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Expo Day: UCSF, Stanford, VieLight & Lumos Labs

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Selected Summit Sponsors and Partners showcase their most promising brain health & enhancement initiatives and solutions.

8.30-10am. At the frontier with Neuroscape, VR/ AR and Photobiomodulation
*Adam Gazzaley, UCSF Professor of Neurology, presents Neuroscape
*Dr. Walter Greenleaf, Medical VR/ AR Expert at Stanford Virtual Human Interaction Lab, provides an overview of health applications of virtual & augmented reality (VR/AR)
*Dr. Lew Lim, Founder & CEO of Vielight, discusses photobiomodulation as a new way to enhance brain function
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10.30-11am. Dr. Bob Schafer, Director of Research at Lumos Labs, presents their expanding vision for brain training, including mindfulness.

*Álvaro Fernández, CEO and Editor-in-Chief of SharpBrains
*Sarah Lenz Lock, Senior Vice President for Policy at AARP and Executive Director of the Global Council on Brain Health (GCBH)
*Dr. April Benasich, Director of the Baby Lab at the Rutgers Center for Molecular and Behavioral Neuroscience
*Chaired by: Dr. Cori Lathan, Co-Chair of the World Economic Forum’s Council on the Future of Human Enhancement

Slidedeck supporting session held during the 2017 SharpBrains Virtual Summit: Brain Health & Enhancement in the Digital Age (December 5-7th). Learn more at: https://sharpbrains.com/summit-2017/

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Expo Day: UCSF, Stanford, VieLight & Lumos Labs

  1. 1. Dr. Adam Gazzaley, UCSF Professor of Neurology, will present Neuroscape Dr. Lew Lim, Founder & CEO of Vielight, will discuss photobiomodulation as a new way to enhance brain function. Dr. Walter Greenleaf, Medical VR/ AR Expert at Stanford Virtual Human Interaction Lab, will provide an overview of health applications of virtual & augmented reality (VR/AR). Dr. Bob Schafer, Director of Research at Lumos Labs, will present their expanding vision for brain training, including mindfulness.
  2. 2. Adam Gazzaley, MD PhD Founder & Executive Director | Neuroscape Professor | Neurology, Physiology and Psychiatry University of California, San Francisco Co-Founder Akili Interactive Labs, Sensync & Jazz Venture Partners Bridging the Gap Between Technology and Neuroscience
  3. 3. neuroscape.ucsf.edu
  4. 4. TECHNOLOGY NEUROSCIENCE CLINICAL EDUCATION Roger Angera Director Interactive Media Director Multimodal Biosensing David Ziegler Director Theodore Zanto Director Joaquin Anguera Director Melina Uncapher
  5. 5. Mobile / Wireless Technology Program
  6. 6. Virtual Reality Motion Capture Technology Program
  7. 7. Multimodal Biosensing Technology Program • EEG (neural responses) • GSR/skin conductance (stress) • Heart Rate Variability (stress) • Facial expressions (emotion) • Eye-tracking (attention) • Pupilometry (arousal & vigilance)
  8. 8. Technology Program Adaptive Cognitive Evaluation (ACE)
  9. 9. Body-Brain Trainer Rhythmicity Meditrain Virtual Attention Engage Labyrinth New Games
  10. 10. Body-Brain Trainer Rhythmicity Meditrain Virtual Attention Engage Labyrinth New Games
  11. 11. Transfer Sustainability Mechanism Heterogeneity Double-Blinded, Randomized, Placebo-Controlled • sMRI • fMRI • EEG • GSR • VO2max • cognition • behavior • stress • mood • sleep • telomeres • inflammation • hormones • enzymes • genes Clinical Program
  12. 12. 2017 Clinical Program ▸ Attention Deficit Disorder ▸ Depression ▸ Autism ▸ Sensory Processing Disorder ▸ Mild Cognitive Impairment ▸ Traumatic Brain Injury / PTSD ▸ Multiple Sclerosis ▸ Dyslexia ▸ Cancer-Related Cognitive Impairment ▸ Delirium Active studies in Neuroscape Active studies in collaborate New studies in Collaboration
