

de Recherche et d’Innovation
en Cybersécurité et Société
Bouchard, S.; Dumoulin, S.; Robillard, G.; Guitard, T.; Klinger, E.; Forget, H.; Loranger, C.; Roucaut, F. X.
Virtual reality compared with in vivo exposure in the treatment of social anxiety disorder: A three-arm randomised controlled trial Journal Article
In: British Journal of Psychiatry, vol. 210, no. 4, pp. 276–283, 2017, ISSN: 00071250, (Publisher: Royal College of Psychiatrists).
Abstract | Links | BibTeX | Tags: adult, article, avoidance behavior, clinical outcome, cognitive therapy, comparative effectiveness, comparative study, computer interface, controlled study, cost, devices, female, hospital admission, human, Humans, Implosive Therapy, in vivo study, major clinical study, male, Middle Aged, outcome assessment, Outcome Assessment (Health Care), phobia, procedures, randomized controlled trial, Social, social phobia, User-Computer Interface, virtual reality, virtual reality exposure therapy
@article{bouchard_virtual_2017,
title = {Virtual reality compared with in vivo exposure in the treatment of social anxiety disorder: A three-arm randomised controlled trial},
author = {S. Bouchard and S. Dumoulin and G. Robillard and T. Guitard and E. Klinger and H. Forget and C. Loranger and F. X. Roucaut},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85018214603&doi=10.1192%2fbjp.bp.116.184234&partnerID=40&md5=245751bf4ef3f8ae014a9c5816a585c3},
doi = {10.1192/bjp.bp.116.184234},
issn = {00071250},
year = {2017},
date = {2017-01-01},
journal = {British Journal of Psychiatry},
volume = {210},
number = {4},
pages = {276–283},
publisher = {Royal College of Psychiatrists},
abstract = {Background: People with social anxiety disorder (SAD) fear social interactions and may be reluctant to seek treatments involving exposure to social situations. Social exposure conducted in virtual reality (VR), embedded in individual cognitive-behavioural therapy (CBT), could be an answer. Aims: To show that conducting VR exposure in CBT for SAD is effective and is more practical for therapists than conducting exposure in vivo. Method: Participants were randomly assigned to either VR exposure (n =17), in vivo exposure (n=22) or waiting list (n= 20). Participants in the active arms received individual CBT for 14 weekly sessions and outcome was assessed with questionnaires and a behaviour avoidance test. (Trial registration number ISRCTN99747069.) Results: Improvements were found on the primary (Liebowitz Social Anxiety Scale) and all five secondary outcome measures in both CBT groups compared with the waiting list. Conducting exposure in VR was more effective at post-treatment than in vivo on the primary outcome measure and on one secondary measure. Improvements were maintained at the 6-month follow-up. VR was significantly more practical for therapists than in vivo exposure. Conclusions: Using VR can be advantageous over standard CBT as a potential solution for treatment avoidance and as an efficient, cost-effective and practical medium of exposure. Declaration of interest S.B. and G.R. are consultants to and own equity in Cliniques et Développement In Virtuo, which develops virtual environments; however, Cliniques et Développement In Virtuo did not create the virtual environments used in this study. The terms of these arrangements were reviewed and approved by Universitédu Québec en Outaouais, in accordance with its policy on conflicts of interest. © The Royal College of Psychiatrists 2017.},
note = {Publisher: Royal College of Psychiatrists},
keywords = {adult, article, avoidance behavior, clinical outcome, cognitive therapy, comparative effectiveness, comparative study, computer interface, controlled study, cost, devices, female, hospital admission, human, Humans, Implosive Therapy, in vivo study, major clinical study, male, Middle Aged, outcome assessment, Outcome Assessment (Health Care), phobia, procedures, randomized controlled trial, Social, social phobia, User-Computer Interface, virtual reality, virtual reality exposure therapy},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Dumoulin, S.; Robillard, G.; Guitard, T.; Klinger, E.; Forget, H.; Loranger, C.; Roucaut, F. X.
Virtual reality compared with in vivo exposure in the treatment of social anxiety disorder: A three-arm randomised controlled trial Journal Article
In: British Journal of Psychiatry, vol. 210, no. 4, pp. 276–283, 2017, ISSN: 00071250.
