CROSS REFERENCE TO RELATED APPLICATIONS This application is a continuation of U.S. patent application Ser. No. 10/326,538, filed on Dec. 20, 2002, which patent application is incorporated herein by reference in its entirety.
COPYRIGHT NOTICE A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent file or records, but otherwise reserves all copyright rights whatsoever.
BACKGROUND OF THE INVENTION 1. Field of the Invention
The present invention is related to a method, system, and program for using a virtual environment to provide information on using a product.
2. Description of the Related Art
Certain products have the ability to alter a person's lifestyle and quality of life. For instance, medical devices may relieve a person's suffering from a medical condition and prevent the condition from interfering with the person's daily life. One such lifestyle altering medical device is an insulin pump used by diabetics, such as the insulin pumps manufactured by Medtronic Minimed, Inc. An insulin pump comprises a small portable unit, similar in size to an electronic pager, that is fastened to the patient's belt or clothing. The pump delivers micro-drops of a fast-acting insulin throughout the day at an insertion site on the patient's body. With an insulin pump, the diabetic does not need daily insulin injections. Further, the insulin pump includes readily accessible controls that the diabetic may easily use to adjust the dispensing of insulin before engaging in an activity that may affect the blood-sugar level. The insulin pump provides the diabetic the freedom to eat, exercise and engage in various life activities at-will when and where they want.
One challenge for product marketers is to convey to potential customers the benefits of such a lifestyle altering product. Marketers have numerous ways to communicate information, such as brochures or advertisements describing technical details of the product, satisfied customer testimonials, etc. However, these prior art marketing techniques are typically inadequate to provide the target customer with an understanding of how the promoted product can dramatically impact and improve the daily life of the target customer.
Medical device distributors have provided customers with computer games to educate the customer on a particular product or therapy. Although such computer games use an interactive entertainment medium to inform patients of a therapy or medical product, especially adolescent patients, such games are generally limited to using entertainment activities to provide information during the course of the game play. Such computer game oriented marketing efforts are often inadequate to convey to the potential customer an understanding of how the medical device or therapy will dramatically improve the customer's quality of life and lifestyle.
Notwithstanding prior art techniques for communicating product information to potential markets and customers, there is a need in the art for improved techniques for making potential customers aware of the lifestyle and quality of life changes that will be realized from a particular medical therapy or product.
SUMMARY OF THE PREFERRED EMBODIMENTS Provided are a method, system, and program for providing information to a user on a medical therapy to treat a medical condition. A virtual environment is rendered and a virtual patient is rendered within the virtual environment, wherein the virtual patient is receiving the medical therapy. Input control signals are received from the user indicating movement of the virtual patient through the virtual environment. Interactions are rendered between the virtual patient and the virtual environment in response to the input control signals to enable the user to virtually experience how the medical therapy is capable of impacting daily activities of the user and to promote the medical therapy.
In further implementations, rendering the virtual environment includes rendering daily activities the user would experience when receiving the medical therapy.
In yet further implementations, the medical therapy may involve use of a medical device to dispense medication. In such case, a representation of the medical device is rendered and input control signals are received from the user to dispense medication from the medical device when the virtual patient is interacting in the virtual environment.
Still further, rendering interactions between the virtual patient and the virtual environment may further comprise rendering interactions between the virtual patient and a virtual person rendered in the virtual environment to provide the user further information on the medical therapy, wherein the virtual person is not controlled by the user.
Yet further, the virtual person may be receiving an alternative medical therapy to treat the medical condition, wherein the rendered interactions between the virtual person and the virtual patient are used to convey information contrasting the alternative medical therapy the virtual person is receiving to the medical therapy the virtual patient is receiving.
Further provided are a method, system, and program for providing information to a user on a promoted product. A virtual environment is rendered and a virtual customer is rendered within the virtual environment, wherein the virtual customer utilizes the promoted product by receiving input control signals from the user indicating movement of the virtual customer through the virtual environment. Interactions are rendered between the virtual customer and the virtual environment in response to the input control signals to enable the user to virtually experience how the promoted product is capable of impacting daily activities of the user and to promote the product.
In further implementations, rendering the virtual environment includes rendering daily activities the user would experience when using the promoted product.
