It was an honor to be the kickoff keynote speaker for the Australasian Simulation Congress. This is a copy of my presentation. It emphasized the theme of the congress -" Disruption and Balance". https://www.simulationcongress.com/
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How Virtual Reality & Augmented Reality Technology is Disrupting The Business of Simulation and Modeling
1. Virtual and Augmented Reality Technologies
Evolving, Transforming - Disrupting
Walter Greenleaf PhD
2. The Stanford Laboratory for
Brain Health Innovation and
Entrepreneurship
VR-IT
Stanford Virtual Reality
Immersive Technology Clinic
Academic Affiliations
10. Now is the time for VR & AR
XR technology is now affordable,
scalable and accessible
Facebook - Oculus
HP - Reverb Sony โ PlayStation VR
Microsoft - HoloLens
HTC - Vive Google - DayDream
12. The Next Computer Platform
Work
Play
Educate
Socialize
Shop
Entertain
Communicate
Etc
13. 11.3
16.9
27.3
41.5
56.2
68.0
Year 2 Year 3 Year 4 Year 5 Year 6Year 1
Initial adoption will be driven through
game console, PC gaming and mobile
phone bundling.
Within 3 years, VR will likely be
adopted by 30 million users.
*Based on agent based modeling by
Lieberman Research Worldwide
Within 6 years, XR will likely be adopted by 70 million users
14. What is The Relevance to Modelling and Simulation?
15. Donโt have a โKodak Momentโ
1996
Market Cap of $28B
Revenue $16B
Employees 140,000
2012
Market Cap <100M
Revenue $6B
Employees 17,000
2012
Facebook Acquires
Instagram for $1B
16. Kodak Did Not Adapt
In 1975 Kodak
created the first
digital camera
Miss 1: Digital Cameras
Miss 2: Photo Sharing
Miss 3: Digital Frames
for Photo Viewing
20. Disruption Moves Fast -
Already
Disrupted
Photography
Books
Music
Video
Retail
Travel
Being
Disrupted
Financial Services
Transportation
Government
Healthcare
Education
To Be
Disrupted
Manufacturing
Insurance
Utilities
Telecommunications
Energy
Gaining Momentum
40. Virtual Humans For Education, Training, Support
โSmart Avatarโ with a virtual voice,
image and mannerisms via AI
41. Digital systems are not just measuring the physical parameters of our health.
New methods are being developed that will allow us to collect and analyze biomarkers that reflect
our cognitive and emotional status.
Here are four examplesโฆ
Brain Health BioMarkers - Passive Data from Smart Phones
Voice Analytics as a BioMarker of Depression
Facial expressions in response to a VR Challenge
Cognitive function assessment using AR and smartphone sensors
42.
43. XR Tech has Impact
The Neuroscience Behind the Impact
VR can engage our attention, enhance
learning, promote cooperation and
facilitate behavior change by taking
advantage of the way our brainโs
learning and reward systems function
Activate neuroplastic change via reward systems
Shorten the reward feedback loop โ
show progress
Leverage mirror neuron systems
VR systems can:
44. Ability to change attitudes and behavior after โbeingโ oneโs future self.
Leveraging Mirror Neurons
45. Neuroscience Rationale
Repetition is required
It is critical to engage the
brain's reward systems
It is necessary to activate the associated brain system
to enable neuroplasticity
46. Addition Mechanisms of Impact
Active Involvement: AR/VR systems provide users
with immersive experiences that maximize cognitive
engagement.
Feedback: learning is reinforced by direct, immediate
and relevant feedback that reinforces the experience
and the lessons learned.
Engaging and Motivating: the dynamic nature of
VR/AR systems provides users with agency and can
provide immediate rewards for progress.
Team Training: Multiuser experiences can provide
and leverage group skill building.
Cost Effective: AR/ VR systems extend the reach
and reduce the cost of face-to-face training.
Novels
Theater
Film
Games
AR/VR
47. Wired for Narrative Stories
Research shows that STORY:
โข Provides superior retention
(memory and recall)
โข Provides improved understanding
โข Creates context and relevance
โข Creates empathy
โข Engages attention
โข Enhances the creation of meaning
48. Rewarding the pursuit, not the achievement
Our reward systems activated by anticipation, not achievement.
