

de Recherche et d’Innovation
en Cybersécurité et Société
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},
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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}
}
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}
}
Allili, M. S.
Wavelet modeling using finite mixtures of generalized Gaussian distributions: Application to texture discrimination and retrieval Journal Article
In: IEEE Transactions on Image Processing, vol. 21, no. 4, pp. 1452–1464, 2012, ISSN: 10577149.
Abstract | Links | BibTeX | Tags: algorithm, Algorithms, article, Automated, automated pattern recognition, computer assisted diagnosis, Computer Simulation, Computer-Assisted, Data Interpretation, Finite mixtures, Generalized Gaussian, Generalized Gaussian Distributions, Image Enhancement, Image Interpretation, Image segmentation, Imaging, Kullback Leibler divergence, Marginal distribution, methodology, Mixtures, Models, Monte Carlo methods, Monte Carlo sampling, Normal Distribution, Pattern Recognition, Performance improvements, reproducibility, Reproducibility of Results, Sensitivity and Specificity, Similarity measure, State-of-the-art approach, Statistical, statistical analysis, statistical model, Texture data set, Texture discrimination, Texture modeling, Textures, three dimensional imaging, Three-Dimensional, Wavelet Analysis, Wavelet coefficients, Wavelet decomposition, Wavelet modeling
@article{allili_wavelet_2012,
title = {Wavelet modeling using finite mixtures of generalized Gaussian distributions: Application to texture discrimination and retrieval},
author = {M. S. Allili},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84859096106&doi=10.1109%2fTIP.2011.2170701&partnerID=40&md5=0420facdc04978ad84bea3126bc1183a},
doi = {10.1109/TIP.2011.2170701},
issn = {10577149},
year = {2012},
date = {2012-01-01},
journal = {IEEE Transactions on Image Processing},
volume = {21},
number = {4},
pages = {1452–1464},
abstract = {This paper addresses statistical-based texture modeling using wavelets. We propose a new approach to represent the marginal distribution of the wavelet coefficients using finite mixtures of generalized Gaussian (MoGG) distributions. The MoGG captures a wide range of histogram shapes, which provides better description and discrimination of texture than using single probability density functions (pdf's), as proposed by recent state-of-the-art approaches. Moreover, we propose a model similarity measure based on Kullback-Leibler divergence (KLD) approximation using Monte Carlo sampling methods. Through experiments on two popular texture data sets, we show that our approach yields significant performance improvements for texture discrimination and retrieval, as compared with recent methods of statistical-based wavelet modeling. © 2011 IEEE.},
keywords = {algorithm, Algorithms, article, Automated, automated pattern recognition, computer assisted diagnosis, Computer Simulation, Computer-Assisted, Data Interpretation, Finite mixtures, Generalized Gaussian, Generalized Gaussian Distributions, Image Enhancement, Image Interpretation, Image segmentation, Imaging, Kullback Leibler divergence, Marginal distribution, methodology, Mixtures, Models, Monte Carlo methods, Monte Carlo sampling, Normal Distribution, Pattern Recognition, Performance improvements, reproducibility, Reproducibility of Results, Sensitivity and Specificity, Similarity measure, State-of-the-art approach, Statistical, statistical analysis, statistical model, Texture data set, Texture discrimination, Texture modeling, Textures, three dimensional imaging, Three-Dimensional, Wavelet Analysis, Wavelet coefficients, Wavelet decomposition, Wavelet modeling},
pubstate = {published},
tppubtype = {article}
}
Allili, M. S.
Wavelet modeling using finite mixtures of generalized Gaussian distributions: Application to texture discrimination and retrieval Journal Article
In: IEEE Transactions on Image Processing, vol. 21, no. 4, pp. 1452–1464, 2012, ISSN: 10577149.