Abstract | Links | BibTeX | Tags: adult, article, avoidance behavior, clinical outcome, cognitive therapy, comparative effectiveness, comparative study, computer interface, controlled study, cost, devices, female, hospital admission, human, Humans, Implosive Therapy, in vivo study, major clinical study, male, Middle Aged, outcome assessment, Outcome Assessment (Health Care), phobia, procedures, randomized controlled trial, Social, social phobia, User-Computer Interface, virtual reality, virtual reality exposure therapy
@article{bouchardVirtualRealityCompared2017,
title = {Virtual reality compared with in vivo exposure in the treatment of social anxiety disorder: A three-arm randomised controlled trial},
author = {S. Bouchard and S. Dumoulin and G. Robillard and T. Guitard and E. Klinger and H. Forget and C. Loranger and F. X. Roucaut},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85018214603&doi=10.1192%2fbjp.bp.116.184234&partnerID=40&md5=245751bf4ef3f8ae014a9c5816a585c3},
doi = {10.1192/bjp.bp.116.184234},
issn = {00071250},
year = {2017},
date = {2017-01-01},
journal = {British Journal of Psychiatry},
volume = {210},
number = {4},
pages = {276–283},
publisher = {Royal College of Psychiatrists},
abstract = {Background: People with social anxiety disorder (SAD) fear social interactions and may be reluctant to seek treatments involving exposure to social situations. Social exposure conducted in virtual reality (VR), embedded in individual cognitive-behavioural therapy (CBT), could be an answer. Aims: To show that conducting VR exposure in CBT for SAD is effective and is more practical for therapists than conducting exposure in vivo. Method: Participants were randomly assigned to either VR exposure (n =17), in vivo exposure (n=22) or waiting list (n= 20). Participants in the active arms received individual CBT for 14 weekly sessions and outcome was assessed with questionnaires and a behaviour avoidance test. (Trial registration number ISRCTN99747069.) Results: Improvements were found on the primary (Liebowitz Social Anxiety Scale) and all five secondary outcome measures in both CBT groups compared with the waiting list. Conducting exposure in VR was more effective at post-treatment than in vivo on the primary outcome measure and on one secondary measure. Improvements were maintained at the 6-month follow-up. VR was significantly more practical for therapists than in vivo exposure. Conclusions: Using VR can be advantageous over standard CBT as a potential solution for treatment avoidance and as an efficient, cost-effective and practical medium of exposure. Declaration of interest S.B. and G.R. are consultants to and own equity in Cliniques et Développement In Virtuo, which develops virtual environments; however, Cliniques et Développement In Virtuo did not create the virtual environments used in this study. The terms of these arrangements were reviewed and approved by Universitédu Québec en Outaouais, in accordance with its policy on conflicts of interest. © The Royal College of Psychiatrists 2017.},
keywords = {adult, article, avoidance behavior, clinical outcome, cognitive therapy, comparative effectiveness, comparative study, computer interface, controlled study, cost, devices, female, hospital admission, human, Humans, Implosive Therapy, in vivo study, major clinical study, male, Middle Aged, outcome assessment, Outcome Assessment (Health Care), phobia, procedures, randomized controlled trial, Social, social phobia, User-Computer Interface, virtual reality, virtual reality exposure therapy},
pubstate = {published},
tppubtype = {article}
}
Tremblay, L.; Roy-Vaillancourt, M.; Chebbi, B.; Bouchard, S.; Daoust, M.; Dénommée, J.; Thorpe, M.
Body image and anti-fat attitudes: An experimental study using a haptic virtual reality environment to replicate human touch Journal Article
In: Cyberpsychology, Behavior, and Social Networking, vol. 19, no. 2, pp. 100–106, 2016, ISSN: 21522715 (ISSN), (Publisher: Mary Ann Liebert Inc.).
