Reviewed Paper Volume 3 Issue 4 December 2015 International Journal of Informative & Futuristic Research ISSN: 2347-1697 Design Virtual Classroom To Implement Real Time Interaction In Medical Science Using VRML & WIIMOTE Paper ID Keywords Computer IJIFR/ V3/ E4/ 015 Page No. 1290-1296 Subject Area Engineering Virtual Reality (VR), Fish Tank VR, Augmented Reality(AR), WIIMOTE, VRML, 1 st Kranti Mahesh Gajmal 2 nd Pallavi Rajendra Kalokhe 3 rd Akshaya Arun Bhosale 4 th Rajkumar Bhimrao Pawar Assistant Professor Department Of Computer Engineering Gharda Institute of Technology, Ratnagiri, Maharashtra Abstract This paper is going to introduce the use of virtual reality with convenient and possible way which can be applicable with economic manner. In the field of medical science there is a need of real time experiences to understand the concepts, for example the structure of human body. In virtual reality there are lots of researches going on but with expensive hardware and software. In current years VR is generating both great excitements and great confusions with unrealistic enhancements in VE used for medical sciences. So in this paper we are trying to outline the current state of research and technologies relevant to development of VEs related to medicine. In this paper we are introducing the combination of AR and FISH TANK VR with the help of VRML and WIIMOTE for better interaction and understanding. Virtual environments are highly flexible and programmable. They give the users high degree of controlled stimuli like fearful situation and to measure and monitor wide variety of responses made by user. To design this classroom the augmented reality is use to have the immersion in environments with hands on experience and WIIMOTE is used for the head tracking movements. We are using VRML to make the 3D videos, so the interaction will be more realistic. We are also using VR Creator software for the same. Available online through - http://ijifr.com/searchjournal.aspx Published Online On: December 21, 2015 Copyright IJIFR 2015 1290
1. Introduction Virtual Reality (VR) is the term commonly used to describe a novel human-computer interface that enables users to interact with computers in a radically different way. VR consists of a computergenerated, multi-dimensional environment and interface tools that allow users to: i.) Immerse themselves in the environment, ii.) Navigate within the environment, and iii.) Interact with objects and other inhabitants in the environment [1]. Don t think of that thing as a screen, think of it as a window, a window through which one looks into a virtual world. The challenge to computer graphics is to make that virtual world look real, sound real, move and respond to interaction in real time, and even feel real[8]. Richard Satava in his paper stated that The major pivotal point was in 1989 when the first virtual laparoscopic gallbladder operation was performed. In addition to minimally invasive surgery, virtual reality in the future will offer, among other benefits, remote surgery, greatly improved medical and surgical training, visualization of massive medical databases, and innovative rehabilitation techniques [6]. Computing technology is radically changing the manner in which we work and communicate with computers. An exciting recent development, Virtual Reality (VR) represents a culmination of technological advances in real-time computer graphics hardware and software that support the generation of high-quality, photo-realistic, images in real time [4]. Augmented by immersive capabilities provided by helmet mounted displays and other auxiliary dimensions such as touch (data gloves), voice recognition, voice synthesis, 3D sound, tracking (both head and hand), and others, this technology holds great promise as a cost effective training and teaching tool. In its simplest form, VR is the presentation of and interaction with a synthetic, computer generated 3D world, so realistic that the user feels as if he/she were experiencing the real thing. VR supports a new way for humans to interact with computers that is multi- sensorial that approaches the way in which humans interact with real environments. These interactions include visual, haptic, sound, speech, and olfactory [4]. Virtual Reality is also a simulator, but instead of looking at a flat screen and operating a joystick, the user who experiences VR is surrounded by a three-dimensional computer generated representation, and is able to move around in the virtual world and sees it from different angles, to reach into it, grab it and reshape it. As the power of VR increases so too do its applications. VR has already been shown to be an effective tool in many industries. Surgeons may use VR to plan and map out complex surgeries in three dimensions, which allows them to view past the skin of the patient before a knife is even picked up. Real estate agents may use virtual reality to give clients a walkthrough of an estate, from the comfort of their own home [1]. Virtual Reality provides the best tools for accident reconstruction, training and hazard identification by immersing the trainee in an environment as close to the real world as possible. Through safety, visualization and education, VR promises many improvements for the minerals industry. Virtual Reality Modeling Language (VRML) is one of the main recent developments in Web3D technologies [2]. It provides a modular infrastructure for rapid development of web-ready virtual worlds that can run as platform independent applications in any web browser with an appropriate plug-in. VRML is a file format for describing interactive 3D multimedia on the Internet [2] which allows computer users to visit and move through 3D virtual environments over the Internet. As a description language for 3D models and their behavior, VRML is very well suited for the development of Web-based simulations and animations. First, VRML is an international standard and allows for the platformindependent definition of animations and simulations. Second, VRML offers a higher level of 1291
