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Virtual and Augmented Reality Technologies
Evolving, Transforming - Disrupting
Walter Greenleaf PhD
The Stanford Laboratory for
Brain Health Innovation and
Entrepreneurship
VR-IT
Stanford Virtual Reality
Immersive Technology Clinic
Academic Affiliations
Non-Academic Affiliations
Twenty Five Years Ago
1994 AUSI VR Conference
Melbourne
AR, VR, & AI Technologies
Embrace,
Incorporate,
Leverage โ€ฆ..
Or Fade Away
Current technologies and protocols have benefited from more than
50 years of research and development.
VR Technology Has Evolved
First general purpose
and commercially
available VR
systems.
VR Technology Has Evolved
1987
My 35 Year Journeyโ€ฆ.
1984 โ€“ Stanford University
Mitigating Post
Traumatic Stress
With Virtual Reality
2008 Sichuan
Earthquake
11 Years Ago
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
Two Years Ago
Mitigating Post
Traumatic Stress
With Virtual Reality
2017 Mexico City
Earthquake
The Next Computer Platform
Work
Play
Educate
Socialize
Shop
Entertain
Communicate
Etc
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
What is The Relevance to Modelling and Simulation?
Donโ€™t have a โ€œKodak 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
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
Disruption Moves Fast -
Uberize Your Businessโ€ฆ..
Before You Are Kodaked
Already
Disrupted
Photography
Books
Music
Video
Retail
Travel
Being
Disrupted
Financial Services
Transportation
Government
Healthcare
Education
To Be
Disrupted
Manufacturing
Insurance
Utilities
Telecommunications
Energy
Disruption Moves Fast -
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
VR + AR + MR = XR
Fully immersed in an environment
Virtual Reality
Digital objects and overlays in the real world
Augmented Reality
The spectrum between AR & VR:
From blending ourselves with digital environments
to anchoring digital objects in the real world
Mixed Reality
THE
LANDSCAPE
VR and AR Technology is
Evolving Exponentially
Emerging and
Confluent
Technologies
5G connections will surpass one billion by 2023
Ready or notโ€ฆ
The wearable tech, always
on, always online world is
on the way - and will be
arriving soon.
Sensors Are Evolving, Connecting, Promulgating
Artificial Intelligence
Machine Learning
Digital Twin Paradigm
Virtual Humans - Voice Recognition, Emotion Detection- Dynamic Response
Virtual Humans For Education, Training, Support
โ€œSmart Avatarโ€ with a virtual voice,
image and mannerisms via AI
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 examplesโ€ฆ
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
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 brainโ€™s
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:
Ability to change attitudes and behavior after โ€œbeingโ€ oneโ€™s future self.
Leveraging Mirror Neurons
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
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
Wired for Narrative Stories
Research shows that STORY:
โ€ข Provides superior retention
(memory and recall)
โ€ข Provides improved understanding
โ€ข Creates context and relevance
โ€ข Creates empathy
โ€ข Engages attention
โ€ข Enhances the creation of meaning
Rewarding the pursuit, not the achievement
Our reward systems activated by anticipation, not achievement.
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
Heroโ€™s Journey
Current Examples
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
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
Higher Emotional Valence - Stress Inoculation
Inspire The
Next
Generation
Foster Empathy
Virtual Meetings
Distributed
Design
Telepresence Team Training
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
50 learning modules to
train 1M associates
โ€ข17,000 Oculus headsets
across nearly 4,700
U.S. stores
12 learning
modules
in 200 locations
Adoption
Deployment
Pilot
EMPLOYEES
PERFORMED BETTER
70%
COMPARED TO TRADITIONAL TRAINING METHODS...
TRAINING
TIME REDUCED
40%
Technical Assistance & Field Service
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.
Situation Assessment
Visualization & Planning
Data
Visualization
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.
XRโ€™s Impact on One Vertical- HealthCare
Transforming
HealthCare with XR
Technology
XRโ€™s Impact on One Vertical
Digital Health
Revolution
โ€ข Mobile Health / eHealth
โ€ข Machine Learning
โ€ข Wearable Sensors
โ€ข Patient Centered
โ€ข Leverages Internet:
social, quantitative, collaborative
Every Medical Device Reinvented
Entering the Era of Medical Wearables
Digital Health Platforms deliver interventions to patients, and
parse data for enhanced analysis and improved protocols
โ€ข Prevention and Wellness
โ€ข Objective Assessments
โ€ข Functional Training
โ€ข Improved Interventions
โ€ข Facilitate Adherence
โ€ข Distributed Care Delivery
VR and AR technology will significantly impact Medical Care
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
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
โ€ข Clinical Skill Training
โ€ข Surgical Skill Training
โ€ข Interpersonal Skill Training
โ€ข Use of Equipment and Tools
โ€ข Team Training - eg: Emergency
Department, Surgical Team
โ€ข Emergency Response Training
and Rehearsal
โ€ข Facilitate Empathy
Medical Training
VR simulation to train medical students
and staff to respond in high-stakes,
low-frequency pediatric emergencies.
