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Research Areas
Virtual Reality (VR) is generally defined as a three-dimensional computer-generated
world that can be explored interactively through a variety of computer peripheral
devices. VR systems are configured to display the computer-generated world,
or virtual environment, so that the image changes continuously depending upon
the orientation and gaze of the user. In this way, the user may “walk” through
a virtual building to explore different rooms, turn his head to “look
around” a virtual airplane cabin and “see” out the window,
or navigate in a virtual outdoor environment of streets, buildings, fields,
and people. Because of this level of interactivity, the user begins to feel
as though he is a part of the virtual world, actually experiencing it firsthand.
This is what is referred to as “immersion” or “presence.” This
makes VR much different from the non-interactive, passive action of watching
a movie or video, and is even more immersive than playing a videogame.
A VR system usually includes four major elements:
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A computer of at least 500 MHz with an advanced graphics card,
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A software program with the virtual environment,
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A tracking device that tells the computer where the user is looking based
on head or body movement, and
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An image display system such as a large high-resolution digital display
or a head-mounted display (HMD). HMDs project the computer image to
the user through an optical system, which is worn as either a helmet
or as a pair of glasses. The displays include small monitors and stereo
earphones to provide both visual and auditory stimuli.
VR was initially developed for use by the military and entertainment industries,
but has now found applicability in the medical and scientific fields. A wave
of VR applications in medicine started in 1993, with VR displays being used
to treat mental health disorders. Initially, VR cognitive behavioral therapy
(CBT) was successfully employed to treat specific phobias, such as fear of
heights. This application made intuitive sense, and it was a fortunate first
choice, since most clinics still have above a 90% success rate today.
Virtual reality and other advanced technologies
can be a great help in experimental research of
all kinds, and as this technology improves, so
do the results of the studies. In addition, advanced
technologies can provide a means to complete experiments
that cannot be performed in a real life environment
due to imminent danger, lack of control over variables,
or prohibitive cost.
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Pharmaceutical Effects
Virtual reality or other types of simulation can be used to provide
safe environments for testing the side-effects of medications. For
example, Schering-Plough, a worldwide, research-based pharmaceutical
company that spent $1.9 billion on R&D based on $9.5 billion in 2005 net sales, used one of IMI-E’s
partner companies, The Virtual Reality Medical Center (VRMC) as a study site
to test the effect of one of its antihistamines on healthy people’s
cognitive skills and mood.
In this study, researchers
enrolled participants to compare the effects
of a high dose of three over-the-counter allergy
medications: fexofenadine, (the Schering-Plough
manufactured drug), and ceritizine. At the
beginning of each visit, each participant was
given, at random, a pill containing one of
the study medications or a sugar pill, and then
waited one hour for the medicine to take effect.
Each participant next carried out a computerized
test of tracking ability while heart rate and
respiration were monitored, then completed pencil-and-paper
questionnaires about mood and sleepiness.
The
benefit of completing the tasks on the computer
instead of in a car is twofold. Even if the drug
does prove to impair driver competency, neither
the subject nor others are in danger of experiencing
injuries due to a car accident. In addition, virtual
reality is much more inexpensive than testing
in the real world. IMI-E seeks more opportunities
to work with pharmaceutical companies to bring
safe and effective medications to the general
public.
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