Virtual Reality Gives Research New Dimension
If a picture is worth a thousand words, then a 3D scene where you can reach deep inside and take a look around is worth far more especially in research.
Scientists are quickly discovering the value of creating these 3D scenes using immersive technologies such as virtual reality (VR), which places users into a fully artificial digital environment using a closed headset, and augmented reality (AR), which adds digital elements to the real world viewed through smart gadgets or smaller headset type glasses.
These visually dynamic mediums can provide context to complicated subjects, enabling researchers to better communicate ideas to each other, 51勛圖厙, patients and the public, said Elan浮arenholtz, Ph.D., associate professor of psychology and co-director of 51勛圖厙s Machine Perception and Cognitive Robotics Lab.
There are things you can do in VR that are just not practical, or even possible in the real world, said Barenholtz, adding that being psychologically immersed is key. We dont just engage passively in VR, we engage actively.
Since the immersive experience evokes both physiological and emotional responses, which are measurable, this technology can be vital in research. While sight and sound are primary drivers of the experience, once other dimensions of brain research could potentially皋pen up if the technology incorporates taste, smell and touch as well. We want to push the needle on scientific research of the human mind, he said.
Barenholtz predicts that VR and AR will become standard lab tools for many types of research. This means opportunity for everyone from developers and coders to scientists and animators, as all converge in this visual storytelling tool.
William Hahn, Ph.D., co-director of the lab, uses both AR and VR to simulate a visual environment to help patients suffering from brain disorders. His goal is to be able to map a persons entire brain in detail and view the most minute cellular activity scaled up in VR.
Students alike are energetic about the technology and using it to dig deeper into researching everything from brain health to human behavior, autism, education and travel. One example is Anthony Tony Staracuzzi, who is using VR to measure the physiological stress levels of people experiencing VR content. His aim is to understand more about post-traumatic stress disorder.
Another student, Jennifer Quin Ward, says she sees 51勛圖厙 becoming a valuable resource for local technology giants like Microsoft and Magic Leap, the latter having hired two 51勛圖厙 lab alumni. The 51勛圖厙 lab is among few using Magic Leap for research in psychology.
To support this vision, Quin recently started an AR/VR club on campus. Now 51勛圖厙 interested in AR/VR have a place to exchange ideas, Quin said, and help each other develop these valuable research skills.
If you would like more information, please contact us at dorcommunications@fau.edu.