Surgical Procedure Training
Medical Device Training
Anatomy and Physiology Education
โ€ข Response to the acute shortage of human
cadavers
โ€ข Allows for repetitive training and self-study
โ€ข More detailed examination of micro-
features of organs, tissue etc.
โ€ข Integration of text, video and other media
to further enhance learning
Virtual Patients for Clinical Skill Training
Preparation and Training for Difficult Situations
Empathy for the Patient Experience
Clinical Training
Build Empathy for Underserved Populations
Patient Education & Informed Consent
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.
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
Cognitive Assessments for ADHD
โ€ข Enhanced Continuous Performance Test (CPT) in a real-
world classroom environment
โ€ข Can introduce visual and auditory distractions during CPT
administration
โ€ข More familiar for children than traditional PC-Based CPT
โ€ข Performance and response times more closely
approximate true classroom
โ€ข Can become a skill building platform
Standardized Environments for Neurocognitive Evaluation
New Approaches for Cognitive Assessment
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
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 โ€œmenuโ€
Default Mode
Negative Affect
Positive Affect
Cognitive Control
Some Examples โ€“ VR and AR in Use Today
Preoperative Planning & Image Guided Surgery
Stroke and Traumatic Brain Injury
Physical / Occupational Therapy
New Approaches to Physical Medicine & Rehabilitation
Virtual Humans For Training, Confidential Interaction,
and Telemedicine Support
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
PTSD, Phobias, Anxiety Disorders
โ€ข Exposure-based treatments can be conducted in the safety and comfort of an office setting
โ€ข Effective tools for treating a variety of clinical problems, in particular anxiety and addictive
disorders
โ€ข 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
RISK AVOIDANCE TRAINING
Refusal skill training, Situational Confidence
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
โ€ข Social Anxiety Disorder
โ€ข Depression
โ€ข Mild Cognitive Impairment
โ€ข Autism Spectrum Disorder
โ€ข ADHD
Virtual environments are used clinically to treat several
important mental and behavioral health problems
Virtual Hospital Tours Used To Relieve Pre-procedure Anxiety
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
=+
โ€ข Improve Cognitive Function
โ€ข Promote Exercise & Weight Management
โ€ข Stress Management
โ€ข Mood and Resilience
HEALTH AND WELLNESS
โ€ข Disability Solutions
โ€ข Addressing Isolation
โ€ข Grief Counseling
Ability to change attitudes and behavior after โ€œbeingโ€ oneโ€™s future self.
Have a Dialog With your Future Self
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.
Portable Telemedicine Platform
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
Transforming
HealthCare with
XR Technology
What Are The Constraints?
What are the gating-steps to adoption?
Perception of VR as a Gaming Platform
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
In Summary
Donโ€™t Be Like Kodak
Disrupt โ€ฆ..
Or Be Disrupted
Immersive and Augmented Reality Technologies
Evolving, Transforming, Revolutionizing- and Disrupting
Walter Greenleaf PhD

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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
  • 4. Twenty Five Years Ago 1994 AUSI VR Conference Melbourne
  • 5. AR, VR, & AI Technologies Embrace, Incorporate, Leverage โ€ฆ.. Or Fade Away
  • 6. Current technologies and protocols have benefited from more than 50 years of research and development. VR Technology Has Evolved
  • 7. First general purpose and commercially available VR systems. VR Technology Has Evolved 1987
  • 8. My 35 Year Journeyโ€ฆ. 1984 โ€“ Stanford University
  • 9. Mitigating Post Traumatic Stress With Virtual Reality 2008 Sichuan Earthquake 11 Years Ago
  • 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
  • 11. Two Years Ago Mitigating Post Traumatic Stress With Virtual Reality 2017 Mexico City Earthquake
  • 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. Donโ€™t have a โ€œKodak 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
  • 21. VR + AR + MR = XR
  • 22. Fully immersed in an environment Virtual Reality
  • 23. Digital objects and overlays in the real world Augmented Reality
  • 24. The spectrum between AR & VR: From blending ourselves with digital environments to anchoring digital objects in the real world Mixed Reality
  • 25.
  • 27.
  • 28.
  • 29. VR and AR Technology is Evolving Exponentially
  • 30.
