VIRTUAL DIAGNOSIS by Carl Gawith Imagine for a moment that you have been reduced to the size of a red blood corpuscle. That would make you just the right height to go walking through one of your own unreduced capillaries. Suppose, also, that it's a few years from now, that you've been diagnosed as having an aneurysm on a blood vessel in your brain, that the doctor feels there is no alternative to surgery if you are to avoid the inevitable result of a rupture in that vessel, and that your chances of surviving the surgery are just about even. Imagination is great, isn't it? Since we agree on how fine imagination is, maybe we can use it to help you decide whether the surgeon should start cutting. Since we also agree that the time is in the future, we can use a technological development that will become generally available any year now: real-time virtual imaging of a human body; yours, in this case. And that advance will let you take the walk I mentioned earlier. First, though, let's cover some background. Virtual imaging, or virtual reality (VR), is the use of a computer to see a simulated object or objects from a position that we do not occupy, while keeping the viewing options (and more) that we would have if we were really there. The "real- time" aspect comes in when we use VR software to view something that exists, seeing things that are actually happening as we watch from our new position, with full freedom of movement. We can choose to turn to the left at any time, and the scene on our monitor will reflect the change in view that would accompany a turn like that in the real world; an object that was ahead will slide off the right side of the screen. We can decide to move forward, and a person or thing that is in front of us will appear to become larger. That kind of activity, by itself, would rapidly lose most of its entertainment value. Besides, logic tells us that it would be less expensive, not to mention easier, to just walk, drive or (possibly) even to fly in our desired direction of travel than to go through all that's required to simulate motion in the computer. I set up this scenario for the specific reason that it is not always easier to do those things in the real world; in fact, it's sometimes impossible. Get the client involved The architect who creates a design for an office tower knows it is vital to involve the client in the concept. Usually that has been done by making a small-scale tabletop model that the customer can walk around, getting a feel for the look of the building and how it will blend or contrast with structures in the area. Often it's necessary to construct a part of the interior space of the new building in a warehouse, so that those who will be approving the project can "live" in their new office complex and get acquainted with its interior space relationships. How much money and time do you suppose could be saved by constructing a new building entirely within a computer's memory, then entering the front door of this digital building and visiting any office? All before the commitment to lay a single brick has been made? This approach is being used today in designs ranging from airliners to zoos. Well, back to the cursor tablet The world's largest manufacturer of commercial jet aircraft is currently flight- testing an entirely new airliner. With engines roughly the diameter of many airliners' bodies, it was developed in engineering departments that had no drawing boards. That's a result of the use of computer-aided design (CAD), but a side benefit of this technology is that, for the first time, the manufacturer has developed an airliner without physical structural and systems mockups. For those who aren't familiar with the term, a mockup was an assembly that simulated part of the finished plane. Structural mockups showed how the load-bearing elements of the design would fit together while allowing for necessary complications such as electrical, hydraulic, and air conditioning systems. Specialized mockups were built to check the operation of doors and controls, or to be sure that it would be possible for a worker to reach a component for installation or maintenance. The mockup was built from wood, plastic and/or metal, and filled an area in the plant large enough to hold the same part of a real airplane. No more. Mockups now exist only in computer memory, but they're used in the same way as the dusty, space-hogging physical mockups of the past. It's fascinating to watch the monitor while a three- dimensional human shape slides past ducts and structure toward an electronic component, possibly demonstrating where changes in access provisions need to be made. A computer graphics file in work is called a model. A VR model can be effective for studying traffic flow or the relationship of elements to their system. Of course, in basic VR the user's interface with the model is purely visual, and even that contact takes place through the limited field of view provided by a computer monitor. But what if it were possible to feel a wall with your hand, to kick a closed door with your toe, and to limit total visual input to the model? With an adequate interface, you could do almost anything in the model that could be done in the real world. That interface exists. A helmet replaces the monitor, and the user's hands and feet are in data gloves and boots, where they make inputs to, and receive stimuli from, the program. Since the helmet contains a separate image source for each eye and tracks head and eye movement, the application has the ability to create a perception of depth and to use an accurate viewing point and angle. Even arcade games are beginning to sprout VR features, and it won't be long before you can pay your money and take part in some famous historical battle. All of which, of course, has nothing to do with the walk through your capillary we discussed earlier, except that any who were unfamiliar with the concept may now have a better feel for virtual reality. If it's Friday, this must be the left lobe The live tour of your brain's circulatory system will be possible when we can feed into a VR program the data generated (as it's being used) by a medical scanner, creating a three-dimensional model of a part of the human body. So just imagine: you're hiking along inside one of the capillaries of your own brain. The walls alongside are close enough that you can nearly touch them both at once; then you begin to notice that the corridor is becoming roomier. You can see that the tube ahead has a visible bulge; in fact, as you step out into this aneurysm, it's so wide and high that at your present apparent size it looks like that airliner we were just talking about could fly through there, and the wall thickness at its thinnest point resembles the film of a soap bubble. One look at how that vast balloon compares with your normal blood vessel may be all that's needed to help you decide in favor of surgery, as well as giving you a reason to appreciate the value of real-time virtual imaging. Copyright 1995 SeeJay Publications