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Walter Greenleaf PhD
Immersive Environments, Machine Learning,
Neuroimaging, & Wearable Sensing
Technology
Treating Depression, Addictions, and Facilitating
Behavior Change
Using A Precision Medicine Model
Presented at the 2019 Virtual Medicine Conference
Walter Greenleaf PhD
Treating Depression, Addictions, and Facilitating
Behavior Change
Using A Precision Medicine Model
The Stanford Laboratory for
Brain Health Innovation and
Entrepreneurship
VR-IT
Stanford Virtual Reality
Immersive Technology Clinic
My Academic Affiliations
My Non-Academic Affiliations
Healthcare Crisis:
Aging Populations
0
50
100
150
200
250
300
350
400
1900 1910 1920 1930 1940 1950 1960 1970 1980 1990 2000 2010 2015 2020 2025
Age 85+
Age 75-84
Age 65-74
Age 45-64
Age 5-44
Under Age 5
Transforming HealthCare with Technology
Digital Health
Revolution
• Mobile Health / eHealth
• Wearable Sensors
• Patient Centered
• Leverages Internet:
social, quantitative, collaborative
Every Medical Device Reinvented
Medical Applications
of Virtual Reality &
Augmented Reality
Technology
Digital Health Revolution
Now is the time for VR & AR
VR technology is now affordable,
scalable and accessible
Facebook - Oculus
Samsung - GearVR Sony – PlayStation VR
Microsoft - HoloLens
HTC - Vive Google - DayDream
• Prevention and Wellness
• Objective Assessments
• Functional Training
• Improved Interventions
• Facilitate Adherence
• Distributed Care Delivery
VR and AR technology will significantly impact Medical Care
My Journey….
VR Collaborators and Colleagues – Over the last 30 Years
Academic research has indicated that Virtual Reality can effectively treat a
wide variety of clinical problems – ranging from addictions, to stroke, to PTSD
Treating Post
Traumatic
Stress
With Virtual
Reality
2008 Sichuan
Earthquake
Treating Post
Traumatic
Stress
With Virtual
Reality
2017 Mexico City
Earthquake
Every Medical Device Reinvented
Entering the Era of Medical Wearables
Digital Health Platforms deliver interventions to patients, and
parse data for enhanced analysis and improved protocols
Digital systems are not just measuring the physical parameters of our health.
New methods are being developed that will allow us to collect and analyze biomarkers that
reflect our cognitive and emotional status.
Here are four examples…
Brain Health BioMarkers - Passive Data from Smart Phones
Voice Analytics as a BioMarker of Depression
Facial expressions in response to a VR Challenge
Cognitive function assessment using AR and smartphone sensors
Mindstrong tracks five digital biomarkers
associated with brain health: Executive
function, cognitive control, working memory,
processing speed, and emotional valence.
These biomarkers are generated from
patterns in smartphone use such as swipes,
taps, and other touchscreen activities, and
are scientifically validated to provide
measurements of cognition and mood.
Brain Health Biomarkers - Passive Data from Smart Phones
Ellipsis Health analyzes natural conversations using Deep Learning to
generate a real time emotional status vital sign.
The system provides a simple, cost effective way for providers, care
teams, and healthcare systems to continually screen their patient
population for depression, anxiety and other behavioral health issues.
Voice Analytics as a BioMarker of Depression
Facial expressions reflect emotional status
Collecting and analyzing emotional and physical
responses in VR
Cognitive function assessment at the primary
care level – using AR and smartphone
sensors
10 minute test
Diagnostic accuracy of 94%
FDA Class II Medical Device
Continuous data of everyday functions
250 features assessed at 300Hz
3D trajectory neuromotor parameters
Standardized Environments for Neurocognitive Evaluation
New Approaches for Cognitive Assessment
Migrates traditional paper
and subjective evaluations
to a more sophisticated
level.
Provides robust
assessments that can
challenge cognitive skills in
a more natural,
standardized, objective
and reproducible manner.
Standardized Environments for Neurocognitive Evaluation
New Approaches for Cognitive Assessment
Lea Williams - PanLab
Precision Psychiatry and Translational
Neuroscience
Using VR as an assay of brain circuits in action
Mindfulness-
based. TMS
New stratification: biotypes
Using VR as an assay of brain circuits in action
Mindfulness-
based. TMS
New stratification: biotypes
We focus on brain circuits within a new brain-based taxonomy
for depression. Specific dysfunctions in these circuits form
specific “biotypes” of depression and accompanying anxiety.
These biotypes may inform different types of interventions.