  • 32. 5G connections will surpass one billion by 2023
  • 33. Ready or notโ€ฆ The wearable tech, always on, always online world is on the way - and will be arriving soon.
  • 34. Sensors Are Evolving, Connecting, Promulgating
  • 37.
  • 39. Virtual Humans - Voice Recognition, Emotion Detection- Dynamic Response
  • 40. Virtual Humans For Education, Training, Support โ€œSmart 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 examplesโ€ฆ 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 brainโ€™s 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 โ€œbeingโ€ oneโ€™s 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: โ€ข Provides superior retention (memory and recall) โ€ข Provides improved understanding โ€ข Creates context and relevance โ€ข Creates empathy โ€ข Engages attention โ€ข 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 Heroโ€™s 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
  • 53. Higher Emotional Valence - Stress Inoculation
  • 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 โ€ข17,000 Oculus headsets across nearly 4,700 U.S. stores 12 learning modules in 200 locations Adoption Deployment Pilot
  • 61. EMPLOYEES PERFORMED BETTER 70% COMPARED TO TRADITIONAL TRAINING METHODS... TRAINING TIME REDUCED 40%
  • 62. Technical Assistance & Field Service
  • 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. XRโ€™s Impact on One Vertical- HealthCare
  • 69. Digital Health Revolution โ€ข Mobile Health / eHealth โ€ข Machine Learning โ€ข Wearable Sensors โ€ข Patient Centered โ€ข Leverages Internet: social, quantitative, collaborative
  • 70. Every Medical Device Reinvented
  • 71. Entering the Era of Medical Wearables
  • 72. Digital Health Platforms deliver interventions to patients, and parse data for enhanced analysis and improved protocols
  • 73. โ€ข Prevention and Wellness โ€ข Objective Assessments โ€ข Functional Training โ€ข Improved Interventions โ€ข Facilitate Adherence โ€ข 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. โ€ข Clinical Skill Training โ€ข Surgical Skill Training โ€ข Interpersonal Skill Training โ€ข Use of Equipment and Tools โ€ข Team Training - eg: Emergency Department, Surgical Team โ€ข Emergency Response Training and Rehearsal โ€ข 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 โ€ข Response to the acute shortage of human cadavers โ€ข Allows for repetitive training and self-study โ€ข More detailed examination of micro- features of organs, tissue etc. โ€ข Integration of text, video and other media to further enhance learning
  • 81. Virtual Patients for Clinical Skill Training
  • 82. Preparation and Training for Difficult Situations
  • 83. Empathy for the Patient Experience Clinical Training
  • 84. Build Empathy for Underserved Populations
  • 85. Patient Education & Informed Consent
  • 86.
  • 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 โ€ข Enhanced Continuous Performance Test (CPT) in a real- world classroom environment โ€ข Can introduce visual and auditory distractions during CPT administration โ€ข More familiar for children than traditional PC-Based CPT โ€ข Performance and response times more closely approximate true classroom โ€ข Can become a skill building platform
  • 90. Standardized Environments for Neurocognitive Evaluation New Approaches for Cognitive Assessment
  • 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 โ€œmenuโ€ Default Mode Negative Affect Positive Affect Cognitive Control
  • 93. Some Examples โ€“ VR and AR in Use Today
  • 94. Preoperative Planning & Image Guided Surgery
  • 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 โ€ข Exposure-based treatments can be conducted in the safety and comfort of an office setting โ€ข Effective tools for treating a variety of clinical problems, in particular anxiety and addictive disorders โ€ข 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
  • 99. RISK AVOIDANCE TRAINING Refusal skill training, Situational Confidence
  • 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. โ€ข Social Anxiety Disorder โ€ข Depression โ€ข Mild Cognitive Impairment โ€ข Autism Spectrum Disorder โ€ข ADHD Virtual environments are used clinically to treat several important mental and behavioral health problems
  • 102. Virtual Hospital Tours Used To Relieve Pre-procedure Anxiety
  • 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. โ€ข Improve Cognitive Function โ€ข Promote Exercise & Weight Management โ€ข Stress Management โ€ข Mood and Resilience HEALTH AND WELLNESS โ€ข Disability Solutions โ€ข Addressing Isolation โ€ข Grief Counseling
  • 105. Ability to change attitudes and behavior after โ€œbeingโ€ oneโ€™s 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
  • 110. What Are The Constraints? What are the gating-steps to adoption?
  • 111. Perception of VR as a Gaming Platform
  • 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
  • 116. Immersive and Augmented Reality Technologies Evolving, Transforming, Revolutionizing- and Disrupting Walter Greenleaf PhD