The described implementations provide techniques for rendering a virtual environment with a computer type device that is intended to convey to a user of the computer type device the lifestyle impact and benefits of a new product, service, medical therapy, medical product, etc., being promoted Described implementations enable the user to control actions of a virtual character in the virtual environment in a manner that allows the user to experience virtually the advantages of the promoted item.
BRIEF DESCRIPTION OF THE DRAWINGS Referring now to the drawings in which like reference numbers represent corresponding parts throughout:
FIG. 1 illustrates a computing environment in which aspects of the invention are implemented;
FIG. 2 illustrates a flow of scenes that are presented in a virtual environment in which a virtual patient having a medical condition interacts in accordance with implementations of the invention;
FIG. 3 illustrates a layout of the virtual environment and interface controls in accordance with implementations of the invention;
FIGS. 4-10 illustrate an example of the virtual environment in which the virtual patient interacts in accordance with implementations of the invention; and
FIGS. 11 and 12 illustrate operations performed by a computer simulation program to implement the virtual environment in which the virtual patient interacts in accordance with implementations of the invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS In the following description, reference is made to the accompanying drawings which form a part hereof and which illustrate several embodiments of the present invention. It is understood that other embodiments may be utilized and structural and operational changes may be made without departing from the scope of the present invention.
FIG. 1 illustrates a computing environment in which aspects of the invention are implemented. Acomputer2 includes aprocessor4 andmemory6 in which theprocessor4 executes anoperating system8 and medical therapy simulation (SIM)game10. Thecomputer2 further includes anon-volatile storage device12 including programs, such as theoperating system8 and medicaltherapy simulation program10, that theprocessor4 loads into thememory6 to execute. Theprocessor4 may further swap programs and parts thereof between thememory4 andstorage12 in a manner known in the art. Thememory6 may comprise a high-speed volatile memory device and thestorage12 may comprise a non-volatile storage device. Acomputer display monitor14 is coupled to thecomputer2 to receive and render video information from theprocessor2 in response to executing the medicaltherapy simulation program10. One or more input devices16 (e.g., keyboard, mouse, pen stylus, microphone, touch screen display, etc.) are coupled to thecomputer2 to enable the user to communicate data input to thecomputer2. Aremovable storage drive18 is coupled to thecomputer2 and capable of receiving a removable storage medium, such as an optical disk (e.g., CD ROM, DVD, etc.), removable magnetic disk or drive, cartridge, etc. Anetwork adaptor20 enables thecomputer2 to communicate over a network. The medicaltherapy simulation program10 may be provided to thecomputer2 from a removable storage medium (not shown) coupled to thestorage drive18 or downloaded from a remote computer over a network (not shown) via anetwork adaptor20.
Thecomputer2 may comprise any computing device known in the art capable of executing thesimulation program10, such as a server, workstation, desktop, hand held computer, laptop, telephony device, network appliance, game console, e.g., Game Boy®, Xbox™, PlayStation®, Gamecube™, etc. (Game Boy is a registered trademark and Gamecube is a trademark of Nintendo of America, Inc.; Xbox is a trademark of Microsoft Corporation; PlayStation is a registered trademark of Sony Corporation). Theoperating system8 may comprise a general purpose operating system designed to run many different types of programs or a special purpose operating system designed for executing games within a game console.
In described implementations, thesimulation program10 generates and renders a virtual environment that is intended to convey to the program user the lifestyle impact and benefits of a new product, service, medical therapy, medical product, etc. In implementations used to promote medical products, the user of thesimulation program10 controls the movement and actions of a virtual patient having the medical condition in a virtual environment to allow the program user to experience virtually the advantages of the medical therapy and how the medical therapy will improve the lifestyle and quality of life of the program user. The program user is likely a sufferer of the medical condition and should immediately understand the implications for themselves of the new therapy when virtually experiencing the benefits through their control of the virtual patient in the virtual environment.
