Tanner B. Engaging Tomorrow’s Learners with Impact Focused Virtual Reality Games. Serious Play Conference; 2018 July 18; Buffalo, New York, United States.
How Gamification Could Improve Human Resources SkillsReza Alhadithia
This document describes a 3-day workshop on using gamification to improve human resources skills. Day 1 introduced game design concepts and had participants do simple redesign activities. Day 2 focused on creative and critical thinking through game design. Participants developed game ideas in groups and did rapid prototyping. Day 3 discussed gamification elements and how they relate to the game design process. Participants refined their prototypes and did a final play test session. The document includes examples of game concepts developed during the workshop, including boards, cards and game rules. It aims to show how gamification can be applied to jobs and training.
Agile Games 2012 Keynote - Games Landscape and Importance of PlayMichael Sahota
Play is a powerful tool for achieving business results. A common question is, how can I do this in my current work environment? The purpose of this talk is to orient you to a variety of different ways that you can introduce play to solve real-world problems. Whether you are a leader, coach, and even individual contributor, there are ways to amplify the workplace with play.
Welcome to a guided tour of the play landscape. This guided tour will help you navigate the different techniques with the space of games and play in order to see how they can help you. We will start our journey with ways to harness the power of play through games to do valuable work. Next stop is about using games for accelerated, deep learning. At the peak of the tour we visit the ways we can develop our play skills. The final stop on our tour is how to embedded play into our work contexts.
At the end of the tour you will have a map for exploring play and perhaps even a burning curiousity about some newly discovered places.
If you would like to re-use the the slides under creative commons licence, please contact me directly.
Tom Mejias is a Client Engineer at Space Ape Games and a whiz at prototyping new titles. During the hour Tom gave an overview of the games industry and the engineering roles that exist within it as well as some in depth guidance, tips and tricks for specializing in the role of Creative Engineer.
Product manager in Australia: Overview, Salary Data and Career PathCindyUm1
The demand for the role is increasing exponentially, which is seeing the average product manager salary in Australia doing much the same. So for those interested in this exciting, challenging and fast-developing line of work, what does a product manager career in Australia look like? What do the product management professionals of the future need to be aware of?
Promises and Razors: Insights into Rapid DevelopmentChristopher Jubb
Tom Mejias speaks about how we decide which projects to start, and which architectures we use to get them off the ground. He describes our fail fast philosophy on prototyping, and the razors with which we judge our prototypes.
This document introduces several innovation games that can be used by agile project managers and organizations. It describes games like the hot air balloon, prune the product tree, and what a volunteer wants that involve participants providing feedback through visual and interactive exercises. The benefits of these games include organizing ideas, understanding customer expectations, identifying priorities, and making strategic decisions. Guidelines are provided for facilitators to run the games effectively and get valuable input from participants.
SEF for students 2012. Product Management vs. Project ManagementAnthony Marchenko
This document discusses different types of IT managers such as office managers, social media managers, and HR managers. It compares project managers who focus on how and when, versus product managers who focus on what and why. The document also lists skills important for managers such as strategic thinking, leadership, and creativity. Recommended books on topics like Scrum, Kanban, and the lifecycle of companies are also mentioned.
Adam Kramarzewski is a Game Designer at Space Ape with 11 years of experience in the industry and a new book just about to be published. He gives students an unfiltered insight into the production practices, responsibilities, and challenges facing Game Designers in the modern game development scene.
How Gamification Could Improve Human Resources SkillsReza Alhadithia
This document describes a 3-day workshop on using gamification to improve human resources skills. Day 1 introduced game design concepts and had participants do simple redesign activities. Day 2 focused on creative and critical thinking through game design. Participants developed game ideas in groups and did rapid prototyping. Day 3 discussed gamification elements and how they relate to the game design process. Participants refined their prototypes and did a final play test session. The document includes examples of game concepts developed during the workshop, including boards, cards and game rules. It aims to show how gamification can be applied to jobs and training.
