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Over the years there have been many RVHT projects, funded by a number of agencies. A
partial list includes:
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U.S. Army
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ACT II (ca. 1996)—natural language capability (itself built
upon prior funding at Duke University) integrated into maintenance training
with a robotic character
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Medical Research and Materiel Command (ca. 1996-2002)—supported R&D
into simulation of physiology and behavior, especially for emergency
care
- Medical Research and Development Command (2020-2021)—funding to augment the interactivity and realism of medical manikins as well as screen-based patient medical simulators
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Telemedicine & Advanced Technology Research Center (2005; 2013-2016; 2019)—funding to support medical simulation training for first response to
chemical, biological, radiological, and nuclear events; funding for
development of a virtual human-based neuropsychological exam
administrator; funding for development of software to allow students and instructors to interact with simulated patients
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RTI International (1998-2001; 2009-2010)—internal strategic investment as
initial seeding, for capability and prototype development (technology trademarked
as Avatalk); later support for understanding dialog models for discussions
of sensitive topics
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National Science Foundation (2001-2006; 2006-2009)—first funding for basic
research into the design, development, and usage of virtual humans; continued
funding for basic RVHT research, particularly involving collaboration and dialog
between the human and virtual human to assess behavior of different participant
groups
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National Institute of Justice (2000-2002; 2002-2004)—supported development of
'mentally ill' virtual humans, for training of law enforcement personnel;
and of RVHT scenarios to assess treatment response in aggressive inmates
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National Institutes of Health
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National Institute of Drug Abuse (2001-2004)—provided support for
development of a virtual human-based assessment designed to elicit
psychosocial risk factors
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Human Subjects Enhancement Research Program (2002-2003)—supported
development of a virtual patient by which a healthcare worker can learn
informed consent procedures
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National Cancer Institute (2007-2009)—support to quantify and
profile childhood cancer survivors' social functioning deficits
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National Institute of General Medical Sciences (2018-2019)—supported development of
a learning game for underserved students to have opportunities with virtual patients to learn STEM concepts associated with real-life activities in the healthcare professions
- National Institute of Mental Health (2021-date)—support for the advancement of suicide prevention interventions that bridge two systems otherwise isolated, psychiatric settings and schools
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Eshelman Institute for Innovation (2016-2019)—supported development of
a comprehensive virtual patient for training and assessment of clinical skills
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