To enable the program user to virtually experience the benefits of a medical therapy, thesimulation program10 may render a series of scenes within the virtual environment in which the virtual patient interacts. The virtual patient may be presented in a first person perspective or a third person perspective where the virtual patient is shown moving through the virtual environment.FIG. 2 illustrates a flow of scenes generated and rendered by thesimulation program10 in which the user may interact as a virtual patient suffering from the medical condition and using the medical therapy that is being promoted in thesimulation program10. In aninitial scene30, the program user would control the virtual patient to gather any medical components used as part of the medical therapy and may dispense an initial treatment from the medical device. In thisinitial scene30, general information may be provided on how to use the medical device and how to regulate the medical device throughout the day as part of the medical therapy. After orienting oneself during theinitial scene30, the user may use the input device(s)16 to move the virtual patient through a plurality ofactivity scenes32a,32b. . .32nin which the user controls the virtual patient and virtually experiences through the virtual patient how the medical therapy impacts routine daily activities rendered in the virtual environment that the program user is likely to experience during the day. Within certain of theactivity scenes32a,32b. . .32n,the program user may select or be directed to move to anarcade scene34 in which the user will engage in some action game play, such as maneuvering the virtual patient around various objects and dangers that may be unrelated to the medical therapy and condition. The purpose of thearcade scenes34 interspersed throughout the scenes is to provide entertainment to amuse the user and encourage further immersion in thesimulation program10.
FIG. 3 illustrates a layout of avirtual environment50 that thesimulation program10 renders in thedisplay monitor14. Thevirtual environment50 may be rendered within eachscene30,32a,32b. . .32n,34 where each scene would include a different arrangement and presentation of thevirtual environment50. When rendering thevirtual environment50, thesimulation program10 renders aninterface control52 section displaying various controls the user may select, including graphical representations of amedical device56, ahealth monitor58, one or more gathereditems60, apoint counter62, and helpinformation64. A user enters input through the input device(s)16 to control thesimulation program10 and move a displayedvirtual patient54 through thevirtual environment50 in thevarious scenes30,32a,32b. . .32n,34.
The displayedmedical device56 provides a representation of the medical device that is used in the medical therapy being promoted in thesimulation program10. For instance, if thesimulation program10 is promoting insulin pump therapy for the treatment of diabetes, then the displayedmedical device56 would comprise an insulin pump. If thesimulation program10 is promoting a treatment for asthma, or any other disease treated by a dispensing mechanism, then the renderedmedical device56 would appear in the form of the dispensing device for dispensing medication to the user, such as an asthma inhaler, etc. The medicaltherapy simulation program10 may render themedical device56 in a manner such that user selection of the renderedmedical device56 may cause thesimulation program10 to further render and display medical device controls to allow the program user to dispense virtual medication. For instance, if themedical device56 comprises an insulin pump, then user selection of the renderedmedical device56 may display pump controls to allow the user to provide a bolus, which is an extra boost of insulin given to cover an expected rise in blood glucose (sugar), such as the rise that occurs after a meal, or adjust the basal rate, which is the rate at which the pump continually dispenses small amounts of insulin to the patient.
Ahealth monitor58 representation provides information on the virtual patient's54 health state. The health state may comprise biometric data from thevirtual patient54 that is used in determining a state of the medical condition. For instance, if thepatient34 is a diabetic, then the biometric data gathered by thehealth monitor58 may comprise the patient's54 blood sugar level and thehealth monitor58 may display information indicating whether a bolus or basal rate adjustment is necessary. If the medical therapy is related to asthma, then the biometric data may indicate the virtual patient's54 peak flow levels. In diabetes related implementations, thehealth monitor58 may comprise a blood/glucose meter and test strips and, in asthma related implementations, the health meter may comprise a peak-flow meter.
The representation of the gathereditems60 comprises a graphical representation of the items thevirtual patient54 collected when moving through thevirtual environment50 indifferent scenes30,32a,32b. . .32n,34 (FIG. 2). The displayed gathereditems60 may comprise food, clothing, accessories, etc., that may be used by the patient54 when moving through the different scenes. The interface controls52 may further render apoint counter62 that displays a number of points the user has earned during the course of game play. Aninformation64 graphical icon represents a help feature, which the user may select to display additional help information, such as information on the medical therapy relevant to thevirtual environment50 in which the user is interacting. For instance, if the user is engaged in a specific activity, such as swimming, exercising, etc., then selection of thehelp information icon54 may display information about how the medical therapy impacts or improves the patient's ability to engage in such activity being rendered in thevirtual environment50.
