Recruiting Unity VR programmers to Evaluate Sound Customization Toolkit for Virtual Reality Applications

Recruiting Unity VR programmers to Evaluate Sound Customization Toolkit for Virtual Reality Applications

Participate in a study by the EECS Accessibility Lab

The EECS Accessibility Lab needs your help evaluating a new Sound Accessibility toolkit for Virtual Reality!

Our research team is studying how sound customization tools, like modulating frequency or dynamically adjusting volume can enhance VR experience for DHH people. We are recruiting adult (18 or older) participants who have at least 1 year of experience working with UnityVR and have at least 2 previous projects that have sounds to add our toolkit into.

This study will be self-paced, remote, and asynchronous. It will take around 60 – 90 minutes.

In this study, we will collect some demographic information about you (e.g., age, gender) and ask about your experience working with UnityVR. We will then introduce our Sound Customization Toolkit and ask you to apply it to your own project. We will ask you to record your screen and voice during this implementation process. We will ask you to complete a form during the study to provide feedback for our toolkit.

After the study, we will compensate you $30 in the form of an Amazon Gift Card for your time.

If you are interested in participating, please fill out this Google Form. For more information, feel free to reach out to Xinyun Cao: xinyunc@umich.edu.

For more details on our work, see our lab’s webpage.

Scientific Visualization of Pain

Scientific Visualization of Pain

XR at the Headache & Orofacial Pain Effort (HOPE) Lab

Dr. Alexandre DaSilva is an Associate Professor in the School of Dentistry, an Adjunct Associate Professor of Psychology in the College of Literature, Science & Arts, and a neuroscientist in the Molecular and Behavioral Neuroscience Institute.  Dr. DaSilva and his associates study pain – not only its cause, but also its diagnosis and treatment – in his Headache & Orofacial Pain Effort (HOPE) Lab, located in the 300 N. Ingalls Building.

Dr. Alex DaSilva slices through a PET scan of a “migraine brain” in the MIDEN, to find areas of heightened μ-opioid activity.

Virtual and augmented reality have been important tools in this endeavor, and Dr. DaSilva has brought several projects to the Digital Media Commons (DMC) in the Duderstadt Center over the years.

In one line of research, Dr. DaSilva has obtained positron emission tomography (PET) scans of patients in the throes of migraine headaches.  The raw data obtained from these scans are three-dimensional arrays of numbers that encode the activation levels of dopamine or μ-opioid in small “finite element” volumes of the brain.  As such, they’re incomprehensible.  But, we bring the data to life through DMC-developed software that maps the numbers into a blue-to-red color gradient and renders the elements in stereoscopic 3D virtual reality (VR) – in the Michigan Immersive Digital Experience Nexus (MIDEN), or in head-mounted displays such as the Oculus Rift.  In VR, the user can effortlessly slide section planes through the volumes of data, at any angle or offset, to hunt for the red areas where the dopamine or μ-opioid signals are strongest.  Understanding how migraine headaches affect the brain may help in devising more focused and effective treatments.

Dr. Alex DaSilva’s associate, Hassan Jassar, demonstrates the real-time fNIRS-to-AR brain activation visualization, as seen through a HoloLens, as well as the tablet-based app for painting pain sensations on an image of a head. [Photo credit: Hour Detroit magazine, March 28, 2017. https://www.hourdetroit.com/health/virtual-reality-check/

In another line of research, Dr. DaSilva employs functional near-infrared spectroscopy (fNIRS) to directly observe brain activity associated with pain in “real time”, as the patient experiences it.  As Wikipedia describes it: “Using fNIRS, brain activity is measured by using near-infrared light to estimate cortical hemodynamic activity which occur in response to neural activity.”  [https://en.wikipedia.org/wiki/Functional_near-infrared_spectroscopy]  The study participant wears an elastic skullcap fitted with dozens of fNIRS sensors wired to a control box, which digitizes the signal inputs and sends the numeric data to a personal computer running a MATLAB script.  From there, a two-part software development by the DMC enables neuroscientists to visualize the data in augmented reality (AR).  The first part is a MATLAB function that opens a Wi-Fi connection to a Microsoft HoloLens and streams the numeric data out to it.  The second part is a HoloLens app that receives that data stream and renders it as blobs of light that change hue and size to represent the ± polarity and intensity of each signal.  The translucent nature of HoloLens AR rendering allows the neuroscientist to overlay this real-time data visualization on the actual patient.  Being able to directly observe neural activity associated with pain may enable a more objective scale, versus asking a patient to verbally rate their pain, for example “on a scale of 1 to 5”.  Moreover, it may be especially helpful for diagnosing or empathizing with patients who are unable to express their sensations verbally at all, whether due to simple language barriers or due to other complicating factors such as autism, dementia, or stroke.