Abstract | Links | BibTeX | Tags: Adolescent, adult, Attitude, body image, Body Size, computer interface, Environment, female, human, human relation, Humans, Interpersonal Relations, male, obesity, Overweight, Personal Satisfaction, psychology, satisfaction, sex difference, Sex Factors, Touch, User-Computer Interface, Young Adult
@article{tremblay_body_2016,
title = {Body image and anti-fat attitudes: An experimental study using a haptic virtual reality environment to replicate human touch},
author = {L. Tremblay and M. Roy-Vaillancourt and B. Chebbi and S. Bouchard and M. Daoust and J. Dénommée and M. Thorpe},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84959145453&doi=10.1089%2fcyber.2015.0226&partnerID=40&md5=00d8d94b5bf7f7374d1372bbfad2e325},
doi = {10.1089/cyber.2015.0226},
issn = {21522715 (ISSN)},
year = {2016},
date = {2016-01-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
volume = {19},
number = {2},
pages = {100–106},
publisher = {Mary Ann Liebert Inc.},
abstract = {It is well documented that anti-fat attitudes influence the interactions individuals have with overweight people. However, testing attitudes through self-report measures is challenging. In the present study, we explore the use of a haptic virtual reality environment to physically interact with overweight virtual human (VH). We verify the hypothesis that duration and strength of virtual touch vary according to the characteristics of VH in ways similar to those encountered from interaction with real people in anti-fat attitude studies. A group of 61 participants were randomly assigned to one of the experimental conditions involving giving a virtual hug to a female or a male VH of either normal or overweight. We found significant associations between body image satisfaction and anti-fat attitudes and sex differences on these measures. We also found a significant interaction effect of the sex of the participants, sex of the VH, and the body size of the VH. Female participants hugged longer the overweight female VH than overweight male VH. Male participants hugged longer the normal-weight VH than the overweight VH. We conclude that virtual touch is a promising method of measuring attitudes, emotion and social interactions. © Mary Ann Liebert, Inc. 2016.},
note = {Publisher: Mary Ann Liebert Inc.},
keywords = {Adolescent, adult, Attitude, body image, Body Size, computer interface, Environment, female, human, human relation, Humans, Interpersonal Relations, male, obesity, Overweight, Personal Satisfaction, psychology, satisfaction, sex difference, Sex Factors, Touch, User-Computer Interface, Young Adult},
pubstate = {published},
tppubtype = {article}
}
Benbouriche, M.; Renaud, P.; Pelletier, J. -F.; Loor, P. De
In: Encephale, vol. 42, no. 6, pp. 540–546, 2016, ISSN: 00137006, (Publisher: Elsevier Masson SAS).
Abstract | Links | BibTeX | Tags: autoregulation, behavior, Computer Graphics, computer interface, Computer Simulation, conceptual framework, Crime, ecological validity, Environment, Expert Testimony, expert witness, Forensic psychiatry, human, human experiment, Humans, Mental Disorders, procedures, psychology, recognition, theoretical model, User-Computer Interface, Violence, virtual reality
@article{benbouriche_self-regulation_2016,
title = {Self-regulation and virtual reality in forensic psychiatry: An emphasis on theoretical underpinnings [Applications de la réalité virtuelle en psychiatrie légale : la perspective de l'autorégulation comme cadre théorique]},
author = {M. Benbouriche and P. Renaud and J. -F. Pelletier and P. De Loor},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84954287281&doi=10.1016%2fj.encep.2015.12.001&partnerID=40&md5=3ce15162ac13e345f99c3cbdad987cf2},
doi = {10.1016/j.encep.2015.12.001},
issn = {00137006},
year = {2016},
date = {2016-01-01},
journal = {Encephale},
volume = {42},
number = {6},
pages = {540–546},
publisher = {Elsevier Masson SAS},
abstract = {Introduction Forensic psychiatry is the field whose expertise is the assessment and treatment of offending behaviours, in particular when offenses are related to mental illness. An underlying question for all etiological models concerns the manner in which an individual's behaviours are organized. Specifically, it becomes crucial to understand how certain individuals come to display maladaptive behaviours in a given environment, especially when considering issues such as offenders’ responsibility and their ability to change their behaviours. Virtual reality Thanks to its ability to generate specific environments, associated with a high experimental control on generated simulations, virtual reality is gaining recognition in forensic psychiatry. Virtual reality has generated promising research data and may turn out to be a remarkable clinical tool in the near future. While research has increased, a conceptual work about its theoretical underpinnings is still lacking. However, no important benefit should be expected from the introduction of a new tool (as innovative as virtual reality) without an explicit and heuristic theoretical framework capable of clarifying its benefits in forensic psychiatry. Objectives Our paper introduces self-regulation perspective as the most suitable theoretical framework for virtual reality in forensic psychiatry. It will be argued that virtual reality does not solely help to increase ecological validity. However, it does allow one to grant access to an improved understanding of violent offending behaviours by probing into the underlying mechanisms involved in the self-regulation of behaviours in a dynamical environment. Illustrations are given as well as a discussion regarding perspectives in the use of virtual reality in forensic psychiatry. © 2015 L'Encéphale, Paris},
note = {Publisher: Elsevier Masson SAS},
keywords = {autoregulation, behavior, Computer Graphics, computer interface, Computer Simulation, conceptual framework, Crime, ecological validity, Environment, Expert Testimony, expert witness, Forensic psychiatry, human, human experiment, Humans, Mental Disorders, procedures, psychology, recognition, theoretical model, User-Computer Interface, Violence, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Tremblay, L.; Roy-Vaillancourt, M.; Chebbi, B.; Bouchard, S.; Daoust, M.; Dénommée, J.; Thorpe, M.