  13. 13. 2017 Education Program • Developed mobile assessments of cognitive control for kids • Developed mobile assessments of math/reading for kids • Used these mobile apps to study one of largest populations of in- school students (N=1,254): 2-yr longitudinal study • Leveraging population to also study how technology use impacts cognition and academics. 2018 • Assess how training improves core cognitive capacity • Assess how training improves academic achievement • Translate these findings into evidence-based education
  14. 14. Neuroscience Program
  15. 15. • NeuroTech - CHUV [Lausanne, Switzerland] • COBTEK IA - University Cote d’Azur [Nice, France] • Benioff Children’s Hospital - UCSF [San Francisco, California] • Osher Center for Integrative Medicine - UCSF [San Francisco, California] • Social Brain in Action Laboratory - Bangor University [Bangor, United Kingdom] • Educational Neuroimaging Center - Technion [Haifa, Israel] Members Benefits • Participate in fellowship exchange programs • Establish Neuroscape Research Labs (NRLs) • Share software/ games • Leverage access to new technologies • Access new funding opportunities • Share best practices for study design • Perform multi-site clinical trials
  16. 16. Alzheimer’s Disease Anxiety Disorder Attention Deficit Disorder Depression Post Traumatic Stress Disorder Autism Schizophrenia Traumatic Brain Injury Parkinson’s Disease Multiple Sclerosis Over the Next 10 Years ... Education Wellness Addiction
  17. 17. Thanks for your attention
  18. 18. • Adam Gazzaley • Ted Zanto • Joaquin Anguera • Peter Wais • Melina Uncapher • David Ziegler • Roger Anguera • Lara Stables •Jo Gazzaley • WanYu Hsu • Courtney Gallen • Gang Li • Ilse Pastor • Yan Wang • Jaqueline Ayyoub Core Team • Sierra Niblett •AJ Simon • Meike Gugel •Josh Volponi • Juliana Souza • Jordin Rodondi • Vinith Johnson • Richard Campusano • Alan Duanmu • Zoe D’Esposito • Lauren Dacorro • Olivia Montgomery • Buddy Lorentz • Jessica Schactner • Jesica Youngerneuroscape.ucsf.edu
  19. 19. Financial Support • National Institute on Aging • National Institute of Mental Health • National Science Foundation • American Federation of Aging Research • Robert Wood Johnson Foundation • Zynga.org • Center 17 • Sandler Foundation • Tim Ferriss • Magdalena Yesil • Feldman Family Foundation • Grammy Foundation • Biggelsworth Foundation • Laney and Pasha Thornton • Mickey and Caryl Hart • Pasha and Laney Thornton • Getty Family • Ellison Medical Foundation • Pfizer / Eisai Industry Partners • Neuroelectrics • Akili • Empatica • Zynga • High Fidelity • Brain Vision • Apple • Sony • NVIDIA • Meta • Cognionics • Qusp • Sara and Ev Williams • Elise and Tully Friedman • Dolby Family • Roberta and Jamie Gates • Jeff Stone Network • Lounsbery Foundation • Kavli Foundation • Posit Science
  20. 20. Transforming HealthCare Through Virtual and Augmented Reality Technology Walter Greenleaf PhD
  21. 21. Healthcare Crisis: Aging Populations 0 50 100 150 200 250 300 350 400 1900 1910 1920 1930 1940 1950 1960 1970 1980 1990 2000 2010 2015 2020 2025 Age 85+ Age 75-84 Age 65-74 Age 45-64 Age 5-44 Under Age 5
  22. 22. Transforming HealthCare with Technology
  23. 23. Digital Health Revolution • Mobile Health / eHealth • Wearable Sensors • Patient Centered • Leverages Internet: social, quantitative, collaborative
  24. 24. Every Medical Device Reinvented
  25. 25. Medical Applications of Virtual Reality Technology Digital Health Revolution
  26. 26. The Quantified Self Movement Early Adopters