rendering technique and its file size is small so that it can be transferred faster and more conveniently compared to other CAD model formats. Third, the basic building blocks of VRML are nodes. VRML has a particular inline node that can include other models from anywhere on the Internet. It is very suitable for assembly, as an assembly also needs references to other parts. Fourth, the animations design by VRML is very simple and living. VRML was standardized in 1997, after a long period of world-wide consultation over the Internet. It consists of a framework of 54 nodes/objects, event types and routes. The nodes are stand-alone objects that contain a number of fields, as well as input and output events. The user can override the fields and thus customize the nodes by specifying new values for the fields. Recent enhancements in technology enable us to implement cost-effective virtual reality systems with COTS (common-off-the-shelf) components. In this work we tried to transform Google Earth into a virtual reality world. In order to achieve that, we are going to use the relatively cheaper Wii remote and a head mounted sensor bar (two IR LEDs) to track the location of the head and render view point images on the screen. This effectively transforms the display screen into a portal to a virtual environment. The display properly reacts to head and body movement as if it were a real window creating a realistic illusion of depth and space. The concept is explained in detail by video on the web [2]. Wii remote is also used widely in the world, which makes this project s output a more widely usable product. To achieve better VR interaction, fingers of the user is also are tracked to allow the user to use his fingers in the air to control the GIS system (Google Earth in particular). This kind of interaction is seen in the movie Minority Report. The concept is explained in detail by the video on the web [1]. Although it is a fun and futuristic way of interaction, using your fingers in the air is unfortunately a tiring way of interaction to use in production environment. A Wii remote an infra-red LED array and some reflective tape will be used, so again we are building a VR system as cheap as possible integrated with open source software. Today s desktop computers have enough computation power to provide real-time feedback to the users. We will try to make a good use of the CPU in order to get good performance 2. Related Work Following are the different methods used in VR for different applications. 2.1 VisBox:[2]This computer takes advantage of well-known computer vision and opticalsensing algorithms to determine the location and orientation of the user s head in the 3D space in front of the screen. It then uses this information to adjust the projected images, accordingly. This lets the user walk into a projection or look under a device simply by moving around in front of the screen. It is very difficult to explain the power of head tracking and how much more immersive and real images seem with it. However, we recommend that you not invest in a system without head tracking until you have tried one with it. Visbox is represented in Figures 1 and Visbox can be seen in action in Figure 2.1.1. Figure 2.1.1: VisBox in action 1292
2.2 Anatomically Keyed Displays with Real-time Data Fusion[5] These systems give the physician "quasi-x-ray eyes" with which to integrate real-time data from an actual patient into a medical procedure. For example, images presented via a "heads up" display could in principle provide a surgeon with an MRI defined map of the surgical field, scaled to actual size and location. A surgeon using a surgical microscope would be able to mount a VR display device on the microscope that will overlay a three dimensional image of the patient's tumor within the defined targeting area. We have gone through the different methods presented and implemented at different stages. And we have selected combined method of Augmented Reality and Fish Tank VR. In augmented reality the user is half way immerse in the virtual world. The user Figure 2.2.1. VisBox virtual reality system. is having knowledge of real world as well as virtual world. 3. Proposed Work with WIIMOTE The motion sensing technology contained within the Wii Remote consists of 3 linear accelerometers which are oriented along 3 orthogonal axes to sense acceleration along the three axes. Unlike fully self-contained inertial sensing devices which require 3 accelerometers and 3 gyroscopes to determine position and orientation, the Wii Remote does not contain any gyroscopes. As such, the game controller can only handle coarse motion sensing and tilt-sensing, i.e. estimating pitch and roll orientation of the controller with respect to gravity. Tilt sensing can only be performed when acceleration is due to gravity alone. Nintendo recently announced Wii Motion Plus, an attachment that uses 3 orthogonally aligned gyroscopes. This would undoubted improve orientation sensing; however it has yet to be release [3]. The Wii Remote also incorporates optical sensing in the form of an infrared camera, mounted in front of the device, which can detect up to 4 infrared light sources. This is usually used in conjunction with the sensor bar, which basically consists of two clusters of infrared LEDs located at either end of the bar. These infrared light sources allow the controller to be used as a pointer, based on the reported positions of what the infrared camera sees. Relative distance from the infrared light sources can also be estimated using the separation between the reported positions. Optical sensing however will only work when the infrared light sources are within the camera s limited field-of-view. Various sources have reported different field-of-view measurements [5]. There are two design alternatives that can be used for optical sensing, these are outlined in. The first is the Outside-looking-in approach, in which an optical sensor(s) is placed at a fixed location and landmarks (e.g. the infraredleds) are mounted on the user. This was the approach adopted thus far in Johnny Chung Lee s popular Wii Remote projects. Inside-looking-out approach where the sensor is moving whereas the landmarks are placed at fixed locations in the interaction space. Normal usage of the Wii Remote uses this method, where the sensor bar is placed at a fixed position, either above or below the TV, and the user moves the controller. It works as follows. 1293
