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  • Wed 16 Apr 2008

    Laval Virtual 2008 - How Virtual is VR to your brain ?

    Published at 9:24   Category VR Applications  

    Lutz Jancke, from the Neuropsychology lab of Univeristy of Zurich, made an amazing presentation about the reality of VR to our brain. The short answer is for the brain, VR is just another reality; the brain only interprets inputs from its senses and experience, and VR is providing inputs that can be realistic enough to fool the brain. Moreover, VR experiences can shape your brain!

    The brain evolves during all your life

    The human brain is highly constructive, and constructs reality with the input it gets from the different senses. Perception of our world is a matter of interpretation by your brain of these different inputs.

    Studies have been conducted on twins that were separately fostered to know what is the influence of the genes on intelligence. It turns out that only 50% max of your intelligence comes from your genes; this means that 50% of intelligence comes from experience!!

    It also appears that much of the grey matter that makes us humans (visual sense, language etc..) is not determined by genes. In fact the brain is largely prepared to learn, it’s a giant learning machine that is able to learn during the whole lifetime of a human. During all your life your brain is restructured based on what you do, what you train at, for example music, juggling etc. But your capacities also decrease when you stop practicing.

    Grey matter density can increase with elder people too. Aging doesn’t prevent learning; the cognitive aspects of learning of an elder people is comparable to youths.

    Emotions

    There’s a zone in your brain that is a strong indicator of presence in a VE : the right-sided dorsal prefrontal cortex (DLPFC). The stronger this zone is activated, the less you feel present. This zone is in fact controlling your lymbic system which is responsible for your emotions. So if you feel emotions, the DLPFC will try to control it. If you feel emotions, it means you feel present in the world.

    But the DLPFC of a human matures very late, so children are not able to control their emotions. Kids show strong emotions, can’t control their pleasure and are in danger of getting addicted to anything, games or VR for example !

    That’s why parents have to play the role of the DLPFC by training the kids to restrain themselves; we have to replace the DLPFC by authority.

    It also seems that the pre-frontal cortex, responsible for the control of behaviour, self discipline and motivation only matures at 20 years old, so that would explain behavioral problems of teenagers. (wow I should tell that to my mum!)

    It’s also one of the first brain areas to degenerate with age if it’s not properly activated with specific tasks.

    Presence

    Studies have proved what we intuitively already knew; even on a simple screen, 1st person view is more immersive than 3rd person.

    Another experiment was conducted with a driving simulator. During the ride, a deer or a child would jump on the street in front of the car. It turns out that people didn’t get used to the kid jumping on the street, proving that the brain is working as if the situation was real!

    VR training and rehabilitation

    VR has a huge potential for training and rehabilitation even if you only take the motivational part; as VR is more interesting/fun, people will want to take the training or rehabilitation sessions whereas they get bored and don’t show up at traditional sessions.

    Motivation is the most important factor in learning, and VR is very motivationnal!

    Conclusion

    The brain constructs reality. It is remarkably plastic and matures late, and for him, VR can be real.

    The brain can also be shaped by VR experience.

    M. Janke states that The Matrix is completely possible; reality is already a virtual world. We interpret reality through the lens of our experience, and if properly created, a virtual environment can seem very real to the brain, with all the positive and negative aspects this can give to its creator.

    So let’s use that great possibility for the better!

    “I know kung-fu!”

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    Tue 1 Apr 2008

    IEEE VR 2008, Training and Virtual Humans Session

    Published at 18:01   Category VR Applications, Virtual Reality  

    From Monday 10th to Wednesday 12th March 2008 was the actual IEEE VR conference. See the complete program.

    Bigger Size Gallery.

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    Training

    Again, for me one of the most interesting applications of AR/VR is training. See also Virtual Humans below.

    In the paper by John Quarles, Samsun Lampotang, Ira Fischler, Paul Fishwick and Benjamin Lok, from University of Florida, “Mixed Reality Merges Abstract and Concrete Knowledge” we have seen that Augmented Reality helps .. merge abstract and concrete world. That means that it’s perfect for training on real and complex machines by adding abstract information that helps understand the underlying mechanics. When the user operates the physical machine, the virtual model is also updated, an you can see the updated augmented information to understand the results of your actions.

