UnrealEngine 4 as a research tool.
UnrealEngine 4 as a research tool.
Virtual reality technologies began to be used in medicine in the early 1990s. Anatomical and diagnostic simulators were the first to appear for practicing primary skills in various fields of medical art, for example, doctors could practice using medical equipment on a virtual body. At the same time, when virtual reality in medicine was just emerging, a foreign psychologist treated post-traumatic disorder. People with PTSD could survive emotional shocks that happened to them in the past, but when they experienced it again, they were completely safe, which allowed them to overcome fear. Abroad, virtual reality is widely used to correct the psycho-emotional state of people with anxiety-phobic disorders. Simultaneously with these events, dozens of projects in the field of VR appeared and developed. And it still remains an area of experimentation. The history of virtual reality in medicine has not yet been written. The systematization of this experience is yet to come. The development of virtual reality in medicine is necessary to improve the quality of life of the able-bodied population, to ensure the restoration of their working capacity, which is important for the economic recovery of all countries of the world. it correlates with modern trends in the development of information technologies and opens up wide opportunities for subsequent research and medical practice. The leading scientific schools of the world are engaged in solving the issues of designing various methods and medical systems using VR.
The first serious studies using virtual reality, with practical results, were conducted at the Israeli State University, where during the trials a patient with monoplegia was offered immersion in a virtual room, and he could see his surroundings, move his healthy hand, but unlike reality, he saw the movements of the injured hand. The experiment was performed on a person whose left arm was paralyzed as a result of a stroke, but after treatment, motor functions were restored. The experience was delivered by a number of employees, one of whom, Daniel Reznik, later used vrscenes created in UE4 to study the work of the brain. The subjects were immersed in a scene simulating various actions, and the connections of brain neurons responsible for the areas of abstract imagination were revealed, thus the possibilities of developing these areas for the development of human creative abilities were investigated.
In Russia, similar experience in the use of virtual reality began to be used at PSU (Penza), in research on the use of virtual reality technologies in medicine, or rather for the treatment of patients with various phobias.
Today there are scenes of the city, closed spaces, modeling of situations with such phobias as fear of insects, or fear of empty open space (space) are considered.
The secret is that this tool is better suited than others for creating realistic scenes, and anyone can work with them, since the entry threshold is quite low, and this allows researchers to create the tools they need themselves, including such as working out industrial extreme situations (fire, man-made disasters), as well as to create tools necessary for the treatment of patients with cerebral palsy, using augmented reality technologies.
Due to the fact that Unreal developers are creating a framework that allows it to be used not only in games, but also in cinema, creating high-quality videos, this simplifies the work of creating VR scenes for the needs of scientists around the world.
To date, it is known about the use of UnrealEngine in the Buckman Laboratory (Harvard), at Max Planck University, it is also used in educational programs of a number of Russian universities, developments are underway to create educational products with both VR and AR technologies, which affects human life. Simplifying his life and work.
The article was prepared by the studio team – A.R.M.S – Studio5. Penza.