Abstract | Links | BibTeX | Tags: algorithm, Algorithms, article, Automated, automated pattern recognition, computer assisted diagnosis, Computer Simulation, Computer-Assisted, Data Interpretation, Finite mixtures, Generalized Gaussian, Generalized Gaussian Distributions, Image Enhancement, Image Interpretation, Image segmentation, Imaging, Kullback Leibler divergence, Marginal distribution, methodology, Mixtures, Models, Monte Carlo methods, Monte Carlo sampling, Normal Distribution, Pattern Recognition, Performance improvements, reproducibility, Reproducibility of Results, Sensitivity and Specificity, Similarity measure, State-of-the-art approach, Statistical, statistical analysis, statistical model, Texture data set, Texture discrimination, Texture modeling, Textures, three dimensional imaging, Three-Dimensional, Wavelet Analysis, Wavelet coefficients, Wavelet decomposition, Wavelet modeling
@article{alliliWaveletModelingUsing2012,
title = {Wavelet modeling using finite mixtures of generalized Gaussian distributions: Application to texture discrimination and retrieval},
author = {M. S. Allili},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84859096106&doi=10.1109%2fTIP.2011.2170701&partnerID=40&md5=0420facdc04978ad84bea3126bc1183a},
doi = {10.1109/TIP.2011.2170701},
issn = {10577149},
year = {2012},
date = {2012-01-01},
journal = {IEEE Transactions on Image Processing},
volume = {21},
number = {4},
pages = {1452–1464},
abstract = {This paper addresses statistical-based texture modeling using wavelets. We propose a new approach to represent the marginal distribution of the wavelet coefficients using finite mixtures of generalized Gaussian (MoGG) distributions. The MoGG captures a wide range of histogram shapes, which provides better description and discrimination of texture than using single probability density functions (pdf's), as proposed by recent state-of-the-art approaches. Moreover, we propose a model similarity measure based on Kullback-Leibler divergence (KLD) approximation using Monte Carlo sampling methods. Through experiments on two popular texture data sets, we show that our approach yields significant performance improvements for texture discrimination and retrieval, as compared with recent methods of statistical-based wavelet modeling. © 2011 IEEE.},
keywords = {algorithm, Algorithms, article, Automated, automated pattern recognition, computer assisted diagnosis, Computer Simulation, Computer-Assisted, Data Interpretation, Finite mixtures, Generalized Gaussian, Generalized Gaussian Distributions, Image Enhancement, Image Interpretation, Image segmentation, Imaging, Kullback Leibler divergence, Marginal distribution, methodology, Mixtures, Models, Monte Carlo methods, Monte Carlo sampling, Normal Distribution, Pattern Recognition, Performance improvements, reproducibility, Reproducibility of Results, Sensitivity and Specificity, Similarity measure, State-of-the-art approach, Statistical, statistical analysis, statistical model, Texture data set, Texture discrimination, Texture modeling, Textures, three dimensional imaging, Three-Dimensional, Wavelet Analysis, Wavelet coefficients, Wavelet decomposition, Wavelet modeling},
pubstate = {published},
tppubtype = {article}
}
Robillard, G.; Bouchard, S.; Dumoulin, S.; Guitard, T.
The development of the SWEAT questionnaire: a scale measuring costs and efforts inherent to conducting exposure sessions. Journal Article
In: Studies in health technology and informatics, vol. 167, pp. 105–110, 2011, ISSN: 09269630.
