Error processing SSI file

番茄社区

UTSA
  UTSA Today   Search
UTSA UTSA
  • About
  • 番茄社区
  • Campus Life
  • Giving
  • Alumni
  • Visitors
Sombrilla - The UTSA Magazine
  • Table of Contents(current)
MULTIDISCIPLINARY RESEARCH
Advanced Reality
Advanced Reality
UTSA's use of virtual environments is creating real-world solutions for heart surgeons, autistic children, multiple sclerosis patients, and more

SHARE THIS

STORY HIGHLIGHTS

鈥 In virtual environments lab entertainment devices are transformed into tools for teaching, rehabilitating, and solving complicated problems.
鈥 New M.S. program in data visualization will help UTSA continue cutting-edge research.
鈥 Experts foresee a jobs boom in engineering, marketing and communications, security, sales, business development, and creative fields.


By Michelle Mondo |
ORIGINALLY POSTED 08/01/2016 |
FROM THE FALL 2016 ISSUE

In UTSA鈥檚 virtual environments laboratory, tables are covered with mobile phones, headsets, and game consoles that intermingle with projectors, big screen TVs, and cutting-edge technology in virtual and mixed reality. Taking in the entire view, it might seem chaotic to some. But for computer science professor John Quarles, who heads up the lab, and the students who use it, this place is an experimenter鈥檚 paradise. It鈥檚 where researchers are taking consumer products used for entertainment and transforming them into tools for teaching, rehabilitating, and solving complicated problems.

鈥淭his is the time for using VR in research,鈥 Quarles says. 鈥淩ight now is when VR is huge, and it鈥檚 going to keep getting bigger. There are lots of companies and lots of money behind it.鈥

The tech media proclaimed that 2016 would be the year of virtual reality, and UTSA researchers exemplify what that could mean beyond the average consumer product or video game. With multidisciplinary applications鈥攖hat can train new heart surgeons, create games for kids to learn how to be safe on computers, and create virtual teachers for kids with autism鈥擴TSA has its finger on the pulse of advancing the technology of virtual and augmented realities.


Talk to Me, Big Data


Talk to Me, Big Data

UTSA launches a data analytics master鈥檚 program

Data visualization jobs are in high demand and the need for qualified employees is expected to grow. UTSA鈥檚 new master鈥檚 of science in big data analytics from the College of Business is designed to meet that demand. The new program will produce highly skilled and educated data analysts who can transform big data into usable information for decision makers across a variety of disciplines, including business, health care, and national security.

By 2018, 鈥渢he United States alone could face a shortage of 140,000 to 190,000 people with deep analytical skills,鈥 according to the McKinsey Global Institute, 鈥渁s well as 1.5 million managers and analysts with the know-how to use the analysis of big data to make effective decisions.鈥

Both daytime and evening classes within the new UTSA program will focus on traditional business-intelligence analytics as well as provide students specialized expertise in the areas of data science management and data analytic algorithms.

Students will learn to analyze data sets and develop communication and visualization techniques, including use of the university鈥檚 Advanced Visualization Laboratory, to share these insights within organizations.

鈥淲e are entering the era of big data,鈥 says Harry Millwater, associate dean for research in the College of Engineering. 鈥淭he tools in the VizLab can interconnect data points in the billions; then putting that on the wall means you can visualize it so much better.鈥

Click to read about how UTSA's new data analytics master鈥檚 program will meet demands of this new field.


Virtual reality has been around in some form since the 1950s and came to a bit more prominence in the 1990s. Ford Motor Co. has been using VR for manufacturing since 2000. Yet the biggest boon to the technology was more recent鈥擣acebook鈥檚 $2 billion purchase in 2014 of the then-obscure VR-development company Oculus Rift. Since then, the industry has exploded. Google, Microsoft, Samsung, HTC, Amazon, and Apple have all also entered the race in developing reality-based technologies. Tech experts predict future mobile phones will all be VR-ready. Even amusement parks are getting into the fray. This summer San Antonio鈥檚 Six Flags Fiesta Texas added virtual reality to its Superman roller coaster, allowing riders to wear a headset and become immersed in the world of Metropolis.

