Addictions

V3.025

Software Description

Detailed description of activities, settings, and interaction options within the scenes.

Most scenarios begin in a standing position. However, there are also chairs and sofas in many scenarios. If you want the patient to sit down, you need to provide a physical chair for them to sit on.

This scenario starts automatically when the app is opened.

At the beginning, a 5-second countdown appears in the headset. During this time,  patients should look straight ahead, as the scenario will be aligned according to this direction. Beforehand, the patient should be positioned to have as much open space in front of them as possible. This also applies to all other scenarios!

In the lobby, the aim is for patients to familiarize themselves with a virtual environment as well as with the controllers.

Patients learn two essential things here:

Patients can move through the space using their own steps.
For larger distances, however, the teleport function is used.
To do this, push the joystick on the controller forward with your thumb.
You will then see a colored beam that allows you to aim at any point on the floor.
When the beam glows green, you can teleport to that location.
To do this, simply release the joystick, and you will suddenly appear at the targeted point.
If the beam is not green but red, teleporting to that point is not possible.

Our recommendation: At the beginning, use the teleport function for larger distances.
Let the last steps to specific objects be taken with your own steps.

With the virtual hands, a variety of objects in the scenarios can be picked up.
To do this, move the virtual hand toward the object, such as a beer bottle.
Then, press the button on the inside of the grip, usually with the middle finger.
The hand will then close, and you will be holding the object.

If you want to release the object, simply let go of the button.
Small objects, such as a cigarette, are automatically picked up with two fingers.
Depending on the position of the hand (palm facing down or up), the cigarette is either held between the index and middle fingers or between the index finger and thumb.

This is how to hold the controller correctly in your hand. Use your thumb to push the joystick forwards to utilise the teleport function. The button for the middle finger is used for grabbing and releasing objects.

Important note about grabbing:
When holding an object and moving it into another object (e.g., a cigarette into the table), the object disappears into it, as all objects are virtual, and there are no physical barriers.
Therefore, it is important to release the objects in a timely manner.

After an introduction in the lobby, select an appropriate scenario from the scenario overview on the left.
To do this, click on the image of the scenario and then on the play button below the preview screen.
The scenario will then load and appear in the headset.
Also, make sure to observe the 5-second countdown here.

Important note:
If you want to switch to another scenario, always return to the lobby first.
Only then can a new scenario be selected and started.

Explanation for the following descriptions:
When referring to “buttons,” this means all the buttons found under “Presets,” “Settings,” and “Interactions” that can be pressed by you.
When additional “interaction options” are listed, these refer to actions that the patient performs themselves in the headset.

Visiting a bar can be an enormous challenge for patients.
Visual and acoustic stimuli seem seductive and inviting.
In this scenario, those affected make their way in step by step.

Description of the scenario:
The patient starts at the entrance of a bar and can either go to the bar itself or to the slot machines. Three slot machines are occupied and one is free.

On the buttons, the following settings can be made:

  • Click on “Bar
    The slot machines disappear, and the focus shifts to the bar.
  • Click on “Gambling
    The slot machines draw attention with lights and sounds, designed to attract the patient’s focus.
  • Click on “Show guests
    This will make guests (avatars) appear at the tables, creating a more consumption-oriented atmosphere.
  • Click on “Tap beer
    This triggers the waiter (avatar) to pour and serve a beer.
  • Click on “Show nicotine
    This places ashtrays with smoking cigarettes on the tables.

The text to speech manager can be folded out on the right-hand side above the preview screen in the therapist software. This allows you to let avatars speak individually. We provide a separate webinar for this function.

Additionally, there are the following interaction options:

  • Navigation:
    The patient moves through the room either by walking or by clicking on the teleport points on the floor.
  • Ordering drinks:
    At the bar, the patient can select different drinks by clicking on a drink menu.
  • Interaction with drinks:
    The received drink can be taken in hand and carried around, or placed back. Additionally, the patient can empty the glass by making a drinking motion.
  • Slot machines:
    The patient can activate the available slot machine by pressing a button and potentially win something.
  • Cigarettes:
    The patient can also take a cigarette in hand and trigger typical smoke development by bringing it to their mouth with a movement.
  • Take a seat:
    You can also sit down at table groups with avatars or take a seat at an empty table.

In addition to going to the bar, shopping in the supermarket is also a critical environment. In this scene, the patient can change their shopping behavior and practice coping strategies.

Description of the scenario:
The patient starts in a hallway between shelves of bottles. In front of them is an empty shopping cart. The shelves are stocked with alcoholic and non-alcoholic drinks of all categories.

