Development of AI-driven Avatars
We are developing and designing new products during the summer months, as well as updating current technology. Our strategy includes issuing state-of-the-art spatial computing headsets to counselors and partner institutions, creating a foundation for immersive, virtual environments.
We plan to explore the use of AI-driven avatars to mimic real-life interaction in 2024-25. This will provide an intuitive platform for youth and counselors-in-training to explore scenarios and practice real-world situations in the safety of AI-driven role play.
To deepen the sense of presence and realism, we also plan to produce several stereoscopic videos. These videos will give viewers a sense of depth and dimensionality when viewed in a VR headset, further enriching the virtual experience. The inclusion of these videos justifies the heightened sense of 'being there,' which is pivotal in establishing a connection and retaining the attention of youth consumers. It also complements the interactive elements provided by AI avatars, crafting a comprehensive and engaging virtual learning and counseling environment.
This dual approach not only aligns with the digital proficiency of the younger generation but also capitalizes on the potential of virtual reality to simulate authentic experiences, thereby enhancing the overall efficacy of the counseling process.
Additional Course Content
1. Behavioral Health as a Disability
2. The Value of Work for Youth with Disabilities
Learning Objectives. After reviewing the material, participants will be able to:
- Demonstrate understanding that mental health conditions may constitute a disability and a potential impediment to employment.
- List the findings of research supporting the value of work for youth with behavioral health needs.