研究生: |
林虹汶 Lin, Hung-Wen |
---|---|
論文名稱: |
探索虛擬實境線索的設計並了解其對患者生理回饋訊號的影響以支持臨床藥物心理治療:涉及甲基安非他命依賴患者的案例研究 Exploring the Design of Virtual Reality Cues and Understanding Their Impact on Patients' Biofeedback Signals to Support Clinical Drug Psychotherapy: A Case Study Involving Methamphetamine-Dependent Patients |
指導教授: |
游創文
You, Chuang-Wen |
口試委員: |
畢南怡
Bi, Nan-Yi 曾元琦 Tseng, Yuan-Chi |
學位類別: |
碩士 Master |
系所名稱: |
電機資訊學院 - 資訊系統與應用研究所 Institute of Information Systems and Applications |
論文出版年: | 2024 |
畢業學年度: | 112 |
語文別: | 中文 |
論文頁數: | 56 |
中文關鍵詞: | 藥物成癮 、虛擬實境 、心理治療 、生理回饋 |
外文關鍵詞: | Drug addiction, virtual reality, psychotherapy, biofeedback |
相關次數: | 點閱:20 下載:0 |
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在心理治療中,判別和管理引發渴癮的線索方面發揮很重要的作用。本文進行了2項研究,第一項研究探討了虛擬實境(Virtual Reality, VR)的創新用途,用來呈現藥物提示場景,並結合生理感測器來檢測相應的生理反應。由19位患者和6位心理師的質性結果表明,渴癮是由讓人想起過去用藥經歷的背景因素引發的。另外,從19位患者的生理回饋數據可以證明VR在引發身體反應方面的有效性。這項研究也提出在建立為心理治療所用的虛擬場景時所需要注意的設計要素。此研究結果還表明,VR場景的完整性和真實度,應該可以根據患者的恢復階段來管理引發渴癮的強度,從而確保渴癮不會在療程結束後持續存在。心理師可以利用他們在傳統心理治療中累積的經驗來尋找將虛擬實境結合臨床治療的機會,以便透過解決先前治療中遇到的挑戰來加強心理治療的效果。第二項研究延續第一項研究製作一個心理師專用的互動式介面,可以同時顯示患者及時生理數據資料與觀看VR之內容,並由心理師透過此介面對生理數據進行標註,以輔助心理治療進行。我們邀請5位心理師在體驗互動介面的原型後填寫系統可用性調查(SUS),並獲得平均82.5的高分,此分數高於500項先前研究系統可用性平均分數68分。本文為適用於臨床實施的VR場景的開發提供有價值的見解,也討論對未來研究和治療應用的影響。
Through psychotherapy, it can efficaciously distinguish and handle different cues that induce craving. In this thesis we conduct 2 studies, one explores the new purpose of virtual reality (VR) for building scenes with drug cues and combined with biofeedback response sensors to detect related body responses. Qualitative results by subjects indicated that drug cravings were often triggered by key factors that recall past drug use experiences. Patients' biofeedback data confirmed the usefulness of VR in provoking somatic responses. We proffer precautions for creating VR scenarios for clinical practice as well. Our findings indicate that we could modify the fullness and fidelity of VR scenes by viewers' healing stage to manage induced craving levels that guarantee the cravings do not persist after the treatment. Refer to therapists' past psychotherapy experience, they can seek a way to unify VR and clinical environment which solves the dilemma in former sessions and stiffens psychotherapeutic result. Another study extended the first by designing a therapist interactive platform. The system shows patients' current biofeedback data and VR video; it also permits therapists to label patients' biofeedback data to aid psychotherapy sessions. We achieved a mean score of 82.50 from subjects' System Usability Survey (SUS) responses after using our prototype system; this average is much higher than 500 prior studies' average SUS score of 68. This thesis offers precious profound insights into VR scene design for healthcare settings and elaborates on the repercussions for continued research and applications.
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