On the buttons, the following settings can be made:

  • Show/Hide drinks
    With the press of a button, all non-alcoholic drinks are replaced with alcoholic ones, or vice versa.
  • Aisle/Checkout area
    Choose to start the scene either in the aisle or at the checkout area.
  • Lady at the checkout
    The avatar lady at the checkout can speak individually using the text-to-speech manager.

Additionally, there are the following interaction options:

  • Navigation:
    The patient can move freely through the aisles or optionally use the teleport points on the floor.
  • Interaction with drinks
    The patient can take any bottles and cans in hand, place them in the shopping cart, or return them to the shelf.
  • Shopping cart
    The patient can hold the shopping cart with one or both hands and push it through the aisle.
  • Drinks at the checkout
    At the checkout, there are also small bottles that the patient can place on the conveyor belt and then return to the cashier.
  • Cigarette pack
    Additionally, cigarette packs can also be taken at the checkout.

In addition to the bar and supermarket, private parties and being home alone are also obstacles on the path to a life free from addiction. In this scenario, the focus is on the inviting social atmosphere and the free consumption of drinks, as well as being alone when boredom sets in.

Description of the scenario:
At the beginning, the patient is in an apartment that features a cozy seating area, a dining table with chairs, and a kitchen island with bar stools. There may be other guests consuming alcoholic beverages at all tables and seating areas. Drinks are also available for free consumption everywhere. On one table there is also a smoking ashtray with cigarette packs and individual cigarettes all around.

On the buttons, the following settings can be made:

  • Avatar guests
    Show or hide avatar guests.
  • Toasting with guests
    Two guests at the kitchen island or dining table raise their glasses and toast the patient.
  • Alcoholic drinks
    All alcoholic drinks can be hidden.
  • Cannabis/Cocaine
    Cannabis and cocaine can be placed as additional substances.

Additionally, there are the following interaction options:

  • Navigation:
    The patient moves freely through the living space and can visit all seating areas or use teleport points to move there.
  • Interaction with drinks
    All bottles and glasses can be taken in hand.
  • Opening beer bottles
    Beer bottles can be opened with a bottle opener, producing the typical sound.
  • Opening wine bottles
    Wine bottles can be opened with a corkscrew, producing the typical sound.
  • Drink liquid
    Beer and wine bottles can pour a color-matched liquid to refill glasses or dispose of the alcohol.
  • Interaction with cigarettes
    The cigarette pack or individual cigarettes can also be taken in hand. Here, too, there is the typical smoke development when the smoke is simulated.
  • Lighting cigarettes/joints
    When taking a joint or cigarette from the pack, it can be lit with the lighter in the other hand.
  • Interaction with cannabis
    The same actions can be done with a joint as with cigarettes. The bong can be lit with a lighter, whereupon you can hear the typical bubbling noises.
  • Interaction with cocaine
    With cocaine, you can pick up the tube and pull away the prepared “line,” accompanied by the typical sniffing sound.

The aim of this scenario is to carry out behavioural exercises even in high-risk situations involving cocaine use.

Description of the scenario
The patient starts in a bathroom. He hears a thumping bass in the background. Next to the sink are several prepared ‘lines’, a small tube and a bag of white powder.

Additionally, there are the following interaction options:

  • Sniffing cocaine
    You can pick up the tube and pull away the prepared “line,” accompanied by the typical sniffing sound.
  • Disposing of cocaine
    Alternatively, you can dump the “lines” into the toilet or the sink.
  • Emptying powder
    You can also empty the bag with the white powder into the toilet or the sink.
  • Flushing the toilet
    You can flush the toilet, causing the powder to be washed away.
  • Turning on the faucet
    You can turn on the faucet at the sink.

In this scenario, patients are confronted with consumption situations outdoors and with hard drugs.

Description of the scenario
The patient starts at dusk in a side alley between skyscrapers in a larger city. A few metres in front of him is a small wooden table with an old sofa against the wall. There is also a rubbish bin nearby.

The following settings can be adjusted using the buttons:

  • Drugs
    Show or hide drug paraphernalia.

Additionally, there are the following interaction options:

  • Navigation
    The patient moves through the alley either by walking or using teleportation points.
  • Interaction with powder
    At the table, they can pick up a spoon containing powder. He can take a lighter in his other hand and hold it underneath, whereupon the powder begins to simmer and smoke.
  • Interaction with a crack pipe
    You can also pick up a crack pipe and light it with a lighter.
  • Interaction with a syringe
    You can pick up a syringe and bring it to the back of the hand.
  • Opening the trash can
    You can open the nearby trash can and throw all the paraphernalia inside.
  • Table with paraphernalia
    The table, along with the paraphernalia, can be pushed away.

In this scenario, the desire for cigarettes is to be provoked in order to be able to carry out alternative actions.