Body image and anti-fat attitudes: An experimental study using a haptic virtual reality environment to replicate human touch Journal Article
In: Cyberpsychology, Behavior, and Social Networking, vol. 19, no. 2, pp. 100–106, 2016, ISSN: 21522715 (ISSN).
Abstract | Links | BibTeX | Tags: Adolescent, adult, Attitude, body image, Body Size, computer interface, Environment, female, human, human relation, Humans, Interpersonal Relations, male, obesity, Overweight, Personal Satisfaction, psychology, satisfaction, sex difference, Sex Factors, Touch, User-Computer Interface, Young Adult
@article{tremblayBodyImageAntifat2016,
title = {Body image and anti-fat attitudes: An experimental study using a haptic virtual reality environment to replicate human touch},
author = {L. Tremblay and M. Roy-Vaillancourt and B. Chebbi and S. Bouchard and M. Daoust and J. Dénommée and M. Thorpe},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84959145453&doi=10.1089%2fcyber.2015.0226&partnerID=40&md5=00d8d94b5bf7f7374d1372bbfad2e325},
doi = {10.1089/cyber.2015.0226},
issn = {21522715 (ISSN)},
year = {2016},
date = {2016-01-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
volume = {19},
number = {2},
pages = {100–106},
publisher = {Mary Ann Liebert Inc.},
abstract = {It is well documented that anti-fat attitudes influence the interactions individuals have with overweight people. However, testing attitudes through self-report measures is challenging. In the present study, we explore the use of a haptic virtual reality environment to physically interact with overweight virtual human (VH). We verify the hypothesis that duration and strength of virtual touch vary according to the characteristics of VH in ways similar to those encountered from interaction with real people in anti-fat attitude studies. A group of 61 participants were randomly assigned to one of the experimental conditions involving giving a virtual hug to a female or a male VH of either normal or overweight. We found significant associations between body image satisfaction and anti-fat attitudes and sex differences on these measures. We also found a significant interaction effect of the sex of the participants, sex of the VH, and the body size of the VH. Female participants hugged longer the overweight female VH than overweight male VH. Male participants hugged longer the normal-weight VH than the overweight VH. We conclude that virtual touch is a promising method of measuring attitudes, emotion and social interactions. © Mary Ann Liebert, Inc. 2016.},
keywords = {Adolescent, adult, Attitude, body image, Body Size, computer interface, Environment, female, human, human relation, Humans, Interpersonal Relations, male, obesity, Overweight, Personal Satisfaction, psychology, satisfaction, sex difference, Sex Factors, Touch, User-Computer Interface, Young Adult},
pubstate = {published},
tppubtype = {article}
}
Benbouriche, M.; Renaud, P.; Pelletier, J. -F.; Loor, P. De
In: Encephale, vol. 42, no. 6, pp. 540–546, 2016, ISSN: 00137006.