All of this means an expected boom in the job market with employers looking to fill areas that already have an abundance of vacancies. While jobs are mostly in development and engineering, they do cross over into marketing and communications, security, sales, and business development as well as the arts, music, and graphic design. At the university level, by combining VR and other digital realities鈥攑lus the expansiveness of big data and data visualization鈥攁 world of opportunities opens up for disciplines from the arts to history and anthropology.

鈥淲e are early adopters of technology at UTSA,鈥 says College of Engineering professor Yusheng Feng. 鈥淓ven before Facebook bought Oculus Rift we recognized the importance of that technology. How we stay competitive is to develop applications for using those technologies, whether in research or for the general public.鈥

To keep the technology up to date, UTSA has upgraded VizLab, the Advanced Visualization Lab, and its centerpiece VizWall. The lab is part of the Center for Simulation, Visualization, and Real-Time Prediction, established by Feng in 2009. In addition to the cutting-edge facility, the College of Business has established a new master鈥檚 of science in data visualization program, which begins this fall [see sidebar 鈥淭alk to Me, Big Data鈥]. The goal is to help faculty and students across the university unlock the potential for use of big data, high-resolution imaging, and virtual reality in their own research.


Virtual World, Real Solutions

Punching sharks in the nose may not immediately come to mind as a therapy method for multiple sclerosis patients. But it does when that patient is UTSA鈥檚 Quarles. In 2007, he was diagnosed with the disease, which his sister also has. Once he started physical therapy a couple of years later he stumbled upon a realization: 鈥淚t just wasn鈥檛 any fun. I thought to myself, I could do better than this.鈥


Know Your Reality


Know Your Reality

Augmented, mixed, virtual? If you need help to understand the reality you're sinking into, we've got you covered

Virtual Reality

A user wears a headset and becomes "immersed" in a new virtual environment. Examples of VR hardware include the Oculus Rift, Samsung Gear VR, and Sony's PlayStation VR.

Augmented Reality

Less immersion for the user. Virtual information - wheather by using glasses or a smartphone camera - can be seen in the real world. the now omnipresent Pokémon Go and Google Glass are to augmented platforms.

Mixed Reality

This is often interchanged with augmented reality, but experts distinguish between the two. Mixed reality, which can use headsets, blends augmented and virtual concepts, creating a new world that mixes and interacts with the real one. The biggese examples right now are the Microsoft HoloLens (which lets aliens break through your walls!) and Magic Leap

Augmented, mixed, virtual? If you need help to understand the reality you're sinking into, we've got you covered


Quarles, who loves to experiment and play video games, says he is always stressing the message to his two daughters that science and research is great fun. (He also bemoans the lack of women in technology and engineering fields鈥攃omputer science, in particular.) So as a personal project he developed Shark Punch, a VR method of aquatic physical therapy. For the past year Quarles has been working on the game, which involves strapping a waterproof smartphone to a user鈥檚 chest. A second phone attached to a dive mask places the user in a virtual underwater world filled with sharks. As part of therapy, the user then strikes out to punch a too-close shark on the nose. 鈥淭he idea is to think outside of the box when it comes to virtual reality gaming,鈥 he says. 鈥淕ames can have a positive effect on people鈥檚 lives, and that鈥檚 what we鈥檙e striving for.鈥

That message is seen throughout the San Antonio Virtual Environments laboratory at UTSA, where Quarles and his students are developing programs to help underserved populations. Quarles believes the explosion in VR popularity, especially with gaming, will raise questions about accessibility, so the team is trying to address that earlier rather than later. 鈥淚鈥檝e been doing a lot on rehabilitation with persons with disabilities,鈥 he says. 鈥淚t鈥檚 not always a quality-of-life issue but just people with disabilities who want to play VR games too.鈥

At any given time, there are multiple ongoing projects. In one of those, being conducted in partnership with a Brazilian doctor, a student is creating a physical therapy game that instructs the user to walk through a house and do everyday chores. Patients can watch their own progress on screen as they try to open medicine bottles, open a door for a pizza delivery, and answer a phone [see sidebar 鈥淭aking On Virtual Solutions鈥].

