Tanner, B. VR is Good for Your Health: The Health Promotion, Prevention, and Treatment Potential of VR. Serious Play Conference. 2018 July 10, Manassas, VA.
VR is Good for Your Health: The Health Promotion, Prevention, and Treatment P...Clinical Tools, Inc
Tanner B. VR is Good for Your Health: The Health Promotion, Prevention, and Treatment Potential of VR. East Coast Game Conference; 2018 April 19; Raleigh, North Carolina, United States.
Brad Tanner, MD, ME
HealthImpact.Studio Chapel Hill, NC
Montreal, Canada
July 10, 2019
Headset-based, immersive virtual reality technology offers an opportunity to engage and motivate:
Youth
Adolescents
Emerging adults
Adults
Virtual reality also impacts health-related understanding, decision-making, skills, and behaviors.
Presented by the
Serious Play Conference
seriousplayconf.com
This document summarizes an ongoing research study testing the impact of online brain training in promoting wellbeing and resilience. The study involves:
1) Recruiting 1600 twins aged 18-65 years from the Australian Twin Registry to complete web assessments and cognitive/brain imaging tests.
2) Testing the efficacy of the brain training program MyBrainSolutions over 30 days in improving psychological functioning such as positive affect, depressed mood, emotion suppression and social skills.
3) Developing new measures of wellbeing and resilience for use in research cohorts, such as the COMPAS-W wellbeing scale and Gatt Resilience Scale, and seeking collaborators interested in testing e-health platforms or using the new scales
This document discusses measuring engagement within educational multimedia environments and games using both covert and overt methods. It provides definitions of engagement in learning and gaming contexts. Various methods for measuring engagement are described, including observational analysis, physiological sensors, and subjective surveys/questionnaires. Specific examples are given around using physiological sensors like skin conductance and eye tracking to measure engagement levels during a Guitar Hero game. The goals of measuring engagement are to enable dynamic difficulty adjustment, expand learner demographics, and increase time on task.
Engaging change: The awareness-action gap and the power of game designColine Pannier
The impact of human activities on the environment is widely documented and communicated, yet the profusion of information doesn't seem to be able to trigger a radical change in behaviors. An extra step is needed to bridge the gap between awareness and action. Games can be a powerful tool to help people engage with the abstract problems of sustainability and feel empowered to take action. How can we use the power of game design to influence real-life behavior?
Talk given in March 2015 at the Gamification World Congress Netherlands by Coline Pannier and Sofía Montuori
Contemplative practice versus video game play associationsjgackenb
This is a paper presented at the 2016 Science of Consciousness conference in Tucson, AZ. Thanks to the students who have worked on this series of studies: Criag Guthrie, Dan Swanston, Hanna Stark, John Bown, and Cynthia Ma.
Mindfulness is an ancient Buddhist practice of present moment awareness without judgment. Research has shown mindfulness to be an effective intervention for reducing anxiety, stress, and depression. Brief mindfulness training can significantly reduce experimentally induced pain and increase positive emotions. Mindfulness-based stress reduction programs have been shown to improve symptoms of social anxiety disorder, depression, rumination, and self-esteem. The therapeutic process involves mindfulness practice leading to increased state mindfulness, positive reappraisal of stressors, and reduced negative emotions and anxiety.
VR is Good for Your Health: The Health Promotion, Prevention, and Treatment P...Clinical Tools, Inc
Tanner B. VR is Good for Your Health: The Health Promotion, Prevention, and Treatment Potential of VR. East Coast Game Conference; 2018 April 19; Raleigh, North Carolina, United States.
Brad Tanner, MD, ME
HealthImpact.Studio Chapel Hill, NC
Montreal, Canada
July 10, 2019
Headset-based, immersive virtual reality technology offers an opportunity to engage and motivate:
Youth
Adolescents
Emerging adults
Adults
Virtual reality also impacts health-related understanding, decision-making, skills, and behaviors.
Presented by the
Serious Play Conference
seriousplayconf.com
This document summarizes an ongoing research study testing the impact of online brain training in promoting wellbeing and resilience. The study involves:
1) Recruiting 1600 twins aged 18-65 years from the Australian Twin Registry to complete web assessments and cognitive/brain imaging tests.
2) Testing the efficacy of the brain training program MyBrainSolutions over 30 days in improving psychological functioning such as positive affect, depressed mood, emotion suppression and social skills.
3) Developing new measures of wellbeing and resilience for use in research cohorts, such as the COMPAS-W wellbeing scale and Gatt Resilience Scale, and seeking collaborators interested in testing e-health platforms or using the new scales
This document discusses measuring engagement within educational multimedia environments and games using both covert and overt methods. It provides definitions of engagement in learning and gaming contexts. Various methods for measuring engagement are described, including observational analysis, physiological sensors, and subjective surveys/questionnaires. Specific examples are given around using physiological sensors like skin conductance and eye tracking to measure engagement levels during a Guitar Hero game. The goals of measuring engagement are to enable dynamic difficulty adjustment, expand learner demographics, and increase time on task.