Agile Games 2012 Keynote - Games Landscape and Importance of PlayMichael Sahota
Play is a powerful tool for achieving business results. A common question is, how can I do this in my current work environment? The purpose of this talk is to orient you to a variety of different ways that you can introduce play to solve real-world problems. Whether you are a leader, coach, and even individual contributor, there are ways to amplify the workplace with play.
Welcome to a guided tour of the play landscape. This guided tour will help you navigate the different techniques with the space of games and play in order to see how they can help you. We will start our journey with ways to harness the power of play through games to do valuable work. Next stop is about using games for accelerated, deep learning. At the peak of the tour we visit the ways we can develop our play skills. The final stop on our tour is how to embedded play into our work contexts.
At the end of the tour you will have a map for exploring play and perhaps even a burning curiousity about some newly discovered places.
If you would like to re-use the the slides under creative commons licence, please contact me directly.
Tom Mejias is a Client Engineer at Space Ape Games and a whiz at prototyping new titles. During the hour Tom gave an overview of the games industry and the engineering roles that exist within it as well as some in depth guidance, tips and tricks for specializing in the role of Creative Engineer.
Product manager in Australia: Overview, Salary Data and Career PathCindyUm1
The demand for the role is increasing exponentially, which is seeing the average product manager salary in Australia doing much the same. So for those interested in this exciting, challenging and fast-developing line of work, what does a product manager career in Australia look like? What do the product management professionals of the future need to be aware of?
Promises and Razors: Insights into Rapid DevelopmentChristopher Jubb
Tom Mejias speaks about how we decide which projects to start, and which architectures we use to get them off the ground. He describes our fail fast philosophy on prototyping, and the razors with which we judge our prototypes.
This document introduces several innovation games that can be used by agile project managers and organizations. It describes games like the hot air balloon, prune the product tree, and what a volunteer wants that involve participants providing feedback through visual and interactive exercises. The benefits of these games include organizing ideas, understanding customer expectations, identifying priorities, and making strategic decisions. Guidelines are provided for facilitators to run the games effectively and get valuable input from participants.
SEF for students 2012. Product Management vs. Project ManagementAnthony Marchenko
This document discusses different types of IT managers such as office managers, social media managers, and HR managers. It compares project managers who focus on how and when, versus product managers who focus on what and why. The document also lists skills important for managers such as strategic thinking, leadership, and creativity. Recommended books on topics like Scrum, Kanban, and the lifecycle of companies are also mentioned.
Adam Kramarzewski is a Game Designer at Space Ape with 11 years of experience in the industry and a new book just about to be published. He gives students an unfiltered insight into the production practices, responsibilities, and challenges facing Game Designers in the modern game development scene.
The document provides an overview of the role of a creative director within a gaming studio. It discusses the creative director's responsibilities, which include defining the vision for a game, communicating that vision to stakeholders and teams, guiding the design process, and determining the scope of prototypes, minimum viable products, and releases. It also covers the necessary skills like psychology and business knowledge, understanding players and feedback, and iterating on ideas through concepts, prototypes, and live service updates. The creative director is responsible for the overall creative direction and vision of a game from ideation through launch and live operations.
How to Create Fun User Experience by Shutterstock Dir of ProductProduct School
Main takeaways:
- Understand the value of your product, it’s corresponding emotions, and deliver it as quickly as possible
- Break down each part of your customer journey in order to inject and heighten the value you’re providing
- Utilize qualitative data to discover opportunities for joy that don’t distract from your main value
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
1) A data scientist can help a game developer understand player behavior and improve monetization through personalized content. Data can help identify why players leave, balance game strategies, and tailor progression based on player needs.
2) Special offers in Smashing Four positively impacted conversion. Personalized hero orb offers performed best by scoring heroes based on player usage and requests.
3) Tests need clear hypotheses and metrics to avoid skewed results. Not all tests provide useful information. Data interpretation is key to drawing business conclusions about player spending, engagement, and balancing new features.
This document provides an overview of key aspects of game design for a class project. It discusses gameplay elements like objectives, progression, and mechanics. It also covers structural roles in game development such as game designer, art designer, and level designer. The document aims to help students understand the process of designing a game and provides examples and resources to support building a game design document.
