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1 Valencia 25-26 March 2003 Virtual Rehabilitation Venice, Italy NeuroVR Riva & Gaggioli http://www.cybertherapy.info G. Riva, Ph.D. A.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

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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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Page 1: Riva Vr Rehab 07 Neuro Vr

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

Page 2: Riva Vr Rehab 07 Neuro Vr

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

Page 3: Riva Vr Rehab 07 Neuro Vr

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?

Page 4: Riva Vr Rehab 07 Neuro Vr

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.

Page 5: Riva Vr Rehab 07 Neuro Vr

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

Page 6: Riva Vr Rehab 07 Neuro Vr

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

Page 7: Riva Vr Rehab 07 Neuro Vr

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?

Page 8: Riva Vr Rehab 07 Neuro Vr

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

Page 9: Riva Vr Rehab 07 Neuro Vr

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

Page 10: Riva Vr Rehab 07 Neuro Vr

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

Page 11: Riva Vr Rehab 07 Neuro Vr

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$

Page 12: Riva Vr Rehab 07 Neuro Vr

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

Page 13: Riva Vr Rehab 07 Neuro Vr

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

Page 14: Riva Vr Rehab 07 Neuro Vr

14Valencia

25-26 March 2003

Virtual Rehabilitation

Venice, ItalyNeuroVR

Riva & Gaggiolihttp://www.cybertherapy.info

Towards VR 2.0: the NeuroVR project

Page 15: Riva Vr Rehab 07 Neuro Vr

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

Page 16: Riva Vr Rehab 07 Neuro Vr

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

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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.

Page 18: Riva Vr Rehab 07 Neuro Vr

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.

Page 19: Riva Vr Rehab 07 Neuro Vr

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

Page 20: Riva Vr Rehab 07 Neuro Vr

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

Page 21: Riva Vr Rehab 07 Neuro Vr

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

Page 22: Riva Vr Rehab 07 Neuro Vr

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

Page 23: Riva Vr Rehab 07 Neuro Vr

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