Yet another DMC software development, the “PainTrek” mobile application also started by Dr. DaSilva, allows patients to “paint their pain” on an image of a manikin head that can be rotated freely on the screen, as a more convenient and intuitive reporting mechanism than filling out a common questionnaire.

PainTrek app allows users to “paint” regions of the body experiencing pain to indicate and track pain intensity.

Architectural Lighting Scenarios Envisioned in the MIDEN

Architectural Lighting Scenarios Envisioned in the MIDEN

ARCH 535 & Arch 545, Winter 2022

Mojtaba Navvab, Ted Hall


Prof. Mojtaba Navvab teaches environmental technology in the Taubman College of Architecture and Urban Planning, with particular interests in lighting and acoustics.  He is a regular user of the Duderstadt Center’s MIDEN (Michigan Immersive Digital Experience Nexus) – in teaching as well as sponsored research.

On April 7, 2022, he brought a combined class of ARCH 535 and ARCH 545 students to the MIDEN to see, and in some cases hear, their projects in full-scale virtual reality.

Recreating the sight and sound of the 18-story atrium space of the Hyatt Regency Louisville, where the Kentucky All State Choir gathers to sing the National Anthem.

Arch 535: To understand environmental technology design techniques through case studies and compliance with building standards.  VR applications are used to view the design solutions.

Arch 545: To apply the theory, principles, and lighting design techniques using a virtual reality laboratory.

“The objectives are to bring whatever you imagine to reality in a multimodal perception; in the MIDEN environment, whatever you create becomes a reality.  This aims toward simulation, visualization, and perception of light and sound in a virtual environment.”

Recreating and experiencing one of the artworks by James Turrell.

“Human visual perception is psychophysical because any attempt to understand it necessarily draws upon the disciplines of physics, physiology, and psychology.  A ‘Perceptionist’ is a person concerned with the total visual environment as interpreted in the human mind.”

“Imagine if you witnessed or viewed a concert hall or a choir performance in a cathedral.  You could describe the stimulus generated by the architectural space by considering each of the senses independently as a set of unimodal stimuli.  For example, your eyes would be stimulated with patterns of light energy bouncing off the simulated interior surfaces or luminous environment while you listen to an orchestra playing or choir singing with a correct auralized room acoustics.”

A few selected images photographed in the MIDEN are included in this article.  For the user wearing the stereoscopic glasses, the double images resolve into an immersive 3D visual experience that they can step into, with 270° of peripheral vision.

Students explore a daylight design solution for a library.

Revolutionizing 3D Rotational Angiograms with Microsoft Hololens

Angiography with Hololens augmented reality

Revolutionizing 3D Rotational Angiograms with Microsoft Hololens

A NEW WAY TO VISUALIZE THE HEART

Stephanie O’Malley


Just prior to release of the Microsoft Hololens 2, the Visualization Studio was approached by Dr. Arash Salavitabar in the U-M CS Mott Children’s Hospital with an innovative idea: to use XR to improve evaluation of patient scans stemming from 3D rotational angiography. 

Rotational angiography is a medical imaging technique based on x-ray, that allows clinicians to acquire CT-like 3D volumes during hybrid surgery or during a catheter intervention. This technique is performed by injecting contrast into the pulmonary artery followed by rapidly rotating a cardiac C-arm. Clinicians are then able to view the resulting data on a computer monitor, manipulating images of the patient’s vasculature. This is used to evaluate how a procedure should move forward and to aid in communicating that with the patient’s family.

With augmented reality devices like the Hololens 2, new possibilities for displaying and manipulating patient data have emerged, along with the potential for collaborative interactions with patient data among clinicians.

What if, instead of viewing a patient’s vasculature as a series of 2D images displayed on a computer monitor, you and your fellow doctors could view it more like a tangible 3D object placed on the table in front of you? What if you could share in the interaction with this 3D model — rotating and scaling the model, viewing cross sections, or taking measurements, to plan a procedure and explain it to the patient’s family?

