riva, Ph.D.

http://www.cybertherapy.info

NeuroVR Editor

• Based on Blender (www.blender.org), a 3D open-source toolavailable 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

NeuroVR Player

• It allows to navigate and interact

with the VEsdeveloped using the NeuroVR Editor.

It is based on the two major open-source projectsin 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.

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Valencia 25-26 March 2003 Cybertherapy 2007 Alexandria, VI

Clinical Applications Giuseppe Riva, Ph.D.

http://www.cybertherapy.info

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. 16 Valencia Cybertherapy 2007 Giuseppe Riva, Ph.D.

NeuroVR: A demo

Video taken on a standard portable PC: • Pentium 4 1.7 mhz processor • 512 MB Ram • Nvidia 128Mb graphic card
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Valencia 25-26 March 2003 Cybertherapy 2007 Alexandria, VI

Clinical Applications Giuseppe Riva, Ph.D.

http://www.cybertherapy.info

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

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

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19

Valencia 25-26 March 2003 Cybertherapy 2007 Alexandria, VI

Clinical Applications Giuseppe Riva, Ph.D.

http://www.cybertherapy.info

Prof. G. Riva

, Ph.D.

Istituto Auxologico Italiano

http://www.neurovr.org http://www.cybertherapy.info http://www.emergingcommunication.com

http://www.e-psychology.net Applied Technology for

Neuro-Psychology Lab.

References

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