University of Geneva. Presentation of the CISA-CIN-BBL v. 2.3

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University of Geneva Presentation of the CISA-CIN-BBL 17.05.2018 v. 2.3 1

Evolution table Revision Date Subject 0.1 06.02.2013 Document creation. 1.0 08.02.2013 Contents added 1.5 12.02.2013 Some parts fixed 1.6 18.02.2013 Some parts fixed and added 1.7 29.05.2013 Update 1.8 04.06.2013 Fixes 1.9 05.06.2013 Fixes 2.0 27.06.2013 English translation. 2.1 06.10.2016 Update 2.2 23.11.2017 Update 2.3 17.05.2018 Update Vicon + response boxes Authors Emmanuel Badier Software Engineer at BBL-IS - University of Geneva Centre Médical Universitaire - Office C07.1532a Campus Biotech - Office H8-03 131.172 Emmanuel.Badier@unige.ch +41 22 379 56 31 Naëm Baron Previously Software Engineer at BBL-IS - University of Geneva Didier Grandjean Professor CISA FAPSE University of Geneva Didier.Grandjean@unige.ch 7, rue des Battoirs CH-1205 Genève Suisse Tél. +41 22 379 98 15 2

Table of contents I. INTRODUCTION 4 II. VIRTUAL REALITY 4 III. PRESENTATION OF THE BBL-IS 5 1. BBL IMMERSIVE SYSTEM 5 2. SOFTWARE 6 3. ADDITIONAL MODULES 7 4. TECHNICAL DETAILS 8 IV. INTERESTS 9 1. FOR SCIENTIFIC RESEARCH 9 2. FOR INDUSTRIES 9 3

I. Introduction BBL-IS stands for «BBL-Immersive System», the immersive virtual reality (VR) system of the «Brain and Behavior Laboratory» (BBL). This platform is unique in Switzerland and it s in complete synergy with all the other BBL laboratories (fmri, EEG, psycho-physiology ). It is under the technical responsibility of the Software Engineer Emmanuel Badier and the academic responsibility of Prof. Didier Grandjean. Following a general definition of VR, this document presents the BBL-IS in details before explaining the multiple interests it offers. BBL-IS website II. Virtual Reality The VR domain gathers the technics aimed at simulating various situations. Simulations can get different degrees of realism, thus for the most advanced, we use the term «immersive virtual reality». The technics of IVR are centered on the user s perception to achieve the immersion in a virtual environment. IVR uses multiple technical solutions, hardware and software, to form an immersive system. Those systems influence the human senses, mainly the view and the audition, to manipulate the user s perception. The most advanced systems are able to surround the user with images in the form of multiple screens structured to optimally cover the field of view. Mostly, they take a cubic shape: Figure 1 : BBL-IS schema Each side of the cube is a screen displaying a part of the virtual world, the user perceives the environment at 1:1 scale and he interacts on it with various actions: body movements, using a remote controller, using the voice The immersion in a virtual world allows to perform some tasks impossible in other conditions, like the handling of different environmental characteristics, the simulation of high-risk situations, quick prototyping, mock-up visualization All those capabilities lead IVR as overgrowing domain. 4

III. Presentation of the BBL-IS 1. BBL immersive system The BBL-IS is a high-end immersive system due to its structure and visual quality. It benefits of a large cubic space allowing to walk inside. The four faces are acrylic screens (one frontal, two laterals and one on the ground) linked to seven professional video projectors powered by a cluster of workstations. The frontal screen is 2.8 m wide for 2.4 m tall. The images benefit from a high contrast (white/black ratio) and a high resolution (each pixel is 1.4 mm). The projectors display 120 images per second; they are synchronized with 3D glasses allowing the depth perception by using the active stereoscopy technic. The user s movements are captured in real time with an accuracy of about 1 mm. The sound is delivered by a system of five speakers and one subwoofer. Figure 2 : Meeting a virtual character; Picture of the BBL-IS installation 5

2. Software Figure 3 : 3D model of BBL-IS The BBL-IS is powered by a couple of software responsible to create realistic simulations. Unity3D is the game engine used to build the virtual environments with a library of components (3d models, sound, scripts, etc.). Unity3D is well documented and it can be installed on PC and Mac: http://unity3d.com. Additional software libraries are developed internally to configure and run the experiments with all the VR features (Mocap, Stereoscopy, Cluster-rendering, Data Synchronization). These features are required to address the specific needs of the BBL and the associated research. They are updated regularly to provide the latest VR technologies to the researchers. 6