Description of the scenario
The patient starts in the entrance area of an apartment and can choose to go, for example, to the kitchen area or the living room.

The following settings can be adjusted using the buttons:

  • Show/hide substances
    Show or hide alcohol or illegal substances.

Additionally, there are the following interaction options:

  • Navigation
    The patient moves through the apartment either by walking or using teleportation points.
  • Coffee
    In the kitchen, they can pour coffee from the pot into a cup and drink it virtually.
  • Carrots from the refrigerator
    The refrigerator door can be opened, and carrots can be taken out.
  • Eating snacks
    You can take bites from cookies, apples, and carrots. To do this, bring the food close enough to the mouth; biting off is then automatic and you can hear the biting and chewing noises.
  • Drinking water
    The glass of water in the kitchen can be drunk or refilled using the faucet.
  • Straws
    There are straws on the tables. These can be taken in the hand – possibly as an alternative to cigarettes.
  • Smoking cigarettes
    All cigarettes can be lit with the lighter and extinguished again. When you bring the cigarettes to your mouth, smoke develops in front of your face.
  • Lighter
    The lighter automatically opens when you pick it up.
  • Opening the window
    You can open the window in the kitchen. To do this, turn the handle to the correct position and then pull the window towards you.
  • Ventilating the room
    The open window also has a ventilation effect: if smoking occurred earlier and there is smoke in the room, it gradually disappears as long as the window remains open.
  • Terrace
    The terrace door in the living room can also be opened. Turn the handle upwards and then slide the door to the left. You can then go out onto the terrace.
  • Stress ball
    On the living room table, there is a stress ball on a red mat. With the gripping function, you can take this stress ball in your hand and squeeze it. If you want to release it again, you must bring your hand back to the red base. The ball is then automatically released there.
  • Displayed substances
    When alcoholic beverages or illegal substances are displayed, you can interact with them in the same way as in the “Private Party” scenario. There are also beer cans in the fridge that can be opened in the same way as in the ‘supermarket’ scenario.

In this scenario, patients are confronted with outdoor consumption situations in combination with barbecuing.

Description of the scenario
The patient starts in a garden on a beautiful day. Two tables are set up with food and drinks. There are also empty plates. There are two barbecues nearby and a table next to them with more drinks.

Additionally, there are the following interaction options:

  • Navigation
    The patient moves through the garden either by walking or using teleportation.
  • Grilling meat
    Both grills can be opened, and the sausages can be skewered and removed with a grill fork.
  • Plates with food
    The plates can be picked up, and the sausages can be placed on them.
  • Drinks
    Next to the grill, there is a table with an ice bucket containing beer cans and a bottle of wine. A corkscrew is also there. The cans and bottles can be opened in the same way as in the ‘Private party’ and ‘Supermarket’ scenarios. Alternatively, an already opened bottle of water can be held in the hand and poured out or drunk directly.
  • Eating chicken
    You can take individual pieces of chicken from the table and bite into them.
  • Sitting at the table
    If a physical chair is provided, you can sit with it at the virtual tables (as in all scenarios).

360-degree-films

This software package also includes 360-degree films.
In contrast to the scenarios, these contents are not computer-generated but developed using a 360-degree camera.
This allows for a panoramic view, but there is no physical movement capability.
Additionally, there are no settings or interaction options with films.

Since the camera tripod has been removed, some patients may get the impression that they are very high above the ground.
In reality, it is exactly 170 centimeters, as the camera was positioned at that height.

The following two films are included in this software package:

      • Mountain summits in winter
      • Mountain summits in summer

Additional features

At the top of your desktop app, there are several interesting features explained under this screenshot.

  1. Here, you can rotate the scenario in any direction.
    This helps patients make the best use of the space in the room.
  2. Here, you can select the appropriate hand type for the patients.
    Male, female, or neutral.
  3. Here, you can adjust the brightness in the scenarios.
  4. Here, you can adjust the volume.
    In some scenarios, there is, for example, background music.
  5. Here, you can report any malfunctions or share ideas for further developments with us.

In some scenarios, avatars can be displayed as guests.
In the descriptions above, it says “Allow avatars to speak individually with patients.”
This uses the text-to-speech function.

In this short webinar, you will learn how to use this feature correctly.

You may have also purchased the finger sensor for biofeedback data from us. In this short webinar, you will learn how to use this sensor correctly.

In our training course, you will also learn how to use the VR system in groups and what other best practices there are. The training programme is available here.

Unfortunately, the webinars and the training are currently only available in German! We are planning an AI-based translation into other languages as soon as possible.

Article and video on the frequently used 3P technique (Pull-Pause-Push) HERE

If you don’t find answers here, we are happy to assist you by phone or email!

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