  27. 27. Digital Health Platforms deliver interventions to patients, and parse data for enhanced analysis and improved protocols Dashboards Physician Payor Admin Wearable sensors Mobile Backend User auth Device mgmt App provisioning Restful API Access codes Messaging Mail service Batch/scheduling Push notification Analytics Engagement RT analytics Content store Data tracking Metrics Storage Transactional store Real time event store Data warehouse Data store Infrastructure Log aggregation Monitoring Deployment agents SDK Patient Facing Applications Assessments Reminders Badges Interventions Graphics data direction data access/analysis
  28. 28. 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. Medical Applications of Virtual Reality Technology
  29. 29. • Current technologies and concepts are founded on more than 30 years of research and development • Recent changes in cost and access make VR affordable • VR tech is currently used for prevention, evaluation, treatment and chronic disease management • After years of validation and use by early adopters - VR technology is poised to move to the mainstream • On the horizon: enhanced, ubiquitous, informative and integrated Virtual Reality Technology For Medicine
  30. 30. • Prevention and Wellness • Objective Assessments • Improved Interventions • Facilitate Adherence • Distributed Care Delivery VR and AR technology will significantly impact Medical Care
  31. 31. First general purpose and commercially available VR systems. VR Technology Has Evolved
  32. 32. A Personal Journey … I starting my research in VR in 1984
  33. 33. Academic research has indicated that Virtual Reality can effectively treat a wide variety of clinical problems – ranging from addictions, to stroke, to PTSD
  34. 34. Treating Post Traumatic Stress With Virtual Reality 2008 Sichuan Earthquake
  35. 35. Treating Post Traumatic Stress With Virtual Reality 2017 Mexico City Earthquake
  36. 36. Now is the time for VR VR technology is now affordable, scalable and accessible to the marketplace. The VR category is attracting interest and investments from major players. Facebook - Oculus Samsung - GearVR Sony – PlayStation VR Microsoft - HoloLens HTC - Vive OSVR
  37. 37. AR Technology
  38. 38. There are numerous companies working in VR and AR technology
  39. 39. 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, VR will likely be adopted by 70 million users
  40. 40. Investments in VR Health Startups
  41. 41. Phobias / PTSD Stress Management / Relaxation Surgical Training / Planning Physical Rehabilitation Pain Management Exercise Cognitive Rehabilitation Optical Rehabilitation Addictions Neuropsychological Assessments Cognitive Training Wellness Sports Training Disability Solutions Speech Therapy Autism Spectrum Disorder Mood Disorders ADHD Senior Care 72 Emerging Medical VR Companies 18 Clinical Sectors
  42. 42. Over 30 years of academic research and over 3000 studies demonstrate that VR can improve behaviors, attitudes, and health Until now, the technology was expensive, bulky, and difficult to use. Today, we have the advancements to bring VR to scale in healthcare. Why Now?
  43. 43. • Medical Interventions • Clinical Assessments • Medical Training • Health & Wellness MEDICAL APPLICATIONS OF VR
  44. 44. • Clinical Skill Training • Surgical Skill Training • Interpersonal Skill Training • Use of Equipment and Tools • Team Training - eg: Emergency Department, Surgical Team • Emergency Response Training and Rehearsal • Empathy Medical Training
  45. 45. • Medical Image Review • Neuropsychological Assessments • Activities of Daily Living Assessments • Physical Medicine – OT / PT • Behavioral Medicine – psychology, psychiatry DIAGNOSTIC ASSESSMENTS
  46. 46. 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.
