Hello there,
My name is Balthazar, I’m currently studying software engineering in Geneva and I have the following project for my bachelor.
The goal: cure phobia, irrational fear, through virtual reality. (This is already used sometimes. But it is very expensive as they usually have to design a custom scenario for each patient…)
What I’ll use: Oculus rift, a Kinect, several physiological captors, Unreal engine for the graphic part, JAVA for monitoring.
How it will work:
A phobic person will have to face his fear inside an adaptive scenario.
A therapist will be able to monitor the scenario and his patient. This will be done with an external app.
So… let’s say, the patient suffers arachnophobia. He has to open several baskets. In those baskets, he may find a spider. On the external app, the therapist will see how close the patient his to the basket (which will be a PopingPhobicObject) and with one click, he will be able to erase the spider, or to populate one before basket’s opening, depending on the patient’s behavior (his he too anxious? His he calm?).
Beside that, the phobic element (spider) will have an IA that the therapist will monitor too. He may choose, for example, if the spider will walk toward the patient or not.
So basically, in Ureal engine I’ll have:
Some “PopingObject” that can pop phobic elements (spiders) and that can send through network socket several contextual information (How close am I to the patient? Will I pop a phobic object?).
An adaptatif environnement. Indeed, customisation is important for patients… so the therapist may want to easily change some settings in the environment. I think I’ll offer a choice of textures for the ground, the sky, maybe a choice between sets of decorative elements…
A patient’s avatar controlled by kinect.
As a “proof of concept” I’m heading for a vertigo scenario. The JAVA app, the interface of scenarios’ customization and captors connectivity are already designed, as I have to follow the hard but good way for this project: Use case - diagram - techno scheme - constant documentation…
If some of you find an interest in this project, I’ll post her my work and sometimes I may ask you some small thing about UE. (any spontaneous help, advices, are welcome ;))
It will go slowly. I may continue it during my master… so two-three years. And actually, I still have other course beside this project, I never used Unreal Engine… and I’m not fluent with C++. (some may say it will be impossible… well… I may not have knowledge, but I have will. And good teachers )
Speaking about lack of knowledge… If you see which Unreal Object I may use as “PopingObjects” (something that can handle an “updateMyStatueThroughNetworkEachXSeconds” kind of thing) … I’ll be glade to hear about that. I found this Actor Replication | Unreal Engine Documentation. Not sure if it’ll do the trick for this specific use.
I hope my English is OK. It’s not my native language, sorry.
Best regards,
Balthazar
P.S This project, if it goes well, will be open source (for the part I’ll own…)