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 for psychological health screening.

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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, developed during my tenure as a Presidential appointee at the Department of Education.

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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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DARPA Program Archives

Primary source documentation from programs I managed as a DARPA Program Manager. These newsletters were produced for public dissemination and are approved for public release, distribution unlimited.

Detection & Computational Analysis of Psychological Signals (DCAPS)

Program ArchivePTSDMental Health

DARPA Program Newsletter • May 2013

Program overview newsletter for DCAPS, a DARPA initiative to develop passive, privacy-preserving analytical tools for detecting PTSD, depression, and suicidal ideation from behavioral signals. Performers included USC/ICT (SimSensei), Raytheon/BBN, MIT Media Lab, and UCLA/CRESST. The SimSensei virtual human platform developed under this program is a direct predecessor to the conversational agent work in military mental health I continue today.

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ENGAGE: Large Population Analytics for Education and Training

Program ArchiveEdTechSerious Games

DARPA Program Newsletter • November 2013

Program overview for ENGAGE, a DARPA initiative to develop data-intensive, game-based education and training systems scalable to tens of thousands of users. Performers included the University of Washington Center for Game Science, Carnegie Mellon's Robotics Academy, UCLA/CRESST, and Intific. Covered adaptive learning games including DragonBox, RoboBall, and Expedition Atlantis — early proof that large-population learning analytics could outperform traditional classroom assessment at scale.

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Graphic Novel Art Therapy (GNAT): Online Sequential Art Authoring Tools for Therapeutic Storytelling

Program ArchivePTSDArt Therapy

DARPA SBIR 11.2 Topic 003 • 2013

Program brief for the GNAT initiative, a DARPA SBIR effort to develop web-based graphic novel authoring tools enabling service members and veterans to process combat-related trauma through narrative and sequential art. Four Phase II performers — Kinection, SIFT, Intific, and E-Line Ventures — each pursued distinct therapeutic frameworks. The program seeded what later became the "Serious Comics" and "Impact Comics" terminology now used across military and civilian health and education contexts.

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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 and healthcare information support. With Rizzo et al., USC/ICT.

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America's Army PC Game — Vision and Realization

Serious GamesMilitary

U.S. Army / MOVES Institute • 2004

Exhibition booklet produced for the Game Scenes show at Yerba Buena Art Center, San Francisco. Documents the design, development, and strategic impact of America's Army — one of the first major serious games and, at launch, the Army's most effective recruitment communication tool. As Audio Engineer, I designed the multilayered sound architecture that earned the game Dolby Digital 5.1 Surround Certification. Contributors include Stanford's Tim Lenoir and Henry Lowood, MIT's Zhan Li, and DARPA simulation pioneer Jack Thorpe.

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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. Early work connecting laboratory auditory research to practical game audio engineering.

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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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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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