The 2017 Society for Neuroscience conference that concluded earlier this week brought together over 30,000 attendees from 80 countries. Among them were at least 530 exhibiting companies that showcased technologies and tools aimed at advancing our understanding of the brain and nervous system. The exhibit hall floor was thus filled with numerous interesting and stimulating neuroscience eye candy. Among some of the most memorable exhibits brought forward the scientific applications that are possible with emerging technologies in virtual reality (VR).

One VR system, showcased by the Wyss Center incorporates image data from the center’s own custom lightsheet microscope—one of only three in the world. Lightsheet microscopy is notable for its optical sectioning capabilities, able to rapidly image individual neurons five times thinner than the human hair. When the image data is translated into the VR system, viewers are brought in front of a large, 3D mouse brain with glowing neuronal pathways. Moving closer allows an even better view of the interior components of the organ. The resolution is so detailed that even micron-sized dendritic spines can be observed. Hand-held controllers allow intuitive interaction with the data to highlight, select, slice and zoom.

"The immense data volumes produced by today's high-performance microscopes are driving the development of new methods to visualize the brain,” says Dr. Stéphane Pages from the Wyss Center. “We have developed this virtual reality system to reconstruct cellular level neuroanatomical data in 3D space. The system provides a practical solution to experience, analyze and quickly understand these exquisite, high-resolution images."

From the Zeiss booth, Arivis has showcased their own VR software, InViewR, which generates a fully accessible 3D model from microscopy data. At the exhibit, users are brought before a model of a kidney glomerulus and surrounding cells, distinguished by different colors. Using controllers, users are then given complete freedom to move, rotate, and resize the object before them. Additional controls give an added ability to mark, measure, edit, and classify key sections. Arivis reports that data can be imported into the software from a wide range of 3D imaging instruments, such as light sheet microscopes, confocals, and even electron microscopes. 

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In addition to systems analyzing the microscale, other companies have also showcased how VR can immerse the user in new worlds and scenarios. A module within the Thermo Fisher Scientific booth engages conference participants with a different attraction. A fantastical, roller coaster-like rendition of the brain takes the VR users for an exciting ride among the brain's glowing neurons, giving them a task of shooting down red, unwanted neuronal cells. At the end, a score rates the user's performance.

At the joint WorldViz and BIOPAC booth, using both Oculus Rift and HTC Vive headsets, standing participants are placed on virtual platforms within a spacious warehouse setting. On cue, the platforms are suddenly elevated to a height of nearly three stories high, easily inducing excitement, fear, or both. When instructed to step to the side to experience freefall, some participants are able to oblige. For a few others, the experience seems far too realistic and could not bear to fall.

Tobii Pro’s exhibit is less hair-raising. A series of different video game-like scenarios enable the user to pleasantly interact with a fantastical world, such as by throwing rocks at targets, shooting down spaceships, and shopping for various objects. According to the developers, the defining feature of the Tobii Pro system is its eye-tracking technology, which gives the ability to analyze gaze and attention. This ability can thus be applied to the study of human behavior. 

It appears that analyzing visual data is simply one avenue of the VR application in research. Creation of virtual worlds, while seemingly whimsical, offers a promising feat of complete customization and endless possibilities. In the world of research, these may come in the form of test environments or scenarios. Various stimuli can be readily manipulated to study physiological or emotional responses. Developers have also brought up VR applications in training, education, and even therapy, such as for those suffering from mental conditions like phobias or PTSD. It may not be long before college lectures as well as human experiments are conducted using everyday consumer headsets. 

Image: A participant tries out a nervous system-themed VR game, hosted at the Thermo Fisher Scientific booth.