Lessons from the Trenches of Learning Game DesignSharon Boller
Interest in learning games and gamificaton of learning is high. But how do you do a good job of designing great learning games? This session walks you through six "lessons" learned from designing digital learning games.
How to Break Down PM in Startups vs. Big Companies by WeWork PMProduct School
Main takeaways:
- Know the difference in roles and responsibilities of a product manager at a large company vs a startup
- Learn the skills necessary to succeed in a large company vs a startup, and where the similarities are
- Leave with a better understanding of both, and an idea of which environment might be better for you
Building sustainable indie studio in 2018Kris Nurwono
The games industry ecosystem has changed a lot since 2009, to survive as an indie game developer/studio you need to adapt. Here are some survival tips on how to manage your studio and projects in 2018.
DevLearn: Blending Game Design and ID for VR TrainingWilliam West
Applying Instructional Design and Game Design to VR Solutions to Produce Real Behavioral Change. Finding the perfect balance of methodologies for virtual reality training.
A short lecture I gave at the GameIS 2014 convention - about lessons learned from designing several VR games, including a launch title for Samsung Gear VR
Charles Palmer gave a presentation on gamification for business, training, and education. He discussed how applying game design elements like goals, rewards, and motivation can make non-game applications more fun and engaging. Examples included using points, levels, and leaderboards in education and using challenges and status in customer loyalty programs. Palmer also highlighted the importance of understanding different player types and ensuring proper game balance to influence desired behaviors.
How to Succeed in Product Management by Dun & Bradstreet Sr PMProduct School
Main takeaways:
- Learn why preparedness is your most important virtue
- How communication can make or break your product and how to manage key relationships when team members aren't in the room
- Practical tools for maintaining focus and navigating the unexpected in your day-to-day
This document describes a LEGO simulation game designed to teach Scrum and agile product development principles. The simulation involves multiple Scrum teams collaborating to build a LEGO city over several sprints. Key aspects of the simulation include open-ended product backlogs, mindful product development rather than task-focused work, collaboration between teams, and continuous process improvement over multiple iterations. The document provides guidance on roles, materials, stages of the pre-game, game and post-game, and variations that can be used to adapt the simulation for different class sizes and contexts.
Game-Changers 911: How to Change the Product Management Game in 2020Aggregage
There are BIG rewards for people who challenge the status quo. Innovators and disruptors are never content with slow, incremental growth. They thrive on shaking things up, re-arranging the game board, and re-writing the rules of the game. In this webinar, we’ll use a sampling of case studies, tools, techniques, and strategic stories to help you identify game-changing opportunities within your company and the world of product management, and then brainstorm ways to capitalize on these ideas. Get ready to change your game in 2020!
Distrust your intuition! The principles popularized by Kahneman’s “Thinking, Fast and Slow” apply to game designers as much as anyone. What to look out for and how to mitigate the effect of these pervasive biases.
DevLearn 2017 Play to Learn workshop slidesSharon Boller
Slides from 2017 DevLearn "Play to Learn" workshop that teaches learning game design to corporate instructional designers and training professionals. Presented by Sharon Boller, president of Bottom-Line Performance, in Las Vegas, NV on October 24, 2017. Includes a series of slides that feature a variety of game development tools, such as Construct2, Unity, Unreal, Game Salad, and Knowledge Guru.
This document provides an overview of a gamification workshop. It includes instructions for downloading the Gametize app and accessing a workshop game. The agenda covers introducing gamification concepts like motivation frameworks and the 5D gamification framework. It demonstrates how to use the Gametize platform to create games, provides resources for game design, and warns against common gamification pitfalls. The goal is to help participants understand gamification and practice designing their own games.
Crowdfunding: Strategies for Startups, Businesses, & Cause ActivistsBarkWorld Expo
Speaker: Pirate Epstein
What does it take to raise money through crowd funding? What can you do to increase the chances that you will successfully reach your funding goal? Come learn the answers to these questions and more as Elliot Pirate Epstein, CEO of SqueePlay, guides you through his experience raising money and and navigating the complex world of crowdfunding.