Engaging change: The awareness-action gap and the power of game designColine Pannier
The impact of human activities on the environment is widely documented and communicated, yet the profusion of information doesn't seem to be able to trigger a radical change in behaviors. An extra step is needed to bridge the gap between awareness and action. Games can be a powerful tool to help people engage with the abstract problems of sustainability and feel empowered to take action. How can we use the power of game design to influence real-life behavior?
Talk given in March 2015 at the Gamification World Congress Netherlands by Coline Pannier and Sofía Montuori
Contemplative practice versus video game play associationsjgackenb
This is a paper presented at the 2016 Science of Consciousness conference in Tucson, AZ. Thanks to the students who have worked on this series of studies: Criag Guthrie, Dan Swanston, Hanna Stark, John Bown, and Cynthia Ma.
Mindfulness is an ancient Buddhist practice of present moment awareness without judgment. Research has shown mindfulness to be an effective intervention for reducing anxiety, stress, and depression. Brief mindfulness training can significantly reduce experimentally induced pain and increase positive emotions. Mindfulness-based stress reduction programs have been shown to improve symptoms of social anxiety disorder, depression, rumination, and self-esteem. The therapeutic process involves mindfulness practice leading to increased state mindfulness, positive reappraisal of stressors, and reduced negative emotions and anxiety.
Virtual reality and healthcare - the past, the present, and the futureStanford University
This presentation provides an overview of how VR and AR technology will impact medicine, clinical care, and personal health and wellness, and how it will help to facilitate the shift of medicine to direct personal care.
Although entertainment, social connection, and gaming will drive the initial adoption of Virtual Reality and Augmented Reality technology, the deepest and most significant impact of the next generation of VR/AR technology will be to enhance clinical care and to improve personal health and wellness.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as Anxiety and Depression to PTSD, Addictions, Autism, Cognitive Aging, Stroke Recovery and Physical Rehabilitation, to name just a few.
VR/ AR technology also improved clinical measurements and assessments, can greatly improve medical training such as surgical skill training and procedure planning. Personal health and wellness will be improved by using VR to promote healthy lifestyles and to reduce stress and anxiety. As the cost of healthcare rises, VR/AR technology can serve as an effective telemedicine platform to reduce costs of care delivery, and improve clinical efficiency.
Walter Greenleaf, PhD
Virtual Human Interaction Lab | Stanford University
Keynote Presentation for the 2019 VR Health Symposium
Serious Games and digital interactive technologies for Healthcareimaginary srl
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient communication and behavior change. Specific examples are provided of games that simulate medical procedures, support physical therapy and exercise, and teach nutrition. The document concludes by discussing emerging areas like home rehabilitation systems and using motion sensors to integrate rehabilitation into work environments.
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient education, and behavior change. Several specific games are described that target areas like emergency response training, medical procedures practice, chronic condition management, physical therapy, and nutrition education. The document discusses trends in exergames and motion-based games using devices like the Microsoft Kinect. In conclusion, it presents some future directions like combining gaming with home rehabilitation.
This document discusses how virtual reality (VR) and augmented reality (AR) technologies can transform healthcare by improving clinical care, medical training, health and wellness. VR/AR shows promise in areas like treating PTSD and other mental health conditions, pain management, cognitive assessments, surgical planning and training, education and more. Research demonstrates VR's ability to improve behaviors and health outcomes. Barriers to adoption include concerns over evolving technologies, lack of clinical evidence, and perceptions of VR as only for gaming. However, as the technologies advance and more evidence is collected, VR/AR are positioned to significantly impact medical care and training.
This document provides an overview of serious games for health in Europe. It discusses how serious games have been shown to be effective for education and health by engaging and motivating users. Serious games are being used in a variety of healthcare fields such as supporting therapy, rehabilitation, self-management of chronic conditions, physical activity promotion, and medical staff training. Examples discussed include games for rehabilitation at home, managing cystic fibrosis, promoting active aging, preventing obesity in teenagers, and training for emergency situations. The market for serious games is growing and projected to be worth $10 billion by 2015.
Immersive Environments, Machine Learning, Neuroimaging, & Wearable Sensing Te...Stanford University
Walter Greenleaf's presentation to the Virtual Medicine 2019 Conference at Cedars-Sinai Medical Center
Immersive Environments, Machine Learning, Neuroimaging, And Wearable Sensing Technology - Treating Depression, Addictions, and Facilitating Behavior Change Using A Precision Medicine Model
Based on the methods used in the ENGAGE Study
Walter Greenleaf, PhD
Virtual Human Interaction Lab | Stanford University
Precision medicine models for treating depression, managing addictions and achieving sustained behavior change are largely outside of current clinical practice. Yet, changing self-regulatory behavior is fundamental to the self-management of complex lifestyle-related chronic conditions such as depression and substance use disorder - two top contributors to the global burden of disease and disability.
