Computer Games and Virtual Environments for Medical...
Transcript of Computer Games and Virtual Environments for Medical...
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Computer Games and VirtualEnvironments for Medical Education and
Research
Walt ScacchiInstitute for Virtual Environments and Computer Games
University of California, Irvineivecg.uci.edu
Presented 2 May 2015, at “AIME”ing for Excellence in Clinical Medicine Education, UCI School ofMedicine, Irvine, CA
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Overview
●Background motivation●Innovations in Medical Education: Someideas
● Clinical practice● Basic science and translation into clinicalpractice
● Collaborative experience technologies●Medical Education Platforms●Funding partnership opportunities: someideas
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What are we interested in doing?
- Empirical research and technology prototyping ofcomputer games/virtual worlds (CGVWs) that supportchallenge problems in science, health care, medicaleducation, and more- Collaborate with academic partners and externalR&D sponsors- Engage in high risk, adventuresome research projects
● Game-Based Telerehabilitation for Stroke Patients
Motivation
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Advanced training center concept using low-costVirtual World technology
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Game-based VW simulator interfaces for immersive medicaleducation: a spectrum of cost vs realism
$500 vs. $5000 vs. $50,000 vs. $500,000 vs. $5,000,000
- Virtual humans (game-based)- Animal surrogates (surgical pigs)- Cadavers- Manikins- Human subjects
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Game-based VW simulator interfaces for immersivemotorsports racing experiences: a spectrum of cost vs realism
$500 vs. $5000 vs. $50,000 vs. $500,000 vs. $5,000,000
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Game-based VW simulator interfaces for immersive medicaleducation: low-cost vs realism?
$500 vs. $5000 vs. $50,000 vs. $500,000 vs. $5,000,000
Virtual human in Surgeon Simulator2014 (iPad/PC game)
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Commercial, high fidelity virtual anatomicaltraining systems
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Commercial, high fidelity virtual clinicallaboratory training systems
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Commercial, virtual medical clinic simulator
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Avatar-based training of “gowning processes” for cleanrooms, biohazards, or surgical preparation
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Human-avatar verisimilitude
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- Virtual human avatars can enable low-cost,high fidelity medical education experiences
- Assumes avatars can enact “intelligent behaviors” (pre-programmed or scripted)- Student can interact with avatars in differentroles, both individually and in groups/teams.
- Student::patient- Patient::family-member::physician- Surgical team
- Group/team interactions can be heterogeneous - collaborative or in conflict- multi-site play (home, school, distant locale, etc.)
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Clinical education platforms
● Classrooms● Teaching laboratories/facilities● Clinics and hospital● Mobile devices (tablet, PC, smartphone)● Web (including medical social media)● Cross-cultural centers● VW medical clinics/hospitals
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CGVW for Medical/Clinical Devices
● Diagnostics and (big) data analytics● Patient sensing or monitoring
● Mobile/remote patient (tele)monitoring● Interventions● Therapeutics● Recovery and Rehabilitation● Patient Care Device Education
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How best to provide education with complexintervention technology?
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How best to provide care device education topatients?
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Basic science and translation into clinicalpractice
● Neurosciences● Neurobiology and Behavior● Anatomy and Neurobiology● Neuro-rehabilitation
● Game-based stroketelerehabilitation
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Game-Based Telerehabilitation for Stroke Patients
S. Cramer, et al. 2013
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How best to design games for NeuroSciences?
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Funding partnership opportunities: some ideas
● Government (NIH, DoD/Army)● Foundations/Benefactors (TBD)● Partnerships
● Corporate● Startup venture● “Advanced licensing via joint partnership”
● Global/cross-cultural joint MedEdu R&D● VW vendor + UCI + International partner(s)
● Internationals: Korea, China, Middle East, etc.● 10+10+10 approach:
● 5/10 yr investment; primary joint partners cross licenseresults to secondary partners
● UCI “10” from govt, benefactors, in-kind, SoM.