Using VR as an assay of brain circuits in action
Mindfulness-
based. TMS
New stratification: biotypesThe goal of the ENGAGE project is to identify assays that can assess
these biotypes in the natural world. We use lab-based imaging to assess
the biotypes in the lab setting, VR to create virtual environments that
reflect these lab-based circuits (a first step in moving to the natural world,
but in a still controlled way), and then use Mindstrong passive sampling to
assess the relations to natural world behaviors.
We use brain circuit biotypes to connect
brain imaging with VR
Neuroimaging measures
1. Scan brain at rest
2. Emotion regulation task
3. Cognitive control task
Virtual Reality:
1. Relaxing scene
2. Emotion regulation task
3. Cognitive control game
We envision a precision health model using VR to elicit
biotypes to help refine the intervention choices
Cognitive training TMS
Eliciting biotypes using
normed environmentsHeterogeneous
Disorder
Quantify and refine
biotypes
Relaxation Negative Scene
Positive Scene Cognitive Game
1st line Antidepressants
Mindfulness-based. TMS
Non-drug and
new drug options
Matching biotypes to the
intervention “menu”
Default Mode
Negative Affect
Positive Affect
Cognitive Control
Brain during cognitive control
NIH “ENGAGE” project
n=100 people scanned 5 times over 2 years
During a behavioral intervention for depression and weight management study
Phase
Baseline Repeat sampling and outcomes
Week 1 Week 8 Week 24 Week 52 Week 104
IMAGING of brain circuits X X X X X
VR-elicited regulation of brain circuits X X X X X
PASSIVE SAMPLING X ® ® ® ®
Jeremy
Bailenson, PhD,
Stanford
Jun Ma, MD PhD
Univ Illinois Chicago
Lisa Goldman
Rosas, PhD MPH,
Stanford
Mark Snowden, MD
, Univ Washington
Elizabeth Venditti,
PhD, Univ Pitts
William Haskell, PhD
Stanford
Megan Lewis,
PhD
RTI
Philip Lavori, PhD
Stanford
Lan Xiao, PhD
PAMFRI
Olivier Gevaert,
PhD, Stanford
Leanne Williams, PhD
Stanford
Joshua Smyth, PhD
Penn State Univ
Paul Dagum, MD
PhD, Mindstrong
Trisha Suppes,
MD PhD, Stanford
Brian Wandell,
PhD, Stanford
Walter
Greenleaf,
PhD, Stanford
The “ENGAGE” team
Williams PanLab for Precision Psychiatry and Translational Neuroscience
Co-PIs. Jun Ma and Leanne Williams
NIH Science of Behavior Change
“ENGAGE” Project: UH2HL132368.
Standardized platforms and norms
Williams et al. invited revisions
We are developing the first norms for VR to be used as
assays correlated with brain circuits
Lab-Based Virtual Reality Naturalistic
fMRI Head Movement 288 Continuous Smart-Phone
Sampling Variables
Behavioral task Performance Screen Capture
Self-Report Self-Report
Self-Regulation
Cognitive
Emotional
Self-Reflective
Standardized Environments for Neurocognitive Evaluation
Standardized Environments for Neurocognitive Evaluation
New Approaches for Cognitive Assessment
Digital Health Platforms deliver interventions to patients, and
parse data for enhanced analysis and improved protocols
Stroke and Traumatic Brain Injury
Physical / Occupational Therapy
New Approaches to Physical Medicine & Rehabilitation
VR & AR - A Key Part of a Combination Therapy
Digital Health Platform
Patient-facing software
designed to enhance
medication efficacy
Medication with
clinical benefit
eFormulation-
pharmaceutical
product with
enhanced efficacy
=+
A Fully Integrated, Closed Loop Solution for Mental Health and Wellness -
Enabled on a Mobile, Digital Health Platform
Miniaturized, programmable,
low power electronic
architecture w/extensive therapy
delivery options
Portable Telemedicine Platform
The Neuroscience of How VR Promotes Behavior Change
The Neuroscience of How VR Promotes
Behavior Change
VR can promote behavior change by
taking advantage of the way our brain’s
learning and reward systems function
Activate neuroplastic change via reward
systems
Shorten the reward feedback loop –
show progress
Leverage mirror neuron systems
VR systems can:
Neuroscience Rationale
Repetition is required
It is critical to engage the
brain's reward systems
It is necessary to activate the associated brain system
to enable neuroplasticity
Ability to change attitudes and behavior after “being” one’s future self.
Leveraging Mirror Neurons
Your Future Self
Students interacted with 3-D avatars of future self.
Participants who interacted with future self put more than twice
as much money into retirement account.