Figure 3: Outside-looking-in approaches with an overhead Wii Remote have gone through the different methods presented and implemented for different applications. From the above methods I have selected combined method of VRML programming and WIIMOTE with outside looking in approach for real time interaction. with different application in medicine given in the result. In augmented reality the user is half way immerse in the virtual world. The user is having knowledge of real world as well as virtual world. 3.1 Use of VRML for 3D Modeling Modeling is the most crucial step in creating three-dimensional scenes. Modeling should be realized using the modular modeling method. First, decompose the complex object into a number of simple sub-objects, then separately create each sub-object model, finally connect these sub-object models according to certain relations. Because of the direct programming method using the VRML code simple, file small, therefore, the various objects in the virtual classroom are based on VRML programming method modeling. The object modeling process usually to create a geometric model of tables, chairs, windows, doors and so on by VRML s Indexed Face Set node in the virtual classroom, and then add the texture mapping, construct a lifelike three-dimensional virtual objects. Combining VRML with 3Dmax modeling tools is an effective way in practice [7]. VRML is a good tool for constructing, distributing, and rendering 3D objects over the Internet. And VRML provides programmers a variety of nodes such as interaction, animation, and sensor to serve different purposes. With external nodes, we are able to create special objects. 3DMax is used to model complex realistic objects and the models should be optimized before exporting VRML files. Environment construction is based on coordinates since points in 3D models are presented by a group of space coordinates like (x, y, z). In order to modify a node of 3D virtual environment in an interactive way is necessary to locate it in the nodes set univocally. To do this we must mark every node of interest with a specific name that will be used as a reference for all future data processing. Nodes can be named, and used repeatedly. In practice the marker is a tag DEF Node Name before node declaration itself. For example, Defined node Name of window, screen, desk and so on in scene of Virtual Classroom. 1294
Figure 3.1.1: Result of Window 4. Results Virtual Reality tools and techniques are being rapidly developed in the scientific, engineering and medical areas. This technology will directly affect medical practice. Computer simulation will allow physicians to practice surgical procedures in a virtual environment in which there is no risk to patients, and where mistakes can be recognized and rectified immediately by the computer. This research will make this possible in day today life because instead of using highly expensive and tedious tools I am using WIIMOTE which is easily available and VRML programming. Procedures can be reviewed from new, insightful perspectives that are not possible in the real world. Specific application areas that have move beyond prototype into the area of applied clinical care include: Surgical Training Pre-Surgical Planning Computer-Aided Surgery Systems Interactive 3D Diagnostic Imaging Radiation Treatment, Planning and Control Medical Education 3D Visualization for Telemedicine Telesurgery Rehabilitation and Sports Medicine Disability Solutions Neurological Evaluation Psychiatric and Behavioral Healthcare The innovators in medical VR will be called upon to refine technical efficiency and increase physical and psychological comfort and capability, while keeping an eye to reducing costs for health care. The mandate is complex, but like VR technology itself, the possibilities are very exciting. While the possibilities and the need for medical VR are immense, approaches and solutions using new VR-based applications require diligent, cooperative efforts among technology 1295
developers, medical practitioners and medical consumers to establish where future requirements and demand. 5. Future Work With the knowledge of strengths and weaknesses of Wiimote we can enhance the interaction with virtual scenes in classrooms. We can have combinations of Wiimotes for better visibility. Instead of screen we can implement practical table for medical applications with same technology. 6. References [1] [Design and Realization of Virtual Classroom Rong Zhu Computer Science College, Qufu Normal University, Rizhao, Shandong 276826, China;Yong Wang The Experiment Center of Qufu Normal University Rizhao Campus, Rizhao, Shangdong,276826,China in JOURNAL OF ADVANCES IN INFORMATION TECHNOLOGY, VOL. 3, NO. 1, FEBRUARY 2012. [2] Using Head and Finger Tracking with Wiimote For Google Earth Control G urkan Vural Department of Computer Engineering Middle East Technical University, G okhan Tekkaya Department of Computer Engineering Middle East Technical University, Can Ero gul Department of Computer Engineering Middle East Technical University. [3] J.C.Lee, Trackingfingerswiththewiiremote, 2007.[Online]Availablehttp://www.youtube.com/watch? v=0awjpukbxou. [4] 3D Spatial Interaction with the Wii Remote for Head-Mounted Display Virtual Reality Yang-Wai Chow in World Academy of Science, Engineering and Technology 50 2009. [5] Applications of Virtual Environments in Medicine G. Riva Applied Technology for Neuro- Psychology Lab., Institute Auxologico Italian, Milan, Italy in 2003 Schattauer GmbH. [6] Medical Applications of Virtual Reality Walter J. Greenleaf, PhD. Palo Alto, California. [7] Telepresence: Virtual Reality in the Real World. John Edwards IEEE SIGNAL PROCESSING MAGAZINE NOVEMBER 2011. [8] What s Real About Virtual Reality? Frederick P. Brooks, Jr University of North Carolina at Chapel Hill. 0272-1716/99/$10.00 1999 IEEE. 1296