鈥淰irtual reality can revolutionize how people live their daily lives,鈥 says Gayani Samaraweera M.S. 鈥14 Ph.D. 鈥15, who has moved to Seattle to work as a software engineer at Amazon. 鈥淲e work with understudied special-user groups, like people with mobility issues. The sense of impact is quite unique.鈥


Creative Collaboration

Standing over a patient, scalpel in hand, a heart surgeon鈥檚 split-second decisions can mean the difference between life and death. With that in mind, a collaboration among faculty and students at UTSA and The University of Texas Health Science Center at San Antonio was born. 鈥淲e created the bypass surgery simulator not really for skills training but more to train in making real-time decisions,鈥 Feng says. 鈥淲e wanted to be able to psychologically prepare them for when they are in surgery, so if we can simulate that experience, it would provide another training tool.鈥 [Watch a video of the bypass simulator in action.]

Bypass Simulator in Action


The project was one of the first to be funded by the San Antonio Life Sciences Institute, which provides annual grants to partnering teams from UTSA and UTHSC. Feng, Quarles, and their students worked with Edward Sako, chief of UTHSC鈥檚 adult cardiac surgery division, to come up with the simulations. 鈥淢embers of the team observed an operation and saw what we were dealing with and what it looked like,鈥 Sako explains. 鈥淭he idea was to look at situations that don鈥檛 occur very often in real life. And while it鈥檚 good they don鈥檛 occur often, that also means our trainees may not see that type of situation, making it harder to train for situations that occur in their career.鈥

The simulator exemplifies ways virtual reality can cross disciplines and research projects. Other collaborations include students working with Quarles and computer science professor Greg White to develop a game for kids about cybersecurity and a recent Ph.D. graduate who reached out to the College of Education and Human Development to research how VR could assist children with autism. Chao Mei 鈥16 was interested in virtual reality when he started as a Ph.D. student in computer science following receiving his master鈥檚 from UTSA in 2015. After seeing autism in the news he started to consider the possibilities. 鈥淚 was thinking that, maybe, if they are not willing to talk to the people in real life, they could have an imaginary friend or an ideal person they would want to talk to. That鈥檚 something we can make in the virtual world.鈥

He got in touch with interdisciplinary learning professor Lee Mason, the executive director for the university鈥檚 Teacher Education Autism Model Center, an applied behavior analysis clinic that serves the needs of children with autism and other intellectual disabilities in South Texas. Mason supplied the expertise about children, learning, and autism that Mei needed for his research鈥攚hich later became his doctoral dissertation. 鈥淭his was novel, groundbreaking stuff,鈥 Mason says of the research. 鈥淗e did see a positive difference in how kids with autism reacted to the virtual world and the virtual teacher, but we need more research on how it can be applied in real life to help kids communicate with others.鈥

And as more and more children at younger ages are using computers, the need to teach them ways to stay safe online increases. Ph.D. student Brita Munsinger and master鈥檚 student Bushra Zahed have teamed up to create a fun way to do just that. 鈥淣owadays, kids are exposed to the internet, online media, and sometimes cyberbullying,鈥 Zahed says. 鈥淲e want them to have ideas on what to do in these situations鈥攈ow to take care of their privacy, how to protect themselves from cyberbullying, and how to protect their password.鈥 It will be designed to be used as a regular computer game, but it could venture into the virtual world. Instead of looking at the room, the user would be inside the room.

This isn鈥檛 just about a different platform for the sake of variety, experts say. 鈥淵ou can explain to people what virtual reality is, and they think they understand it. But you don鈥檛 really get it until you experience it,鈥 Quarles says. 鈥淲hen you experience it, that鈥檚 when you have a stronger physiological and emotional response to it.鈥


Ancient Arts, New Directions

Virtual painting, dance performances generated from body-tracking software, 3D modeling, and moving images across a 24-monitor, high-resolution screen. Mark McCoin, art professor and coordinator of UTSA鈥檚 new media program, knows the endless possibilities that pop up by combining the seemingly opposite disciplines of computer science and fine art. 鈥淲e focus on the moving image, sound art, and digital art,鈥 he says. 鈥淲hat makes new media art different is we focus on interdisciplinary, time-based works using technology. If we could get into virtual reality鈥攗sing a tilt brush or 3D aesthetic installations where you go in and create these whole new worlds鈥攖hat is an artistic experience. There are so many ways we can play around with this.鈥

McCoin sees that potential being unlocked in UTSA鈥檚 VizLab. Along with the high-resolution VizWall, the lab contains a haptic feedback device (users can feel the pressure of touching a virtual object as if they were touching a real one) for surgery or injection simulations, a 3D stereoscopic monitor, and a holographic visualization device, among other technology.