This has now been made possible with a Faith’s Angels grant awarded to Dr. Salavitabar, intended to explore innovative ways of addressing congenital heart disease. The funding for this grant was generously provided by a family impacted by congenital heart disease, who unfortunately had lost a child to the disease at a very young age.

The Visualization Studio consulted with Dr. Salavitabar on essential features and priorities to realize his vision, using the latest version of the Visualization Studio’s Jugular software.

This video was spliced from two separate streams recorded concurrently from two collaborating HoloLens users. Each user has a view of the other, as well as their own individual perspectives of the shared holographic model.

JUGULAR

The angiography system in the Mott clinic produces digital surface models of the vasculature in STL format.

That format is typically used for 3D printing, but the process of queuing and printing a physical 3D model often takes at least several hours or even days, and the model is ultimately physical waste that must be properly disposed of after its brief use.

Jugular offers the alternative of viewing a virtual 3D model in devices such as the Microsoft HoloLens, loaded from the same STL format, with a lead time under an hour.  The time is determined mostly by the angiography software to produce the STL file.  Once the file is ready, it takes only minutes to upload and view on a HoloLens.  Jugular’s network module allows several HoloLens users to share a virtual scene over Wi-Fi.  The HoloLens provides a “spatial anchor” capability that ties hologram locations to a physical space.  Users can collaboratively view, walk around, and manipulate shared holograms relative to their shared physical space.  The holograms can be moved, scaled, sliced, and marked using hand gestures and voice commands.

This innovation is not confined to medical purposes.  Jugular is a general-purpose extended-reality program with applications in a broad range of fields.  The developers analyze specific project requirements in terms of general XR capabilities.  Project-specific requirements are usually met through easily-editable configuration files rather than “hard coding.”

Robots Who Goof: Can We Trust Them?

Robotics in Unreal Engine

Robots Who Goof: Can We Trust Them?

EVERYONE MAKES MISTAKES

Laurel Thomas
ltgnagey@umich.edu


The human-like, android robot used in the virtual experimental task of handling boxes.

When robots make mistakes—and they do from time to time—reestablishing trust with human co-workers depends on how the machines own up to the errors and how human-like they appear, according to University of Michigan research.

In a study that examined multiple trust repair strategies—apologies, denials, explanations or promises—the researchers found that certain approaches directed at human co-workers are better than others and often are impacted by how the robots look.

“Robots are definitely a technology but their interactions with humans are social and we must account for these social interactions if we hope to have humans comfortably trust and rely on their robot co-workers,” said Lionel Robert, associate professor at the U-M School of Information and core faculty of the Robotics Institute.

“Robots will make mistakes when working with humans, decreasing humans’ trust in them. Therefore, we must develop ways to repair trust between humans and robots. Specific trust repair strategies are more effective than others and their effectiveness can depend on how human the robot appears.”

For their study published in the Proceedings of 30th IEEE International Conference on Robot and Human Interactive Communication, Robert and doctoral student Connor Esterwood examined how the repair strategies—including a new strategy of explanations—impact the elements that drive trust: ability (competency), integrity (honesty) and benevolence (concern for the trustor).

The mechanical arm robot used in the virtual experiment.

The researchers recruited 164 participants to work with a robot in a virtual environment, loading boxes onto a conveyor belt. The human was the quality assurance person, working alongside a robot tasked with reading serial numbers and loading 10 specific boxes. One robot was anthropomorphic or more humanlike, the other more mechanical in appearance.

Sara Eskandari and Stephanie O’Malley of the Emerging Technology Group at U-M’s James and Anne Duderstadt Center helped develop the experimental virtual platform.

The robots were programed to intentionally pick up a few wrong boxes and to make one of the following trust repair statements: “I’m sorry I got the wrong box” (apology), “I picked the correct box so something else must have gone wrong” (denial), “I see that was the wrong serial number” (explanation), or “I’ll do better next time and get the right box” (promise).

Previous studies have examined apologies, denials and promises as factors in trust or trustworthiness but this is the first to look at explanations as a repair strategy, and it had the highest impact on integrity, regardless of the robot’s appearance.

When the robot was more humanlike, trust was even easier to restore for integrity when explanations were given and for benevolence when apologies, denials and explanations were offered.