Takeaways:
Getting your project up on a crowdfunding site is just the beginning
You have to bring the crowd to your crowdfunding project
Once you reach critical mass (~ 30%-50% funded), the rest of your goal becomes much easier to achieve
How to Work with Teams as a Product Manager by fmr NY Magazine PMProduct School
One of the most important parts of product management is how you work with other people - whether it is communicating with stakeholders or managing a cross-functional team.
In this talk Morgan Cohn talked about experiences driving the product cycle in various work environments and the challenges that you can encounter during the process - from disagreements to scope creep to burn out. He explored how her role and approach as a Product Manager has changed in this respect and hopefully empower others with tools to successfully drive cross-functional teams and build great products.
The document discusses gamification and provides an overview of key concepts. It defines gamification as applying game elements to non-game contexts to encourage engagement and behavior change. The document outlines important game concepts that can be employed, such as points, badges, leaderboards, and dynamics, mechanics and components of games. It also discusses how to develop a gamified system, including defining objectives, target behaviors, player types, activity cycles and tools. Potential pitfalls of gamification are explored, such as over-emphasizing points, legal/ethical issues and exploiting users.
Teaching Neuroscience Concepts Related to Hunger via a Tower Defense GameClinical Tools, Inc
The document describes a virtual reality defense game being developed to teach students about neuroscience concepts related to hunger and weight control. In the game, students attempt to regulate hormones and neurotransmitters that impact hunger pathways in the brain of a simulated patient. Playing the game helps students understand how different hormones, neuropeptides, and brain regions interact in systems that control eating behavior and body weight. An evaluation study will compare the educational impact of the VR version to a 2D version in improving neuroanatomical knowledge, interest in learning more, and attitudes about the scientific basis of obesity. The goal is for students to gain a 3D conceptual understanding of the complex biological factors involved in weight regulation.
Training Future Clinicians through Clinical Encounters in NeuroscienceClinical Tools, Inc
Tanner B, Metcalf M, Tanner B. Training Future Clinicians through Clinical Encounters in Neuroscience. Winter Conference on Brain Research; 2018 January 14; Whistler, British Columbia, Canada.
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The document provides an overview of the role of a creative director within a gaming studio. It discusses the creative director's responsibilities, which include defining the vision for a game, communicating that vision to stakeholders and teams, guiding the design process, and determining the scope of prototypes, minimum viable products, and releases. It also covers the necessary skills like psychology and business knowledge, understanding players and feedback, and iterating on ideas through concepts, prototypes, and live service updates. The creative director is responsible for the overall creative direction and vision of a game from ideation through launch and live operations.
How to Create Fun User Experience by Shutterstock Dir of ProductProduct School
Main takeaways:
- Understand the value of your product, it’s corresponding emotions, and deliver it as quickly as possible
- Break down each part of your customer journey in order to inject and heighten the value you’re providing
- Utilize qualitative data to discover opportunities for joy that don’t distract from your main value
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
1) A data scientist can help a game developer understand player behavior and improve monetization through personalized content. Data can help identify why players leave, balance game strategies, and tailor progression based on player needs.
2) Special offers in Smashing Four positively impacted conversion. Personalized hero orb offers performed best by scoring heroes based on player usage and requests.
3) Tests need clear hypotheses and metrics to avoid skewed results. Not all tests provide useful information. Data interpretation is key to drawing business conclusions about player spending, engagement, and balancing new features.
This document provides an overview of key aspects of game design for a class project. It discusses gameplay elements like objectives, progression, and mechanics. It also covers structural roles in game development such as game designer, art designer, and level designer. The document aims to help students understand the process of designing a game and provides examples and resources to support building a game design document.
Lessons from the Trenches of Learning Game DesignSharon Boller
Interest in learning games and gamificaton of learning is high. But how do you do a good job of designing great learning games? This session walks you through six "lessons" learned from designing digital learning games.