  47. 47. • Neuro-Rehabilitation - Stroke and Traumatic Brain Injury • Physical and Occupational Therapy • Speech- Language Therapy • Optical Rehabilitation – Strabismus, Amblyopia • Acute and Chronic Pain • Weight Management Virtual environments are currently used clinically to treat several important clinical problems Here are a few examples -
  48. 48. • Drug and alcohol abuse • Schizophrenia • Post-traumatic stress disorder (PTSD) • Generalized Anxiety Disorder • Mood Disorders - Depression • Mild Cognitive Impairment • Autism Spectrum Disorder • ADHD Virtual environments are used clinically to treat several important mental and behavioral health problems
  49. 49. • Phobia and anxiety disorders • Obsessive Compulsive Disorder (OCD) • Developmental disabilities • Conduct disorders • Anger management • Eating disorders • Impulsive disorders • Learning disabilities • Neuro-cognitive disorders Virtual environments are used clinically to treat several important mental and behavioral health problems
  50. 50. • Weight Management • Cognitive Function Training – Sequencing, Situational Awareness, Decision Making • Exercise HEALTH AND WELLNESS • Stress Management • Disability Solutions • Addressing Isolation • Grief Counseling • Mood and Resilience
  51. 51. Portable Telemedicine Platform
  52. 52. Virtual Humans For Training, Confidential Interaction, and Telemedicine Support
  53. 53. Virtual Humans For Training, Confidential Interaction, and Telemedicine Support “Smart Avatar” with a virtual voice, image and mannerisms via AI
  54. 54. Some Examples
  55. 55. PTSD, Phobias, and Anxiety Disorders • Exposure-based treatments can be conducted in the safety and comfort of an office setting • Effective tools for treating a variety of clinical problems, in particular anxiety and addictive disorders • 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
  56. 56. Digitized Neurocognitive Evaluation for ADHD New Approaches for Cognitive Assessment
  57. 57. RISK AVOIDANCE TRAINING Refusal skill training for those who need help with addictions
  58. 58. Virtual Hospital Tours Used To Relieve Pre-procedure Anxiety
  59. 59. 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
  60. 60. Preparation and Training for Difficult Situations
  61. 61. The Neuroscience of How VR Promotes Behavior Change
  62. 62. Ability to change attitudes and behavior after “being” one’s future self. Leveraging Mirror Neurons
  63. 63. 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
  64. 64. • Current technologies and concepts are founded on more than 30 years of research and development • Recent changes in cost and access make VR affordable • VR tech is currently used for prevention, evaluation, treatment and chronic disease management • After years of validation and use by early adopters - VR technology is poised to move to the mainstream • On the horizon: enhanced, ubiquitous, informative and integrated Virtual Reality Technology For Medicine
  65. 65. Transforming HealthCare Through Virtual and Augmented Reality Technology Walter Greenleaf PhD
  66. 66. Photobiomodulation: A new way to enhance brain function By: Lew Lim, PhD, DNM, MBA Founder & CEO Vielight Inc. SharpBrains Summit 2017 December 5-7, 2017
  67. 67. Substance-based Brain Stimulation Medications and Synthetic Stimulants Natural hallucinogens Nootropics Caffeine & Nicotine Substance-based Brain Stimulation
  68. 68. Non-invasive Brain Stimulation Methods Transcranial Direct Brain Stimulation Transcranial Magnetic Brain Stimulation Electroconvulsive Therapy Non-invasive Brain Stimulation Methods
  69. 69. Transcranial Photobiomodulation (PBM)
  70. 70. Molecular and Cellular Mechanisms of PBM 75 Hamblin, MR. Shining light on the head: Photobiomodulation for brain disorders. BBA Clin. 2016 Oct 1;6:113-124. eCollection 2016. Red and Near- infrared (NIR) Light
  71. 71. Tissue Modulation in Photobiomodulation 76 Hamblin, MR. Shining light on the head: Photobiomodulation for brain disorders. BBA Clin. 2016 Oct 1;6:113-124. eCollection 2016. Summary re: Brain Health: • Restores/repairs • Maintains • Enhances
  72. 72. treated many medical brain conditions In Human studies: • Stroke • Traumatic brain injury • Alzheimer’s disease / dementia • Coma • Depression and anxiety In Animal studies: • Parkinson’s disease • Multiple sclerosis In peer-reviewed literature, PBM has
  73. 73. Red/NIR Light Mitigates Alzheimer’s in Lab Animals Purushothuman S, et al (2014). Photobiomodulation with near infrared light mitigates Alzheimer’s disease-related pathology in cerebral cortex – evidence from two transgenic mouse models Alzheimer's Research & Therapy. 6:2 Sources: Taboada LD, et al (2011). Transcranial Laser Therapy Attenuates Amyloid- Peptide Neuropathology in Amyloid- Protein Precursor Transgenic Mice. Jnl. Alz. Dis. 521-535.