Abstract | Links | BibTeX | Tags: adult, Anxiety disorder, Anxiety Disorders, article, behavior therapy, clinical effectiveness, computer assisted therapy, computer interface, Computer Simulation, Computer-Assisted, controlled study, cost benefit analysis, economics, exposure, female, human, Humans, Implosive Therapy, in vivo study, male, methodology, psychologist, Psychometrics, psychometry, questionnaire, Questionnaires, reliability, reproducibility, Reproducibility of Results, specific work for exposure applied in therapy questionnaire, Therapy, User-Computer Interface, virtual reality
@article{robillard_development_2011,
title = {The development of the SWEAT questionnaire: a scale measuring costs and efforts inherent to conducting exposure sessions.},
author = {G. Robillard and S. Bouchard and S. Dumoulin and T. Guitard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-80054121010&partnerID=40&md5=10bd1de5d9c38b5a975dab3b477c1d4d},
issn = {09269630},
year = {2011},
date = {2011-01-01},
journal = {Studies in health technology and informatics},
volume = {167},
pages = {105–110},
abstract = {For decades, empirical studies have shown the effectiveness of exposure techniques when used in cognitive-behavioral therapy (CBT) treatment for anxiety disorders. A few studies are now suggesting that using Virtual Reality (VR) may be an effective way to conduct exposure and overcome some of the limitations of in vivo exposure. The aim of this study is to validate the Specific Work for Exposure Applied in Therapy (SWEAT) questionnaire that measures costs and efforts required to conduct in vivo and in virtuo exposure. A total of 265 exposure sessions (in vivo = 140; in virtuo = 125) were rated by experienced psychologists. Reliability analysis revealed three main factors in the construct of the SWEAT questionnaire. Results also showed that conducting exposure in VR is less of a burden and more readily adapted to the patients' needs than in vivo.},
keywords = {adult, Anxiety disorder, Anxiety Disorders, article, behavior therapy, clinical effectiveness, computer assisted therapy, computer interface, Computer Simulation, Computer-Assisted, controlled study, cost benefit analysis, economics, exposure, female, human, Humans, Implosive Therapy, in vivo study, male, methodology, psychologist, Psychometrics, psychometry, questionnaire, Questionnaires, reliability, reproducibility, Reproducibility of Results, specific work for exposure applied in therapy questionnaire, Therapy, User-Computer Interface, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.
Could virtual reality be effective in treating children with phobias? Journal Article
In: Expert Review of Neurotherapeutics, vol. 11, no. 2, pp. 207–213, 2011, ISSN: 17448360 (ISSN).
Abstract | Links | BibTeX | Tags: Adolescent, Anxiety, Anxiety Disorders, arachnophobia, article, audiovisual equipment, Child, child psychiatry, Children, cognitive therapy, Cognitive-behavior therapy, Computer Simulation, Computer-Assisted, controlled clinical trial (topic), environmental factor, Exposure therapy, groups by age, human, Humans, image display, motivation, phobia, Phobic Disorders, social phobia, spider, Therapy, treatment outcome, User-Computer Interface, virtual reality
@article{bouchard_could_2011,
title = {Could virtual reality be effective in treating children with phobias?},
author = {S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-79951655992&doi=10.1586%2fern.10.196&partnerID=40&md5=a941040ff9b2edf8439f26b36edc7163},
doi = {10.1586/ern.10.196},
issn = {17448360 (ISSN)},
year = {2011},
date = {2011-01-01},
journal = {Expert Review of Neurotherapeutics},
volume = {11},
number = {2},
pages = {207–213},
abstract = {The use of virtual reality to treat anxiety disorders in adults is gaining popularity and its efficacy is supported by numerous outcome studies. Similar research for children is lagging behind. The outcome studies on the use of virtual reality to treat anxiety disorders in children currently address only specific phobias, and all of the available trials are reviewed in this article. Despite the limited number of studies, results are very encouraging for the treatment of school and spider phobias. A study with adolescents suggests that, at least for social anxiety, exposure stimuli would be more effective if they were developed specifically for younger populations. Virtual reality may not increase children's motivation towards therapy unless their fearful apprehension is addressed before initiating the treatment. © 2011 Expert Reviews Ltd.},
keywords = {Adolescent, Anxiety, Anxiety Disorders, arachnophobia, article, audiovisual equipment, Child, child psychiatry, Children, cognitive therapy, Cognitive-behavior therapy, Computer Simulation, Computer-Assisted, controlled clinical trial (topic), environmental factor, Exposure therapy, groups by age, human, Humans, image display, motivation, phobia, Phobic Disorders, social phobia, spider, Therapy, treatment outcome, User-Computer Interface, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Robillard, G.; Bouchard, S.; Dumoulin, S.; Guitard, T.
The development of the SWEAT questionnaire: a scale measuring costs and efforts inherent to conducting exposure sessions. Journal Article
In: Studies in health technology and informatics, vol. 167, pp. 105–110, 2011, ISSN: 09269630.