As in the previous research, apologies from robots produced higher integrity and benevolence than denials. Promises outpaced apologies and denials when it came to measures of benevolence and integrity.

Esterwood said this study is ongoing with more research ahead involving other combinations of trust repairs in different contexts, with other violations.

“In doing this we can further extend this research and examine more realistic scenarios like one might see in everyday life,” Esterwood said. “For example, does a barista robot’s explanation of what went wrong and a promise to do better in the future repair trust more or less than a construction robot?”

This originally appeared on Michigan News.

More information:

Using Mobile VR to Assess Claustrophobia During an MRI

Using Mobile VR to Assess Claustrophobia During an MRI

new methods for exposure therapy

Stephanie O’Malley


Dr. Richard Brown and his colleague Dr. Jadranka Stojanovska had an idea for how VR could be used in a clinical setting. Having realized a problem with patients undergoing MRI scans experiencing claustrophobia, they wanted to use VR simulations to introduce potential patients to what being inside an MRI machine might feel like.

Duderstadt Center programmer Sean Petty and director Dan Fessahazion alongside Dr. Richard Brown

Claustrophobia in this situation is a surprisingly common problem. While there are 360 videos that convey what an MRI might look like, these fail to address the major factor contributing to claustrophobia: The perceived confined space within the bore. 360 videos tend to make the environment skewed, seeming further away than it would be in reality and thereby failing to induce the same feelings of claustrophobia that the MRI bore would produce in reality. With funding from the Patient Education Award Committee, Dr. Brown approached the Duderstadt Center to see if a better solution could be produced.

VR MRI: Character customization
A patient enters feet-first into the bore of the MRI machine.

In order to simulate the effects of an MRI accurately, a CGI MRI machine was constructed and ported to the Unity game engine. A customize-able avatar representing the viewer’s body was also added to give viewers a sense of self. When a VR headset is worn, the viewer’s perspective allows them to see their avatar body and the real proportions of the MRI machine as they are slowly transported into the bore. Verbal instructions mimic what would be said throughout the course of a real MRI, with the intimidating boom of the machine occurring as the simulated scan proceeds.

Two modes are provided within the app: Feet first or head first, to accommodate the most common scanning procedures that have been shown to induce claustrophobia.  

In order to make this accessible to patients, the MRI app was developed with mobile VR in mind, allowing anyone (patients or clinicians) with a VR-capable phone to download the app and use it with a budget friendly headset like Google Daydream or Cardboard.

Dr. Brown’s VR simulator was recently featured as the cover story in the September edition of Tomography magazine.

Learning Jaw Surgery with Virtual Reality

Learning Jaw Surgery with Virtual Reality

Jaw surgery can be complex and there are many factors that contribute to how a procedure is done. From routine corrective surgery to reconstructive surgery, the traditional means of teaching these scenarios has been unchanged for years. In an age populated with computers and the growing popularity of virtual reality, students still find themselves moving paper cut-outs of their patients around on a table top to explore different surgical methods.

Dr. Hera Kim-Berman was inspired to change this. Working with the Duderstadt Center’s 3D artist and programmers, a more immersive and comprehensive learning experience was achieved. Hera was able to provide the Duderstadt Center with patient Dicom data. These data sets were originally comprised of a series of two-dimensional MRI images, which were converted into 3D models and then segmented just as they would be during a surgical procedure. These were then joined to a model of the patient’s skin, allowing the movement of the various bones to influence real-time changes to a person’s facial structure, now visible from any angle.

This was done for several common practice scenarios (such as correcting an extreme over or under bite, or a jaw misalignment) and then imported into the Oculus Rift, where hand tracking controls were developed to allow students to “grab” the bones for adjusting in 3D.

Before re-positioning the jaw segments, the jaw has a shallow profile.

After re-positioning of the jaw segments, the jaw is more pronounced.

As a result, students are now able to gain a more thorough understanding of the spatial movement of bones and more complex scenarios, such as extensive reconstructive surgery, could be practiced well in advance of seeing a patient for a scheduled surgery.

Extended Reality: changing the face of learning, teaching, and research

Extended Reality: changing the face of learning, teaching, and research

Written by Laurel Thomas, Michigan News

Students in a film course can evoke new emotions in an Orson Welles classic by virtually changing the camera angles in a dramatic scene.

