摘要 |
A simulator which may be programmed to interactively mimic the effects of an addictive habit, as well as the characteristics of a particular personality or trait. A case houses a speaker (9), microphone (8), visual display (15) and a microprocessor. Numerous messages as stored in a nonvolatile random access memory which are issued to a user of the device to prompt the user to engage in the activities that would simulate participation in the addictive behavior being simulated.
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