How to Break Down PM in Startups vs. Big Companies by WeWork PMProduct School
Main takeaways:
- Know the difference in roles and responsibilities of a product manager at a large company vs a startup
- Learn the skills necessary to succeed in a large company vs a startup, and where the similarities are
- Leave with a better understanding of both, and an idea of which environment might be better for you
Building sustainable indie studio in 2018Kris Nurwono
The games industry ecosystem has changed a lot since 2009, to survive as an indie game developer/studio you need to adapt. Here are some survival tips on how to manage your studio and projects in 2018.
DevLearn: Blending Game Design and ID for VR TrainingWilliam West
Applying Instructional Design and Game Design to VR Solutions to Produce Real Behavioral Change. Finding the perfect balance of methodologies for virtual reality training.
A short lecture I gave at the GameIS 2014 convention - about lessons learned from designing several VR games, including a launch title for Samsung Gear VR
Charles Palmer gave a presentation on gamification for business, training, and education. He discussed how applying game design elements like goals, rewards, and motivation can make non-game applications more fun and engaging. Examples included using points, levels, and leaderboards in education and using challenges and status in customer loyalty programs. Palmer also highlighted the importance of understanding different player types and ensuring proper game balance to influence desired behaviors.
How to Succeed in Product Management by Dun & Bradstreet Sr PMProduct School
Main takeaways:
- Learn why preparedness is your most important virtue
- How communication can make or break your product and how to manage key relationships when team members aren't in the room
- Practical tools for maintaining focus and navigating the unexpected in your day-to-day
This document describes a LEGO simulation game designed to teach Scrum and agile product development principles. The simulation involves multiple Scrum teams collaborating to build a LEGO city over several sprints. Key aspects of the simulation include open-ended product backlogs, mindful product development rather than task-focused work, collaboration between teams, and continuous process improvement over multiple iterations. The document provides guidance on roles, materials, stages of the pre-game, game and post-game, and variations that can be used to adapt the simulation for different class sizes and contexts.
Game-Changers 911: How to Change the Product Management Game in 2020Aggregage
There are BIG rewards for people who challenge the status quo. Innovators and disruptors are never content with slow, incremental growth. They thrive on shaking things up, re-arranging the game board, and re-writing the rules of the game. In this webinar, we’ll use a sampling of case studies, tools, techniques, and strategic stories to help you identify game-changing opportunities within your company and the world of product management, and then brainstorm ways to capitalize on these ideas. Get ready to change your game in 2020!
Distrust your intuition! The principles popularized by Kahneman’s “Thinking, Fast and Slow” apply to game designers as much as anyone. What to look out for and how to mitigate the effect of these pervasive biases.
DevLearn 2017 Play to Learn workshop slidesSharon Boller
Slides from 2017 DevLearn "Play to Learn" workshop that teaches learning game design to corporate instructional designers and training professionals. Presented by Sharon Boller, president of Bottom-Line Performance, in Las Vegas, NV on October 24, 2017. Includes a series of slides that feature a variety of game development tools, such as Construct2, Unity, Unreal, Game Salad, and Knowledge Guru.
This document provides an overview of a gamification workshop. It includes instructions for downloading the Gametize app and accessing a workshop game. The agenda covers introducing gamification concepts like motivation frameworks and the 5D gamification framework. It demonstrates how to use the Gametize platform to create games, provides resources for game design, and warns against common gamification pitfalls. The goal is to help participants understand gamification and practice designing their own games.
Crowdfunding: Strategies for Startups, Businesses, & Cause ActivistsBarkWorld Expo
Speaker: Pirate Epstein
What does it take to raise money through crowd funding? What can you do to increase the chances that you will successfully reach your funding goal? Come learn the answers to these questions and more as Elliot Pirate Epstein, CEO of SqueePlay, guides you through his experience raising money and and navigating the complex world of crowdfunding.
Takeaways:
Getting your project up on a crowdfunding site is just the beginning
You have to bring the crowd to your crowdfunding project
Once you reach critical mass (~ 30%-50% funded), the rest of your goal becomes much easier to achieve
How to Work with Teams as a Product Manager by fmr NY Magazine PMProduct School
One of the most important parts of product management is how you work with other people - whether it is communicating with stakeholders or managing a cross-functional team.
