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Virtual reality cue reactivity

Virtual reality cue reactivity is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Virtual reality cue reactivity rather than just read about it. In short: Virtual Reality Cue Reactivity (VRCR) is a computer-enhanced methodology used to assess behavioral and physiological reactivity to drug and alcohol sensory cues. Studies indicate that cue reactivity—a response to the presentation of various visual, auditory, olfactory, and tactile cues—increases physiological excitement in addicts.

Virtual reality cue reactivity — main illustration
Virtual reality cue reactivity — illustration

Key takeaways

  • Virtual reality cue reactivity belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Virtual reality cue reactivity to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Virtual reality cue reactivity from memory before moving on to harder problems.

Reference excerpt

Virtual Reality Cue Reactivity (VRCR) is a computer-enhanced methodology used to assess behavioral and physiological reactivity to drug and alcohol sensory cues. Studies indicate that cue reactivity—a response to the presentation of various visual, auditory, olfactory, and tactile cues—increases physiological excitement in addicts. VRCR utilizes virtual reality (VR) technology to stimulate cue reactivity in the most efficient and realistic environments possible; the intention being that coping skills can be taught in a contextual scenario that reflect a real world situation. While still in the early stages of development, studies have shown that VRCR is an effective means of generating a craving-inspiring environment that is tempting to a patient suffering from addiction.

Use in addiction Studies have indicated that cue exposure in patients is closely related to increases in physiological responses. In addition, situational cues are also a leading cause in triggering relapse. People suffering from addiction have a tendency to attribute their addiction to specific scenarios or events. For example, a smoker might have a habit of only smoking on his porch. Consequently, whenever he is near or around his porch, he connects it to smoking, and a craving is initiated by the mere proximity. This is an example of the classical conditioning theory, which describes how a specific cue can trigger an entirely separate reaction. One of the most effective ways to avoid patient relapse is to instruct them on coping skills—ideally in the most detrimental cue exposure settings possible. The idea being that if patients can learn to deny their cravings in a controlled environment, denial in a real world environment will be easier. Virtual reality helps to emulate a near lifelike situation, complete with sights, sounds, smells, and movement.

How it works In order to create a lifelike environment, actors are filmed on a green screen doing many various activities such as smoking cigarettes, dancing, drinking alcohol, doing drugs, and other provocative actions. The actors are then integrated into a three-dimensional background, giving the impression that they are in a real environment. Virtual reality (VR) technology allows a user to be immersed in a computer-simulated environment by engaging the senses of a human body. As of now, visual and auditory are the two most common senses appealed to when creating a VR environment—mainly because they use simpler technologies that are much cheaper to develop. However, advances in technology are allowing for a much more efficient way to appeal to the olfactory senses as well.

Visual senses

Arguably the most important facet in making a virtual environment seem real is an appeal to sight. A virtual reality headset, incorporating a head-mounted display (HMD) is placed in front of the eyes of a patient like a pair of sunglasses, enabling for complete visual attention. A virtual environment is then displayed. A system of motion sensors tracks movement of the patient's head. If the patient tilts, or turns his head to view another part of the room, the environment adjusts accordingly. This allows for a more realistic experience by limiting restrictions of the head.

Auditory senses A headset is placed around the ears of a patient that allows for sound to be heard. Generally, full surround-sound is desirable as it gives the patient a sense of space. For example, if a virtual person standing in front of the patient was speaking, the voice would be clear and audible. However, if a virtual person was standing to the left or right of the patient, the sound would be much quieter and muffled. Surround sound aids in giving a lifelike feeling to the VR environment.

Olfactory senses Olfactory cues are presented by a computer-controlled device that releases scents in accordance with a patient's virtual environment. The device has multiple chambers with different scents in each, and uses an air compressor to blow specific scents into a patient's testing area. For example, if the patient were to approach a table with marijuana on it, he would also smell marijuana in real life. Other important scents used in VRCR include vanilla, pizza, coffee, whiskey, cigarette smoke, beer, and pine trees. The use of olfactory stimulation allows for a much more realistic virtual environment.

Clinical use VR technology has been slowly gaining acceptance in a clinical environment. It is used for treating specific phobias, pain management, eating disorders, and post-traumatic stress disorder. Studies have indicated that, "patients reported emotional and physiological arousal when immersed in VR, thus providing a tool for exposure in the treatment of psychological disorders". VR technology also allows for a standardized testing environment that could greatly increase patient recovery rates.

Evolution In the past, cue reactivity has been used in labs to instruct patients in beneficial coping skills that help them to avoid relapse. Virtual reality technology allows for a more effective approach to trigger physiological arousal than the standard cue reactivity methods used previously—primarily, presentation of paraphernalia or actor-based simulation.

Cue reactivity Presentation of paraphernalia works by presenting a patient with physical items relative to their respective addiction. For example, a person who drinks excessive amounts of alcohol might have a bottle of liquor placed in front of her, and a marijuana addict, a pipe. However, despite the fact that the objects are real, the environment in which they are presented is far from realistic. Learning how to turn down substances in a lab setting is much different than turning them down at an actual party—thus, the instructional process is limited.

Actor-based simulation Another means of establishing a realistic situation is through actor-based simulation. Actors are hired, and stages are built to simulate what an actual situation might be like. Patients are able to interact with the actors in a realistic manner. While extremely lifelike and effective, efficiency is a major disadvantage. The actors are subject to availability, and must be paid for their services. Furthermore, stages are limited to constructed scenes that are not easy to change. Though more effective than standard presentation cue response, actor-based simulation is still limited.

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with Virtual reality cue reactivity

Start with the simplest possible case. Write down what Virtual reality cue reactivity claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Virtual reality cue reactivity before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Virtual reality cue reactivity ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Virtual reality cue reactivity

In research
Virtual reality cue reactivity appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Virtual reality cue reactivity in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Virtual reality cue reactivity is common in secondary-school and first-year university syllabi. It links to neighbouring topics Psychology experiments, Virtual reality, so understanding it makes those chapters shorter.
In everyday life
Look for Virtual reality cue reactivity outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Virtual reality cue reactivity in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Virtual reality cue reactivity means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Virtual reality cue reactivity out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Virtual reality cue reactivity in simple terms?

Virtual Reality Cue Reactivity (VRCR) is a computer-enhanced methodology used to assess behavioral and physiological reactivity to drug and alcohol sensory cues. Studies indicate that cue reactivity—a response to the presentation of various visual, auditory, olfactory, and tactile cues—increases ph…

Why does Virtual reality cue reactivity matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Virtual reality cue reactivity?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Virtual reality cue reactivity.

Tags

  • Psychology experiments
  • Virtual reality

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