Thursday, July 24, 2014

Tygron Serious Games For Spatial Planning

Serious Games streamline the planning process and reduce costs for urban projects

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Tygron Serious Gaming is a 3D interactive spatial planning software platform that allows players to negotiate the planning process while sharply reducing costs for urban projects. The platform allows all parties to experiment with different design options, in search of a solution that takes major stakeholder interests into account.

Tygron Serious Gaming improves spatial development by reducing complexity, speeding up decision-making and reducing risks. This increases control over strategic pathways, certainty about the lead time and alignment of the stakeholders.

Based in The Hague, The Netherlands, Tygron is specialized in turning today's complex management challenges with multiple actors, each with unique abilities and interests, in a Serious Multiplayer Game. This is done by using state of the art game technology - Tygron games offer participants an experience to deal with the complexities and challenges associated with each major project of the future, providing insight into the hard and soft edges of each large spatial project.

 Tygron develops virtual, multi actor games which simulate spatial development issues and models their impacts

Founded in 2005 by Maxim Knepflé and Jeroen Warmerdam as a Serious Games and Media company, Tygron has progressively narrowed down its focus towards Serious Games development.

Tygon in one of the more than hundred companies that have started under the wings of YES!Delft - the high tech entrepreneurs center sponsored by the Delft University of Technology (TUDelft) that inspires students, professionals and scientists to make their first steps on the path to becoming an entrepreneur and offers them the necessary support to turn their venture into a success.

Wednesday, July 23, 2014

Virtual Patient Serious Games Market Expects 21% CAGR Over The Period 2014- 2019

Serious Games allowing medical practice at no risks

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Via: Meticulous ResearchGlobal Virtual Patient Simulation Market Outlook: 2014-2019

A new market research report published by Meticulous Research states that the Global VPS (Virtual Patient Simulation) Market shall reach $508.7 million by the year 2019, at a CAGR of 21.1% over the period.

The VPS Market Report is segmented by products, technology, geography and end-users.

The products analyzed in this report include various simulation platforms and Serious Games. The report also analyzes some major allied products such as patient simulators and task trainers.

The technologies analyzed in this report are visual techniques, haptic technology, virtual reality technology, tracking techniques, and modeling techniques.

The research report provides in-depth analysis of the VPS Market in four major geographies by segmenting the global market on the basis of major continents, namely, North America, Europe, Asia Pacific, and RoW (Rest of the World) which are further analyzed at a country level. 

North America would be the major market for VPS, followed by Europe, and Asia-Pacific region. The largest share of North America is mainly attributed to the presence of major players in this region and availability of funds from various organizations.

Academics sector is the major end-user of VPS products. This segment is estimated to account for a share of 58.6% in 2014. This is mainly attributed to the availability of government funds and rising focus on training of medical students with advanced technologies.

The report elucidates on many important aspects of the Global VPS Market that facilitate the understanding of this market at a granular level.

The report also provides the competitive landscape of the major players in this market such as Therasim Inc. (U.S.), Simbionix USA Corporation (U.S.), B-Line Medical (U.S.), and Surgical Science Sweden AB (Sweden). Other players in this market include Mentice AB (Sweden), CAE Healthcare (Canada), Dassault Systemes (France), Surgical Theatre (U.S.), Decision Simulation (U.S.), VirtaMed (Switzerland), Simulated Surgical Systems (U.S.), and Voxel-Man (Germany)


The term Virtual Patient Simulation (VPS) refers to the computer based simulations designed for healthcare education.

The VPS Market growth derives from an increasing demand on healthcare professionals’ education and the opportunity for students to practice in a safe environment.

With a special emphasis on the simulation of clinical processes, the individual medical practitioners also find it suitable to practice the complex surgeries on VPS before actually performing them on patients in order to curtail the risk. 

A Serious Game for Total Knee Arthroplasty (Replacement)

CHEST and Simbionix co-developed a portable training solution for EBUS-TBNA. Virtual patient cases offer a realistic anatomical environment based on actual patient data, seamlessly immersed in a controlled, educationally enhanced training environment.

Surgical Science Sweden AB - Basic Skills Core Package, LapSim

HumanSim® Platform

The virtual patients in CliniSpace™ are represented by detailed physiologic and 3D graphic models. The models exchange data with the instruments and devices using a modular approach that also supports addition of devices and tests as appropriate.