Any one of us could take a smartphone, laptop, paper, Play-doh and an app developed at U-M, and with a little direction become a mixed reality designer. 

A patient worried about an upcoming MRI may be able put fears aside after virtually experiencing the procedure in advance. 

Dr. Jadranka Stojanovska, one of the collaborators on the virtual MRI, tries on the device

This is XR—Extended Reality—and the University of Michigan is making a major investment in how to utilize the technology to shape the future of learning. 

Recently, Provost Martin Philbert announced a three-year funded initiative led by the Center for Academic Innovation to fund XR, a term used to encompass augmented reality, virtual reality, mixed reality and other variations of computer-generated real and virtual environments and human-machine interactions. 

The Initiative will explore how XR technologies can strengthen the quality of a Michigan education, cultivate interdisciplinary practice, and enhance a national network of academic innovation. 

Throughout the next three years, the campus community will explore new ways to integrate XR technologies in support of residential and online learning and will seek to develop innovative partnerships with external organizations around XR in education.

“Michigan combines its public mission with a commitment to research excellence and innovation in education to explore how XR will change the way we teach and learn from the university of the future,” said Jeremy Nelson, new director of the XR Initiative in the Center for Academic Innovation.

Current Use of XR

 
Applications of the technology are already changing the learning experience across the university in classrooms and research labs with practical application for patients in health care settings. 

In January 2018, a group of students created the Alternative Reality Initiative to provide a community for hosting development workshops, discussing industry news, and connecting students in the greater XR ecosystem.

In Matthew Solomon‘s film course, students can alter a scene in Orson Welles’ classic “Citizen Kane.” U-M is home to one of the largest Orson Welles collections in the world.

Solomon’s concept for developers was to take a clip from the movie and model a scene to look like a virtual reality setting—almost like a video game. The goal was to bring a virtual camera in the space so students could choose shot angles to change the look and feel of the scene. 

This VR tool will be used fully next semester to help students talk about filmmaker style, meaning and choice.

“We can look at clips in class and be analytical but a tool like this can bring these lessons home a little more vividly,” said Solomon, associate professor in the Department of Film, Television and Media.

A scene from Orson Welles’ “Citizen Kane” from the point of view of a virtual camera that allows students to alter the action.

Sara Eskandari, who just graduated with a Bachelor of Arts from the Penny Stamps School of Art and a minor in Computer Science, helped develop the tool for Solomon’s class as a member of the Visualization Studio team.

“I hope students can enter an application like ‘Citizen Kane’ and feel comfortable experimenting, iterating, practicing, and learning in a low-stress environment,” Eskandari said. “Not only does this give students the feeling of being behind an old-school camera, and supplies them with practice footage to edit, but the recording experience itself removes any boundaries of reality. 

“Students can float to the ceiling to take a dramatic overhead shot with the press of a few buttons, and a moment later record an extreme close up with entirely different lighting.”

Sara Blair, vice provost for academic and faculty affairs, and the Patricia S. Yaeger Collegiate Professor of English Language and Literature, hopes to see more projects like “Citizen Kane.”

“An important part of this project, which will set it apart from experiments with XR on many other campuses, is our interest in humanities-centered perspectives to shape innovations in teaching and learning at a great liberal arts institution,” Blair said. “How can we use XR tools and platforms to help our students develop historical imagination or to help students consider the value and limits of empathy, and the way we produce knowledge of other lives than our own? 

“We hope that arts and humanities colleagues won’t just participate in this [initiative] but lead in developing deeper understandings of what we can do with XR technologies, as we think critically about our engagements with them.”

UM Faculty Embracing XR

 

Mark W. Newman, professor of information and of electrical engineering, and chair of the Augmented and Virtual Reality Steering Committee, said indications are that many faculty are thinking about ways to use the technology in teaching and research, as evidenced by progress on an Interdisciplinary Graduate Certificate Program in Augmented and Virtual Reality.

Newman chaired the group that pulled together a number of faculty working in XR to identify the scope of the work under way on campus, and to recommend ways to encourage more interdisciplinary collaboration. He’s now working with deans and others to move forward with the certificate program that would allow experiential learning and research collaborations on XR projects.

“Based on this, I can say that there is great enthusiasm across campus for increased engagement in XR and particularly in providing opportunities for students to gain experience employing these technologies in their own academic work,” Newman said, addressing the impact the technology can have on education and research.