49. Health Concerns = Essential Elements of Story
1. CHARACTER
2. CHARACTER TRAITS
3. GOAL
4. MOTIVE
5. CONFLICTS/PROBLEMS
6. RISK & DANGER
7. STRUGGLES
8. DETAILS
Order
Resolution
Chaos
Disruption
Conflict/Struggle
Heroโs Journey
51. Defense โ enhanced situational awareness
Healthcare โ assessments and interventions
Entertainment and Gaming
Construction
Collaborative Design
Manufacturing
Maintenance and Field Service
Dynamic Data Visualization
Supply Chain Management
Interpersonal Skill Training
Hospitality, Real Estate, Travel, Retail
XR Tech
Currently Used Across the Enterprise
- and Gaining Momentum
52. Disaster Preparation
Multi-Department Training and Rehearsal
Situation Awareness
Stress Inoculation
Staff Training โ Team Training
Rehearsal for Unusual Situations
AR - Data Fusion, Situation Awareness
59. Training and Support โ for the Business Enterprise
Johnson & Johnson Medical Device Division
Training Surgeons
Farmers Insurance
Training Insurance Adjustors
DHL
Manufacturing and Maintenance
Exon Mobile
Safety Training
60. 50 learning modules to
train 1M associates
โข17,000 Oculus headsets
across nearly 4,700
U.S. stores
12 learning
modules
in 200 locations
Adoption
Deployment
Pilot
63. Enterprise Case Studies
Bell Flight designed their next-
generation FCX- 001 helicopter 10x
faster with virtual modeling, saving
the company time and millions in lost
time and revenue.
BMW and ZeroLight leveraged
precision eye tracking to enhance
the visual fidelity of the BMW M
Virtual Experience and capture
customer behavior insights.
67. Although entertainment, social
connection and gaming will
drive the initial adoption of VR
technology, the deepest and
most significant market for VR
will be in clinical care and in
improving health and
wellness.
XRโs Impact on One Vertical- HealthCare
72. Digital Health Platforms deliver interventions to patients, and
parse data for enhanced analysis and improved protocols
73. โข Prevention and Wellness
โข Objective Assessments
โข Functional Training
โข Improved Interventions
โข Facilitate Adherence
โข Distributed Care Delivery
VR and AR technology will significantly impact Medical Care
74. Medical VR Can Address Several Key Problems
Annual cost of problems in the U.S. alone:
WEIGHT
LOSS
$289B
SMOKING
CESSATION
$528B
ADDICTION
$181B
CHRONIC
PAIN
$635B
POST
TRAUMATIC
STRESS
$300B
Stroke & TBI
$86B
Alcoholism
$223B
Autism
$126B
75. Phobias / PTSD
Stress Management
/ Relaxation
Surgical Training /
Planning
Physical
Rehabilitation
Pain & Difficult
Procedure Mitigation
Depression
Treatment
Cognitive
Rehabilitation
Optical
Rehabilitation
Addiction Treatment
Neuropsychological
Assessments
Cognitive Training
Wellness
Sports Training Disability Solutions Speech Therapy
Autism Spectrum
Disorder
Stroke & TBI Patient Education Preventive Health ADHD Senior Care
157 Emerging Medical VR/AR Companies
20 Clinical Sectors
76. โข Clinical Skill Training
โข Surgical Skill Training
โข Interpersonal Skill Training
โข Use of Equipment and Tools
โข Team Training - eg: Emergency
Department, Surgical Team
โข Emergency Response Training
and Rehearsal
โข Facilitate Empathy
Medical Training
77. VR simulation to train medical students
and staff to respond in high-stakes,
low-frequency pediatric emergencies.
80. Anatomy and Physiology Education
โข Response to the acute shortage of human
cadavers
โข Allows for repetitive training and self-study
โข More detailed examination of micro-
features of organs, tissue etc.
โข Integration of text, video and other media
to further enhance learning
87. Standardized Environments for Neurocognitive Evaluation
New Approaches for Cognitive Assessment
Migrates traditional paper
and subjective evaluations
to a more sophisticated
level.