Abstract | Links | BibTeX | Tags: autoregulation, behavior, Computer Graphics, computer interface, Computer Simulation, conceptual framework, Crime, ecological validity, Environment, Expert Testimony, expert witness, Forensic psychiatry, human, human experiment, Humans, Mental Disorders, procedures, psychology, recognition, theoretical model, User-Computer Interface, Violence, virtual reality
@article{benbouricheSelfregulationVirtualReality2016,
title = {Self-regulation and virtual reality in forensic psychiatry: An emphasis on theoretical underpinnings [Applications de la réalité virtuelle en psychiatrie légale : la perspective de l'autorégulation comme cadre théorique]},
author = {M. Benbouriche and P. Renaud and J. -F. Pelletier and P. De Loor},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84954287281&doi=10.1016%2fj.encep.2015.12.001&partnerID=40&md5=3ce15162ac13e345f99c3cbdad987cf2},
doi = {10.1016/j.encep.2015.12.001},
issn = {00137006},
year = {2016},
date = {2016-01-01},
journal = {Encephale},
volume = {42},
number = {6},
pages = {540–546},
publisher = {Elsevier Masson SAS},
abstract = {Introduction Forensic psychiatry is the field whose expertise is the assessment and treatment of offending behaviours, in particular when offenses are related to mental illness. An underlying question for all etiological models concerns the manner in which an individual's behaviours are organized. Specifically, it becomes crucial to understand how certain individuals come to display maladaptive behaviours in a given environment, especially when considering issues such as offenders’ responsibility and their ability to change their behaviours. Virtual reality Thanks to its ability to generate specific environments, associated with a high experimental control on generated simulations, virtual reality is gaining recognition in forensic psychiatry. Virtual reality has generated promising research data and may turn out to be a remarkable clinical tool in the near future. While research has increased, a conceptual work about its theoretical underpinnings is still lacking. However, no important benefit should be expected from the introduction of a new tool (as innovative as virtual reality) without an explicit and heuristic theoretical framework capable of clarifying its benefits in forensic psychiatry. Objectives Our paper introduces self-regulation perspective as the most suitable theoretical framework for virtual reality in forensic psychiatry. It will be argued that virtual reality does not solely help to increase ecological validity. However, it does allow one to grant access to an improved understanding of violent offending behaviours by probing into the underlying mechanisms involved in the self-regulation of behaviours in a dynamical environment. Illustrations are given as well as a discussion regarding perspectives in the use of virtual reality in forensic psychiatry. © 2015 L'Encéphale, Paris},
keywords = {autoregulation, behavior, Computer Graphics, computer interface, Computer Simulation, conceptual framework, Crime, ecological validity, Environment, Expert Testimony, expert witness, Forensic psychiatry, human, human experiment, Humans, Mental Disorders, procedures, psychology, recognition, theoretical model, User-Computer Interface, Violence, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Bernier, F.; Boivin, E.; Dumoulin, S.; Laforest, M.; Guitard, T.; Robillard, G.; Monthuy-Blanc, J.; Renaud, P.
Empathy toward virtual humans depicting a known or unknown person expressing pain Journal Article
In: Cyberpsychology, Behavior, and Social Networking, vol. 16, no. 1, pp. 61–71, 2013, ISSN: 21522723 (ISSN).
Abstract | Links | BibTeX | Tags: Adolescent, adult, article, computer interface, Computer Simulation, Empathy, Facial Expression, female, human, Humans, male, Middle Aged, MLCS, MLOWN, Object Attachment, object relation, Pain, psychological aspect, questionnaire, Questionnaires, User-Computer Interface
@article{bouchard_empathy_2013,
title = {Empathy toward virtual humans depicting a known or unknown person expressing pain},
author = {S. Bouchard and F. Bernier and E. Boivin and S. Dumoulin and M. Laforest and T. Guitard and G. Robillard and J. Monthuy-Blanc and P. Renaud},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84872559512&doi=10.1089%2fcyber.2012.1571&partnerID=40&md5=842f525f29c1000eca7ba5c4b9140ddd},
doi = {10.1089/cyber.2012.1571},
issn = {21522723 (ISSN)},
year = {2013},
date = {2013-01-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
volume = {16},
number = {1},
pages = {61–71},
abstract = {This study is about pain expressed by virtual humans and empathy in users immersed in virtual reality. It focuses on whether people feel more empathy toward the pain of a virtual human when the virtual human is a realistic representation of a known individual, as opposed to an unknown person, and if social presence is related to users' empathy toward a virtual human's pain. The 42 participants were immersed in virtual reality using a large immersive cube with images retro projected on all six faces (CAVE-Like system) where they can interact in real time with virtual characters. The first immersion (baseline/control) was with a virtual animal, followed by immersions involving discussions with a known virtual human (i.e., the avatar of a person they were familiar with) or an unknown virtual human. During the verbal exchanges in virtual reality, the virtual humans expressed acute and very strong pain. The pain reactions were identical in terms of facial expressions, and verbal and nonverbal behaviors. The Conditions by Time interactions in the repeated measures analyses of variance revealed that participants were empathic toward both virtual humans, yet more empathic toward the known virtual human. Multivariate regression analyses revealed that participants' feeling of social presence - impression that the known virtual character is really there, with them - was a significant predictor of empathy. © Mary Ann Liebert, Inc.},
keywords = {Adolescent, adult, article, computer interface, Computer Simulation, Empathy, Facial Expression, female, human, Humans, male, Middle Aged, MLCS, MLOWN, Object Attachment, object relation, Pain, psychological aspect, questionnaire, Questionnaires, User-Computer Interface},
pubstate = {published},
tppubtype = {article}
}
Giroux, I.; Faucher-Gravel, A.; St-Hilaire, A.; Boudreault, C.; Jacques, C.; Bouchard, S.
