Research Areas

    What is Virtual Reality?

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:

  • A computer of at least 500 MHz with an advanced graphics card,

  • A software program with the virtual environment,

  • A tracking device that tells the computer where the user is looking based on head or body movement, and

  • 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.

     

  • 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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