Interactive behavior modification system

Education and demonstration – Psychology

Patent

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Details

434323, G09B 1900, G09B 700

Patent

active

058138633

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.

REFERENCES:
patent: 5676551 (1997-10-01), Knight et al.
Miller, Cyndee, Guys on Game for Girls Don't Do Karate Kicks, Marketing News, vol. 29 No. 25, p. 2, Dec. 1995.
Hordern, Barbara, Cyberbuzz: Computer Games Girls Can Relate To, Working Woman, vol. 21, No. 1, p. 14, Jan. 1996.
Virtual High School, Civilization, Sep. 1996.

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