Gambling exposure in virtual reality and modification of urge to gamble Journal Article
In: Cyberpsychology, Behavior, and Social Networking, vol. 16, no. 3, pp. 224–231, 2013, ISSN: 21522715.
Abstract | Links | BibTeX | Tags: article, behavior therapy, clinical trial, computer interface, female, Gambling, human, Humans, Implosive Therapy, male, methodology, Middle Aged, Psychiatric Status Rating Scales, psychological aspect, psychological rating scale, questionnaire, Questionnaires, Self Concept, Self Efficacy, User-Computer Interface
@article{giroux_gambling_2013,
title = {Gambling exposure in virtual reality and modification of urge to gamble},
author = {I. Giroux and A. Faucher-Gravel and A. St-Hilaire and C. Boudreault and C. Jacques and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84875176361&doi=10.1089%2fcyber.2012.1573&partnerID=40&md5=b9473a795bb3b95cb98fa04afb34c2c7},
doi = {10.1089/cyber.2012.1573},
issn = {21522715},
year = {2013},
date = {2013-01-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
volume = {16},
number = {3},
pages = {224–231},
abstract = {The urge to gamble is a psychological, physiological, and emotional state involved in the maintenance of pathological gambling. The ability of repeated exposure to a virtual gambling environment to modify the urge to gamble and perceived self-efficacy (PSE) is investigated. Ten video lottery players move throughout a virtual bar with five video lottery terminals five times. The urge to gamble and PSE do not significantly vary during exposure to the gambling environment. However, the desire to gamble significantly increases when passing from the practice environment to the gambling environment. These findings suggest that virtual reality is viable for use in exposure, but that a sole 20-minute session does not set the extinction process into motion. Future studies should be conducted on virtual exposure over the course of several sessions, with the addition of a cognitive restructuring intervention. © Copyright 2013, Mary Ann Liebert, Inc. 2013.},
keywords = {article, behavior therapy, clinical trial, computer interface, female, Gambling, human, Humans, Implosive Therapy, male, methodology, Middle Aged, Psychiatric Status Rating Scales, psychological aspect, psychological rating scale, questionnaire, Questionnaires, Self Concept, Self Efficacy, User-Computer Interface},
pubstate = {published},
tppubtype = {article}
}
Tremblay, L.; Bouchard, S.; Chebbi, B.; Wei, L.; Monthuy-Blanc, J.; Boulanger, D.
The development of a haptic virtual reality environment to study body image and affect Journal Article
In: Annual Review of CyberTherapy and Telemedicine, vol. 11, pp. 80–84, 2013, ISSN: 15548716, (Publisher: Virtual reality med institute).