In eachscene30,32a,32b. . .32n, and34, thesimulation program10 may generate and render one or more of the elements shown in the virtual environment50 (FIG. 3), including one or moreselectable items70, one or morenon-selectable items72, foreshadowing information for afuture scene74, an information pop-up76, a behavioral reinforcement pop-up78, acontrast character80, andnavigation icons82 and84 to enable the user to move thevirtual patient54 through scenes. Aselectable item70 comprises an item with which thepatient54 may interact. The interaction may comprise engaging in an activity, gathering an item to add to the gathereditems60, opening a drawer, door, etc. Anon-selectable item72 comprises a displayed element with which thepatient54 may not interact, such as background scenery. Thevirtual environment50 may include various mechanisms to provide foreshadowing information for afuture scene74. For instance, thevirtual patient54 may be directed to a window, radio, television or conversation through which information on future scenes is provided, such as through a weather report. This information may be used to provide hints to the user on what particular items displayed in thevirtual environment50 should be gathered. Occasionally thesimulation program10 may generate and render an information pop-up76 that displays relevant information concerning the medical therapy that is related to the virtual patient's54 actions within thevirtual environment50. Thesimulation program10 may output rendered information to the program user via adisplay monitor14 or alternative output means, such as sound, etc. For instance, the information pop-up76 may remind the user to use thehealth monitor58 to measure a health state or dispense further medication from the displayedmedical device56. The information pop-up76 may enable access to further information on the medical therapy being promoted by thesimulation program10.
A behavioral reinforcement pop-up78 renders information communicating positive reinforcement when a user engages in a positive action, which may or may not be related to the medical therapy. For instance, if the user controls thevirtual patient54 to appropriately utilize thehealth monitor58 andmedical device56, then thesimulation program10 may generate and render a behavioral reinforcement pop-up78 to provide accolades for the user's actions. In certain implementations, if the user engages in self-initiated appropriate behavior without being prompted or reminded by thesimulation program10, then thesimulation program10 may generate and render the behavioral reinforcement pop-up78 to notify the user of the positive behavior related to the application of the promoted medical therapy. The positive behavior which triggers a behavioral reinforcement pop-up80 may be related to using themedical device56 and health monitor58 as part of the medical therapy. Additionally, the positive behavior that triggers a behavioral reinforcement pop-up78 may be entirely unrelated to the medical therapy. For instance, if the program user directs thevirtual patient54 to engage in general “good” actions, e.g., switch-off an electrical appliance to conserve electricity, pick-up trash, select healthy foods to eat, etc., then a behavioral reinforcement pop-up78 may be displayed to acknowledge such “general” desirable behavior and thesimulation program10 may award points to increment thepointer counter62.
Incertain scenes30,32a,32b. . .32n(FIG. 2), thesimulation program10 may generate and render acontrast character80 in thevirtual environment50. Thecontrast character80 is a patient with the same medical condition as thevirtual patient54 but who is not on the promoted medical therapy that thevirtual patient54 is receiving. For instance, if thevirtual patient54 is using an insulin pump, then thecontrast character80 may be using a different insulin therapy, such as insulin injections. Thevirtual patient54 may interact with thecontrast character80 to observe how thecontrast character80 is coping with the medical condition using the alternative medical therapy (e.g., insulin injections), which may be the therapy that the program user is currently receiving. Thevirtual patient54 may interact with thecontrast character80 in a predefined dialog or in response to user controls. Thecontrast character80 may communicate medical difficulties being experienced when attempting to participate in theactivity scenes32a,32b. . .32n.
The purpose of thecontrast character80 is to communicate and remind the program user of the differences between the old medical therapy (e.g., insulin injections) and the new medical therapy being promoted through thesimulation program10. The interactions between thevirtual patient54 andcontrast character80 allow the user to better understand the benefits of the promoted therapy to current therapies because the program user can observe and contrast how thevirtual character54 andcontrast character80 interact in thedifferent activity scenes32a,32b. . .32n. For instance, thevirtual patient54 may be able to switch to an activity like eating or strenuous exercise by merely adjusting theinsulin pump device56, whereas thecontrast character80 will decline to participate in such activity because of the limitations of the old therapy. Thesimulation program10 thus reminds the program user of the limitations of the old therapy by presenting the contrast character's80 limited participation in theactivity scenes32a,32b. . .32nversus the virtual patient's54 more robust participation in such activities. In this way, thesimulation program10 enables the program user to virtually experience the improvements in the virtual patient's54 quality of life in using the promoted medical therapy.