To optimize treatments and address these burdens, methods to facilitate behavior change and self-regulation must be better understood in relation to their neurobiological underpinnings. Treatment strategies can then be developed that leverage the recent advances in immersive environments, machine learning, and wearable sensing technology and apply them to treat depression, manage addictions, and facilitate behavior change using a precision medicine model that is personalized to the individual.
This presentation will review the conceptual framework and protocol for a large multi-subject longitudinal study named Project ENGAGE. The ENGAGE study integrates neuroscience with behavioral science to better understand the self-regulation related mechanisms of behavior change for improving mood and weight outcomes among adults with comorbid depression and obesity. We collect assays of three self-regulation targets (emotion, cognition, and self-reflection) in multiple settings: neuroimaging and behavioral lab-based measures, virtual reality, and passive smartphone sampling.
By connecting human neuroscience and behavioral science in this manner within the ENGAGE study, we can develop a prototype for elucidating the underlying self-regulation mechanisms of behavior change outcomes and their application in optimizing intervention strategies for multiple chronic diseases.
https://www.ncbi.nlm.nih.gov/pubmed/29074231
Behav Res Ther. 2018 Feb;101:58-70. doi: 10.1016/j.brat.2017.09.012. Epub 2017 Oct 7.
The ENGAGE study: Integrating neuroimaging, virtual reality and smartphone sensing to understand self-regulation for managing depression and obesity in a precision medicine model.
Leanne M. Williams, Adam Pines, Andrea N. Goldstein-Piekarski, Lisa G. Rosas,
Monica Kullar, Matthew D. Sacchet, Olivier Gevaert, Jeremy Bailenson, Philip W.
Lavori, Paul Dagum, Brian Wandell, Carlos Correa, Walter Greenleaf, Trisha Suppes,
L. Michael Perry, Joshua M. Smyth, Megan A. Lewis, Elizabeth M. Venditti, Mark
Snowden, Janine M. Simmons, Jun Ma
Trends in serious games for health and well beingDavid Wortley
This presentation was delivered at the Serious Play 2017 conference held at George Mason University in Virginia, USA in July 2017. Part 1 aims to provide an insight into the impact of disruptive technologies and details of previous projects from my time at the Serious Games Institute. Part 2 of the presentation looks at the impact of wearable technologies on personal health management and creates and analogy between the impact of technology on the motor industry and developments in personal health management.
This presentation looks at the trends in the development of serious games for health and well-being applications and seeks to illustrate how advances in disruptive emerging technologies such as wearables and virtual reality are influencing the types of games being developed.
An Overview of VR Technology and Smulation in Healthcare
Walter Greenleaf, PhD
Virtual Human Interaction Lab | Stanford University
The onrushing wave of Virtual Reality and Augmented Reality technology will profoundly impact healthcare.
Working in concert with data analytics provided by wearable technology, VR and AR technology will shift the locus of clinical care from the hospital and the clinic to the home and workplace, and through improved analytics enable personalized medicine.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as anxiety and depression to PTSD, addictions, autism, cognitive aging, stroke recovery, and physical rehabilitation, to name just a few.
Individualized health and wellness protocols/treatment plans can be enhanced by using VR and AR to promote adherence and to encourage healthy lifestyles.
As the cost of healthcare rises, VR and AR technology can serve as an effective telemedicine platform to reduce costs of care delivery and improve clinical efficiency.
Presenter: Fares Kayali, Senior Researcher Vienna University of Technology. University of Applied Arts Vienna, AT
Event: Games for Health Europe 2015 Conference
Date: 02 NOV 2015 / 14:00 - 15:30
Location: Juliana Congreszaal, Jaarbeurs Utrecht
WellPlay Health is developing digital games and platforms to help improve patient health and rehabilitation outcomes. Their two main products are CampusCraft, a serious game for college students, and WellPlay: Rehab, a gaming platform for neurological rehabilitation combining rehabilitation techniques with gaming. WellPlay: Rehab's initial focus is stroke and TBI rehabilitation and it leverages existing gaming consoles and sensors to create interactive rehabilitation games. WellPlay believes this approach can significantly help the large number of stroke survivors through increased patient engagement, motivation and time spent doing rehabilitation exercises. They are partnered with medical experts and facilities to create clinically validated games and a tele-rehabilitation system.
