Depression

V3.025

Software Description

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

Patients experience the majority of the scenario while standing.
If patients want to sit down, for example in the rowing boat or while viewing their favorite image, a physical chair must be provided.

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.

The scenario can also be rotated freely with the joystick by pressing it left or right.
This way, patients can avoid having to physically walk in different directions, as they can always rotate the interesting locations forward with this function, allowing them to move only forward physically.
This is especially useful in smaller treatment rooms.

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.

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

The trigger button on the front of the controller is used for the photography function.

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 return to the lobby first.
Only then can a new scenario be selected and started. This is especially important to consider in this software package with the 360-degree films.

Explanation for the following descriptions:
When “buttons” are mentioned, this refers to all buttons located under “Presets,” “Settings,” and “Interactions” that you can activate.
When additional “interaction options” are listed, these are actions the patient performs themselves while wearing the headset.

This park includes various areas such as fountains, flower meadows, benches, a playground, a lake with a rowing boat, and more.

The goal here is to activate resources such as drive, enthusiasm, and motivation.
At the same time, it could also be achieved that patients want to engage in similar activities in real life after this experience, which can lead to further resource activation.

Description of the functions
Here, technical details of this scenario are described.
For ideas on the therapeutic use of these functions, please refer to the recommended application plan, which you will receive in a separate file.

At the beginning, the patient is in the entrance area of a park.

Arrows guide him to a wooden wall where the camera is located.
The patient follows the arrow to this wooden wall using the teleport function.

Using the gripping function, he takes the camera in his hand.
When he lets go of it, the camera gets stuck in the chest area.
This means you don’t have to hold the camera all the time, but can pick it up again and again from the chest area.

Taking photos works as follows:

    • Taking the camera in your hand
    • Point at a desired object
      The subject will be displayed on the camera screen.
    • Zoom in or out on the object using the A and B buttons
      (right controller)
    • To take a photo, press the shutter button on the front of the controller with your index finger
      (see controller image 1).

Note: Photography is only possible with the right-hand controller.

Visual surprises were built into some of the motifs. Specifically:

  • When a butterfly stops in the air at the patient’s eye level, it practically invites you to take a photo. When the patient photographs this butterfly, a swarm of butterflies automatically appears.
  • In the flower meadows there are flowers that stand out through contrasts in colour and size.
    When these flowers are photographed, other flowers immediately grow from the ground in the immediate vicinity.
  • If the stork is photographed, it flies away.
  • In the park, bird nests can be discovered in the trees. When photographed, small chirping chicks will appear.
  • When the ladybugs on the fence are photographed, a swarm of flying ladybugs will appear.

The patient can move around the park and take up to twenty photos with the camera. All photos appear automatically on the wooden wall where he picked up the camera at the beginning.  

When he returns to this wooden wall after his tour of the park, he finds all the pictures he has taken there. Around this wooden wall, there are signs displaying resourceful words such as “vitality,” “dynamics,” and so on. Additionally, there are three empty resource signs to add individual descriptions. The patient can pick up suitable signs with the gripping function and place them on one of their pictures. When he releases the sign in the upper area of a picture, it automatically attaches itself to this picture.

To the left of the wooden wall is a wooden stand on which you can place your favourite picture and it will automatically enlarge. To do this, remove the picture from the wooden wall and bring it to the wooden stand, place it on the stand and let go of the picture. Now it enlarges and lies on the wooden stand.

If the patient wants to view it sitting down, a physical chair must be provided for the patient to sit on.

The interaction buttons allow you to open the photo folder of your laptop. This allows you to print out the virtual images of the patients on a printer. A printer with photo paper would be recommended.

At the edge of the park is a lake with a rowing boat.
The patient can enter the boat using the teleport function.

A physical chair should be provided for sitting down.

He takes the two oar handles in his hands using the gripping function.
With the typical rowing movements, he sets the boat in motion and can move out onto the lake.

Caution: The movement of the boat can cause nausea in patients.

There is also a function for the aspect of discovering and collecting in this scenario.
There is a table with an empty chessboard in the park.

The chess pieces are scattered around the park.
They come in different sizes.
Some are hidden behind bushes.
Others are large and act as pillars.
All figures can be collected.

Use the grab function to pick up any piece, whereupon it automatically reduces in size and floats to the chessboard, where it places itself on the correct square.

In between, patients can move to the chessboard and check that it is complete. If assistance is needed during the search, you can point to the missing piece on the chessboard. An arrow will then appear, guiding the way to the sought-after chess piece.

In the park, there are also two puzzles, with the pieces located directly next to the respective puzzle boards. Using the grab function, the puzzle pieces can be picked up and placed in the correct spots.

Once pieces are correctly placed, they cannot be moved anymore. When a puzzle is complete, a 3D model of the puzzle image appears. This model can be picked up like an object and examined from various angles.

There is a feature that allows the patient to unfold a map to see relevant points in the park and teleport directly to them. To do this, press the X button on the left controller, and the map will appear. With the right controller, you can tap on a desired point on the virtual map to select it.Tapping the same point again will teleport you automatically to that location.

The therapist can mark locations in the virtual environment by placing the compass on the desired point in the user interface. An arrow will then appear in the park, which the patient can follow to reach that location.

The slide and seesaw can be used actively.

Slide:
Patients stand behind the slide with a view of the rungs. Then teleport to the centre rung area and continue to the top.
As soon as you teleport to the top, you
automatically slide down the slide.
We therefore recommend a
seated position.

Seesaw:
You teleport to one of the two seats on the seesaw.
The
gripping function is used to take the handle of the rocker.
Using
up and down movements you move the seesaw up and down accordingly.

  • Clouds float by in the sky.
    Every minute, one of these clouds transforms into an animal shape.
  • There is a basketball court near the playground. The ball is hidden under the bench by the tree next to the court. It can be taken and thrown into the basketball hoop, creating a visual effect.
  • Relaxing background music can be switched on for the interaction buttons. E.g. for the recommended body affirmation at the end of the session at the photo wall.
  • Behind the colourful barrels there is a bell stand with which the large bell can be rung.
  • Rain can be triggered with the interaction buttons.
    This also works in combination with relaxation music.
    Patients could be under the pavilion during this time, for example.
  • There are pump fountains scattered throughout the park. When activated, water flows out.
  • In the phone booth, the phones can be picked up. Once one is lifted, the typical telephone ringing sound will be heard.

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.

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

Supported by

VR Coach® smart system

Thank you for your inquiry!

We will be happy to get in touch with you soon!

Your VR Coach team

Would you also like to test our content for Depression, Eating disorders and Compulsions for free?

Vorbestellung

Wir freuen uns, dass Sie sich für unser VR-Coach® smart system interessieren.
Wir freuen uns, dass Sie sich für unser VR-Coach® smart system interessieren.