Abstract | Links | BibTeX | Tags: Affect, Arousal, art, article, Biofeedback, body image, computer interface, Emotional communications, female, happiness, Haptic devices, Haptics, human, Human bodies, human experiment, Humans, male, methodology, Mood, motor performance, physiology, psychological aspect, psychology, Psychomotor Performance, Psychophysiology, sadness, Touch, User-Computer Interface, velocity, virtual reality, Virtual-reality environment, Young Adult
@article{tremblay_development_2013,
title = {The development of a haptic virtual reality environment to study body image and affect},
author = {L. Tremblay and S. Bouchard and B. Chebbi and L. Wei and J. Monthuy-Blanc and D. Boulanger},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84894231106&partnerID=40&md5=79731f3a31e9e70fcf3bf8f5db1f7d7c},
issn = {15548716},
year = {2013},
date = {2013-01-01},
journal = {Annual Review of CyberTherapy and Telemedicine},
volume = {11},
pages = {80–84},
publisher = {Virtual reality med institute},
abstract = {We report the results of a preliminary study testing the effect of participants’ mood rating on visual motor performance using a haptic device to manipulate a cartoonish human body. Our results suggest that moods involving high arousal (e.g. happiness) produce larger movements whereas mood involving low arousal (e.g. sadness) produce slower speed of performance. Our results are used for the development of a new haptic virtual reality application that we briefly present here. This application is intended to create a more interactive and motivational environment to treat body image issues and for emotional communication. © 2013 Interactive Media Institute.},
note = {Publisher: Virtual reality med institute},
keywords = {Affect, Arousal, art, article, Biofeedback, body image, computer interface, Emotional communications, female, happiness, Haptic devices, Haptics, human, Human bodies, human experiment, Humans, male, methodology, Mood, motor performance, physiology, psychological aspect, psychology, Psychomotor Performance, Psychophysiology, sadness, Touch, User-Computer Interface, velocity, virtual reality, Virtual-reality environment, Young Adult},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Bernier, F.; Boivin, E.; Dumoulin, S.; Laforest, M.; Guitard, T.; Robillard, G.; Monthuy-Blanc, J.; Renaud, P.
Empathy toward virtual humans depicting a known or unknown person expressing pain Journal Article
In: Cyberpsychology, Behavior, and Social Networking, vol. 16, no. 1, pp. 61–71, 2013, ISSN: 21522723 (ISSN).
Abstract | Links | BibTeX | Tags: Adolescent, adult, article, computer interface, Computer Simulation, Empathy, Facial Expression, female, human, Humans, male, Middle Aged, MLCS, MLOWN, Object Attachment, object relation, Pain, psychological aspect, questionnaire, Questionnaires, User-Computer Interface
@article{bouchardEmpathyVirtualHumans2013,
title = {Empathy toward virtual humans depicting a known or unknown person expressing pain},
author = {S. Bouchard and F. Bernier and E. Boivin and S. Dumoulin and M. Laforest and T. Guitard and G. Robillard and J. Monthuy-Blanc and P. Renaud},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84872559512&doi=10.1089%2fcyber.2012.1571&partnerID=40&md5=842f525f29c1000eca7ba5c4b9140ddd},
doi = {10.1089/cyber.2012.1571},
issn = {21522723 (ISSN)},
year = {2013},
date = {2013-01-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
volume = {16},
number = {1},
pages = {61–71},
abstract = {This study is about pain expressed by virtual humans and empathy in users immersed in virtual reality. It focuses on whether people feel more empathy toward the pain of a virtual human when the virtual human is a realistic representation of a known individual, as opposed to an unknown person, and if social presence is related to users' empathy toward a virtual human's pain. The 42 participants were immersed in virtual reality using a large immersive cube with images retro projected on all six faces (CAVE-Like system) where they can interact in real time with virtual characters. The first immersion (baseline/control) was with a virtual animal, followed by immersions involving discussions with a known virtual human (i.e., the avatar of a person they were familiar with) or an unknown virtual human. During the verbal exchanges in virtual reality, the virtual humans expressed acute and very strong pain. The pain reactions were identical in terms of facial expressions, and verbal and nonverbal behaviors. The Conditions by Time interactions in the repeated measures analyses of variance revealed that participants were empathic toward both virtual humans, yet more empathic toward the known virtual human. Multivariate regression analyses revealed that participants' feeling of social presence - impression that the known virtual character is really there, with them - was a significant predictor of empathy. © Mary Ann Liebert, Inc.},
keywords = {Adolescent, adult, article, computer interface, Computer Simulation, Empathy, Facial Expression, female, human, Humans, male, Middle Aged, MLCS, MLOWN, Object Attachment, object relation, Pain, psychological aspect, questionnaire, Questionnaires, User-Computer Interface},
pubstate = {published},
tppubtype = {article}
}



