Mental health professionals have for years expressed an interest in using virtual reality environments to support traditional therapies. The following animations and videos illustrates how virtual environments created by RezMela™ are being used to improve daily living skills of younger at risk individuals. The following animation describes a serious game where a user is being trained to organize the contents of a fridge. This is only one of a long list of tasks that learners are required to address alone or in teams under the guidance of a mental health professional.
For every domain, the range of potential applications is very wide. In the following instance, we have developed training scenarios where subject matter experts can deploy on the fly, environments involving non player characters (NPCs) with bodies that respond, on compressed time scales, to what they are fed. The ability for learners to see the accelerated impact of particular eating habits on the body of non player characters may help in motivating them to improve their own eating habits.
In the same way, we can also show the NPCs losing weight after exercising. It is important to note that thanks to the deeply interactive elements of the RezMela™ library, such multi-user learning environments can be set up by the health care providers literally in minutes.