Thevirtual environment50 may further render anarcade play item86, which is a control that causes thesimulation program10 to generate and render the arcade scene34 (FIG. 2) in which the program user engages in action oriented play, which may or may not be related to the medical therapy, such as a running, jumping, dodging action activity. The purpose of the arcade scene is to provide entertainment and amusement to entice continued play. Upon leaving thearcade scene34, thevirtual patient54 would return to theactivity scene32a,32b. . .32nfrom which thearcade scene34 was invoked.
FIGS. 4-10 provide illustrations of examples of the virtual environment thesimulation program10 generates and renders in different scenes where thevirtual patient54 is an adolescent diabetic.FIG. 4 illustrates aninitial scene100 thesimulation program10 renders within themonitor14. The interface controls102 include a representation of aninsulin pump104 as well as aninformation icon106 to enable the user to access information about insulin therapy. The user may use the input device(s)16 to control the movement of thevirtual character108 throughout the room of theinitial scene100 to gather selectable items70 (FIG. 3). The foreshadowing elements include the displayedtelevision110,radio112, and window114 (which may be opened to view weather information) to provide information foreshadowing the environment in future scenes.Selectable items70 include thebackpack116 and thedrawers118, which the program user may select to access otherselectable items70. In this way, selectable items may be included within other selectable items.
FIG. 5 illustrates ascene120 that thesimulation program10 generates and renders when the user selects thebackpack116 from the initial scene100 (FIG. 4). Upon selection of thebackpack116, thesimulation program10 displays the selected backpack as a gathereditem124 in the interface controls122. Further displayed is a blood-sugar meter126 the user previously selected or gathered. After selecting thebackpack116 from theinitial scene100 inFIG. 4,scene120 may be generated and rendered with an information popup130 providing information on how the program user would use the blood-sugar meter126 andinsulin pump128.
Thesimulation program10 presents the virtual environment ofFIGS. 4 and 5 to enable the user to virtually experience through the virtual character108 (FIG. 4) the actions they would have to perform at home, such as in the morning, when getting ready for the activities outside of the house. Through the virtual environment ofFIGS. 4 and 5, thesimulation program10 conveys to program users that they have to gather the blood sugar-level meter but that they do not need to take any insulin injections because the pump is automatically providing insulin. The program user, who may currently be on insulin injection therapy, would realize the benefits of the promoted insulin pump therapy by virtually experiencing that there is no need to receive insulin injections before leaving the house.
FIG. 6 provides an illustration of asleep activity scene140 to demonstrate the benefits of the pump therapy while sleeping. The information pop-up142 explains the benefits of using theinsulin pump144 to regulate insulin dispensing while asleep in a manner that does not interrupt sleep. Those program users receiving alternative insulin therapies, such as injections, will instantly realize the benefits of using the pump while asleep from the information pop-up142 presented in thesleep activity scene140. Thesleep activity scene140 further allows the program user to virtually experience the limited intrusiveness of thepump144 and how it would not impede sleep due to its small size.
FIG. 7 illustrates adining scene150 in which the selectable items comprise food the user may add to avirtual plate152. When selecting food, thesimulation program10 automatically displays information pop-up154 to provide information on how the insulin pump operates while eating and impacts dining. The information pop-up154 explains to the user that the only action that must be taken before eating is an additional insulin adjustment through the pump referred to as a “bolus”. Again, this allows the program user to virtually experience the limited intrusiveness of the insulin pump on daily activities.
FIG. 8 illustrates ahiking scene170. Upon the commencement of this scene, an information pop-up172 is displayed to prompt the program user to take a medical therapy action. The program user may select to test the virtual patient's174 blood-sugar level and adjust the insulin dispensed through the pump.