In addition, staff and faculty at UTSA鈥檚 Center for Archaeological Research see a future where prehistoric rock shelters that they鈥檝e already documented in 3D could be made virtually available to the public. 鈥淚t鈥檚 important for communities to be involved with their past so that they understand what happened before them,鈥 says Katherine Smyth, data systems coordinator for the center. 鈥淲e can harbor all of that data, but we need to have creative and engaging ways to share that with others. The technology offers new, exciting ways to do that.鈥

Realizing the need to help researchers like Smyth and McCoin use the lab to its full potential, the university funded full-time staffers for the lab as well as upgraded equipment and made the supercomputer that runs everything more powerful. That means an even greater ability to process information using big data research.

Just one example of UTSA鈥檚 use of big data is a new federally funded study of chronic medical conditions. Mechanical engineering professor Adel Alaeddini is beginning with 12 years鈥 worth of data from more than 100,000 patients being monitored for up to 32 different chronic conditions, including hypertension, depression, lower-back pain, and post-traumatic stress disorder. 鈥淭he main object is identifying the major patterns in the disease,鈥 he says. 鈥淲e can tailor this approach to each patient so that their physician knows that if this person isn鈥檛 treated within the next few months, they will probably develop a certain chronic condition.鈥

Whether scientists who are researching biomedicine or artists who are creating new pieces, the goal is to make access and use of the lab easier, including by adding workshops, scheduling tours, and increasing awareness, says Harry Millwater, associate dean for research in the College of Engineering. 鈥淲e want this to become the face of research for UTSA,鈥 he says. 鈥淥ur measure of success for the lab isn鈥檛 just going to be what research is getting done but how many colleges on campus are using it.鈥


The supercomputer-powered, 24-monitor VizWall at UTSA allows art students to analyze high-resolution scans of works of art that aren't readily accesseble - like Vincent Van Gogh's The Starry Night.
The supercomputer-powered, 24-monitor VizWall at UTSA allows art students to analyze high-resolution scans of works of art that aren't readily accesseble - like Vincent Van Gogh's The Starry Night.

Using sensors placed on his head, hands, feet, and waist to interact with an on-screen avatar, a computer science student in UTSA's virtual environments lab uses VR technology to study how people with mobility issues compensate for latency in movement.
Using sensors placed on his head, hands, feet, and waist to interact with an on-screen avatar, a computer science student in UTSA's virtual environments lab uses VR technology to study how people with mobility issues compensate for latency in movement.

A computer science student shows how another VR endeavor will allow children with autism to create a cusomized virtual teacher that they may be more likely to engage with than a human.
A computer science student shows how another VR endeavor will allow children with autism to create a cusomized virtual teacher that they may be more likely to engage with than a human.

Meeting Real-world Demand

College of Business alumnus Roberto Viejo 鈥15 has an inside look at how the VR job market is growing. He鈥檚 a partner in local virtual reality company Level 2 VR, which will have a game released on all major platforms this year. Viejo says he鈥檚 pleased his alma mater is focusing on these types of computing resources and sees even more areas where future expansion could be possible, such as expanding computer science programs to tackle gaming, which brings together all sorts of talent, like graphic designers, animators, and developers.

鈥淎s far as virtual reality and augmented reality, we are all in the learning-to-walk stage,鈥 Viejo says. 鈥淏ut this is the future, and these are the jobs of the future.鈥

As the cybersecurity and VR industries continue to grow, Quarles believes even more opportunities exist for synergy among disciplines, like art and business, especially in the gaming industry. To that end, he and Greg White are hoping to cultivate partnerships across UTSA鈥檚 colleges. Quarles says he would love for the university to expand its offerings by starting a game development program. 鈥淭he artists are the creative ones, so if we had someone focused on teaching 3D modeling or animation, which falls between arts and sciences, that would help our students become multidisciplinary team players. I would love to work with more artists.鈥

According to industry publication Road to VR, the full impact of the demand for the job market may even be years away; the market is visibly continuing to grow with more than 200 companies in 2015 hiring for VR. Experts predict that the jobs will continue to expand into the medical, military, and education fields. Professional sports and even news agencies have also jumped into the VR field. The New York Times, for example, launched a VR app to be used with Google Cardboard and now produces immersive stories regularly.