10 Best Sleep Disorder Care Solution providers.pdfinsightscare
Embracing the journey of such exemplary companies and organizations, Insights Care’s latest edition, ‘10 Best Sleep Disorder Care Solution providers,’ highlights the novel solutions offered by these stalwarts of the healthcare industry
Dan Baden from the CDC gave a presentation about using games and innovation for public health. He discussed several past and current CDC efforts using games, including HealthBound which simulates policy decisions, virtual reality training for resilience, and Whyville which modeled disease spread. He highlighted the CDC's goals of addressing "winnable battles" in public health like healthcare-associated infections. Baden also described the CDC's innovation fund and opportunities to partner with game developers to create new public health games.
Mental Health Technology Trends_ The Role Of Technology In Mental Health.pdfLucas Lagone
Explore the latest mental health technology trends. Discover how technology impacts mental fitness. Benefits and challenges of mental health applications on devices and wearables.
Original Source: https://www.nevinainfotech.com/blog/mental-health-technology-trends/
The Impact of VR and AR on Medical Research and HealthcareStanford University
The Impact of VR and AR Technologies on Medical Research and Healthcare
Walter Greenleaf, PhD
Virtual Human Interaction Lab | Stanford University
Although entertainment, social connection, and gaming will drive the initial adoption of Virtual Reality and Augmented Reality technology, the deepest and most significant impact of the next generation of VR/AR technology will be to enhance clinical care and to improve personal health and wellness.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as Anxiety and Depression to PTSD, Addictions, Autism, Cognitive Aging, Stroke Recovery and Physical Rehabilitation, to name just a few.
VR technology also improved clinical measurements and assessments, can greatly improve medical training such as surgical skill training and procedure planning. Personal health and wellness will be improved by using VR to promote healthy lifestyles and to reduce stress and anxiety. As the cost of healthcare rises, VR technology can serve as an effective telemedicine platform to reduce costs of care delivery, and improve clinical efficiency.
This presentation will provide an overview of how VR technology will impact medicine, clinical care, and personal health and wellness, and how it will help to facilitate the shift of medicine to direct personal care.
Towards a successful implementation of game mechanics (gamification) in e-hea...Maged N. Kamel Boulos
- Digital games show promise for positively changing health behaviors and outcomes, but establishing evidence of their effectiveness faces major challenges of replicability and generalizability.
- Key ingredients for sustainable success include multidisciplinary research to establish what works for different conditions and users, as well as iterative development working with stakeholders and users.
- Gamification needs to go beyond just points and badges to drive long-term changes; social accountability and making health fun through games and narratives can help engage users.
This mini workshop looks at the latest research on gaming for health, examples of how health and wellness leaders are engaging people with games, strategies for healthcare brands who want to try gaming, and a first-look at a gaming experiment from our innovation lab
The document describes a sensor day event hosted by Games for Health in 2011. The event schedule includes several presentations and panels on the topics of games, sensors, and personal health records. Presenters include representatives from companies like Continua Health Alliance, Dossia Service Corporation, A&D Medical, ANT Wireless, and Elbrys Networks. The document also shares information on sensor design challenges and opportunities. It promotes connecting sensor data to applications and games to improve health and support sustained user engagement. Overall, the event aimed to advance the use of sensors and games to measure health and motivate positive behavior change.
1) The document summarizes presentations from the #HyperWellbeing summit 2016 about emerging technologies in wearables, sensors, machine learning and data analytics that aim to optimize health and wellbeing.
2) Many presenters discussed collecting clinical-grade biometric data from sensors and analyzing it using machine learning/AI to provide personalized insights and recommendations to consumers for preventative healthcare.
3) Other topics included continuous monitoring of metabolism, sleep, stress and cognitive/emotional states to close the loop between measurement and behavior change through just-in-time interventions.
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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Virtual reality and healthcare - the past, the present, and the futureStanford University
This presentation provides an overview of how VR and AR technology will impact medicine, clinical care, and personal health and wellness, and how it will help to facilitate the shift of medicine to direct personal care.
Although entertainment, social connection, and gaming will drive the initial adoption of Virtual Reality and Augmented Reality technology, the deepest and most significant impact of the next generation of VR/AR technology will be to enhance clinical care and to improve personal health and wellness.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as Anxiety and Depression to PTSD, Addictions, Autism, Cognitive Aging, Stroke Recovery and Physical Rehabilitation, to name just a few.
VR/ AR technology also improved clinical measurements and assessments, can greatly improve medical training such as surgical skill training and procedure planning. Personal health and wellness will be improved by using VR to promote healthy lifestyles and to reduce stress and anxiety. As the cost of healthcare rises, VR/AR technology can serve as an effective telemedicine platform to reduce costs of care delivery, and improve clinical efficiency.
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This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient communication and behavior change. Specific examples are provided of games that simulate medical procedures, support physical therapy and exercise, and teach nutrition. The document concludes by discussing emerging areas like home rehabilitation systems and using motion sensors to integrate rehabilitation into work environments.