    Virtual Humans

    I really enjoyed the Virtual Humans sessions, and particularly the “Virtual Human + Tangible Interface = Mixed Reality Human” paper by Aaron Kotranza and Benjamin Lok from University of Florida. Here’s the abstract of the paper :

    Virtual human (VH) experiences are receiving increased attention for training real-world interpersonal scenarios. Communication in interpersonal scenarios consists of not onlyspeech and gestures, but also relies heavily on haptic interaction –interpersonal touch. By adding haptic interaction to VH experiences, the bandwidth of human-VH communication can be increased to approach that of human-human communication.
    To afford haptic interaction, a new species of embodied agent isproposed – mixed reality humans (MRHs). A MRH is a virtual human embodied by a tangible interface that shares the same registered space. The tangible interface affords the haptic interaction that is critical to effective simulation of interpersonal scenarios. We applied MRHs to simulate a virtual patient requiring a breast cancer screening (medical interview and physical exam). The design of the MRH patient is presented. This paper also presents the results of a pilot study in which eight (n = 8) physician-assistant students performed a clinical breast exam on the MRH patient. Results show that when afforded haptic interaction with a MRH patient, users demonstrated interpersonal touch and social engagement similarly to interacting with a human patient.

    What this all means is that interaction with virtual humans help change real life behavior in the real world. Self perception is changed. ixed reality humans, by adding the dimension of touch give the trainee more empathy, social engagement, through interpersonnal touch. Touch drives the interaction. Users interacted with the MVH as if they were real humans, so what they learn in this training is directly transferable to the real world.

    Honors

    As for the honors, Bernd Fröhlich got the VR Technical Achievement Award, and Bowen Loftin got the VR Career Award.

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    Sun 6 Jan 2008

    State of VR - Applications

    Published at 11:43   Category Uncategorized  

    Index

    - Design, prototyping

    - Marketing

    - Training

    - Data Visualization

    - Architecture

    - Scientific, medical and research

    - Entertainment

    Updates

    [25 Nov 2008: Added link to Dr Rizzo interview on therapies in Medical section]

    [07 Oct 2008: Added excerpts from Ford article in Design/Prototyping section]

    [28 Aug 2008: Added link the Everyday object prototyping article]

    [4 Aug 2008: Added link to Miners traning and Agoraphobia treatment articles]

    [23 Jul 2008: Added Sivic, VR Learning Mastic Videos in Training section]

    [1 Apr 2008: Added paranoia study article link]

    [25 Mar 2008: Added phobia treatment article link]

    [29 Jan 2008: Added autistic children therapy, Audi link, Panoramic Quake3 video]

    [17 Jan 2008: Added a link to Dentists training]

    [13 Jan 2008: Added a CaveUnrealTournament Video]

    [11 Jan 2008: Added the gambling addiction link]

    Design, prototyping

     

    Car, aircraft, boat, tractors, household appliances manufacturers, and even factory planners are using VR to prototype their products. They can create interactive virtual prototypes for far less money and time than a real prototype.

    © PSA Peugeot Citroën Mediatheque.

    This has a lot of advantages. Products or work environments are tested in VR, potentially with the end user, and problems are identified early in the design process. Once these virtual prototypes are built, all the actors, engineers, designers, ergonomists, marketing and end users, can communicate around the project in a more efficient and sexy way than traditional forms like paper or movies.

    “The number of expensive, physical models and prototypes can be radically reduced by CAVE, and this ultimately saves a lot of time and money”, says Andreas Enslin, Miele’s senior designer. (…)

    “CAVE creates a quite different form of communication and cooperation. Marketers, designers and engineers can now deal with one issue simultaneously. Regardless of what comes up with me as a designer or engineer, I am able to immediately try it and see if it works. As everyone is seeing the same thing, those people who are not directly involved in the process of development and construction can also immediately see the consequences and effects of decisions.“ (…)

    The speed gained is also expected to increase the willingness to experiment, Miele’s senior designer believes. “In this respect, our innovative strength will also increase. It has become much easier to try out something crazy in between.”

    From the article : “Carmaker embraces VR“, New Zealand Herald :

    “We can understand it from a person’s perspectives, rather than what analytical tools tell us,” says Elizabeth Baron, an advanced visualisation technical specialist who carried out Ford’s virtual reality programme. (…)

    Four years ago, the carmaker would have spent four to 10 weeks building prototypes each time engineers wanted to experience a different beltline height, Schiavone said.

