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The ESCoNS 2.o Program

 

 

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ESCONS 2

March 15-17, 2013

USC School of Cinematic Arts, University of Southern California, Los Angeles

Hosted by: The Interactive Media Division USC Game Innovation Lab

 

NEWS

In the 10 months since the first hugely successful ESCoNS meeting, the field has begun to gather momentum.  In addition to several unique collaborations generated among ESCoNS attendees:

  • In March, the international science journal “Nature” ran a feature story on the recently initiated FDA trial for cognitive training software in schizophrenia.

  • In April, NIMH sponsored a 2-day workshop on “Cognitive Training in Mental Disorders: Advancing the Science.”

In the past 2 months, NIMH has announced two RFAs relevant to the goals of ESCoNS:

  • R34/R01- “Harnessing Advanced Health Technologies to Drive Mental Health Improvement”.

  • SBIR RFA – “Clinical Neuroscience and Entertainment Software Pilot Partnership Program to Develop Neuropsychiatric Interventions.”

In August 2012, the White House sponsored a small conference on this emerging field, organized by Daphne Bavelier, Richie Davidson, Laird Malamed, and Shawn Green. We’ll have active discussions about all of these new developments, and more, at ESCoNS 2.  Stay tuned for details about the ESCoNS 2 agenda, and if you have any exciting ideas for the meeting, please let us know.

ESCoNS | Program Overview

Tentative Agenda – Updated February 22, 2013, 12:15PM

 

Friday, March 15, 2013

8:15-8:30pm Welcome to ESCoNs 2, Norris Auditorium
8:30-12:30pm Plenary Session 1: Brain Plasticity, Learning and Interactive Software, Norris Auditorium.
Chair: Sophia Vinogradov
Torsten Schubert & Tilo Strobach, U of Munich and Torsten Schubart, Humboldt-U Berlin: On gains of action video gaming: What about multi-tasking?
Jeremy Wolfe,Harvard Medical: If I can see so much, why do I miss so much?
Paul Schrater, U of Minnesota: Curious? The science of motivational hooks
Group Discussion with Audience
Coffee Break
Alison Adcock, Duke University: Sticks are not carrots: reward vs. threat-based learning
Amit Etkin, Stanford University: Stop Stressing! Brain games to improve anxiety and depression
Ben Sawyer, Games for Health, RWJF: How do cognitive neurotherapeutics fit into the eco-system of games for health?
Group Discussion with Audience
12:30-2:00pm Lunch Break, Courtyard
2:00-5:30pm Afternoon Oral Sessions and Panel Discussions, Theater 108 & 110
2:00-3:30pm Brain Science for game-makers Part 1: Design principles for successful brain change
Takeo Watanabe, Brown University (Chair): Decoded on-line neurofeedback (DecNef) can change visual and emotional systems
Diego A. Pizzagalli, Harvard Medical School: Cognitive Training Targeting Frontocingulate Dysfunction in Depression: Rationale and Proof-of-Concept Studies
Srikantan Nagarajan, UCSF: Imaging plasticity in neural oscillatory network dynamics during speech processing: implications for cognitive training strategies
Paul Reber, Northwestern University: Using the Cognitive Neuroscience of Memory to Make Brain Training Work
Michael Silver, UC Berkeley: Pharmacological enhancement of perceptual learning
Adam Piper, Akili Laboratories: The Reward Cycle Onion: A useful tool for mapping and adding rewards to your game.
2:00-3:30pm Game making for brain scientists Part 1: Design principles of successful video Games
Shawn Green, U of Wisconsin (Chair): Games For Learning to Learn
Laird Malamed, USC: No Concept, No Go
Sean Vesce, E-line game designer: The Greenlight Process Demystified
Sasha Barab, ASU (game designer): Where does meaning make: brain functioning From an ecological perspective
Marientina Gotsis, USC: Designing Life Experiences (vs. Hamster Wheels): Games for Humans
Nick Fortugno, Playmatics: Chasing the Fun
4:00-5:30pm Training the social-emotional brain
Mor Nahum, BPI and UC Berkeley (Chair): Using neuroplasticity-based training principles to remediate social cognition deficits
Debra Lieberman, UC Santa Barbara: Using Emotion, Social Interaction, Self-Awareness, and Cognitive Challenge in the Design of Games to Boost the Brain
Christine Hooker, Harvard University: Malleability of the Social Brain and the Potential to Prevent Psychosis
Michael P. McCreery, University of Arkansas at Little Rock: The Emerging Virtual Self: Implications for Psychological Systems Design
Reza Farajian, University of Wisconsin: Development of Contemplative Video Games
Susana Ruiz, USC and Take Action Games: Crafting creative intersections between game mechanics, motivation, and social justice impact.
4:00-5:30pm Marriage of Science & Industry Part 1: How to create a sustainable business model that proves end-user value
Alvaro Fernandez (Chair), SharpBrains.com: Five lessons learned from leading successes and failures to commercialize neuroscience-based innovation since 2005
Joe Hardy, Lumosity: Customer Driven Innovation in Cognitive Training
Rich Keefe, Duke University: Seeking FDA Device Approval for Cognitive Remediation in Schizophrenia: the e-Caesar Trial
Adam Haim, NIMH, The NIMH, IT Enhanced Interventions, and Industry – Opportunities for Synergy
Eddie Martucci, Akili Interactive Labs: Beyond the Consumer: Video Games as Mainstream Medical Tools
Thomas Klein, Esq., Shareholder, GreenbergTraurig (Silicon Valley): Capitalization and Business Structures of New Ventures
5:30-7:00pm Scientific Poster Session A and Social Hour, Pickford Lobby

