NeuroVR 1.5 - Open Source VR system for neuroscience and behavioral healthcare

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    NeuroVR 1.5 - Open Source VR system for neuroscience and behavioral healthcare - Presentation Transcript

    1. NeuroVR 1.5: A free VR platform for clinical psychology an behavioral neurosciences Prof. G. Riva , Ph.D. Università Cattolica del Sacro Cuore, Milan, Italy http://www.neurovr.org http://www.cybertherapy.info http://www.emergingcommunication.com http://www.e-psychology.net Applied Technology for Neuro-Psychology Lab .
    2. Why do we need virtual reality in clinical work?
      • For many clinicians these are the most complex technologies they can cope with in therapy:
    3. A possible answer...
      • This presentation will focus on:
      • VR for change
        • Research showed its potential in behavioral health and rehabilitation
        • How it works? => linking in an experience intuition and reasoning
      • PC based VR
        • VR Hardware is now very cheap: about 2000 US$/1400 €
        • 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 13 pre-developed scenes
        • NeuroVR Player for immersive 3D visualization
      • Future perspectives
        • 3d animation and support for PDAs
        • Possible collaboration with us
    4. Virtual Reality and change: lessons from cognitive sciences
    5. 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
      • 2008: more than 1600 papers in MedLine and 1300 in PsycInfo
    6. VR and change (1)
      • How is it possible to change a patient?
      • Even if this question has many possible answers in general change occurs through an intense focus on a particular instance or experience (Wolfe, 2002).
      • By exploring this experience as thoroughly as possible, the patient can relive all of the significant elements associated with it (i.e., conceptual, emotional, motivational, and behavioral) and make them available for reorganization .
    7. VR and change (2)
      • Within this general model we have many specific methods:
      • the insight-based approach of psychoanalysis ,
      • the schema-reorganization goals of cognitive therapy ,
      • the functional analysis of behavioral therapy ,
      • the interpersonal relationship focus of interpersonal therapy ,
      • and the enhancement of experience awareness in experiential therapies .
      • What are the differences between them?
    8. VR and change (3)
      • The different approaches focus on two different cognitive systems ( Kahneman, Nobel Prize Lecture, 2002 ):
      • System 1 (Intuition): it generates impressions of the attributes of objects of perception and thought. These impressions are not voluntary and need not be verbally explicit => role of emotions
      • System 2 (Reasoning): it generates judgments, that are always explicit and intentional, whether or not they are overtly expressed.
    9. Intuition and Reasoning: they are different (1)
    10. Intuition and Reasoning: they are different (2)
      • The existence of two different cognitive systems is clearly shown by the dissociation between verbal knowledge and task performance :
      • people learn to control dynamic systems without being able to specify the nature of the relations within the system (eg. Bicycling ), and
      • they can describe the rules by which the system operates without being able to put them into practice (eg. Driving lessons )
    11. Learning by doing: Where Intuition and Reasoning meet
      • From our own experience we know that the best way to learn how to do something is to actually do it .
    12. Virtual Reality in practice
      • 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
      • There is a limited number of ready to use solutions for behavioral health
      • Their price is higher than the hardware one (5000-15000 US$)
      • Limited customization possibilities
      • Developing a new VE is expensive and time consuming
      • Exchange of VEs is problematic (royalties, copyrights, runtimes)
      The real problem: software
    13. NeuroVR 1.5: its main features
    14. Presented in 2007: NeuroVR http://www.neurovr.org
      • Virtual reality platform based on open-source software
      • Allows non-expert users to easily modify a VE and play it in immersive or non-immersive way
      • Sharing of protocols and scenarios
      • Video tutorials available online
      • Free download
    15. NeuroVR 2007-2008: one year after
      • PROs : 700 researchers registered and downloaded it
      • It received the 2007 Virtual Laval Award as the best Science VE worldwide
      • It is now used in many trials: eating disorders, anxiety disorders, pain distraction, cognitive rehab,
      • CONs : ergonomic issues, no sound and limited video support, limited event handling, just 2 hmds
    16. NeuroVR 1.5 Editor
      • Based on Blender (www.blender.org), a 3D open-source tool available on all major operating systems
      • Icon-based interface (no programming skills required)
      • Includes 13 generic virtual environments depicting typical daily-life situations: apartment, restaurant, office, school, supermarket, etc . new one: green valley
      • 2D, 3D objects, and videos can be easily added to the environment to personalize them:
      • New objects can be added
      • Objects can be scaled and rotated
      • Even handling (timer, collision
      • and keystroke) for objects
      • Editing performed in real time
      • WYSIWYG Interface
    17. NeuroVR 1.5 Editor Timing keyboard proximity
    18. NeuroVR Player 1.5
      • It allows to navigate and interact with the VEs developed using the NeuroVR Editor.
      • It can be used with low costs HMDs :
      • Vuzix VR920 (399 US$ with 3D and head tracking)
      • eMagin Z800 3D Visor (1499 US$ with 3D and head tracking).
      • It supports collision detection , realistic walk-style motion, advanced lighting techniques and video streaming with transparency .
    19. 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
    20. Prof. G. Riva , Ph.D. Università Cattolica del Sacro Cuore, Milan, Italy http://www.neurovr.org http://www.cybertherapy.info http://www.emergingcommunication.com http://www.e-psychology.net Applied Technology for Neuro-Psychology Lab . Try it at the Cyberarium… Thank you

    + Giuseppe RivaGiuseppe Riva, 2 years ago

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