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The document discusses gamification and provides an overview of key concepts. It defines gamification as applying game elements to non-game contexts to encourage engagement and behavior change. The document outlines important game concepts that can be employed, such as points, badges, leaderboards, and dynamics, mechanics and components of games. It also discusses how to develop a gamified system, including defining objectives, target behaviors, player types, activity cycles and tools. Potential pitfalls of gamification are explored, such as over-emphasizing points, legal/ethical issues and exploiting users.
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Overall life span (LS) was 1671.7±1721.6 days and cumulative 5YS reached 62.4%, 10 years – 50.4%, 20 years – 44.6%. 94 LCP lived more than 5 years without cancer (LS=2958.6±1723.6 days), 22 – more than 10 years (LS=5571±1841.8 days). 67 LCP died because of LC (LS=471.9±344 days). AT significantly improved 5YS (68% vs. 53.7%) (P=0.028 by log-rank test). Cox modeling displayed that 5YS of LCP significantly depended on: N0-N12, T3-4, blood cell circuit, cell ratio factors (ratio between cancer cells-CC and blood cells subpopulations), LC cell dynamics, recalcification time, heparin tolerance, prothrombin index, protein, AT, procedure type (P=0.000-0.031). Neural networks, genetic algorithm selection and bootstrap simulation revealed relationships between 5YS and N0-12 (rank=1), thrombocytes/CC (rank=2), segmented neutrophils/CC (3), eosinophils/CC (4), erythrocytes/CC (5), healthy cells/CC (6), lymphocytes/CC (7), stick neutrophils/CC (8), leucocytes/CC (9), monocytes/CC (10). Correct prediction of 5YS was 100% by neural networks computing (error=0.000; area under ROC curve=1.0).
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In this document , a brief outline of osteoporosis is given , including the risk factors of osteoporosis fractures , the indications for testing bone mineral density and the management of osteoporosis
Cell Therapy Expansion and Challenges in Autoimmune DiseaseHealth Advances
There is increasing confidence that cell therapies will soon play a role in the treatment of autoimmune disorders, but the extent of this impact remains to be seen. Early readouts on autologous CAR-Ts in lupus are encouraging, but manufacturing and cost limitations are likely to restrict access to highly refractory patients. Allogeneic CAR-Ts have the potential to broaden access to earlier lines of treatment due to their inherent cost benefits, however they will need to demonstrate comparable or improved efficacy to established modalities.
In addition to infrastructure and capacity constraints, CAR-Ts face a very different risk-benefit dynamic in autoimmune compared to oncology, highlighting the need for tolerable therapies with low adverse event risk. CAR-NK and Treg-based therapies are also being developed in certain autoimmune disorders and may demonstrate favorable safety profiles. Several novel non-cell therapies such as bispecific antibodies, nanobodies, and RNAi drugs, may also offer future alternative competitive solutions with variable value propositions.
Widespread adoption of cell therapies will not only require strong efficacy and safety data, but also adapted pricing and access strategies. At oncology-based price points, CAR-Ts are unlikely to achieve broad market access in autoimmune disorders, with eligible patient populations that are potentially orders of magnitude greater than the number of currently addressable cancer patients. Developers have made strides towards reducing cell therapy COGS while improving manufacturing efficiency, but payors will inevitably restrict access until more sustainable pricing is achieved.
Despite these headwinds, industry leaders and investors remain confident that cell therapies are poised to address significant unmet need in patients suffering from autoimmune disorders. However, the extent of this impact on the treatment landscape remains to be seen, as the industry rapidly approaches an inflection point.
8 Surprising Reasons To Meditate 40 Minutes A Day That Can Change Your Life.pptxHolistified Wellness
We’re talking about Vedic Meditation, a form of meditation that has been around for at least 5,000 years. Back then, the people who lived in the Indus Valley, now known as India and Pakistan, practised meditation as a fundamental part of daily life. This knowledge that has given us yoga and Ayurveda, was known as Veda, hence the name Vedic. And though there are some written records, the practice has been passed down verbally from generation to generation.
