CravingProbe: A System Combining Virtual Reality and
Biofeedback Technologies to Assist Drug Psychotherapy
Chieh-Jui Ho
∗
National Tsing Hua University
jerryjp3914@gapp.nthu.edu.tw
Chi-Ting Hou
∗
National Tsing Hua University
dafdafdaf0411@gapp.nthu.edu.tw
Min-Wei Hung
∗
National Tsing Hua University
mwhung@mx.nthu.edu.tw
Chien Wen (Tina) Yuan
National Taiwan Normal University
tinayuan@ntnu.edu.tw
Nanyi Bi
National Taiwan University
nanyi.bi@gmail.com
Ming-Chyi Huang
Taipei City Hospital Songde Branch
mch@tpech.gov.tw
Chuang-Wen You
National Tsing Hua University
cwyou@mx.nthu.edu.tw
ABSTRACT
Virtual Reality has demonstrated its potential in drug psychother-
apy. However, there is little research on the design space of VR
experience combined with biofeedback in clinical settings for drug
addiction that is aligned with treatment goals. We designed a pro-
totype system, called CravingProbe, combining VR and biofeedback
technologies to assist drug psychotherapy, and recruited three psy-
chotherapists for a pilot user study to share their feedback from
therapeutic perspectives. Results show that participants agreed that
the system illustrates most of the typical real-life craving episodes
and useful to discuss potential cravings experienced by patients.
And, participants expressed willingness to and felt capable of using
this system during drug psychotherapy.
CCS CONCEPTS
· Human-centered computing → Ubiquitous and mobile com-
puting systems and tools.
KEYWORDS
Virtual Reality; Biofeedback; Psychotherapy; Drug Addiction
ACM Reference Format:
Chieh-Jui Ho, Chi-Ting Hou, Min-Wei Hung, Chien Wen (Tina) Yuan, Nanyi
Bi, Ming-Chyi Huang, and Chuang-Wen You. 2021. CravingProbe: A System
Combining Virtual Reality and Biofeedback Technologies to Assist Drug
Psychotherapy. In Adjunct Proceedings of the 2021 ACM International Joint
Conference on Pervasive and Ubiquitous Computing and Proceedings of the
2021 ACM International Symposium on Wearable Computers (UbiComp-ISWC
’21 Adjunct), September 21–26, 2021, Virtual, USA. ACM, New York, NY, USA,
5 pages. https://doi.org/10.1145/3460418.3480159
∗
These authors contributed equally to this research.
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ACM ISBN 978-1-4503-8461-2/21/09. . . $15.00
https://doi.org/10.1145/3460418.3480159
1 INTRODUCTION
Drug addiction is a complex disorder manifested by compulsive
drug use, which would present various symptoms, such as emo-
tional irritability or depression. Cognitive Behavioral Therapy (CBT)
[23] is one of the therapeutic approaches to efectively assist drug-
addicted patients in rehabilitation. In CBT for drug addiction, ther-
apists focus on guiding patients to recollect the moments when
craving arise, and review the triggering factors, bodily responses,
and mental experiences under the circumstances. Only when pa-
tients have the capacity to identify triggering factors and improve
their craving awareness can they practice self-regulation and cop-
ing skills, thereby blocking the inertial relapse process at the right
time.
Virtual Reality (VR) has been introduced in CBT as a tool for
assessment and intervention, and has demonstrated its potential
in VR exposure therapy (VRET) [28]. However, in treating drug
addiction, the focus is mostly on the efectiveness and validity to
induce craving [13]. Moreover, integration of VR and biofeedback
in HCI community has been explored specifcally in the application
domain of relaxation and gaming experience. To the best of our
knowledge, there is little research on the qualitative insights on
the design space of VR experience combined with biofeedback in
clinical settings for drug addiction that is aligned with treatment
goals. Prior to this study, an interview study was conducted with
psychotherapists for drug addiction treatment in regards to the
issues concerning the application of VR and biofeedback in drug
psychotherapy [19]. The study then proposed a preliminary system
design that provides a clinical-friendly VR experience that incorpo-
rates timely biofeedbackin an efort to facilitate treatment progress
of drug addiction [19].
Built on prior studies, we designed a prototype system, called
CravingProbe, combining virtual reality and biofeedback technolo-
gies to assist drug psychotherapy, and recruited three psychother-
apists for a pilot study to share their feedback from a therapeutic
perspective. Results show that participants agreed that the system
illustrates most of the typical real-life craving episodes and is useful
to discuss potential cravings experienced by patients. And, partici-
pants expressed willingness to and felt capable of using this system
during drug psychotherapy.
555