3. Additional modules The BBL-IS can control and communicate with various complementary modules to extend its capabilities for research and immersion: The eye-tracker «Eye Tracking Glasses» from SMI allows to accurately estimate the objects looked by the user and to calculate the convergence of the gaze. This device also allows to measure the pupil s diameter which is an important indicator of the sympathetic system activity. The olfactometer build by Firmenich SA in collaboration with the SCAS can diffuse 28 different odors to simulate an olfactive environment in real time with a modulation of the intensity according to the distance with specific objects. A Vicon motion capture system composed of 10 Bonita cameras for the study of users and objects motions. The Biopac and Biosemi physiological measurement systems for the record of heart rate, muscular activity, skin conductance, surface cerebral activity and other signals while exposed to emotional situation. The FACSGen software to generate complex facial expression for virtual characters to manipulate the emotions and social interactions in real time. An HRTF sound generator (Head Related Transfer Function) to generate spatialized audio adapted to various morphology. The Kinect2 for Windows system for voice control and simplified motion capture. The Cyberith Virtualizer treadmill which allows natural locomotion for users in VR environments. Low-latency response boxes to accurately measure response times of subjects. 7

4. Technical details m DaLite acrylic screens with high contrast Frontal screen is 2.8 m wide for 2.4 m tall Ground area of about 7 m² More than 16 million of pixels Pixel size: 1.4 mm Resolution: 4 AM/OLP Multiple brightness mode up to 16 000 lumens Up to 1605 cd/m² for each screen Active stereoscopic system with 120 images per second from Digital Projection Titan Quad 3D projectors Cluster of 7 HP Z800 workstation (12-core Xeon processor, 18 Gb of RAM and a professional nvidia Quadro K5200 graphic card) 5.1 audio system powered by a Denon AVR-1312 for sound spatialization ETG eye-tracker from SMI for an accurate measuring of the gaze direction and pupil s diameter. 0.5 of angular error at 30 Hz Odors generator controlled in real time capable of diffusing 28 different scents with lateralization feature (left nostrils vs right nostrils) Vicon motion capture system composed of 10 Bonita cameras with accuracy under the millimeter at 240Hz Wireless physiological signals measurement system: electro dermal activity, heart rate, breath rate, skin temperature, 2 channels muscular activity Natural locomotion with Cyberith Virtualizer threadmill Users inputs (direction, speed, height) are collected at 100 Hz to control the navigation in VR environments The general qualities of the BBL-IS added to those modules integration lead to a multimodal system unique in Switzerland and in the world. For scientific research, the interests are various in term of exploratory capabilities; by using adapted environments it is also possible to benefit to psychological and psychiatric rehabilitation research. For industries, the recorded data can be useful for multiple domains: marketing, safety research, prototyping 8

IV. Interests 1. For scientific research The BBL-IS is in complete synergy with the high-end devices of the other research modules of the BBL (ResearchModules.html). Studies will be able to couple physiological data with cerebral measure recorded in the fmri 1 scanner, before and after virtual exploration sessions. Other experiments could take advantage of the 256 channels EEG 2 to evaluate in real time the cerebral activity while exposed to emotional stimulations. The Sleep and Psychophysiology laboratories are other opportunity for the use of this IVR system. Moreover, the olfactometer allows to diffuse multiple odors according to the user s position or while interacting with virtual characters. The BBL-IS is the first tool offering those features, it opens new perspective for the study of the relation between behavior, physiology, cerebral mechanisms and complex emotional situations. By gathering all those disciplines and technical capacities, the BBL-IS offers novel axes in the study of affective sciences, neurosciences and therapeutics. 2. For industries VR offers numerous opportunities in marketing, prototyping and visualization for various fields of industry: automotive, architecture, food, aerospace, construction, chemical, household appliances... Its location in Geneva and its uniqueness in Switzerland is a great advantage for the BBL-IS. A system for collaborative research or specific rent allows access to companies wishing to expand their resources by taking advantage of the VR. The development of virtual world and VR software can be outsourced or be part of a partnership. 1 functional Magnetic Resonance Imagery 2 Electro-encephalography 9