FIG. 9 illustrates anactivity scene190 where thevirtual patient192 encounters acontrast character194 having diabetes who is not on pump therapy. To emphasize the limitations thecontrast character194 experiences with an alternative therapy, thecontrast character194, referred to as “Celeste”, expresses in thedialog box196 the medical difficulties she is experiencing and thevirtual patient192, referred to as “Zack”, is prompted to provide assistance. Through the interaction with thecontrast character194, the user is reminded of limitations of other non-pump insulin therapies, which the program user may be currently using, but that do not provide the convenience of a pump.
FIG. 10 illustrates aswim scene200. If the user selects the blood-sugar meter202 without being prompted or reminded by thesimulation program10, then thesimulation program10 generates and renders behavioral reinforcement pop-up204 to provide points and incentives for the user to continue to proactively monitor the blood-sugar level and adjust theinsulin pump206 if necessary. In this way, the program user experiences through the virtual patient208 the knowledge that before doing an activity like swimming, a program user simply needs to test the blood-sugar level and then adjust the pump if necessary. A program user who has diabetes and is currently on an injection therapy will recognize that this is an important improvement over limitations of current injection therapy. If the program user moves the virtual patient208 to the displayedlake210, then thesimulation program10 may generate and render a swim arcade in which the user would engage in action oriented play for entertainment purposes. Upon participating in the swim arcade, further information may be presented on using the pump while swimming. The reinforcement pop-up204 further provides information on the benefits of the pump when engaged in the activity that is the subject of the scene, such as being able to swim with the insulin pump.
FIGS. 11 and 12 provide an example of the game flow operations implemented by thesimulation program10 to allow the user to virtually experience the impact of the promoted medical therapy on the daily activities of the virtual patient54 (FIG. 3) that is using the promoted medical therapy. With respect toFIG. 11, thesimulation program10 begins by generating and rendering (at block300) avirtual environment50 including thevirtual patient54 in the initial scene30 (FIG. 2), including medical related items. Upon receiving (at block302) program user input via theinput device16, if (at block304) the program user selected a medical related item, then thesimulation program10 renders display information to cause the display (at block306) of an information pop-up76 providing information on the selected medical item, such as operating instructions. If (at block308) the program user selected thehelp information icon64, then thesimulation program10 renders (at block310) display information to cause the display of information describing the medical therapy or themedical device56. Fromblock306 or310, control proceeds back to block302 to await further user input. If (at block312) the program user selected to move to anext activity scene32a(FIG. 2), then thesimulation program10 determines (at block314) whether the program user had gathered all selectable item(s)70 (FIG. 3) required before the user can proceed to thenext activity scene32a. Theselectable items70 may comprise ahealth monitor58 and other medications and components related to the medical therapy, as well as general items unrelated to the medical therapy, such as clothing, etc. If (at block314) the program user did not gather all necessary items, which would be displayed as the gathered item(s)60 in the interface controls52, then thesimulation program10 renders (at block316) information notifying the user to gather further necessary items; otherwise, thesimulation program10 generates and renders (at block318) thevirtual patient54 in thefirst activity scene32a, along with all the display elements of thenext scene32a.
With respect toFIG. 12, upon receiving (at block320) program user input, if (at block322) the program user proactively selected to use thehealth monitor58 to check the virtual patient's54 health condition and use the virtualmedical device56, then thesimulation program10 renders (at block324) display information to cause the display of a behavioral reinforcement pop-up78 providing encouraging comments concerning the program user's proactive effort to check health and perhaps awarding points which may be added to thepoint counter62 to reinforce such behavior during various daily activities virtually portrayed in theactivity scenes32a,32b. . .32n(FIG. 2). If (at block326) the program user selected to proceed to an activity in thecurrent activity scene32a,32b. . .32nwithout using thehealth monitor58 andmedical device56, then thesimulation program10 renders (at block328) display information to cause the display of an information pop-up76 prompting the user to select thehealth monitor58 andmedical device56 before proceeding to the selected activity. If (at block330) the program user causes thevirtual patient54 to engage with thecontrast character80, then thesimulation program10 renders (at block332) display information to cause the display of a display dialog between thecontrast character80 and thevirtual patient54 to provide information contrasting the experiences of thecontrast character80 receiving the old therapy, which the program user is in fact likely receiving, with the benefits of the new medical therapy promoted by thesimulation program10.