This document summarizes the history and applications of serious games in healthcare. It discusses how games have long been used to support learning and therapy. It outlines several fields where serious games are applied, including rehabilitation, healthcare staff training, patient education, and behavior change. Several specific games are described that target areas like emergency response training, medical procedures practice, chronic condition management, physical therapy, and nutrition education. The document discusses trends in exergames and motion-based games using devices like the Microsoft Kinect. In conclusion, it presents some future directions like combining gaming with home rehabilitation.
This document discusses how virtual reality (VR) and augmented reality (AR) technologies can transform healthcare by improving clinical care, medical training, health and wellness. VR/AR shows promise in areas like treating PTSD and other mental health conditions, pain management, cognitive assessments, surgical planning and training, education and more. Research demonstrates VR's ability to improve behaviors and health outcomes. Barriers to adoption include concerns over evolving technologies, lack of clinical evidence, and perceptions of VR as only for gaming. However, as the technologies advance and more evidence is collected, VR/AR are positioned to significantly impact medical care and training.
This document provides an overview of serious games for health in Europe. It discusses how serious games have been shown to be effective for education and health by engaging and motivating users. Serious games are being used in a variety of healthcare fields such as supporting therapy, rehabilitation, self-management of chronic conditions, physical activity promotion, and medical staff training. Examples discussed include games for rehabilitation at home, managing cystic fibrosis, promoting active aging, preventing obesity in teenagers, and training for emergency situations. The market for serious games is growing and projected to be worth $10 billion by 2015.
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Immersive Environments, Machine Learning, Neuroimaging, And Wearable Sensing Technology - Treating Depression, Addictions, and Facilitating Behavior Change Using A Precision Medicine Model
Based on the methods used in the ENGAGE Study
Walter Greenleaf, PhD
Virtual Human Interaction Lab | Stanford University
Precision medicine models for treating depression, managing addictions and achieving sustained behavior change are largely outside of current clinical practice. Yet, changing self-regulatory behavior is fundamental to the self-management of complex lifestyle-related chronic conditions such as depression and substance use disorder - two top contributors to the global burden of disease and disability.
To optimize treatments and address these burdens, methods to facilitate behavior change and self-regulation must be better understood in relation to their neurobiological underpinnings. Treatment strategies can then be developed that leverage the recent advances in immersive environments, machine learning, and wearable sensing technology and apply them to treat depression, manage addictions, and facilitate behavior change using a precision medicine model that is personalized to the individual.
This presentation will review the conceptual framework and protocol for a large multi-subject longitudinal study named Project ENGAGE. The ENGAGE study integrates neuroscience with behavioral science to better understand the self-regulation related mechanisms of behavior change for improving mood and weight outcomes among adults with comorbid depression and obesity. We collect assays of three self-regulation targets (emotion, cognition, and self-reflection) in multiple settings: neuroimaging and behavioral lab-based measures, virtual reality, and passive smartphone sampling.
By connecting human neuroscience and behavioral science in this manner within the ENGAGE study, we can develop a prototype for elucidating the underlying self-regulation mechanisms of behavior change outcomes and their application in optimizing intervention strategies for multiple chronic diseases.
https://www.ncbi.nlm.nih.gov/pubmed/29074231
Behav Res Ther. 2018 Feb;101:58-70. doi: 10.1016/j.brat.2017.09.012. Epub 2017 Oct 7.
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This presentation was delivered at the Serious Play 2017 conference held at George Mason University in Virginia, USA in July 2017. Part 1 aims to provide an insight into the impact of disruptive technologies and details of previous projects from my time at the Serious Games Institute. Part 2 of the presentation looks at the impact of wearable technologies on personal health management and creates and analogy between the impact of technology on the motor industry and developments in personal health management.
This presentation looks at the trends in the development of serious games for health and well-being applications and seeks to illustrate how advances in disruptive emerging technologies such as wearables and virtual reality are influencing the types of games being developed.
An Overview of VR Technology and Smulation in Healthcare
Walter Greenleaf, PhD
Virtual Human Interaction Lab | Stanford University
The onrushing wave of Virtual Reality and Augmented Reality technology will profoundly impact healthcare.
Working in concert with data analytics provided by wearable technology, VR and AR technology will shift the locus of clinical care from the hospital and the clinic to the home and workplace, and through improved analytics enable personalized medicine.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as anxiety and depression to PTSD, addictions, autism, cognitive aging, stroke recovery, and physical rehabilitation, to name just a few.
Individualized health and wellness protocols/treatment plans can be enhanced by using VR and AR to promote adherence and to encourage healthy lifestyles.
As the cost of healthcare rises, VR and AR technology can serve as an effective telemedicine platform to reduce costs of care delivery and improve clinical efficiency.
