• 제목/요약/키워드: Cue exposure therapy (CET)

검색결과 2건 처리시간 0.018초

가상현실을 이용한 알코올중독자의 단서노출 치료 (Cue-Exposure Therapy using Virtual Reality for alcohol Addicts)

  • 권효석;노성원;최준호;양병환;이장한
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 2부
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    • pp.639-645
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    • 2006
  • During abstinence from alcohol, craving is elicited by the cues and contexts previously associated with alcohol, and contributes to relapse. To prevent the craving and relapse experienced by alcoholics, cue-exposure therapy (CET) has been used to extinguish the association between alcohol and alcohol-related cues and contexts. This study applied CET, using a virtual reality (VR) system, to eight members of an Alcoholics Anonymous group, in eight sessions. Cues and contexts most likely to elicit an urge to drink were selected through a preliminary survey in order to compose VR-CET scenarios: a glass, bottle, food, and a bar were judged to be the most tempting for people in alcohol dependence and abstinence. By these cues and contexts, a Japanese style pub and a western bar were composed. Each session was administered for 30 minutes by a psychiatrist and included an introduction, immersion, VR navigation, interviews about feelings, and self-report questionnaires about cravings. The eight sessions consisted of initial and closing sessions, and six cue- and context-focused sessions. As a result, a reduction in cue-elicited craving after VR-CET was reported. A mean score of 15.75 (SD = 10.91) on the Alcohol Urge Questionnaire in the first session decreased to 11.57 (SD = 6.88) in the final session.

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니코틴 중독의 단서노출치료를 위한 가상환경의 제작 및 욕구 유발 실험 (Cue exposure system using Virtual Reality for nicotine craving)

  • 김광욱;조원근;구정훈;김훈;김병년;이장한;김인영;이종민;김선일
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2002년도 추계학술대회 논문집
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    • pp.187-192
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    • 2002
  • Research has shown that many smokers experience an increase in the desire to smoke when exposed to smoking-related cues. Cue exposure treatment (CET) refers to the manualized, repeated exposure to smoking-related cues, aimed at the reducing cue reactivity by extinction. In this study, we constructed a virtual reality system for evoking a desire of nicotine, which was based on the results of a Questionnaire of Nicotine-craving. And we investigated the effectiveness of the virtual reality system as compared to classical device (pictures). As a result, we reached the conclusion that virtual reality elicits more craving symptoms than the classical devices.

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