  74. 74. Theories and Evidence support a Wearable Photobiomodulation Device for Alzheimer’s Saltmarche AE, et al. Significant Improvement in Cognition in Mild to Moderately Severe Dementia Cases Treated with Transcranial Plus Intranasal Photobiomodulation: Case Series Report. Photomed Laser Surg. 2017 Aug 1; 35(8): 432–441
  75. 75. The Default Mode Network is targeted Comprehensive response is achieved while maintaining wearability
  76. 76. Photobiomodulation produces Significant Improvement in Dementia Patients Mean MMSE Change from Baseline
  77. 77. Light Processor: Visual Cortex Picture: Discovery Eye Foundation. The Optic Nerve and its Visual Link to the Brain Pulsing Light at 40 Hz (Gamma) Reduces β-amyloid Load in the Visual Cortex Based on: Iaccarino HF, Singer AC, Martorell AJ, et al (2016). Gamma frequency entrainment attenuates amyloid load and modifies microglia. Nature 540(7632): 230- 235.
  78. 78. Intranasal Projection to Memory Processors Source: Wedge Therapeutics. SONS Olfactory Relays
  79. 79. Case Report of Random Patient (MMSE 21) treated with PBM at 40 Hz
  80. 80. Caregiver Report 3 Weeks with Neuro Gamma
  81. 81. Short term EEG Changes in Alzheimer Patient with Neuro Gamma
  82. 82. Upcoming Clinical Trials for Alzheimer’s with Gamma
  83. 83. Non-medical Brain Enhancement Examples: • Mindfulness and consciousness • Reaction time • Memory retrieval • Cognition
  84. 84. Brain Response to PBM Validated with EEG Before After 20 minutes
  85. 85. Gamma (40 Hz) Elevates Fast Brainwaves and Downregulates Slow Brainwaves (Pending publication)
  86. 86. Transcranial PBM Enhances Cerebral Oxygenation Tian F, Hase AN, Gonzalez-Lima F, et al. Transcranial Laser Stimulation Improves Human Cerebral Oxygenation. 2016. Lasers Surg Med. 48:343-349. Cognition
  87. 87. Increased Gamma in High-level Meditation
  88. 88. Transcranial PBM Improves Reaction Time Grover F, Weston J, Weston M. Acute Effects of Near Infrared Light Therapy on Brain State in Healthy Subjects as Quantified by qEEG Measures. 2016. Photomed Las Surg.
  89. 89. DMS: Delayed Match-to-sample Gonzalez-Lima F, Barrett DW. Augmentation of cognitive brain functions with transcranial lasers. 2014. Frontiers Sys Neurosc. 8(36) Transcranial PBM Improves Speed and Accuracy of Memory Retrieval
  90. 90. The Near Future: The Neuro Pro (in Prototype): Controlling each parameter
  91. 91. Opening the doorway to the Future • Focal target stimulation – frequency, power, duration, phase, duty- cycle • Break up phase lock, hyper coherency, strengthen coherency • Cross-frequency coupling (CFC) – eg. Gamma/Theta • Modulate selected networks (eg DMN, SN, CEN) • Precision non-invasive brain intervention • Customized intervention • Opportunities for new discoveries
  92. 92. Example: Hyper-coherency in Autism can be broken up Uncorrected differences in coherence (top row) and phase lag (bottom row) between ASD and TYP groups during REM in the four major frequencies. Note the marked increased in coherences and reductions in phase lag in the ASD compared to the TYP group. A.W. Buckley et al. / EBioMedicine 2 (2015) 1905–1915
  93. 93. Automated Intervention The Future: Automated Intervention EEG Analysis
  94. 94. One day, we will be able to hack the brain to be fully healthy Picture credit: Mitchell S. Healthy Brain: How to Avoid Dementia. http://spirit-of-health.com/healthy-brain-how-to-avoid-dementia/ ……and take it to a new level
  95. 95. Thank you! Lew Lim, PhD, DNM, MBA Founder & CEO Vielight Inc www.vielight.com December 7, 2-17
  96. 96. Bob Schafer, PhD Director of Research, Lumos Labs Lumosity and an Expanding Vision of Brain Training
  97. 97. Lumos Labs, Inc. Ten Years of Lumosity
  98. 98. Lumos Labs, Inc. 50+ games, rooted in science Progress tracking and feedback Personalized, adaptive training
  99. 99. Lumos Labs, Inc. • 4 billion+ game plays • 85 million+ users worldwide • 35 million+ mobile app downloads • 182 countries represented • 7 languages Lumosity By The Numbers
  100. 100. Lumos Labs, Inc. Supporting Cognitive Research Free use of tools and data through the Human Cognition Project 100+ research collaborators 20+ peer-reviewed publications Information and applications available at lumosity.com/HCP
  101. 101. Lumos Labs, Inc. Largest online study of cognitive training A randomized, active-controlled trial Hardy et al., PLoS One 2015
  102. 102. Lumos Labs, Inc. Largest online study of cognitive training A randomized, active-controlled trial Hardy et al., PLoS One 2015
  103. 103. Lumos Labs, Inc. • Reliability and validity of the NeuroCognitive Performance Test Morrison et al., Frontiers in Psychology 2015 • Impact of aging and lifestyle on Lumosity performance Sternberg et al., Frontiers in Human Neuroscience 2013
  104. 104. Lumos Labs, Inc. Evolution of Lumosity
  105. 105. Lumos Labs, Inc. Insights
  106. 106. Lumos Labs, Inc. We have billions of data points to help understand differences in how people learn, perform, strategize, and compare. How can we use this knowledge to improve Lumosity training?