Presenter: Fares Kayali, Senior Researcher Vienna University of Technology. University of Applied Arts Vienna, AT
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Date: 02 NOV 2015 / 14:00 - 15:30
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Virtual Human Interaction Lab | Stanford University
Although entertainment, social connection, and gaming will drive the initial adoption of Virtual Reality and Augmented Reality technology, the deepest and most significant impact of the next generation of VR/AR technology will be to enhance clinical care and to improve personal health and wellness.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as Anxiety and Depression to PTSD, Addictions, Autism, Cognitive Aging, Stroke Recovery and Physical Rehabilitation, to name just a few.
VR technology also improved clinical measurements and assessments, can greatly improve medical training such as surgical skill training and procedure planning. Personal health and wellness will be improved by using VR to promote healthy lifestyles and to reduce stress and anxiety. As the cost of healthcare rises, VR technology can serve as an effective telemedicine platform to reduce costs of care delivery, and improve clinical efficiency.
This presentation will provide an overview of how VR technology will impact medicine, clinical care, and personal health and wellness, and how it will help to facilitate the shift of medicine to direct personal care.
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- Digital games show promise for positively changing health behaviors and outcomes, but establishing evidence of their effectiveness faces major challenges of replicability and generalizability.
- Key ingredients for sustainable success include multidisciplinary research to establish what works for different conditions and users, as well as iterative development working with stakeholders and users.
- Gamification needs to go beyond just points and badges to drive long-term changes; social accountability and making health fun through games and narratives can help engage users.
This mini workshop looks at the latest research on gaming for health, examples of how health and wellness leaders are engaging people with games, strategies for healthcare brands who want to try gaming, and a first-look at a gaming experiment from our innovation lab
The document describes a sensor day event hosted by Games for Health in 2011. The event schedule includes several presentations and panels on the topics of games, sensors, and personal health records. Presenters include representatives from companies like Continua Health Alliance, Dossia Service Corporation, A&D Medical, ANT Wireless, and Elbrys Networks. The document also shares information on sensor design challenges and opportunities. It promotes connecting sensor data to applications and games to improve health and support sustained user engagement. Overall, the event aimed to advance the use of sensors and games to measure health and motivate positive behavior change.
1) The document summarizes presentations from the #HyperWellbeing summit 2016 about emerging technologies in wearables, sensors, machine learning and data analytics that aim to optimize health and wellbeing.
2) Many presenters discussed collecting clinical-grade biometric data from sensors and analyzing it using machine learning/AI to provide personalized insights and recommendations to consumers for preventative healthcare.
3) Other topics included continuous monitoring of metabolism, sleep, stress and cognitive/emotional states to close the loop between measurement and behavior change through just-in-time interventions.
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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.
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Obesity Treatment Challenge simulation for medical students. Clinical Tools, Inc
Tanner B, Rossie K. Obesity Treatment Challenge simulation for medical students. International Meeting on Simulation in Health Care; 2017 January 29; Orlando, FL.
The Case Building Engine is a tool developed by Clinical Tools Inc. that allows users to create clinical cases for a medical simulation app. Users input patient data through an online form, and their cases are then rendered in an interactive app that simulates a clinical encounter. The goals are to help users develop medical skills by creating, reviewing, and interacting with various clinical cases.
Simulated 3D Patient Interaction Medical Education TrainingClinical Tools, Inc
Tanner B. Simulated 3D Patient Interaction Medical Education Training. Presented at the 2016 SimOps Society for Simulation in Healthcare; 2016 June 21; Greenville, SC.
Concerns and Perceived Barriers Related to Treatment of Opioid Addiction with...Clinical Tools, Inc
Tanner B, Metcalf M, Rossie K. Concerns and Perceived Barriers Related to Treatment of Opioid Addiction with Buprenorphine. Poster presented at the 2015 American Society of Addiction Medicine, April 24, 2015, Austin Texas.
Branched Path Learning and Gamification for Student Training in Health and Me...Clinical Tools, Inc
Tanner B. Branched Path Learning and Gamification for Student Training in Health and Medicine. Presented at the 2016 Serious Play Conference; 2016 July 26-28; Chapel Hill, NC.
Clinical Challenge: Alcohol - A Game to Teach Alcohol-related Clinical Skills...Clinical Tools, Inc
Tanner B, Metcalf M, Tanner B. Clinical Challenge: Alcohol - A Game to Teach Alcohol-related Clinical Skills to Medical Students. Poster presented at the 2015 AAMC Medical Education Meeting November 10, 2015, Baltimore, MD.
Altering Cue-Response Substance Use Behaviors and Enhancing Self-Efficacy Via...Clinical Tools, Inc
Tanner B, Metcalf M, Tanner B. Altering Cue-Response Substance Use Behaviors and Enhancing Self-Efficacy Via a Kinect v2 Motion Control Game. Poster presented at the 2015 ESCoNS, the Entertainment Software and Cognitive Neurotherapeutics Society Conference, May 5, 2015, San Francisco, CA.