    But the Programmable Vehicle Model at the Immersive Virtual Reality - or iVR - lab can simulate the change at the touch of a button.”

    More infos : Everyday object prototyping, Mercedes and VR, PSA Peugeot Citroën VR Center, Renault and VR, VR Cave for Jaguar and Land Rover, Ford researchers get virtual, It’s a Virtual World at Audi design.

    Marketing

    VR is also used for marketing and pre-sales: potential clients can now test the product before it’s even finished, and be implied in the choice of configurations. For example you can take a walk in your future plane, and interactively place seats where you want. Even better, the system will make sure your decisions comply with security norms.

    (c) University of Gronigen

    (c) Virtools

    Procter&Gamble and Kimberly Clark are using VR to create, in every detail, virtual stores to conduct marketing studies about product packaging, store layout and displays. With eye-tracking technologies, they can see precisely what aspect of their configuration influences your shopping experience and purchasing decisions.

    More info : Virtual reality takes shopper to another world, Kimberly-Clark uses VR.

     

     

    Training

    One of the most fascinating aspects of VR is its ability to train people. A lot of companies and administrations are using VR to train their staff to complicated and/or dangerous procedures.

    VR allows you to really perform the gestures, thus what you learn in the virtual environment is directly applicable to real life situations. Pilots get their flight certifications for some planes without ever flying this particular plane!

    It also allows you to to test different scenarios instantly, review errors in slow motion and from different viewpoints, restart as many times as needed. Learning in such a simulator is a lot more efficient, and people are much more willing to take the training; the trainee is active in the simulator and acting alone as he would in real life, when before he was passive with other trainees, watching the teacher do the procedure or looking at photos on a CD.

     

     

    Fiacre, Simurat (c) D’Angelo SNCF

    A recent article in the Nature magazine even suggests that VR medical training should be mandatory : “This approach has great potential to allow inexperienced physicians to acquire meaningful new procedural skills…without jeopardizing patient safety in the process”.

    More info : Miner training, Haptik Implant (Dentists training, [FR]) First responders train with gaming technology, Scène de crime en 3D pour futurs policiers (Crime scene [fr]).

    Education : Teaching about Antique Rome in VR, Cyber-Anatomy.

     

     

    Data Visualization

    One of the oldest applications of VR, along with flight simulators, is data visualization. Mainly used in the oil and gas industry to study geological data and find new energy sources.

    Architecture

    VR allows the architects, engineers and clients to design a building, to valorize a project by showing it to a large audience, convince all actors, and do the maintainance of building. It also allows citizens to visualize and give their opinion about a project in their neighborhood.

    (c) CSTB

    More info : CSTB VR equipment


    Scientific, medical and research

    VR is particularly suited to study the human being. It allows the manipulation of a reality that is close enough to ours and conduct research on cognition, perception and psychology, that would not be practical or ethical to perform in real life (see the Virtual reprise of Milgram’s obedience experiments). Moreover you can reproduce the exact same environment conditions indefinitely.

    (c) Centre de Réalité Virtuelle de la Méditérranée

     

    Virtual Reality for therapeutical needs is a field that is also rapidly developping. Better therapies through VR are studied for speech therapy, physical therapy (video), some therapy for autistic children, motor rehabilitation after a stroke, even smoking, gambling, drugs and alcohol addictions ! And new areas are being explored everyday.

     

    (c) GLEANER/STEPHEN MACGILLIVRAY PHO

    It is also a very good tool to treat phobias in a controlled environment through exposure therapy. The subject can be immersed in a virtual world on a high bridge to treat fear of heights, or in a room with virtual spiders, or in the middle of a war to treat post-traumatic syndrome disorder (Agoraphobia, Virtual therapy video, “Medecine meets VR“, PTSD for 9/11, “Virtual Reality used to fight phobias“, “Paranoia Study“).

    See also:

    - Intrepid : University of Manchester’s project “ for the clinical treatment of phobic and situational « anxiety» “.

