Interactive behavior modification system
First Claim
1. A multimedia method for interactive behavior modification for promoting awareness of and changing high-risk behaviors, said method being administered by means of a computer system with full-motion video and audio output capabilities, the method comprising:
- teaser step including teaser video/audio for attracting a user to use the system, showing highlights, and familiarizing said user with primary subject matter;
a main menu step providing a gateway to said user for executing one from among a group of primary learning modules;
a group of primary learning modules, said group at least including,an interactive adventure module comprising a user-navigable decision tree in which the user is required to make decisions of consequence to their health, said decisions being presented in real-time in the context of a first hand virtual experience in a familiar social setting as portrayed by video/audio clips, wherein the user is confronted with decisions while navigating said interactive contextual adventure module,a local information module comprising a user-navigable database of local information relating to subject matter concerns and resources in an immediate geographic region of the user,a topical encyclopedia module including a user-navigable database of frequently requested subjects and information thereon, and video/audio/images for accentuating said information,a subject matter quizzes module including a series of culturally and geographically relevant questions about the primary subject matter presented with accompanying video/audio/images; and
a tracking module for tracking user information and decisions, said tracking module further comprising global tracking means operating to record and compile information on multiple user patterns for indicating where education or public health intervention may be needed, and local tracking means operating to record and compile a single user'"'"'s inputs and to foreclose subsequent decisions in said interactive adventure module in accordance with said user inputs to simulate impaired judgment.
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Abstract
A multimedia behavior modification system for promoting awareness and changing high-risk behaviors in areas of significant concern, for example, HIV/AIDS, diabetes, eating disorders, Alzheimer'"'"'s disease, heart disease, smoking cessation, substance abuse, campus violence, etc. The system includes the computer courseware and two exemplary architectures for presenting the courseware. The computer architectures may be a generic computer with specific multimedia capabilities, and a kiosk-type device with touch-screen capabilities. The courseware can also be delivered over a local area network (LAN), wide area network, or the internet. The courseware includes a selectable progression of modules including dynamic introductory modules leading to a combination of educational modules. The introductory modules are an installation step, a title page, an attention-getting teaser step, and a main menu. The main menu module provides user-selectable links to multiple primary learning modules. In addition, while a user is navigating the foregoing modules, a tracking module tracks the users decisions and other characteristics and alters the program content accordingly. The unique combination of primary learning modules includes an interactive/contextual adventure, local information, topical encyclopedia, and subject matter quizzes. The interactive/contextual adventure module gives each user a first hand virtual experience of the cause and effect results of his/her own habits and behaviors which increase the risk of such diseases. The disclosed system embodiment is described in the context of AIDS awareness and education. However, it may be readily adapted for other subjects. The "courseware" remains constant and allows easy change to the audio-visual subject matter presented to a user. The virtual experience provided by the system can be easily and unique developed to appeal to any particular social, cultural, or economic class, or any other segment of the population.
202 Citations
12 Claims
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1. A multimedia method for interactive behavior modification for promoting awareness of and changing high-risk behaviors, said method being administered by means of a computer system with full-motion video and audio output capabilities, the method comprising:
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teaser step including teaser video/audio for attracting a user to use the system, showing highlights, and familiarizing said user with primary subject matter; a main menu step providing a gateway to said user for executing one from among a group of primary learning modules; a group of primary learning modules, said group at least including, an interactive adventure module comprising a user-navigable decision tree in which the user is required to make decisions of consequence to their health, said decisions being presented in real-time in the context of a first hand virtual experience in a familiar social setting as portrayed by video/audio clips, wherein the user is confronted with decisions while navigating said interactive contextual adventure module, a local information module comprising a user-navigable database of local information relating to subject matter concerns and resources in an immediate geographic region of the user, a topical encyclopedia module including a user-navigable database of frequently requested subjects and information thereon, and video/audio/images for accentuating said information, a subject matter quizzes module including a series of culturally and geographically relevant questions about the primary subject matter presented with accompanying video/audio/images; and a tracking module for tracking user information and decisions, said tracking module further comprising global tracking means operating to record and compile information on multiple user patterns for indicating where education or public health intervention may be needed, and local tracking means operating to record and compile a single user'"'"'s inputs and to foreclose subsequent decisions in said interactive adventure module in accordance with said user inputs to simulate impaired judgment. - View Dependent Claims (2)
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3. A multimedia method for promoting awareness and changing high-risk behaviors in areas of significant public health concern, comprising:
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an interactive adventure based on a user-navigable decision tree in which the user is required to make decisions of consequence, and said decisions are presented in real-time in the context of a first hand virtual experience in a typical setting portrayed by audio/video clips, said audio/video clips being selected to simulate culturally familiar environments and typical influences such as peer pressure and need for immediate gratification, whereby the user is influenced toward making a poor decision that in actuality would compromise his/her health; and a tracking module comprising global tracking means operating to record and compile information on multiple user patterns for indicating where education or public health intervention may be needed, and local tracking means operating to record and compile a single user'"'"'s inputs and to foreclose subsequent decisions in said interactive adventure in accordance with said user inputs to simulate impaired judgment. - View Dependent Claims (4, 5, 6, 7, 8, 9, 10)
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11. A multimedia system for interactive behavior modification and promoting awareness of and changing high-risk behaviors that compromise the public health, comprising:
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a multi-media computer system; and a multimedia behavior modification program for promoting awareness and changing high-risk behaviors in areas of significant public health concern, said program embodying a learning method comprising the following steps, a teaser step including teaser video/audio for attracting a user to use the system, showing highlights, and familiarizing said user with primary subject matter; a main menu step providing a gateway to said user for executing one from among a group of primary learning modules; a group of primary learning modules, said group at least including, an interactive adventure module comprising a user-navigable decision tree in which the user is required to make decisions of consequence to their health, said decisions being presented in real-time in the context of a first hand virtual experience in a familiar social setting as portrayed by video/audio clips, a local information module comprising a user-navigable database of local information relating to subject matter concerns and resources in an immediate geographic region of the user, a topical encyclopedia module including a user-navigable database of frequently requested subjects and information thereon, and video/audio/images for accentuating said information, a subject matter quiz module including a series of culturally and geographically relevant questions about the primary subject matter presented with accompanying video/audio/images, a tracking module for tracking user information and decisions, and for processing said information to provide feedback on user characteristics and patterns of use, said tracking module further comprising a usage tracking subroutine for recording usage of the method, and the modules most often used, a teaser tracking subroutine for recording usage of the teaser step, an idle tracking subroutine for tracking usage of all primary learning modules, a main menu tracking subroutine for tracking selections at said main menu step, an interactive/contextual adventure tracking subroutine for tracking paths navigated during the interactive/contextual adventure, a local information module tracking routine for tracking interest in local subject matter facts/statistics, and a topical encyclopedia module tracking routine for tracking hits to keywords in said topical encyclopedia module; whereby results from said tracking routine are used globally to record and compile information on multiple user patterns to indicate to authorities when and where specific education or public health intervention may be needed, and locally to record and compile a single user'"'"'s inputsand to foreclose subsequent decisions in said interactive adventure module in accordance with said user inputs to simulate impaired judgment. - View Dependent Claims (12)
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Specification