August 5th & 6th 2019
Denver
VR for Mental & Behavior Health Conference
Walter Greenleaf PhD
Immersive Environments, Machine Learning,
Neuroimaging, And Wearable Sensing Technology

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Immersive Environments, Machine Learning, Neuroimaging, & Wearable Sensing Technology -- Treating Depression, Addictions, and Facilitating Behavior Change Using A Precision Medicine Model

  • 1. Walter Greenleaf PhD Immersive Environments, Machine Learning, Neuroimaging, & Wearable Sensing Technology Treating Depression, Addictions, and Facilitating Behavior Change Using A Precision Medicine Model Presented at the 2019 Virtual Medicine Conference
  • 2. Walter Greenleaf PhD Treating Depression, Addictions, and Facilitating Behavior Change Using A Precision Medicine Model
  • 3. The Stanford Laboratory for Brain Health Innovation and Entrepreneurship VR-IT Stanford Virtual Reality Immersive Technology Clinic My Academic Affiliations
  • 5.
  • 6. Healthcare Crisis: Aging Populations 0 50 100 150 200 250 300 350 400 1900 1910 1920 1930 1940 1950 1960 1970 1980 1990 2000 2010 2015 2020 2025 Age 85+ Age 75-84 Age 65-74 Age 45-64 Age 5-44 Under Age 5
  • 8. Digital Health Revolution • Mobile Health / eHealth • Wearable Sensors • Patient Centered • Leverages Internet: social, quantitative, collaborative
  • 9. Every Medical Device Reinvented
  • 10. Medical Applications of Virtual Reality & Augmented Reality Technology Digital Health Revolution
  • 11. Now is the time for VR & AR VR technology is now affordable, scalable and accessible Facebook - Oculus Samsung - GearVR Sony – PlayStation VR Microsoft - HoloLens HTC - Vive Google - DayDream
  • 12.
  • 13. • Prevention and Wellness • Objective Assessments • Functional Training • Improved Interventions • Facilitate Adherence • Distributed Care Delivery VR and AR technology will significantly impact Medical Care
  • 15. VR Collaborators and Colleagues – Over the last 30 Years
  • 16. Academic research has indicated that Virtual Reality can effectively treat a wide variety of clinical problems – ranging from addictions, to stroke, to PTSD
  • 19. Every Medical Device Reinvented
  • 20. Entering the Era of Medical Wearables
  • 21. Digital Health Platforms deliver interventions to patients, and parse data for enhanced analysis and improved protocols
  • 22. Digital systems are not just measuring the physical parameters of our health. New methods are being developed that will allow us to collect and analyze biomarkers that reflect our cognitive and emotional status. Here are four examples… Brain Health BioMarkers - Passive Data from Smart Phones Voice Analytics as a BioMarker of Depression Facial expressions in response to a VR Challenge Cognitive function assessment using AR and smartphone sensors
  • 23. Mindstrong tracks five digital biomarkers associated with brain health: Executive function, cognitive control, working memory, processing speed, and emotional valence. These biomarkers are generated from patterns in smartphone use such as swipes, taps, and other touchscreen activities, and are scientifically validated to provide measurements of cognition and mood. Brain Health Biomarkers - Passive Data from Smart Phones
  • 24. Ellipsis Health analyzes natural conversations using Deep Learning to generate a real time emotional status vital sign. The system provides a simple, cost effective way for providers, care teams, and healthcare systems to continually screen their patient population for depression, anxiety and other behavioral health issues. Voice Analytics as a BioMarker of Depression
  • 25. Facial expressions reflect emotional status Collecting and analyzing emotional and physical responses in VR
  • 26. Cognitive function assessment at the primary care level – using AR and smartphone sensors 10 minute test Diagnostic accuracy of 94% FDA Class II Medical Device Continuous data of everyday functions 250 features assessed at 300Hz 3D trajectory neuromotor parameters
  • 27.
  • 28. Standardized Environments for Neurocognitive Evaluation New Approaches for Cognitive Assessment Migrates traditional paper and subjective evaluations to a more sophisticated level. Provides robust assessments that can challenge cognitive skills in a more natural, standardized, objective and reproducible manner.
  • 29. Standardized Environments for Neurocognitive Evaluation New Approaches for Cognitive Assessment
  • 30. Lea Williams - PanLab Precision Psychiatry and Translational Neuroscience
  • 31. Using VR as an assay of brain circuits in action Mindfulness- based. TMS New stratification: biotypes
  • 32. Using VR as an assay of brain circuits in action Mindfulness- based. TMS New stratification: biotypes We focus on brain circuits within a new brain-based taxonomy for depression. Specific dysfunctions in these circuits form specific “biotypes” of depression and accompanying anxiety. These biotypes may inform different types of interventions.