  107. 107. Lumos Labs, Inc. Insights Launched November, 2016
  108. 108. Lumos Labs, Inc. • Real-time, expert analysis of game strategy • Comparison and interpretation of your cognitive strengths, tendencies, and biases • Education and guided practice around core cognitive and psychological concepts
  109. 109. Lumos Labs, Inc. Language & Math
  110. 110. Lumos Labs, Inc. Until recently, Lumosity games focused on core cognitive abilities: memory, attention, problem solving, speed, and flexibility.
  111. 111. Lumos Labs, Inc. But mental performance also depends on knowledge and applied skills. We applied our game development process to new areas of training: Language and Math. Language training Launched April, 2017 Math training Launched October, 2017
  112. 112. Lumos Labs, Inc. Language training • Vocabulary proficiency • Reading comprehension • Verbal fluency Math training • Quantitative reasoning • Numerical calculation • Numerical estimation • Proportional reasoning • Probabilistic reasoning
  113. 113. Lumos Labs, Inc. Mindfulness
  114. 114. Lumos Labs, Inc. We continually ask Lumosity members what else in their lives impacts their mental performance. We hear common themes: Lumosity members care deeply about stress and emotional well-being.
  115. 115. Lumos Labs, Inc. From many candidates, we identified mindfulness training as a top area to explore. It has several appealing qualities: • Evidence-based • Enjoyable • Links to cognitive performance
  116. 116. Lumos Labs, Inc. Mindfulness Launched December, 2017 Practice concentration, clarity, and more Developed with guidance from leading researchers and mindfulness teachers Simple, accessible training
  117. 117. Lumos Labs, Inc. An Expansion of Lumosity Brain Training
  118. 118. Lumos Labs, Inc. TaskSwitching ResponseInhib. SpatialReasoning Planning LogicalReasoning SelectiveAttn. DividedAttn. FieldofView SpatialRecall WorkingMemory FaceNameRecall Info.Processing SpatialOrientation Visualization Flexibility Problem Solving Attention Memory Speed Cognition Ten years of learning has helped Lumosity evolve from basic cognitive training to something much richer…
  119. 119. Lumos Labs, Inc. TaskSwitching ResponseInhib. SpatialReasoning Planning LogicalReasoning SelectiveAttn. DividedAttn. FieldofView SpatialRecall WorkingMemory FaceNameRecall Info.Processing SpatialOrientation Visualization VerbalFluency VerbalProficiency ReadingComp. Vocab.Proficiency Arithmetic Statistics Fractions Estimation Concentration Clarity Friendliness Flexibility Problem Solving Attention Memory Speed Language Math Mindfulness Cognition Knowledge
  120. 120. Lumos Labs, Inc. The next ten years of Lumosity begin with richer training, new training areas, and personalized, data-driven insights.
  121. 121. Lumos Labs, Inc. Questions?
  122. 122. Thank you, Speakers & Participants!
  123. 123. Thank you, Summit Sponsors!
  124. 124. Thank you, Summit Partners!
  125. 125. To learn more, visit sharpbrains.com

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