    - University of Groningen VR Lab therapy researches

    - Virtually Better

    - ImprintIt

    - VRPhobia

    - Elhit

     

    Entertainment

     

    Despite what you may think, VR games seem to have practically disappeared. I haven’t seen any recent commercial attraction. The best VR games so far seem to be done by enthusiasts: Cave Quake 3 by Paul Rajlich, Cave Unreal Tournament by Jeffrey Jacobson, and Atrium Experience by Alexandre Bouchet and Lionel Dominjon. (Oh and Atrium will be shipped with Virtools/VR Library 2.5 ;)

     

    © Paul Rajlich

     

     

    © Jeffrey Jacobson

    Cave UT in the SAS3

     

     

    © Alexandre Bouchet, Lionel Dominjon

    Panoramic Quak3 (c) PanoramaScreen

     

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    Thu 5 Apr 2007

    VR Medical training should be mandatory

    Published at 8:50   Category VR Applications  

    Here’s an interesting article from Nature about the advantages on using VR for surgery training, but also for procedures standardisation :

    Virtual surgery could soon be a realityVirtual reality (VR) simulators should be used to teach doctors new skills, a leading cardiologist has advised, in the April edition of Nature Clinical Practice Cardiovascular Medicine.

    “This approach has great potential to allow inexperienced physicians to acquire meaningful new procedural skills…without jeopardizing patient safety in the process,” writes Christopher Cates, Director of Vascular Intervention at the Emory Hospitals in Atlanta.

    Dr. Cates believes that VR could one day become a mandatory component of procedural training for physicians. Recently returned from an international conference in Rio de Janeiro, where he and others conducted a symposium on the use of VR training, he described the current technology as “very impressive”.

    “With a simulator you can measure every minute movement in the virtual anatomy. You can see whether the person’s scraping or pushing too hard as he’s turning the catheter, and whether he’s doing the sequence in the exact right order.”

    As well as so-called ‘mission rehearsal’, in which doctors can practice procedures on a reconstruction of an actual patient’s anatomy, VR technology also provides the potential to rate surgical skill on a real scale.

    “A lot of doctors talk a good game—they are knowledgeable but they can’t technically implement the procedure very well,” said Dr. Cates. This VR simulation can actually measure the performance of a physician. In future, to be certified for a procedure, you could have to spend a certain amount of time on a simulator to prove that you are proficient in the technique.

    “There is also real potential to create a worldwide training standard, where it doesn’t matter if you’re in Beijing, Sidney or Kuala Lumpur—the doctor is the same quality and has been trained by the same system,” he added.

    VR simulation training has already begun for carotid stenting—a procedure to increase blood flow in the carotid arteries, which supply the head and neck. Three major symposia have already taken place in the US. The first group completed the final tier of the program towards the end of last year, all achieving proficiency that was comparable with the experts.

    If the program continues to be successful, other procedures could soon be rehearsed in a similar fashion.

    “In my opinion, this will forever change the way we train for medical procedures,” concluded Dr. Cates.

    Author contact:
    Christopher Cates (Emory Hospitals, Atlanta, Georgia)
    Tel: +1 404 712 5990; Email: christopher.cates@emoryhealthcare.org

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    Mon 15 Jan 2007

    Use of virtual reality spreading in business world

    Published at 10:55   Category VR Applications  

    Here’s a well written introductory article to what VR is today and how business is using it increasingly. There’s a small technological glitch in it, will you find it? ;)

    Read more…

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    Wed 26 Jul 2006

    VirTra Systems IVR 4G™ Product Video

    Published at 9:25   Category VR Applications, VR Displays  

    Here’s a video about a VirTra product to train cops and soldiers in a 360° immersive environment made of high definition videos or realtime 3d. You can also get videos from TV coverage in which you see more action.

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    Tue 3 May 2005

    SNCF R&D wins a Laval-Virtual 2005 Award

    Published at 10:29   Category VR Applications, Virtual Reality  

    Virtual Training for SNCF Freight Agents

    SNCF Innovation and Research Department just received the LAVAL VIRTUAL 2005 Award in “Automotive, Aeronautical and Transportation” for SIMURAT : simulator to teach how to inspect freight wagons. This system is a big step forward in inspector training, which allows them to use virutal techniques instead of a real train. Several training platforms are expected to be in service by the end of the year.

    
    

    Laval Virtual 2005, is the seventh edition of this european exhibition on virtual reality, which has become the annual meeting for all the specialists. SNCF participates regularly: in 2000, it already had received an award in the “Industry” domain, for another simulator for the training of train drivers to control and operate points blades on high speed lines.

    (yes, that’s our baby ;)

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