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Article forgeIf you try it, you'll love it: we're talking about virtual reality, a realistic simulation of a digital reality through which it is possible to be projected anywhere and experience first-person adventures, using a VR viewer. The potential of this technology is innumerable, ranging from video games to teaching, but not only. To find out more, we interviewed Valerio Lombardo, an INGV researcher with a passion for programming who has developed, through virtual reality, a journey inside a volcano.

Valerio, these days there is a lot of talk about virtual reality and augmented reality. What is it about? What are the differences?

Many people ask me the difference between augmented reality and virtual reality; let's say right away that with the first, through devices such as Smart AR or special glasses such as Google Glass, the user continues to observe the reality that surrounds him on which virtual objects are superimposed. In essence, this technology enriches, enhances and increases our perception of the world with a variety of digital content. The smartphone itself can be used as an augmented reality tool. An example is the very famous Pokémon Go game: the user uses the camera as a pointer and GPS as a geolocation system to locate players on a map. In certain locations, a Pokémon appears on the camera screen that the player can try to catch. Virtual reality, on the other hand, is entirely digital and immersive, that is, it isolates the user from the external environment by transporting him to a parallel reality that completely absorbs him. This happens by wearing the specific visor helmet, made with two cameras positioned in front of the eyes which allow the stereoscopic view on which the 3D model of the virtual environment is projected and through controllers to interact or to move within the digital world.

How did the idea of ​​creating a virtual experience inside the volcano come about?

The idea of ​​creating something of this type for educational purposes was born, on the one hand, from my computer knowledge and for what is a hobby: I love the typical technologies of videogames and 3D animations. I've been cultivating this passion since I was a kid, when I started programming in hexadecimal with the Commodore 64. I was a real nerd and while the others went to play football, I dabbled in assembly programming. On the other hand I am a volcanologist researcher, I know the volcanic environment well and it is spectacular. In my opinion, geophysics is a perfect field of application for virtual technology because it allows the exploration of breathtaking and often inaccessible scenarios. So about six months ago I had the idea of ​​combining the two aspects and I decided to create a 3D environment for a journey inside a volcano. 

What is this virtual journey all about?

It is a descent into an imaginary volcano where the visitor has the opportunity to measure the temperature of the lava and the concentration of gaseous emissions. It must be emphasized that it is a pseudo-scientific journey since the descent into these environments is an impossible experience. However, even if the journey is fictionalized, the results of the measurements are realistic and therefore the scientific message that is transmitted is rigorous.

What are the audience reactions? Where is it possible to try this fantastic experience?

The trip has been tried by a very wide range of users of all ages, including many children. It should be remembered that the use of a helmet is recommended for ages four and up. Everyone has given us extremely positive feedback. Among the little ones there are those who said they "feel the heat of the lava" and even from the outside it is very exciting to see the astonished expressions of the travellers. As I said, it is an experience suitable for all ages and we are thinking of a study on the results obtained with respect to the different groups. This environment has been presented in many events both in the Rome office of INGV, for example on the occasion of the recent anniversary of the Institute, and at the National Geographic Science Festival held in Rome, but we have also been to the City of Science in Naples and at the Living Planet Symposium of the European Space Agency. To find out when the next appointments will take place, it is possible to consult the INGV website where all the scheduled events will gradually be published in which to be able to have this magnificent virtual reality experience. 

Why does virtual reality lend itself so well to teaching? Does the same apply to applications in the field of scientific research?

The educational potential is truly enormous because virtual technology allows an immediate approach since the user is projected into this reality and learns directly. I'm developing other environments like the polar ones, an underwater volcano and the solar system... there are no limits in virtual reality, it makes possible experiences otherwise inaccessible to people. However, this technology also has enormous potential in the field of scientific research: in this sense it can be very useful, for example, for the visualization of complex data, the "Big data". These, in fact, projected in a 3D environment allow to have the perception of their distribution in a decidedly superior and more intuitive way compared to the common 2D visualization. What was exciting about this application was getting suggestions and ideas from many colleagues! Among these, it was proposed to me to create a 3D visualization environment that provides for the projection of earthquake hypocenters for seismic sequences of particular interest and complexity. In this environment, the operator could position himself in a privileged observation point, for example under the earth's crust where the earthquake occurred. The environment would be enriched by a series of geological information such as faults, dislocations and anything of interest on which to project the sequences of seismic events in an interactive way.

Valerio, can you briefly explain to us how a virtual world is built?

As for the technology used, this is typical of video games. Each virtual environment is created starting from 3D models. These models are a bit like LEGO level 2.0. Basically you have "thematic" bricks that allow you to build your virtual world. Except that these bricks are, in fact, 3D models made up of polygons and textures. These bricks, just like lego, represent particular scenarios and are assembled in CAD-type development environments: in the case of the volcano, 3D models have been used that represent the rock, the lava, the laboratory, etc. Each scenario is a game of imagination and you can really create anything. I must admit that the first few times I used the helmet I was very excited because it is one thing to see the environment you designed on a 2D screen, another when you find yourself immersed in it. The aspect that I find impressive is the speed with which the brain adapts to the new dimension: if I happen to be immersed for too long I forget, for example, that there is a desk and a chair in front of me... it happened that I would run into it, so you have to be careful and take breaks.

 Virtual reality is a technology that opens up interesting study prospects, are there any projects dedicated to university students?

To tell the truth, we are thinking of collaborations with computer engineering faculties to give applicant students the opportunity to carry on their degree theses in our laboratory, effectively collaborating in the creation of this type of environment. We are talking about applications of absolutely innovative techniques of great interest also from the video game industry which represents one of the strong points of the world economy. It is clear that we are dealing with a promising sector in many respects, for which specific skills will be needed: future developments will be extraordinary and the call to helmets has begun. We are waiting for you.