If (at block334) the program user selected to move to an arcade scene34 (FIG. 2), then thesimulation program10 renders (at block336) display information to cause the display of an arcade virtual environment in which thevirtual patient54 interacts until the program user exits thearcade scene34. As discussed, the arcade environment may involve some form of action entertainment that may not be related to the medical therapy. If (at block338) the program user selected theinformation icon64, then thesimulation program10 renders (at block340) information about the medical therapy and themedical device56 in the context of the current activity scene. For instance, if the program user selectsinformation icon64 during the rendering of the swim scene (FIG. 10), then the rendered information would concern use of themedical device56 while swimming. If (at block342) the user selected to move to the next scene, then thesimulation program10 renders and generates (at block344) thevirtual character54 in the next scene. Fromblocks324,328,332,336,340,344, and the no branch ofblock342, control proceeds back to block320 to await further program user input.
The described implementations provide avirtual environment50 in which the program user controls a virtual patient54 (FIG. 3) receiving a medical therapy being promoted through thesimulation program10. The rendering of the different scenes and the interactions of thevirtual patient54 therein allow the program user to understand and virtually experience the benefits and advantages of the promoted medical therapy and medical device. Further, the describedvirtual environment50 allows the user to virtually experience different daily activities and how the medical therapy/device will improve the lifestyle and quality of life for the program user suffering from the medical condition.
Additional Implementation Details The simulation program disclosed herein may be implemented as a method, apparatus or article of manufacture using standard programming and/or engineering techniques to produce software, firmware, hardware, or any combination thereof. The term “article of manufacture” as used herein refers to code or logic implemented in hardware logic (e.g., an integrated circuit chip, Programmable Gate Array (PGA), Application Specific Integrated Circuit (ASIC), etc.) or a computer readable medium, such as magnetic storage medium (e.g., hard disk drives, floppy disks, tape, etc.), optical storage (CD-ROMs, optical disks, etc.), volatile and non-volatile memory devices (e.g., EEPROMs, ROMs, PROMs, RAMs, DRAMs, SRAMs, firmware, programmable logic, etc.). Code in the computer readable medium is accessed and executed by a processor. The code in which preferred embodiments are implemented may further be accessible through a transmission media or from a file server over a network. In such cases, the article of manufacture in which the code is implemented may comprise a transmission media, such as a network transmission line, wireless transmission media, signals propagating through space, radio waves, infrared signals, etc. Thus, the “article of manufacture” may comprise the medium in which the code is embodied. Additionally, the “article of manufacture” may comprise a combination of hardware and software components in which the code is embodied, processed, and executed. Of course, those skilled in the art will recognize that many modifications may be made to this configuration without departing from the scope of the present invention, and that the article of manufacture may comprise any information bearing medium known in the art.
FIGS. 4-10 illustrate example scenes of the virtual environment in which the virtual patient would interact. However, any number of different scenes and elements within the scenes may be deployed when implementing the virtual environment.
The described implementations concern using a simulation computer program to allow a program user to virtually experience how a medical therapy and device will impact the program user's life for the better. In alternative implementations, the simulation program described herein may be used for promoted devices and services other than medical therapies to allow program users to virtually experience how a service or product will positively impact their daily lives. For instance, the simulation program may enable the program user to virtually experience how a promoted product will impact certain daily activities rendered in the virtual environment. Still further, the virtual customer may interact with a contrast character who is not using the promoted product or is using a competing product to further understand the benefits of the promoted product.
FIGS. 11 and 12 describe specific operations occurring in a particular order. In alternative implementations, certain operations may be performed in a different order, modified or removed. Moreover, steps may be added to the above described logic and still conform to the described implementations. Further, operations described herein may occur sequentially or certain operations may be processed in parallel. Yet further, operations may be performed by a single processing unit or by distributed processing units.
The foregoing description of the implementations has been presented for the purposes of illustration and description. It is not intended to be exhaustive or to limit the invention to the precise form disclosed. Many modifications and variations are possible in light of the above teaching. It is intended that the scope of the invention be limited not by this detailed description, but rather by the claims appended hereto. The above specification, examples and data provide a complete description of the manufacture and use of the composition of the invention. Since many implementations of the invention can be made without departing from the spirit and scope of the invention, the invention resides in the claims hereinafter appended.