Fighting alcohol craving using virtual reality: The role of social interaction
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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 proceeding › Article in proceedings › Research › peer-review
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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