Saturday, March 16, 2013

 

8:30-12:30pm Plenary Session 2: Computerized Training to Target Neural System Dysfunction, Norris Auditorium. Chair: Adam Gazzaley
Bernhard Hommel, Leiden U: Building better brains: fronto-striatal interactions and the tailored cognitive enhancement of executive control
Bruce Wexler, Yale: Integrated Brain and Body Exercises for ADD: The Place of Work in a Culture of Fun
David Chesney, University of Michigan: I Gotta Feva (And The Only Cure is More Cowbell)
Group Discussion with Audience
Coffee Break
Shelli Kesler, Stanford University: Using Brain Training to Improve Chemo Brain
Dennis Wixon, USC: Emotions for fun and profit.
Skip Rizzo, USC: Virtual Reality Goes to War: Clinical Applications for the Prevention, Assessment and Treatment of PTSD
Group Discussion with Audience
12:30-2:00pm Lunch Break, Courtyard
2:00-5:30pm Afternoon Oral Sessions and Panel Discussions, Theater 108 & 110
2:00-3:30pm Brain Science for game-makers Part 2: Emerging findings in neuropsychiatric disorders
Dan Mathalon, UCSF (Chair): LTP-like visual cortical plasticity deficits in schizophrenia: implications for cognitive training
Warren Bickel, VTC Research Institute: Repairing Self-Control Failure in Addiction
Gerald Voelbel, NYU Steinhardt: What? I can hear you, but you’re talking too fast”: An auditory processing speed intervention study of adults with a traumatic brain injury.
Tom Van Vleet, UC Berkeley and BPI: Training the attentional state
Matcheri Keshavan, Harvard University: Can gamification lead to gains in social cognition?
Henry Mahncke, BPI and Positscience: Brush That Dirt Off Your Shoulder
2:00-3:30pm Game making for brain scientists Part 2: Video game approaches to the 3 A’s (amblyopia, autism, aging)
Dennis Levi, UC Berkeley (Chair): Gaming the Amblyopic Visual System: Using Videogames to induce neural plasticity
Aaron Seitz, UC Riverside: When science meets gaming; a novel visual therapy
Elysa Marco, UCSF: Off to the “neuro” races for kids with autism and sensory processing disorders: computer training as treatment
Matt Omernick, Akili Chief Creative Office
Dr. Elizabeth Zelinski, USC” What activities improves cognition in healthy older adults? Thoughts for game development
Louis Bherer, Concordia university, Montréal, Canada: Training the aging brain to keep Control: Cognitive training for attentional control in older adults
4:00-5:30pm Virtual reality as a brain treatment
Joann Difede, Cornell University (Chair): Virtual Reality Psychotherapy: Learning in a Healing Environment or Healing in a Learning Environment?
Skip Rizzo, USC: Clinical Virtual Reality: A Brief Review of the Future
Hunter Hoffman, University of Washington: SnowWorld: Digital Morphine
Palmer Luckey, Oculus VR: The Oculus Rift: VR for Everyone
Alan Liu, SimCen’s Wave Project: Riding the WAVE: Using the Wide Area Virtual Environment for Medical Training
Amy Kruse, VP, Intific, Inc. : Immersive Environments and User Engagement – Quantitative Measures
4:00-5:30pm Marriage of Science & Industry Part 2: Intellectual property and technology transfer
George Rose, Rose Family Foundation (Chair)
Dan Dardani, MIT: Translating Research Findings into the Marketplace: the role of the university tech transfer office
Michael Angst, Eline: Lessons learned from Education and Social Impact Ventures
Heather Meeker, Esq., Co-Managing Shareholder, GreenbergTraurig: Town Meets Gown – doing technology deals with universities
Steven Sereboff, Esq., Founder, SoCal IP Law Group: Protection of Intellectual Properties: Patents, Trademarks, Copyrights
Henry Mahncke, BPI and Posit Science: The Rules: Time-tested Secrets for Capturing the Heart of Your Industry or Academic Partner
5:30-7:00pm Scientific Poster Session B, Training/Games Demonstration Session and Social Hour, Pickford Lobby

Sunday, March 17, 2013

 

8:30-12:45pm Plenary Session 3: Future Direction, Norris Auditorium, Chair: Naveen Jain
Alan Kingstone, University of British Columbia, Social attention: Reel vs. real (And what one can learn with a sexy calendar and a spy camera)
Noah Falstein, (Industry): On the Effects of Aggregation of Pedantic Pedagogy with Experiential Hedonic Jocosity (Colloq: Fun)
Alvaro Pascual-Leone, Harvard University: Brain stimulation to enhance cognitive training
Group Discussion with Audience
Coffee Break
Adam Gazzaley, UCSF: Bridging Academics and the Video Game Industry
Constance Steinkuehler, University of Wisconsin: The White House Conference on Games, Well-being, and Attention
Alan Gershenfeld, (E-line): Mind the Gap: Turning promising research into sustainable, scalable game-based products and services
Group Discussion with Audience
12:45-1:00pm Wrap-Up and Farewell

 Meeting management by Tara Miller Events, Inc.