“With a well-designed XR experience, users feel fully present in the virtual environment, and this allows them to engage their senses and bodies in ways that are difficult if not impossible to achieve with conventional screen-based interactive experiences. We’ve seen examples of how this kind of immersion can dramatically aid the communication and comprehension of otherwise challenging concepts, but so far we’re only scratching the surface in terms of understanding exactly how XR impacts users and how best to design experiences that deliver the effects intended by experience creators.

Experimentation for All

 

Encouraging everyone to explore the possibilities of mixed reality (MR) is a goal of Michael Nebeling, assistant professor in the School of Information, who has developed unique tools that can turn just about anyone into an augmented reality designer using his ProtoAR or 360proto software.

Most AR projects begin with a two-dimensional design on paper that are then made into a 3D model, typically by a team of experienced 3D artists and programmers. 

Michael Nebeling’s mixed reality app for everyone.

With Nebeling’s ProtoAR app content can be sketched on paper, or molded with Play-doh, then the designer either moves the camera around the object or spins the piece in front of the lens to create motion. ProtoAR then blends the physical and digital content to come up with various AR applications.

Using his latest tool, 360proto, they can even make the paper sketches interactive so that users can experience the AR app live on smartphones and headsets, without

Michael Nebeling’s mixed reality app for everyone.

spending hours and hours on refining and implementing the design in code.

These are the kind of technologies that not only allow his students to learn about AR/VR in his courses, but also have practical applications. For example, people can

experience their dream kitchen at  home, rather than having to use their imaginations when clicking things together on home improvement sites. He also is working on getting many solutions directly into future web browsers so that people can access AR/VR modes when visiting home improvement sites, cooking a recipe in the kitchen, planning a weekend trip with museum or gallery visits, or when reading articles on wikipedia or the news.

Nebeling is committed to “making mixed reality a thing that designers do and users want.”

“As a researcher, I can see that mixed reality has the potential to fundamentally change the way designers create interfaces and users interact with information,” he said. “As a user of current AR/VR applications, however, it’s difficult to see that potential even for me.”

He wants to enable a future in which “mixed reality will be mainstream, available and accessible to anyone, at the snap of a finger. Where everybody will be able to ‘play,’ be it as consumer or producer.”

 

XR and the Patient Experience

A team in the Department of Radiology, in collaboration with the Duderstadt Center Visualization Studio, has developed a Virtual Reality tool to simulate an MRI, with the goal of reducing last minute cancellations due to claustrophobia that occur in an estimated 4-14% of patients. The clinical trial is currently enrolling patients. 
VR MRI Machine

“The collaboration with the Duderstadt team has enabled us to develop a cutting-edge tool that allows patients to truly experience an MRI before having a scan,” said Dr. Richard K.J. Brown, professor of radiology. The patient puts on a headset and is ‘virtually transported’ into an MRI tube. A calming voice explains the MRI exam, as the patient hears the realistic sounds of the magnet in motion, simulating an exam experience. 

The team also is developing an Augmented Reality tool to improve the safety of CT-guided biopsies.

Team members include doctors Brown, Jadranka Stojanovska, Matt Davenport, Ella Kazerooni, Elaine Caoili from Radiology, and Dan Fessahazion, Sean Petty, Stephanie O’Malley,Theodore Hall and several students from the Visualization Studio. 

“The Duderstadt Center and the Visualization Studio exists to foster exactly these kinds of collaborations,” said Daniel Fessahazion, center’s associate director for emerging technologies. “We have a deep understanding of the technology and collaborate with faculty to explore its applicability to create unique solutions.” 

Dr. Elaine Caoili, Saroja Adusumilli Collegiate Professor of Radiology, demonstrates and Augmented Reality tool under development that will improve the safety of CT-guided biopsies.

AI’s Nelson said the first step of this new initiative is to assess and convene early innovators in XR from across the university to shape how this technology may best support serve residential and online learning. 

“We have a unique opportunity with this campus-wide initiative to build upon the efforts of engaged students, world-class faculty, and our diverse alumni network to impact the future of learning,” he said.

