NeuroVR: An Open Source Virtual Reality Tool for Research and Therapy 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: 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 in behavioral health?
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 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; low availability of standardized protocols 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?
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 $ Immersive 3D Hardware:  less than 3000 US$
There is a  limited number of ready to use solutions  for behavioral health (Virtually Better, PREVI)  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
Solving the software problems: 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 Free download  (registration required) Video tutorials  and  clinical protocols  available online
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.
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
What you can do  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
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 . Thank you for your attention

NeuroVR: Open Source VR toolkit for Behavioral Healthcare and Rehabilitation

  • 1.
    NeuroVR: An OpenSource Virtual Reality Tool for Research and Therapy 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 .
  • 2.
    Summary This presentationwill 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
  • 3.
    Is VR apromise or a reality in behavioral health?
  • 4.
    Reality: VR inHealth 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
  • 5.
    Promise: VR inbehavioral 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 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; low availability of standardized protocols cognitive neuroscience : researchers carry out experiments in an ecologically valid situation, while still maintaining control over all variables
  • 6.
    Reality: VR isa 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?
  • 7.
    For many yearsone 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.
    Head Mounted Displaywith 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$
  • 9.
    There is a limited number of ready to use solutions for behavioral health (Virtually Better, PREVI) 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
  • 10.
    Solving the softwareproblems: the NeuroVR project
  • 11.
    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 Free download (registration required) Video tutorials and clinical protocols available online
  • 12.
    NeuroVR Editor Basedon 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
  • 13.
    NeuroVR Player Itallows 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 .
  • 14.
    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.
  • 15.
    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
  • 16.
    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
  • 17.
    What you cando 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
  • 18.
    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 . Thank you for your attention