TY - GEN
T1 - Virtual display of 3D computational human brain using Oculus Rift
AU - Kim, Seung Wook
AU - Seong, Jun Kyung
PY - 2016
Y1 - 2016
N2 - Creating a 3D environment by Game Engine is a useful way to integrate various types of information into one platform. As a result, it becomes more convenient and rapid to share massive information to the others. Also, using Virtual Reality technology makes visual information to be more detailed and intuitive. In this study, by combining these advantages of Game Engine and VR technology to present brain imaging technologies, we tried to provide more detail and more convenient information about cephalic anatomy or brain disease. We used the brain images of a patient with subcortical vascular cognitive impairment (SVCI), which is randomly selected from formal studies. Two types of brain image were loaded on Unity3D game engine by different method each, and then we observed the final data with a VR device named Oculus Rift. There were some limitations and there are few things that should be complemented through future studies, but we obtained virtual image which is controllable enough in three-dimensional environment (Unity3D game engine), and was able to observe it via virtual reality device (Oculus Rift DK2).
AB - Creating a 3D environment by Game Engine is a useful way to integrate various types of information into one platform. As a result, it becomes more convenient and rapid to share massive information to the others. Also, using Virtual Reality technology makes visual information to be more detailed and intuitive. In this study, by combining these advantages of Game Engine and VR technology to present brain imaging technologies, we tried to provide more detail and more convenient information about cephalic anatomy or brain disease. We used the brain images of a patient with subcortical vascular cognitive impairment (SVCI), which is randomly selected from formal studies. Two types of brain image were loaded on Unity3D game engine by different method each, and then we observed the final data with a VR device named Oculus Rift. There were some limitations and there are few things that should be complemented through future studies, but we obtained virtual image which is controllable enough in three-dimensional environment (Unity3D game engine), and was able to observe it via virtual reality device (Oculus Rift DK2).
KW - Brain imaging
KW - Diffusion tensor imaging
KW - Oculus rift
KW - Unity3D
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=84977534615&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84977534615&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-40406-6_24
DO - 10.1007/978-3-319-40406-6_24
M3 - Conference contribution
AN - SCOPUS:84977534615
SN - 9783319404059
VL - 9748
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 258
EP - 265
BT - Design, User Experience, and Usability: Technological Contexts - 5th International Conference, DUXU 2016 Held as Part of HCI International 2016, Proceedings
PB - Springer Verlag
T2 - 5th International Conference on Design, User Experience, and Usability, DUXU 2016 Held as Part of 18th International Conference on Human-Computer Interaction, HCI International 2016
Y2 - 17 July 2016 through 22 July 2016
ER -