A Tool to Engage the Patient in Web-based Coordinated Treatment of Opioid Add...Clinical Tools, Inc
Tanner B, Metcalf F. A Tool to Engage the Patient in Web-based Coordinated Treatment of Opioid Addiction with Buprenorphine. Poster presented at the 2015 IPS: The Mental Health Services Conference, October 10, 2015, New York, NY.
Development of a Novel Pain Management Simulator to Enhance Skills of Medical...Clinical Tools, Inc
Tanner B, Metcalf M, Rossie K. Development of a Novel Pain Management Simulator to Enhance Skills of Medical and other Health Professional Students. Poster presented at the 2015 American Academy of Pain Medicine, May 20, 2015, National Harbor, MD.
Needs Analysis of Primary Care Physicians and Other Providers in Terms of Obe...Clinical Tools, Inc
Tanner, B. Needs Analysis of Primary Care Physicians and
Other Providers in Terms of Obesity Training. Poster
presented Overcoming Obesity: Diagnose. Personalize.
Treat. Conference of the American Society of Bariatric
Physicians, September 12, 2014 Austin Texas.
5-hydroxytryptamine or 5-HT or Serotonin is a neurotransmitter that serves a range of roles in the human body. It is sometimes referred to as the happy chemical since it promotes overall well-being and happiness.
It is mostly found in the brain, intestines, and blood platelets.
5-HT is utilised to transport messages between nerve cells, is known to be involved in smooth muscle contraction, and adds to overall well-being and pleasure, among other benefits. 5-HT regulates the body's sleep-wake cycles and internal clock by acting as a precursor to melatonin.
It is hypothesised to regulate hunger, emotions, motor, cognitive, and autonomic processes.
The skin is the largest organ and its health plays a vital role among the other sense organs. The skin concerns like acne breakout, psoriasis, or anything similar along the lines, finding a qualified and experienced dermatologist becomes paramount.
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.
Travel Clinic Cardiff: Health Advice for International TravelersNX Healthcare
Travel Clinic Cardiff offers comprehensive travel health services, including vaccinations, travel advice, and preventive care for international travelers. Our expert team ensures you are well-prepared and protected for your journey, providing personalized consultations tailored to your destination. Conveniently located in Cardiff, we help you travel with confidence and peace of mind. Visit us: www.nxhealthcare.co.uk
Kosmoderma Academy, a leading institution in the field of dermatology and aesthetics, offers comprehensive courses in cosmetology and trichology. Our specialized courses on PRP (Hair), DR+Growth Factor, GFC, and Qr678 are designed to equip practitioners with advanced skills and knowledge to excel in hair restoration and growth treatments.
- Video recording of this lecture in English language: https://youtu.be/Pt1nA32sdHQ
- Video recording of this lecture in Arabic language: https://youtu.be/uFdc9F0rlP0
- Link to download the book free: https://nephrotube.blogspot.com/p/nephrotube-nephrology-books.html
- Link to NephroTube website: www.NephroTube.com
- Link to NephroTube social media accounts: https://nephrotube.blogspot.com/p/join-nephrotube-on-social-media.html
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.
Adhd Medication Shortage Uk - trinexpharmacy.comreignlana06
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
DECLARATION OF HELSINKI - History and principlesanaghabharat01
This SlideShare presentation provides a comprehensive overview of the Declaration of Helsinki, a foundational document outlining ethical guidelines for conducting medical research involving human subjects.
10 Benefits an EPCR Software should Bring to EMS Organizations Traumasoft LLC
The benefits of an ePCR solution should extend to the whole EMS organization, not just certain groups of people or certain departments. It should provide more than just a form for entering and a database for storing information. It should also include a workflow of how information is communicated, used and stored across the entire organization.
Outbreak management including quarantine, isolation, contact.pptx
VR is Good for Your Health: The Health Promotion, Prevention, and Treatment Potential of VR
1. VR IS GOOD FOR YOUR
HEALTH
The Health Promotion, Prevention, and
Treatment Potential of VR Games
Brad Tanner, MD
HealthImpact.Studio
Chapel Hill, NC
2. Take Home Message
Headset based immersive virtual reality
technology offers a compelling opportunity to
engage and motivate in game experiences that
impact health-related understanding, decision-
making, skills and behaviors.