Muktapishti is a traditional Ayurvedic preparation made from Shoditha Mukta (Purified Pearl), is believed to help regulate thyroid function and reduce symptoms of hyperthyroidism due to its cooling and balancing properties. Clinical evidence on its efficacy remains limited, necessitating further research to validate its therapeutic benefits.
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The UK is currently facing a Adhd Medication Shortage Uk, which has left many patients and their families grappling with uncertainty and frustration. ADHD, or Attention Deficit Hyperactivity Disorder, is a chronic condition that requires consistent medication to manage effectively. This shortage has highlighted the critical role these medications play in the daily lives of those affected by ADHD. Contact : +1 (747) 209 – 3649 E-mail : sales@trinexpharmacy.com
Histololgy of Female Reproductive System.pptxAyeshaZaid1
Dive into an in-depth exploration of the histological structure of female reproductive system with this comprehensive lecture. Presented by Dr. Ayesha Irfan, Assistant Professor of Anatomy, this presentation covers the Gross anatomy and functional histology of the female reproductive organs. Ideal for students, educators, and anyone interested in medical science, this lecture provides clear explanations, detailed diagrams, and valuable insights into female reproductive system. Enhance your knowledge and understanding of this essential aspect of human biology.
2. Winning at Game CreationWinning at Game Creation
●
Goal: Recognize the unique challenges
associated with creating a game that impacts
health behaviors of children/emerging adults
●
Objective: Identify strategies to avoid time and
dollar wasting efforts and the win game creation
game
3. Bradley Tanner, MD, MEBradley Tanner, MD, ME
●
Physician by Training – Psychiatry and Obesity
Medicine
●
Studio Head, HealthImpact.studio
●
20 years experience in NIH funding and running
a small business
●
Specialty: Skills development and behavior
change
●
Online training -> simulations -> games
4. HealthImpact.StudioHealthImpact.Studio
●
Goal: Create games that can
impact health via healthy eating
behaviors and prevent obesity.
●
Strategy: Start from an
interesting game concept and
add health impact on top.
●
Technology: Immersive
Headset-based VR and 3D
●
Game Engine: Unity
5. Success & Your AudienceSuccess & Your Audience
●
Market fit predicts
business success.
●
Know
– target audience
and their needs
– competition
●
Then customer
satisfaction
predicts success
●
It better be fun!
9. Healthy Eating GamesHealthy Eating Games
●
Food Fight! Kids practice rejecting (throwing)
unhealthy food and accepting healthy food in a
variety of environments (Cafeteria, Food Court).
●
Grocery Hunt: Young adults practice selecting
healthy foods to add to their pantry/fridge.
●
Hunger Battle/Inside the Brain: The role of
brain in hunger and satiety.
●
Future: Cooking skills, meal preparation,
hosting, and presentation. Exercise/Fitness
11. Use the Asset StoreUse the Asset Store
●
Incredibly inexpensive for
what you get
●
Functionality (code) and
image assets
●
Some with motion
●
High quality and usable
●
Easy and quick to integrate
●
Prototype to determine game
design and obtains support
13. Grocery Hunt PrototypeGrocery Hunt Prototype
●
Go with Assets!
– Cheap
– Easy to implement
– 3rd
Person Shooter
●
Determined that users could
figure out mechanics
●
Users enjoyed the game
●
Users felt it might help them
inspect food in reality
14. Beware the Asset StoreBeware the Asset Store
●
Difficult to further
customize
●
Not (exactly) what you
wanted
●
Some graphics are too
complicated.
●
Some may tax the power
of the computer.
●
It’s only for prototyping!
15. Asset LimitationsAsset Limitations
●
Not quite right for the
purpose. It’s really a
convenience store not a
grocery store
●
No vegetables
●
First player did not aim
correctly
●
Foods varied in size and
quality
●
Strange Proportions
17. You Need Custom AssetsYou Need Custom Assets
●
Tuned to the
game context
and purpose
●
Higher quality
●
Essential to
create and
immersive
environment
18. Beware Custom AssetsBeware Custom Assets
●
Graphic artists care a lot
about how good it looks
●
Expensive ($$)
●
Time consuming
●
Defining “done” is hard
●
Updated graphics need
to be reintegrated
●
Probably not a skill of
yours
19. Asset ChallengesAsset Challenges
●
Assets from the store are inexpensive, simple
and great for prototyping to show to customers
and other stakeholders or an early demo
●
But they aren’t enough
●
Assets vary widely in their quality, ability to
scale and ability to synchronize with each other.
