Mar 03, 2008
Assessing reactivity to virtual reality alcohol based cues
Assessing reactivity to virtual reality alcohol based cues.
Addict Behav. 2008 Jan 2
Authors: Bordnick PS, Traylor A, Copp HL, Graap KM, Carter B, Ferrer M, Walton AP
The use of virtual reality (VR) programs in behavioral science research has been gaining prominence over the past several years. In the field of substance abuse, VR cue reactivity programs have been successfully tested for feasibility in nicotine and cocaine dependent samples. Seeking to expand VR applications in alcohol cue research, a novel VR alcohol cue reactivity assessment system incorporating visual, auditory, and olfactory stimuli was developed and tested. In a controlled trial, 40 non-treatment-seeking drinkers with alcohol use disorders were exposed to VR alcohol cue environments. Subjective craving, attention to alcohol cues, and level of presence (realism of experience) in VR were assessed across the environments. Overall, subjective craving for alcohol increased across the VR alcohol-related cue environments versus VR neutral cue environments. Participants reported high levels of presence in VR, indicating that the environments were perceived as realistic and compelling. These initial findings support the use of VR based cue reactivity environments for use in alcohol cue-based treatment and research.
23:11 Posted in Cybertherapy | Permalink | Comments (0) | Tags: virtual reality
Development of symbolic play through the use of virtual reality tools in children with autistic spectrum disorders
Development of symbolic play through the use of virtual reality tools in children with autistic spectrum disorders: Two case studies.
Autism. 2008 Mar;12(2):143-57
Authors: Herrera G, Alcantud F, Jordan R, Blanquer A, Labajo G, De Pablo C
Difficulties in understanding symbolism have been documented as characteristic of autistic spectrum disorders (ASDs). In general, virtual reality (VR) environments offer a set of potential advantages for educational intervention in ASD. In particular, VR offers the advantage, for teaching pretend play and for understanding imagination, of it being possible to show these imaginary transformations explicitly. This article reports two case studies of children with autism (aged 8:6 and 15:7, both male), examining the effectiveness of using a VR tool specifically designed to work on teaching understanding of pretend play. The results, confirmed by independent observers, showed a significant advance in pretend play abilities after the intervention period in both participants, and a high degree of generalization of the acquired teaching in one of them.
23:10 Posted in Cybertherapy | Permalink | Comments (0) | Tags: virtual reality