Fighting alcohol craving using virtual reality: The role of social interaction

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

Standard

Fighting alcohol craving using virtual reality : The role of social interaction. / Junker, Andreas; Hutters, Carl; Reipur, Daniel; Embol, Lasse; Adjorlu, Ali; Nordahl, Rolf; Serafin, Stefania; Petersen, Daniel Thaysen; Fink-Jensen, Anders.

Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021. IEEE, 2021. p. 257-263 9419107 (Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021).

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

Harvard

Junker, A, Hutters, C, Reipur, D, Embol, L, Adjorlu, A, Nordahl, R, Serafin, S, Petersen, DT & Fink-Jensen, A 2021, Fighting alcohol craving using virtual reality: The role of social interaction. in Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021., 9419107, IEEE, Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021, pp. 257-263, 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021, Virtual, Lisbon, Portugal, 27/03/2021. https://doi.org/10.1109/VRW52623.2021.00054

APA

Junker, A., Hutters, C., Reipur, D., Embol, L., Adjorlu, A., Nordahl, R., Serafin, S., Petersen, D. T., & Fink-Jensen, A. (2021). Fighting alcohol craving using virtual reality: The role of social interaction. In Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021 (pp. 257-263). [9419107] IEEE. Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021 https://doi.org/10.1109/VRW52623.2021.00054

Vancouver

Junker A, Hutters C, Reipur D, Embol L, Adjorlu A, Nordahl R et al. Fighting alcohol craving using virtual reality: The role of social interaction. In Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021. IEEE. 2021. p. 257-263. 9419107. (Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021). https://doi.org/10.1109/VRW52623.2021.00054

Author

Junker, Andreas ; Hutters, Carl ; Reipur, Daniel ; Embol, Lasse ; Adjorlu, Ali ; Nordahl, Rolf ; Serafin, Stefania ; Petersen, Daniel Thaysen ; Fink-Jensen, Anders. / Fighting alcohol craving using virtual reality : The role of social interaction. Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021. IEEE, 2021. pp. 257-263 (Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021).

Bibtex

@inproceedings{d35b760fcb604742abe9b3acd8c7de35,
title = "Fighting alcohol craving using virtual reality: The role of social interaction",
abstract = "Craving is a cause of relapse in patients suffering from a substance use disorder. Cue-exposure therapy builds on eliciting feelings of craving in patients in safe and controlled environments to condition them to control these feelings. Different efficient and resource-friendly methods of eliciting craving exist, (such as written material, still pictures, etc.). However, these methods create knowledge and skill transfer gaps between therapy sessions and real life scenarios. Virtual reality allows more true-to-life experiences, and research demonstrates its capabilities in eliciting craving in patients. Studies have identified different environments that elicits craving, suggesting bars to be one of the most effective ones. Research also suggests the presence of others to be an effective method of eliciting craving in users. However, the effect of social interaction has not yet been explored. Therefore, this paper presents a virtual bar with the purpose to investigate whether social interaction affects alcohol craving in users. The VR intervention is designed with close cooperation with a psychiatrist experienced in working with individuals suffering from alcohol use disorder. In this paper, we present the designed and developed VR intervention and discuss how an experiment can be conducted after the COVID-19 shutdowns.",
keywords = "Human-centered computing, Visualization, Visualization techniques",
author = "Andreas Junker and Carl Hutters and Daniel Reipur and Lasse Embol and Ali Adjorlu and Rolf Nordahl and Stefania Serafin and Petersen, {Daniel Thaysen} and Anders Fink-Jensen",
note = "Publisher Copyright: {\textcopyright} 2021 IEEE.; 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021 ; Conference date: 27-03-2021 Through 03-04-2021",
year = "2021",
doi = "10.1109/VRW52623.2021.00054",
language = "English",
series = "Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021",
pages = "257--263",
booktitle = "Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021",
publisher = "IEEE",

}

RIS

TY - GEN

T1 - Fighting alcohol craving using virtual reality

T2 - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021

AU - Junker, Andreas

AU - Hutters, Carl

AU - Reipur, Daniel

AU - Embol, Lasse

AU - Adjorlu, Ali

AU - Nordahl, Rolf

AU - Serafin, Stefania

AU - Petersen, Daniel Thaysen

AU - Fink-Jensen, Anders

N1 - Publisher Copyright: © 2021 IEEE.

PY - 2021

Y1 - 2021

N2 - Craving is a cause of relapse in patients suffering from a substance use disorder. Cue-exposure therapy builds on eliciting feelings of craving in patients in safe and controlled environments to condition them to control these feelings. Different efficient and resource-friendly methods of eliciting craving exist, (such as written material, still pictures, etc.). However, these methods create knowledge and skill transfer gaps between therapy sessions and real life scenarios. Virtual reality allows more true-to-life experiences, and research demonstrates its capabilities in eliciting craving in patients. Studies have identified different environments that elicits craving, suggesting bars to be one of the most effective ones. Research also suggests the presence of others to be an effective method of eliciting craving in users. However, the effect of social interaction has not yet been explored. Therefore, this paper presents a virtual bar with the purpose to investigate whether social interaction affects alcohol craving in users. The VR intervention is designed with close cooperation with a psychiatrist experienced in working with individuals suffering from alcohol use disorder. In this paper, we present the designed and developed VR intervention and discuss how an experiment can be conducted after the COVID-19 shutdowns.

AB - Craving is a cause of relapse in patients suffering from a substance use disorder. Cue-exposure therapy builds on eliciting feelings of craving in patients in safe and controlled environments to condition them to control these feelings. Different efficient and resource-friendly methods of eliciting craving exist, (such as written material, still pictures, etc.). However, these methods create knowledge and skill transfer gaps between therapy sessions and real life scenarios. Virtual reality allows more true-to-life experiences, and research demonstrates its capabilities in eliciting craving in patients. Studies have identified different environments that elicits craving, suggesting bars to be one of the most effective ones. Research also suggests the presence of others to be an effective method of eliciting craving in users. However, the effect of social interaction has not yet been explored. Therefore, this paper presents a virtual bar with the purpose to investigate whether social interaction affects alcohol craving in users. The VR intervention is designed with close cooperation with a psychiatrist experienced in working with individuals suffering from alcohol use disorder. In this paper, we present the designed and developed VR intervention and discuss how an experiment can be conducted after the COVID-19 shutdowns.

KW - Human-centered computing

KW - Visualization

KW - Visualization techniques

U2 - 10.1109/VRW52623.2021.00054

DO - 10.1109/VRW52623.2021.00054

M3 - Article in proceedings

AN - SCOPUS:85105971945

T3 - Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021

SP - 257

EP - 263

BT - Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021

PB - IEEE

Y2 - 27 March 2021 through 3 April 2021

ER -

ID: 306680198