●
Custom assets are far more expensive to
produce
●
Graphic assets can quickly become a labor of
love and an exercise in perfection
20. Game MechanicsGame Mechanics
●
Learner control and self-
determination to identify
personally relevant
factors and strategies.
●
Experiential learning to
enhances self-expression
and creativity
●
Role-playing to engage
the participant in a cycle
of practicing change
22. Mechanics Out of ControlMechanics Out of Control
●
Watch people play
●
Don’t explain
●
Ask questions!
●
Are they struggling?
●
Are they confused?
●
Why does it do that?
●
Who wanted this?
●
Does it make sense?
23. Gameplay & ImpactGameplay & Impact
●
Functionality with impact is harder to integrate
than “cool” functionality – need strict control
24. Tutorials and GameplayTutorials and Gameplay
●
An easy solution – just tell them what to do
●
Problems
– Varying Game &
Controller Skills
– Varying VR Skills
– Not fun
– Poor First
Impression
– Time Consuming to Create
●
If you have to explain it, it’s too hard!
25. The Role of HardwareThe Role of Hardware
●
Review existing hardware and platforms
●
Predicting future success
●
Make a
choice
●
Stay
flexible
●
Evaluate
new
entries
●
Adapt
26. Hardware HeadachesHardware Headaches
●
Oculus Go vs. Rift. $200 vs. $1400 - $2000
●
Simple vs. Complicated
●
Mechanic
Limitations
●
Experience
Limitations
●
Follow
Trends
●
Follow Your
Market
29. Where is the Game?Where is the Game?
●
Cool graphics can seem “good enough”
●
Beware the desire to move back to didactic
mode
30. Complicated GraphicsComplicated Graphics
●
Implementation is time
consuming
●
Increased communication
effort.
●
Developers: It’s hard to
understand limitations of
graphics (e.g., transparency)
●
Artists need to work with
Unity and understand code.
●
Do you understand graphics?
34. Mixing 2D and 3DMixing 2D and 3D
●
Photorealistic
backgrounds create
an immersive
experience
●
A drawn 2D person
seems out of place
●
Pick one
35. 3D Humans3D Humans
●
Creating 3D
Photorealistic people
is more challenging
●
Emotions in 3D people
-> even more
complicated
●
3D people that move
and “express”
changing emotions is
the stuff that movies
are made of.
36. Limitations of 3D HumansLimitations of 3D Humans
●
3D people that move
and “express”
changing emotions
is the stuff that
movies are made of.
37. 3 Ts3 Ts
●
Test Often
– Seek a variety of input from staff and
stakeholders of various skill, age, technical
background, and game orientation
●
Build Teamwork
– Trust but Verify
●
Stay on Track
– Create a Game Design Document
– Stay Agile. Stick with the GDD or Modify It.
39. TeamworkTeamwork
●
Varying skills need to work
in concert
●
Coordinate the project –
both the technology and
the people
●
A supportive team is good
●
But can lead to an echo
chamber and sugar coating
40. Staying on TrackStaying on Track
●
Being Agile demands
regular sprints,
meetings, and tight
control over the
project
●
Schedule regular
release dates for
accountability and to
ensure meaningful
progress.
41. LessonsLessons
●
Know and engage your market.
●
Use Asset Store for prototyping
●
Custom assets are essential but can take the
project off track in terms of time and $$$
●
Mechanics must be relevant and functional -
Tutorials often attempt to hide a bad game
●
Hardware may change
●
Complicated graphics and human elements are
a unique challenge
●
Test, build Teamwork, keep the team on Track
42. Game On!Game On!
●
A mess can be
cleaned up
●
It’s your game –
keep the vision
●
Don’t get
bogged down
with frustrations
●
Have fun and
be creative