Riva Vr Rehab 07 Neuro Vr
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Riva Vr Rehab 07 Neuro Vr



The paper “A free, open-source virtual reality platform for the rehabilitation of cognitive and psychological disorders,” describes the main features of NeuroVR, a cost-free virtual reality ...

The paper “A free, open-source virtual reality platform for the rehabilitation of cognitive and psychological disorders,” describes the main features of NeuroVR, a cost-free virtual reality platform used for therapeutic and research applications. It received the Best Paper Award at the "Virtual Rehabilitation" conference



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    Riva Vr Rehab 07 Neuro Vr Riva Vr Rehab 07 Neuro Vr Presentation Transcript

      • G. Riva , Ph.D.
      • Gaggioli, Ph.D
      • Università Cattolica del Sacro Cuore
      • http://www.neurovr.org
      http://www.cybertherapy.info http://www.emergingcommunication.com http://www.e-psychology.net Applied Technology for Neuro-Psychology Lab . NeuroVR: A free Open Source VR platform for the rehabilitation of cognitive and psychological disorders
    • 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
    • Is VR a promise or a reality for clinicians and rehabilitators?
    • Virtual Reality Technology
      • VR is usually described as a collection of technological devices :
        • a computer capable of interactive 3D visualization,
        • a head-mounted display and data gloves ,
        • equipped with one or more position trackers .
      • The trackers sense the position and orientation of the user and report that information to the computer that updates (in real time) the images for display.
    • 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
    • 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 modalities cognitive 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 professionals is even lower: less than 0.001%
        • WHY?
        • Is VR too expensive/difficult to use?
    • Immersive Tools $2,900 $10,000 $60,000 $500-2,000 $900 $24,000 $1,800 Head Mounted Displays “ Near Eye Immersive Display Systems”
    • Tracking Tools $1,800 $5,000 $900 $5,000 -15,000
      • For many years one of the main obstacles to the use of VR was the price of the equipment : a typical VR system in the early ’90s required a costly Silicon Graphic workstation in the range of 250000 US$.
      • 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
      • 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 $
      • Wiimote from Nintendo : 80$
      Immersive 3D Hardware: less than 3000 US$
      • 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. [
      A success story: Web 2.0
    • Towards VR 2.0: the NeuroVR project
    • 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
      • Free download
    • 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
    • NeuroVR Player
      • It allows to navigate and interact with the VEs developed using the NeuroVR Editor.
      • It is based on the two major open-source 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 .
    • 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.
    • Interaction devices
      • The player directly supports keyboard, mouse and gamepad/joystick .
      • Using the GlovePie open source software,
      • http://carl.kenner.googlepages.com/glovepie
      • it supports the following devices:
      • Wiimote
      • Most VR Gloves (Pinch, P5 Glove, 5DT Data glove, etc.)
      • Infrared Game Track
    • NeuroVR: A demo
      • Video taken on a standard portable PC :
      • Pentium 4 1.7 mhz processor
      • 512 MB Ram
      • Nvidia 128Mb graphic card
      See the video here: http://www.neurovr.org
    • 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
    • http://www.cybertherapy.info http://www.emergingcommunication.com http://www.e-psychology.net Applied Technology for Neuro-Psychology Lab . Thank you for your attention G. Riva , Ph.D. A. Gaggioli, Ph.D Università Cattolica del Sacro Cuore http://www.neurovr.org