riva vr rehab 07 neuro vr
DESCRIPTION
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" conferenceTRANSCRIPT
1Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
G. Riva, Ph.D.A. Gaggioli, Ph.D
Università Cattolica del Sacro Cuore
http://www.neurovr.orghttp://www.cybertherapy.info
http://www.emergingcommunication.comhttp://www.e-psychology.net
Applied Technology forNeuro-Psychology Lab.
NeuroVR: A free Open Source VR platform for the rehabilitation of cognitive
and psychological disorders
2Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
SummaryThis 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
3Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
Is VR a promise or a reality for clinicians and rehabilitators?
4Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
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.
5Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
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
6Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
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
7Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
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?
8Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
$2,900
$10,000
$60,000
$500-2,000
$900
“Near Eye Immersive Display Systems”
$24,000
$1,800
Immersive Tools
Head Mounted Displays
9Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
$1,800
$5,000
$900$5,000 -15,000
Tracking Tools
10Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
• For many years one of the main obstacles to the use of VR was the price of the equipment: a typical VR system in the early ’90s required a costly Silicon Graphic workstation in the range of 250000 US$.
• 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
11Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
• 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$
12Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://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
13Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
• 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
14Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
Towards VR 2.0: the NeuroVR project
15Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
Our solution: NeuroVRhttp://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
16Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
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
17Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
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.
18Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://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.
19Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
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
20Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
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
21Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://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
22Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
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
23Valencia
25-26 March 2003
Virtual Rehabilitation
Venice, ItalyNeuroVR
Riva & Gaggiolihttp://www.cybertherapy.info
http://www.cybertherapy.info http://www.emergingcommunication.com
http://www.e-psychology.net
Applied Technology forNeuro-Psychology Lab.
Thank you for your attention
G. Riva, Ph.D.A. Gaggioli, Ph.D
Università Cattolica del Sacro Cuore
http://www.neurovr.org