Randomized Radiation Shielding Scenarios for the DoseBusters Virtual Reality Radiation Physics Game – UROP Symposium

Randomized Radiation Shielding Scenarios for the DoseBusters Virtual Reality Radiation Physics Game

Nauman Siddiqui

Pronouns: He/Him

Research Mentor(s): Kimberlee Kearfott
Research Mentor School/College/Department: NERS/BME / Engineering
Program:
Authors: Nauman K Siddiqui, William Zhang, Jackson H Eggerd, Jordan D Noey, Kimberlee J Kearfott
Session: Session 5: 2:40 pm – 3:30 pm
Poster: 23

Abstract

DoseBusters is a radiation detection and protection game created using the Unity engine for 3-dimensional real-time virtual reality (VR). It is intended to provide engaging and educational radiation simulations accessible to students, professionals, and the general public. DoseBusters tracks a player’s virtual position while calculating the dose rate at their location using a one-over-r-squared gamma point source assumption. Virtual dose rate is displayed in real time on a virtual detector and integrated to track the player’s total accumulated dose on a virtual dosimeter. Ambient and player-movable shields are modeled with simple inverse exponential radiation attenuation without scatter or build-up. DoseBusters’ greatest strength is providing virtual environments that are dynamic and responsive to the user’s actions due to the real-time nature of the physics simulation. A Tutorial Laboratory is completed which instructs radiation novices on the basics of radiation shielding of different radionuclides with different materials. Additional means of building the user’s experience with shielding, while testing their growing intuition about radiation protection, is highly desirable. This work encompasses a new Dosebusters’ environment, the Shielding Challenge Room. It consists of a basic space populated upon entry with sources and shielding elements at different locations and orientations based on predetermined or randomized layouts. Configurations within the room are designed with consideration of specific learning objectives. Different radionuclides are placed with different shield materials, thicknesses, and geometries. One scenario may be designed to give an appreciation for the dose rates associated with different radionuclides. Alternatively, the importance of the proximity of shields to the sources or choice of appropriate shielding materials could be the learning objectives of another virtual configuration. Entry into the Shielding Challenge Room assigns the player specific tasks, such as traveling through the room to an exit or the lowest dose rate location. Another job could be placing a provided shield to most effectively limit the dose at a marked location. A player could be asked to move the sources or shields in the room to reduce the dose along a path. Player motion could be restricted by barriers for a more maze-like scenario. Users may be provided with information about sources for some exercises, but not others. To prevent players from simply sprinting to reduce radiation exposure, there could be an established speed limit requiring a restart if exceeded. Performance could be evaluated using integrated dose, completion time, or challenge-specific metrics such as total dose reduction. A DoseBusters achievement or reward system is contemplated to provide incentives for completing progressively more difficult challenges. For example, the implementation of a VR-headset-limited or online leaderboard is being explored. Completed recent work includes an automated virtual dose tracking implementation. There is also a virtual tablet interface for displaying the layout of the environment and showing objectives and other useful information to the user. Additionally, an interface for switching scenarios and configuring the VR settings has been completed. The current status of DoseBusters’ Shielding Challenge Room will be fully discussed as part of this presentation.

Engineering, Interdisciplinary

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