But there鈥檚 potential for other progress as well. 鈥淲ith all of the different applications, VR even has the potential to break down racial, gender, and other societal biases via manipulating perceptions, providing different virtual experiences,鈥 says UTSA alumna Samaraweera. 鈥淭he potential of these technologies is just incredible.鈥


UTSA Takes On Virtual Solutions

Researchers at UTSA have multiple projects under way that use virtual environments

In the San Antonio Virtual Environments lab at UTSA, computer science students are using virtual, augmented, and mixed reality to create solutions to universal problems. Professor John Quarles heads the lab and encourages his students to work across disciplines and topics. Here鈥檚 a breakdown of some of the most recent projects in the works.


VR Sickness


Taking On Virtual Solutions

Virtual car ride: Designed to make users sick, subjects sit in a virtual passenger seat and have their brain waves monitored to study cybersickness, which can feel like motion sickness to people who experience it. Cybersickness is one of the industry鈥檚 biggest concerns for end users.

Click to read more about cybersickness solutions.


Walk MS fundraiser


Taking On Virtual Solutions

Walk MS fundraiser: Created in partnership with the National Multiple Sclerosis Society, students re-created the setting of one of San Antonio鈥檚 annual Walk MS events. The program is made from the vantage point of a wheelchair user as the person navigates Walk MS, an annual fundraiser held by the National Multiple Sclerosis Society. Quarles says the goal is to help people participate in such an event from their homes, whether it鈥檚 for the MS Society or another organization.

Click to read more about event participation.


Latency


Taking On Virtual Solutions

Latency: Using time delay in virtual environments or as a cognitive function that slows the brain sending a message to move muscles, students created an avatar that responds to a user wearing sensors. The avatar automatically slows response on one side of the body, which helps study how a person, such as a stroke patient, compensates for affected movement.

Click to read more about mobility solutions.


Home Navigation


Taking On Virtual Solutions

Home navigation: Developed for a Brazilian neuroscientist, this virtual game takes a user through everyday household chores, like answering a door, picking up medications, and walking down a hallway. It鈥檚 made for patients or people who need muscle coordination rehab.

Click to read more about everyday solutions.


Virtual Teacher


Taking On Virtual Solutions

Virtual teacher: This game allows autistic children to create their own virtual teacher. It uses eye-mapping software that is programmed to make sure the kids are following the instructions of the teacher. If a student鈥檚 eyes veer away from the page, the teacher stops and repeats instructions.

Click to read more about autism solutions.


Ball Dodge


Taking On Virtual Solutions

Ball Dodge: Built by UTSA researchers to help with balance and coordination, this simulation lets users wear a virtual reality headset and they have to dodge balls that come their way.

Click for more info on balance and coordination solutions.


SHARE YOUR THOUGHTS

Please keep all comments constructive and relevant to the articles you're commenting on. Sombrilla reserves the right to delete or edit messages.

Current Issue: Fall 2016 | Table of Contents

TOP STORIES

  • Advanced Reality
  • The Witte Affinity
  • Building New Teams and Confidence

DEPARTMENTS

  • Inspired Teaching
  • Cuban Conservation
  • We Three Deans
  • Lesson Learned
  • Bird's-eye View

'RUNNER REUNION

  • Foodie Fervor
  • The Food Authority
  • Making a Difference
  • Alana鈥檚 Wonderland
  • Class Notes
  • In Memoriam

WEB EXCLUSIVES

  • A Productive Partnership
  • Knowing How to Eat Right
Back to Top

© 2023 番茄社区  |  One UTSA Circle San Antonio, TX 78249  | Information 210-458-4011

Emergency Response Guide | Jobs | Required Links | Policies | | Report Fraud
Title IX Reporting | Counseling/Mental Health | Clery Information