Addictions

V3.024

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 on Grabbing
When you hold an object and move it into another object (e.g., the
cigarette into the table), the item will disappear inside, as all objects are virtual and
there is no physical barrier. 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, pay attention to the 5-second countdown here.

Important note:
If you want to switch to another scenario, always switch back 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 located under “Presets,” “Settings,” and “Interactions” that you can interact with.
When additional “interaction options” are listed, these are 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
At the beginning, the patient stands in the entrance area 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 is on the bar.
  • Click on ‘Gambling’
    The slot machines draw attention to themselves with lights and sounds and are designed to attract patients.
  • Click on ‘Show guests’
    causes guests (avatars) to sit at the tables and create an atmosphere conducive to consumption.
  • Click on ‘Tap beer’
    triggers the waiter (avatar) to tap and serve a beer.
  • By clicking on ‘Show nicotine’
    ashtrays with smoking cigarettes can be placed on 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 with their own steps or by clicking on the teleport points on the floor.
  • Order drinks:
    At the bar they can choose different drinks by clicking on a drinks list.
  • Interaction with drinks:
    They can pick up the drink they have received and carry it with them or put it back again or empty the glasses by making a drinking motion.
  • Slot machines:
    They can activate the free slot machine by pressing a button and win something.
  • Zigaretten:
    He can also pick up cigarettes and trigger a typical smoke emission with a movement towards his mouth.
  • Take a seat:
    You can also sit with avatars at table groups or take a seat at a free 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 behaviour and practise coping strategies.

Description of the scenario
At the beginning, the patient stands in an aisle between shelves of bottles. In front of him is an empty
shopping trolley. The shelves are filled with alcoholic and non-alcoholic drinks of all
categories.

On the buttons, the following settings can be made:

  • Show/hide drinks
    Replace all non-alcoholic drinks with alcoholic ones or vice versa at the touch of a button.
  • Aisle/checkout area
    You can choose to start the scene in the aisle or in the checkout area.
  • Lady at the checkout
    The avatar lady at the checkout can speak individually with the text to speech manager

Additionally, there are the following interaction options:

  • Navigation:
    The patient can move freely through the corridors or optionally use the teleport points on the floor.
  • Interaction with drinks
    The patient can pick up all the bottles and cans themselves and place them in the shopping trolley or put them back on the shelf.
  • Shopping trolley
    The patient can hold the shopping trolley with one or both hands and push it through the aisle.
  • Drinks at the checkout
    There are also small bottles at the checkout, which the patient can place on the conveyor belt or give back to the cashier afterwards.
  • Cigarette pack
    Cigarette packets can also be taken at the cash desk.

In addition to bars and supermarkets, private parties and bIn addition to bars and supermarkets, private parties and being alone at home are further
obstacles on the way to a life free of addiction.eing alone at home are other 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 stands in a flat with a cosy sitting area, a dining table with chairs and a cooking 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
  • Toast with guests
    Two guests at the kitchen island or dining table raise their glasses and toast the patient.
  • Alcoholic beverages
    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 room and can visit all the seating areas or move there using a teleport point.
  • Interaction with drinks
    All bottles and glasses can be picked up.
  • Opening beer bottles
    Beer bottles can be opened with a bottle opener, whereupon the typical sound can be heard.
  • Opening wine bottles
    Wine bottles can be opened with the corkscrew, whereupon the typical sound can also be heard.
  • Liquid of the drinks
    A colour-matched liquid can be poured from beer and wine bottles to fill up glasses or dispose of the alcohol.
  • Interaction with cigarettes
    The cigarette pack or individual cigarettes can also be picked up. Here, too, there is the typical smoke development when the smoke is simulated.
  • Lighting the cigarettes
    When you take a cigarette out of the packet, you can light it with the petrol lighter in your other hand.
  • Interaction with cannabis
    The same can be done with cannabis as with cigarettes with a joint. The bong can be lit with a lighter, whereupon you can hear the typical bubbling noises.
  • Interaction with cocaine
    With cocaine, you can take the tube in your hand and pull away the prepared ‘line’, whereupon you will also hear the typical snorting sound.

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

Description of the scenario
At the beginning, the patient stands in a toilet. 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:

  • Sniff cocaine
    You can take the tube in your hand and pull the prepared ‘line’ away, whereupon you will hear the typical sniffing sound.
  • Dispose of cocaine
    Alternatively, you can tip the ‘lines’ into the toilet or sink.
  • Empty the powder
    The sachet with the white powder can also be emptied into the toilet or sink.
  • Flushing the toilet
    You can flush the toilet and the powder will be flushed away.
  • Turn on the tap
    You can turn on the tap at the washbasin.

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

Description of the scenario
At the beginning, the patient stands in the evening light in a side street between tower blocks in a large 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 using their own steps or the teleport points.
  • Interaction with powder
    At the table, he can pick up a spoon with a powder in it. He can take a lighter in his other hand and hold it underneath, whereupon the powder begins to simmer and smoke.
  • Interaction with crack pipe
    You can also take a crack pipe in your hand and light it with a lighter.
  • Interaction with syringe
    You can take a syringe in your hand and guide it to the back of your hand.
  • Open waste bin
    You can open the bin nearby and throw all your utensils in.

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
At the beginning, the patient stands in the entrance area of a flat and can choose whether to go to the kitchen area or the living room, for example.

The following settings can be adjusted using the buttons:

  • Show/hide substances
    Fade alcohol or illegal substances in or out.

Additionally, there are the following interaction options:

  • Navigation
    The patient moves through the apartment either by taking their own steps or using the teleport points.
  • Coffee
    In the kitchen, he can empty coffee from the jug into the cup and drink it virtually.
  • Carrots from the fridge
    The fridge door can be opened and carrots taken out.
  • Food snacks
    Biscuits, apples and carrots can be bitten off. 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 through the tap.
  • 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 and extinguished with a lighter. When you bring the cigarettes to your mouth, smoke develops in front of your face.
  • Lighter
    The lighter opens automatically when you pick it up.
  • Open window
    The window in the kitchen can be opened. To do this, turn the handle to the correct position and then pull the window towards you.
  • Ventilate the room
    The open window also has a ventilation effect: if you have smoked before and there is smoke in the room, it will gradually disappear as long as the window is 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
    There is a stress ball on a red base on the living room table. 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.
  • Inserted substances
    If alcoholic drinks 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
At the beginning, the patient is standing in a garden in fine weather. 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 with his own steps or by teleporting.
  • Barbecue meat
    He can open both grills and skewer and remove the sausages with a grill fork.
  • Plate with food
    The plates can be picked up and the sausages placed on them.
  • Drinks
    Next to the barbecue is a table with an ice tray containing cans of beer 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.
  • Eat chicken
    When eating chicken at the table, you can take individual pieces and take a bite.
  • Sit at the table
    If you provide a physical chair, you can use it to sit 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 were created with a 360-degree camera.
This provides 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 submit any malfunctions or ideas for further
    developments.

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 function 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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