Potential Audience includes:
Youth, Adolescents, Emerging Adults, Adults
Health care trainees and providers
3. Where We are Going
1) Health and Games are Unique
Opportunity
2) Games Build Healthy Behaviors Already
3) Existing applications of virtual reality
4. Bradley 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 specializing on
online training, simulations and games for
skills development and behavior change
10. Games Build Healthy Behaviors Already
Novel Experience/Narratives
Quick Decision Making
Collaboration
Focus on improvement and challenge and growth
Team Building
Eye-Hand Coordination
3D visualization and modeling
Understanding Cause and Effect
11. Games to Address Obesity
1) Kids practice the process of rejecting
(throwing) unhealthy food
2) Kids practice catching and saving
unhealthy food
3) Bodily activity translates to cognitive
change. Action is more powerful than
knowledge
13. Gaming Adds Value
Short Video
1) Control and self-determination
2) Engaging - Role-playing in VR engages the
participant in a cycle of practicing change
3) Immersion instills flow or a sense of
timelessness and focuses on the game at hand
4) Human Interactions
15. Gaming Adds Value - Control
Control and self-determination
Choices, decision-making opportunities (e.g.,
quick, medium, slow), feedback, levels of
improvement, and the potential for
success/mastery demonstration enable health-
related impact.
18. Gaming Adds Value – Engaging
Short Video
Role-playing in VR engages the participant in a
cycle of practicing change by
initial self-reflection,
taking action,
post-action reflection,
concluding,
planning that promotes longer-term real-world
behavioral change.
20. VR and Disease Understanding
●
Use game to teach
cause and effect.
Make choices
(e.g., diet) and see
the changes
●
“Virtually” change
and alter it
21. Gaming Adds Value – Immersion
Short Video
Immersion instills flow or a sense of
timelessness and focuses on the game at hand
that
optimizes cognitive load,
matching skills to challenge
complements behavior change theories.
Intentional small breaks in flow will allow an
opportunity for reflection.
23. VR Human Interactions
1) Teach cause and effect.
2) Use flexible time by going backward to
reversing choices.
3) Make recommendations to others and get
feedback about the success/failure.
4) A simple way to practice making a decision
without committing in even the virtual world
5) Build empathy.
25. VR and Medicine/Health
1) Controlling acute and chronic pain including
cancer, burn, and phantom limb pain,
2) Countering anxiety including phobias and
PTSD with exposure, relaxation, and
mindfulness
3) Rejecting cues in a virtual environment and
impacting addiction
4) Enhancing amputee rehabilitation and
correcting misperceptions of body image
countered by virtual self-imaging.
26. VR – Pain
1)Li Lan, Yu Fei, Shi Dongquan, et al.
Application of virtual reality technology in clinical medicine. Am J Transl
Res. September 15, 2017;9(9):3867-3880.
2)Koo Kyo-in, Park Dae Kwon, Youm Yoon Seok, Cho Sung Do, Hwang
Chang Ho.
Enhanced Reality Showing Long-Lasting Analgesia after Total Knee Arth
roplasty: Prospective, Randomized Clinical Trial
. Sci Rep. February 5, 2018;8. doi:10.1038/s41598-018-20260-0.
27. ●
Actively control the Jelly Fish
●
Tie the immersion to biomarker (e.g. pulse or
other measure)
●
For burn patient use a motif of putting out
fire
●
Support minimal activity since movement
might hurt – control with head movement
VR Pain Treatment Game
28. ●
What if VR is actually programming pain
receptors in the brain and altering the
perception of pain and the ability to
tolerate pain?
VR Pain - Is It Just Distraction?
29. VR - Cancer Treatment
Chirico A et al.
Virtual Reality in Health System: Beyond Entertainment. A
Mini-Review on the Efficacy of VR During Cancer Treatment
. - PubMed - NCBI
30. ●
Tie to recent blood-work – e.g., corisol level
●
Use to counter noisy environment
●
Introduce predictability by mirroring the
steps of treatment in the game
VR Cancer/Inpatient Treatment Game
31. VR - Anxiety
Riva Giuseppe, Baños Rosa
M, Botella Cristina,
Mantovani Fabrizia, Gaggioli
Andrea.
Transforming Experience: T
he Potential of Augmented
Reality and Virtual Reality f
or Enhancing Personal and
Clinical Change
. Front Psychiatry. September
30, 2016;7.
doi:10.3389/fpsyt.2016.0016
4
.
Maples-Keller Jessica L,
Bunnell Brian E, Kim Sae-
Jin, Rothbaum Barbara O.
The Use of Virtual Reality T
echnology in the Treatment
of Anxiety and Other Psychi
atric Disorders
. Harv Rev Psychiatry. June
2017;25(3):103-113.
doi:10.1097/HRP.000000000
0000138
.
Malbos E. , et al.
Virtual reality in the treatm
ent of mental disorders
.
32. ●
Practice situations in virtual environment
●
Tie to pulse to provide immersion and flow
linked to biofeedback
●
Introduce sensory object in VR (soft fur)
VR Social Anxiety Treatment Game
33. ●
Build the environment
you are afraid of
(minecraft)
●
Build the challenge
that you have. For
example build the
bridge across the
buildings to make it
wide enough to
challenge but not so
wide it is too scary.
VR Height Fear Treatment Game