  • 33. Using VR as an assay of brain circuits in action Mindfulness- based. TMS New stratification: biotypesThe goal of the ENGAGE project is to identify assays that can assess these biotypes in the natural world. We use lab-based imaging to assess the biotypes in the lab setting, VR to create virtual environments that reflect these lab-based circuits (a first step in moving to the natural world, but in a still controlled way), and then use Mindstrong passive sampling to assess the relations to natural world behaviors.
  • 34. We use brain circuit biotypes to connect brain imaging with VR Neuroimaging measures 1. Scan brain at rest 2. Emotion regulation task 3. Cognitive control task Virtual Reality: 1. Relaxing scene 2. Emotion regulation task 3. Cognitive control game
  • 35. We envision a precision health model using VR to elicit biotypes to help refine the intervention choices Cognitive training TMS Eliciting biotypes using normed environmentsHeterogeneous Disorder Quantify and refine biotypes Relaxation Negative Scene Positive Scene Cognitive Game 1st line Antidepressants Mindfulness-based. TMS Non-drug and new drug options Matching biotypes to the intervention “menu” Default Mode Negative Affect Positive Affect Cognitive Control
  • 37. NIH “ENGAGE” project n=100 people scanned 5 times over 2 years During a behavioral intervention for depression and weight management study Phase Baseline Repeat sampling and outcomes Week 1 Week 8 Week 24 Week 52 Week 104 IMAGING of brain circuits X X X X X VR-elicited regulation of brain circuits X X X X X PASSIVE SAMPLING X ® ® ® ®
  • 38. Jeremy Bailenson, PhD, Stanford Jun Ma, MD PhD Univ Illinois Chicago Lisa Goldman Rosas, PhD MPH, Stanford Mark Snowden, MD , Univ Washington Elizabeth Venditti, PhD, Univ Pitts William Haskell, PhD Stanford Megan Lewis, PhD RTI Philip Lavori, PhD Stanford Lan Xiao, PhD PAMFRI Olivier Gevaert, PhD, Stanford Leanne Williams, PhD Stanford Joshua Smyth, PhD Penn State Univ Paul Dagum, MD PhD, Mindstrong Trisha Suppes, MD PhD, Stanford Brian Wandell, PhD, Stanford Walter Greenleaf, PhD, Stanford The “ENGAGE” team Williams PanLab for Precision Psychiatry and Translational Neuroscience Co-PIs. Jun Ma and Leanne Williams NIH Science of Behavior Change “ENGAGE” Project: UH2HL132368.
  • 39. Standardized platforms and norms Williams et al. invited revisions We are developing the first norms for VR to be used as assays correlated with brain circuits Lab-Based Virtual Reality Naturalistic fMRI Head Movement 288 Continuous Smart-Phone Sampling Variables Behavioral task Performance Screen Capture Self-Report Self-Report Self-Regulation Cognitive Emotional Self-Reflective
  • 40. Standardized Environments for Neurocognitive Evaluation
  • 41. Standardized Environments for Neurocognitive Evaluation New Approaches for Cognitive Assessment
  • 42. Digital Health Platforms deliver interventions to patients, and parse data for enhanced analysis and improved protocols
  • 43. Stroke and Traumatic Brain Injury Physical / Occupational Therapy New Approaches to Physical Medicine & Rehabilitation
  • 44. VR & AR - A Key Part of a Combination Therapy Digital Health Platform Patient-facing software designed to enhance medication efficacy Medication with clinical benefit eFormulation- pharmaceutical product with enhanced efficacy =+
  • 45. A Fully Integrated, Closed Loop Solution for Mental Health and Wellness - Enabled on a Mobile, Digital Health Platform Miniaturized, programmable, low power electronic architecture w/extensive therapy delivery options
  • 47. The Neuroscience of How VR Promotes Behavior Change
  • 48. The Neuroscience of How VR Promotes Behavior Change VR can promote behavior change by taking advantage of the way our brain’s learning and reward systems function Activate neuroplastic change via reward systems Shorten the reward feedback loop – show progress Leverage mirror neuron systems VR systems can:
  • 49. Neuroscience Rationale Repetition is required It is critical to engage the brain's reward systems It is necessary to activate the associated brain system to enable neuroplasticity
  • 50. Ability to change attitudes and behavior after “being” one’s future self. Leveraging Mirror Neurons
  • 51. Your Future Self Students interacted with 3-D avatars of future self. Participants who interacted with future self put more than twice as much money into retirement account.
  • 52. August 5th & 6th 2019 Denver VR for Mental & Behavior Health Conference
  • 53. Walter Greenleaf PhD Immersive Environments, Machine Learning, Neuroimaging, And Wearable Sensing Technology