About Meticulous Research

Meticulous Research is market research and consulting company based in UK focusing on medical devices, biotechnology, healthcare IT, pharmaceuticals, food and beverages, and agriculture domains.

The company provides solutions to its clients through market research support, data management services & advanced analytical skills and has built strong capabilities in data collection, interpretation and analysis of data including qualitative and quantitative research.

Tuesday, July 22, 2014

Serious Games As A Large Federated Training System

DoD now allowing content creators to utilize open source framework for developing collaborative training environments

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The Department of Defense is now allowing content creators everywhere the ability to utilize open source framework (VWF) for developing collaborative virtual world training environments using next generation web technologies.

This technology will be debuted at the Serious Play Conference at USC in Los Angeles on Thursday, July 24. It will allow content creators with even the most limited technical skills, the ability to create real-time collaborative 3D environments for education or training.

Lockheed Martin Mission Systems and Training Chief Innovation Officer and senior fellow David Smith is scheduled to present an overview of the VWF and also demonstrate examples of the broad applications of the free platform. Some of the examples are the Martian Rover True Game, Cross Platform Collaboration application with live video and audio, and the Sandbox application.

The overarching goal of the Virtual World Framework (VWF) is to make available for use by various military groups a single, secure and sustainable DoD training platform, to quickly create and deploy high-quality interactive 3D environments, allowing the DoD services to design and build the pieces of a larger federated system that also dynamically interoperate when required.

Office of the Deputy Assistant Secretary of Defense (Readiness) Force Readiness and training director Frank DiGiovanni says: "As major combat draws to a close, the Department of Defense needs a mechanism to memorialize lessons learned during our recent conflicts.”

"The VWF provides soldiers, sailors, and airmen the tools to capture these lessons for future generations to use.

"Additionally, the skills required to create applications and training content can be leveraged by military members transitioning to the civilian workforce."

The Case For Action According To Wikipedia

“In FY05, the United States Department of Defense (DoD) spent $9.1B in Modeling and Simulation related activities. Approximately 40% of that budget was used for simulators, war gaming, and modeling. The vision of the VWF is to reduce the funding used to support M&S activities in direct support of pressure to reduce spending and increase efficacy of existing / emerging technology.”

About David Smith

David Alan Smith is a computer scientist and entrepreneur who has focused on interactive 3D and using 3D as a basis for new user environments and entertainment for over thirty years.

His specialty is system design and advanced user interfaces. He is a pioneer in 3D graphics, games, robotics, telepresence, artificial intelligence and augmented reality (AR). David wrote the first realtime 3D adventure game - The Colony and was co-founder of Red Storm Entertainment, helping to create the Rainbow Six franchise.

Tuesday, July 15, 2014

Industry Luminaries Named Keynotes of Serious Games Conference

Senior game designers and stakeholders share their experiences developing Serious Games 

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Noah Falstein, Chief Game Designer, Google; Trip Hawkins, Founder, Electronic Arts; and Peter Marx, Chief Innovation Technology Officer, City of Los Angeles, will deliver keynote speeches at the fourth annual Serious Play Conference (SPC) taking place Tuesday - Thursday, July 22 - 24, 2014 at USC in Los Angeles.

Falstein will talk about how new technologies will soon revolutionize development of new games for training, health and education. A professional game developer since 1980, Falstein was an early hire at LucasArts, 3DO, and DreamWorks Interactive.  He freelanced for 17 years on entertainment and serious games before joining Google in 2013.

Hawkins will discuss how to architect and develop an effective educational game as well as integrating assessment tools.  Hawkins is now the CEO of If You Can, and has launched an educational adventure game that provides social and emotional learning (SEL).

Marx’s appointment as Chief Innovation Technology Officer for Los Angeles was a precedent-setting move on the part of the city.  Mayor Eric Garcetti has challenged him to create an urban environment where technology in serious games and applications dramatically changes the way people learn and live.

Serious Play Conference is a leadership gathering where senior game designers and stakeholders share their experiences developing Serious Games in the corporate, military, education, museum, and games for good sectors in an effort to push the performance of game-based learning.