Provides robust
assessments that can
challenge cognitive skills in
a more natural,
standardized, objective and
reproducible manner.
88. Cognitive function assessment at the primary
care level โ using AR and smartphone
sensors
10 minute test
Diagnostic accuracy of 94%
FDA Class II Medical Device
Continuous data of everyday functions
250 features assessed at 300Hz
3D trajectory neuromotor parameters
89. Cognitive Assessments for ADHD
โข Enhanced Continuous Performance Test (CPT) in a real-
world classroom environment
โข Can introduce visual and auditory distractions during CPT
administration
โข More familiar for children than traditional PC-Based CPT
โข Performance and response times more closely
approximate true classroom
โข Can become a skill building platform
91. We use brain circuit biotypes to connect
brain imaging with VR
Neuroimaging measures
1. Scan brain at rest
2. Emotion regulation task
3. Cognitive control task
Virtual Reality:
1. Relaxing scene
2. Emotion regulation task
3. Cognitive control game
92. We envision a precision health model using VR to elicit
biotypes to help refine the intervention choices
Cognitive training TMS
Eliciting biotypes using
normed environmentsHeterogeneous
Disorder
Quantify and refine
biotypes
Relaxation Negative Scene
Positive Scene Cognitive Game
1st line Antidepressants
Mindfulness-based. TMS
Non-drug and
new drug options
Matching biotypes to the
intervention โmenuโ
Default Mode
Negative Affect
Positive Affect
Cognitive Control
95. Stroke and Traumatic Brain Injury
Physical / Occupational Therapy
New Approaches to Physical Medicine & Rehabilitation
96. Virtual Humans For Training, Confidential Interaction,
and Telemedicine Support
97. VR for Pain Distraction
Clinical Research and Validation
Interactive virtual environments significantly
reduce pain from as much as 44% during the
most painful procedures
(ex: burn wound treatment)
Diverts patient attention away from perceiving and feeling
pain; (selective attention theory)
Decreases pain-related brain-activity
Reduces need for anesthesia, opioid medication
No pharmacological side effects
98. PTSD, Phobias, Anxiety Disorders
โข Exposure-based treatments can be conducted in the safety and comfort of an office setting
โข Effective tools for treating a variety of clinical problems, in particular anxiety and addictive
disorders
โข Fully immersive environments, with include the use of a head mounted display, 3D sound, tactile
stimulation via shaking platform, and olfactory stimulus are used for PTSD therapy
100. ยง Generalized Anxiety Disorder
ยง Phobias
ยง Obsessive Compulsive Disorder
ยง Anger Management
ยง Eating Disorders
ยง Schizophrenia
Virtual environments are used clinically to treat several
important mental and behavioral health problems
101. โข Social Anxiety Disorder
โข Depression
โข Mild Cognitive Impairment
โข Autism Spectrum Disorder
โข ADHD
Virtual environments are used clinically to treat several
important mental and behavioral health problems
103. VR & AR - A Key Part of a Combination Therapy
Digital Health Platform
Patient-facing software
designed to enhance
medication efficacy
Medication with
clinical benefit
eFormulation-
pharmaceutical
product with
enhanced efficacy
=+
104. โข Improve Cognitive Function
โข Promote Exercise & Weight Management
โข Stress Management
โข Mood and Resilience
HEALTH AND WELLNESS
โข Disability Solutions
โข Addressing Isolation
โข Grief Counseling
105. Ability to change attitudes and behavior after โbeingโ oneโs future self.
Have a Dialog With your Future Self
106. Your Future Self
Students interacted with 3-D avatars of future self.
Participants who interacted with future self put more than twice
as much money into retirement account.
108. Improved Assessments and Diagnostics
Addressing Isolation and Loneliness
Acute and Chronic Pain
Depression and Anxiety Disorders
Physical and NeuroRehabilitation
Design for Disabilities
Post-Discharge Follow-up
Staff Training: not just procedures, but empathy
Virtual Environments and Senior Care
112. Rapid evolution = fears of obsolescence
Mobile / PC-Based vs. All-in-One
Graphics-based vs. 360 video
Concerns over infrastructure needs
Lack of IT support
No Clear Technology Path โ Too Many Options