Estefania Munoz
Pronouns: She/Her/Hers
Research Mentor(s): Kimberlee Kearfott
Research Mentor School/College/Department: NERS/BME / Engineering
Program:
Authors: Estefania Munoz Barron, Jordan D Noey, Jianyu (“Jacky”) Tu, Kimberlee J Kearfott
Session: Session 5: 2:40 pm – 3:30 pm
Poster: 24
Abstract
DoseBusters is a virtual reality game that simulates real-world radiation contamination and exposure. In this game, the player uses radiation detection instruments and equipment to find and handle radiation sources with as little dose as possible while in a virtual space. Models simulating detectors, shields, and radiation sources are implemented for the player to use, so they can measure and interact with the radiation sources as in the real world. In addition to those radiologically specialized items, other assets, such as general lab equipment, are also needed used to recreate an experiment or environment without the dangers of being exposed to radiation. The detectors used for the virtual reality game include ion and proportional chambers, semiconductors, and scintillators. These models are made to replicate existing devices by using the manufacturer’s specification sheet, making them look as similar as possible to the actual product, from its scale to its functionality and appearance. Unity, the software used to code the game, is then used to implement and configure these models to function as the actual device would near radiation, which has been applied within the virtual surroundings. The shields created are used to block and lower radiation exposure. Lab equipment, including common furniture, is used to emulate a lab’s environment while giving the player a method of handling the radiation source and remaining safe virtually. All 3D models are created using Blender, a game engine that makes models consisting of geometric solid shapes, combining modifiers to create any imaginable design or figure. The scale, material, and interactability can all be managed through Blender and its many features. How the model rotates and moves within this modeling software is similar to within the virtual space, in-game, which is useful in assuring the mechanics of the model is accurate. However, when using Blender it is important to keep a low polygon count to avoid lagging within the game. There are special techniques which may be applied to achieve the same quality without excessive complexity.