Leisure & Luxury in the Age of Nero: VR Exhibit for the Kelsey Museum

Leisure & Luxury in the Age of Nero: VR Exhibit for the Kelsey Museum

As part of the Kelsey museum’s most grandiose exhibition to date, Leisure & Luxury in the Age of Nero: The Villas of Oplontis Near Pompeii features over 230 artifacts from the ancient world. These artifacts originate from the ancient villa of Oplontis, an area near Pompeii that was destroyed when Mt. Vesuvius erupted.

Real world location of the ancient villa of Oplontis

The traveling exhibit explores the lavish lifestyle and economic interests of ancient Rome’s wealthiest. This location is currently being excavated and is currently off limits to the general public, but as part of the Kelsey’s exhibit, visitors will get to experience the location with the assistance of virtual reality headsets like the Oculus Rift and tablet devices.

The Duderstadt Center worked closely with curator Elaine Gazda as well as the Oplontis Project team from the University of Texas to optimize a virtual re-creation for the Oculus Rift & MIDEN and to generate panoramic viewers for tablet devices. The virtual environment uses high resolution photos and scan data captured on location, mapped to the surface of 3D models to give a very real sense of being at the real-world location.

Visitors to the Kelsey can navigate Oplontis in virtual reality through the use of an Oculus Rift headset, or through panoramas presented on tablet devices.

Visitors to the Kelsey can traverse this recreation using the Rift, or they can travel to the Duderstadt to experience it in the MIDEN – and not only can viewers experience the villa as they appear in modern day-they can also toggle on an artist’s re-creation of what the villas would have looked like before their destruction. In the re-created version of the scene, the ornate murals covering the walls of the villa are restored and foliage and ornate statues populate the scene. Alongside the virtual reality experience, the Kelsey Museum will also house a physically reconstructed replica of one of the rooms found in the villa as part of the exhibit.

Leisure & Luxury in the Age of Nero: The Villas of Oplontis Near Pompeii is a traveling exhibit that will also be on display at the Museum of the Rockies at the Montana State University, Bozeman, and the Smith College Museum of Art in Northampton, Massachusetts.

On Display at the Kelsey Museum, Leisure & Luxury in the Age of Nero: The Villas of Oplontis Near Pompeii

S.C.I Hard Available in App Store

S.C.I Hard Available in App Store

Those with spinal cord injuries (SCI) encounter a drastically different world when they are released from the hospital. With varying degrees of disability, mobility and function, the world around them becomes a collection of physical and mental challenges which is a complete departure from their previous lifestyles. Whether they are in crutches or manual/automatic wheelchairs, they need to learn mobility, scheduling, and social tasks once again.

Players in S.C.I Hard must navigate a chaotic club scene to wrangle escaped tarsier monkeys

S.C.I Hard is a mobile game developed by the Duderstadt Center and designed by Dr. Michelle Meade for the Center for Technology & Independence (TIKTOC RERC) with funding from a NIDRR Field Initiated Development Grant.

Its purpose is to assist persons with spinal cord injury and develop and apply the necessary skills to keep their bodies healthy while managing the many aspects of SCI care, serving as a fun and engaging manual for individuals with spinal cord injuries learning independence. Tasks such as scheduling, mobility, and social interaction are all integrated subtly into the game. Players engage in goofy quests, from befriending roid-raging girlscouts in the park to collecting tarsier monkeys running rampant at a night club. The goal of S.C.I Hard was to be different from most medically oriented games, so players don’t feel like they’re being lectured or bombarded with  boring medical jargon, and instead learn the important concepts of their condition in a more light-hearted and engaging way.

Players shop for a handicap accessible vehicle to take their road test as they learn independence

With more than 30 different scenarios and mini-games, a full cast of odd characters to talk with, and dozens of collectible items and weapons only you can save the town from impending doom. SCI-Hard puts you, the player, in the chair of someone with a Spinal Cord Injury. Introducing you to new challenges and obstacles all while trying to save the world from legions of mutated animals. Join the fight and kick a** while sitting down!

S.C.I Hard is now available for free on Apple and Android devices through the app store, but will require participation in the subsequent study or feedback group to play:

Apple Devices: https://itunes.apple.com/us/app/sci-hard/id1050205395?mt=8

Android Devices: https://play.google.com/store/apps/details?id=edu.umich.mobile.SciHard&hl=en

To learn more about the subsequent study or to participate in the study involving S.C.I Hard, visit:
http://cthi.medicine.umich.edu/projects/tiktoc-rerc/projects/r2