Essays & Commentary

Applying the DARPA Moonshot Model to Autism Technology

DARPANeurodiversity

Medium • 2024

How high-risk, high-reward innovation can accelerate breakthrough autism technology.

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Focus on the Problem, Not the MacGuffin

Strategy

Medium • 2024

Reflections on defining core problems in technology innovation over chasing shiny distractions.

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Ethical AI in Training to Shape an Inclusive Government Workforce

AI EthicsWorkforce

ATD • 2024

Guidance on equity and ethics when applying AI in government workforce training.

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Embracing the DARPA Model for EdTech Innovation

DARPAEdTech

Getting Smart • 2023

Using advanced research models to responsibly guide AI tools like GPT-4 in education.

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What Happens When AI Doesn't Understand Students

AI EthicsEducation

Getting Smart • 2023

Examining risks of AI deployment in classrooms when systems misinterpret student needs.

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DoD Needs to Train Differently

MilitaryTraining

Federal News Network • 2022

A commentary on why the Department of Defense must shift toward immersive, personalized training.

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Why We Need a DARPA for Education

PolicyEducation

Scientific American • 2018

The case for an ARPA-style agency focused on high-impact education R&D.

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Research, Policy Reports & Federal Programs

Using Educational Programming, Games, and Comics for Impact

Public HealthGames for Impact

HHS PACCARB • 2019

Invited presentation to the Presidential Advisory Council on Combating Antibiotic-Resistant Bacteria (July 10, 2019).

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Clinical VR Tools to Advance PTSD Treatment

VR TherapyPTSD

Military Medicine • 2018

Overview of VR exposure therapy tools developed for PTSD in military settings.

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Automatic Behavior Analysis During a Clinical Interview with a Virtual Human

Virtual HumansPTSD

Studies in Health Technology & Informatics • 2016

Empirical study of SimSensei, a virtual human interviewing platform.

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STEM 2026: A Vision for Innovation in STEM Education

PolicySTEM

U.S. Dept of Education • 2016

Strategic framework for the future of STEM education in America.

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Serious Games: DARPA — An Interview with Program Manager CAPT Russell Shilling, PhD

DARPASerious Games

Games for Health Journal • 2012

Ferguson interview in the Games for Health Journal covering the DARPA Information Innovation Office portfolio: virtual humans for clinical interviewing, serious games for behavioral health, and the innovation model that brought programs like SimCoach and SimSensei out of the lab.

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VR PTSD Exposure Therapy with Active Duty OIF/OEF Service Members

VR TherapyPTSD

Int'l Journal on Disability & Human Development • 2011

Clinical results from Virtual Iraq/Afghanistan exposure therapy at San Diego Naval Medical Center. Of 20 treatment completers, 16 no longer met PTSD screening criteria post-treatment. With Rizzo, Reger, Rothbaum, Difede, McLay, and colleagues.

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Combat-Related PTSD: Multiple Case Report Using VR Graded Exposure Therapy with Physiological Monitoring

VR TherapyPTSD

MMVR Conference • 2008

ONR-funded case series comparing Virtual Reality Graded Exposure Therapy (VRGET) with treatment as usual in active-duty corpsmen. With Wood, Webb-Murphy, Center, McLay, Reeves, Pyne, and Wiederhold.

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Combat-Related PTSD: A Case Report Using VR Exposure Therapy with Physiological Monitoring

VR TherapyPTSD

Cyberpsychology & Behavior • 2007

Peer-reviewed single-case report from the ONR-funded program comparing VR graded exposure therapy with cognitive behavioral group therapy in active-duty corpsmen. The first published clinical evidence from the Navy VR-PTSD line that the 2008 multi-case and 2011 Virtual Iraq/Afghanistan trials built on.

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Book Chapters & Foundational Work

Autonomous Virtual Human Agents for Healthcare

AI AgentsVirtual Humans

Book Chapter • 2015

Foundational work on SimCoach and SimSensei: virtual humans for clinical interviewing.

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America's Army PC Game — Vision and Realization

Serious GamesMilitary

U.S. Govt Publication • 2004

Documentation of the development of one of the first major serious games.

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Entertainment R&D for Defense

Serious GamesMilitary

IEEE Computer Graphics & Applications • 2003

Peer-reviewed IEEE article on how the MOVES Institute's collaboration between the U.S. military, Hollywood, and the game industry produced America's Army. With Zyda, Hiles, Mayberry, Wardynski, Capps, and colleagues.

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Virtual Auditory Displays

Auditory DisplaysVirtual Environments

Book Chapter • 2002

Chapter with Shinn-Cunningham in Stanney (Ed.), Handbook of Virtual Environments: Design, Implementation, and Applications (Lawrence Erlbaum, pp. 65–92). Why auditory cues matter in virtual environments — spatial hearing, HRTFs, the cocktail party effect, and how to engineer audio interfaces for simulation and training when the visual channel is saturated.

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Human Factors Military Lexicon: Auditory Displays

Human FactorsAuditory Displays

ARL Technical Report • 2001

U.S. Army Research Laboratory technical report (ARL-TR-2526) standardizing terminology for auditory displays, speech communication, and audio technology across DoD human factors research. Developed with the DoD Spatial Audio Display Working Group (Letowski, Karsh, Vause, Ballas, Brungart, McKinley).

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Spatial Auditory Displays for Use Within Attack Rotary Wing Aircraft

Auditory DisplaysNaval Aviation

22nd Army Science Conference • 2000

Operational test of spatial auditory displays in an AH-64 Apache simulator (STRATA) at the Army Research Institute, Fort Rucker. Five trained AH-64 crews — averaging roughly 2,200 flight hours in the airframe — flew night mission scenarios with 3D audio cues for pilot and co-pilot gunner. With Letowski and Storms.

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Sound Design Techniques & Architectures for Videogames

GamingAudio

AES / ResearchGate • 1997

Applying psychoacoustics principles to interactive entertainment and training.

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The Effect of Double Hearing Protection on Speech Intelligibility in a Simulated Aircraft Noise Environment

Human FactorsNaval Aviation

J. Acoustical Society of America • 1994

Navy research on how combined earplug-and-earmuff hearing protection affects pilot communication in aircraft noise — the trade-off between auditory safety and speech understanding that shapes flight-deck equipment decisions.

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Forward Masking in Young Children: Rocketship Psychophysics

PsychoacousticsChild Development

Current Psychology • 1992

My doctoral work at UNC Greensboro with Soderquist. Embedded a three-alternative forced-choice forward masking procedure inside an arcade-style rocketship videogame to measure auditory processing development in children aged 5 to 8 against adult controls — early evidence that gameplay could deliver rigorous psychophysics.

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