Abstract | Links | BibTeX | Tags: adult, Anxiety disorder, Anxiety Disorders, article, behavior therapy, clinical effectiveness, computer assisted therapy, computer interface, Computer Simulation, Computer-Assisted, controlled study, cost benefit analysis, economics, exposure, female, human, Humans, Implosive Therapy, in vivo study, male, methodology, psychologist, Psychometrics, psychometry, questionnaire, Questionnaires, reliability, reproducibility, Reproducibility of Results, specific work for exposure applied in therapy questionnaire, Therapy, User-Computer Interface, virtual reality
@article{robillardDevelopmentSWEATQuestionnaire2011,
title = {The development of the SWEAT questionnaire: a scale measuring costs and efforts inherent to conducting exposure sessions.},
author = {G. Robillard and S. Bouchard and S. Dumoulin and T. Guitard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-80054121010&partnerID=40&md5=10bd1de5d9c38b5a975dab3b477c1d4d},
issn = {09269630},
year = {2011},
date = {2011-01-01},
journal = {Studies in health technology and informatics},
volume = {167},
pages = {105–110},
abstract = {For decades, empirical studies have shown the effectiveness of exposure techniques when used in cognitive-behavioral therapy (CBT) treatment for anxiety disorders. A few studies are now suggesting that using Virtual Reality (VR) may be an effective way to conduct exposure and overcome some of the limitations of in vivo exposure. The aim of this study is to validate the Specific Work for Exposure Applied in Therapy (SWEAT) questionnaire that measures costs and efforts required to conduct in vivo and in virtuo exposure. A total of 265 exposure sessions (in vivo = 140; in virtuo = 125) were rated by experienced psychologists. Reliability analysis revealed three main factors in the construct of the SWEAT questionnaire. Results also showed that conducting exposure in VR is less of a burden and more readily adapted to the patients' needs than in vivo.},
keywords = {adult, Anxiety disorder, Anxiety Disorders, article, behavior therapy, clinical effectiveness, computer assisted therapy, computer interface, Computer Simulation, Computer-Assisted, controlled study, cost benefit analysis, economics, exposure, female, human, Humans, Implosive Therapy, in vivo study, male, methodology, psychologist, Psychometrics, psychometry, questionnaire, Questionnaires, reliability, reproducibility, Reproducibility of Results, specific work for exposure applied in therapy questionnaire, Therapy, User-Computer Interface, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.
Could virtual reality be effective in treating children with phobias? Journal Article
In: Expert Review of Neurotherapeutics, vol. 11, no. 2, pp. 207–213, 2011, ISSN: 17448360 (ISSN).
Abstract | Links | BibTeX | Tags: Adolescent, Anxiety, Anxiety Disorders, arachnophobia, article, audiovisual equipment, Child, child psychiatry, Children, cognitive therapy, Cognitive-behavior therapy, Computer Simulation, Computer-Assisted, controlled clinical trial (topic), environmental factor, Exposure therapy, groups by age, human, Humans, image display, motivation, phobia, Phobic Disorders, social phobia, spider, Therapy, treatment outcome, User-Computer Interface, virtual reality
@article{bouchardCouldVirtualReality2011,
title = {Could virtual reality be effective in treating children with phobias?},
author = {S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-79951655992&doi=10.1586%2fern.10.196&partnerID=40&md5=a941040ff9b2edf8439f26b36edc7163},
doi = {10.1586/ern.10.196},
issn = {17448360 (ISSN)},
year = {2011},
date = {2011-01-01},
journal = {Expert Review of Neurotherapeutics},
volume = {11},
number = {2},
pages = {207–213},
abstract = {The use of virtual reality to treat anxiety disorders in adults is gaining popularity and its efficacy is supported by numerous outcome studies. Similar research for children is lagging behind. The outcome studies on the use of virtual reality to treat anxiety disorders in children currently address only specific phobias, and all of the available trials are reviewed in this article. Despite the limited number of studies, results are very encouraging for the treatment of school and spider phobias. A study with adolescents suggests that, at least for social anxiety, exposure stimuli would be more effective if they were developed specifically for younger populations. Virtual reality may not increase children's motivation towards therapy unless their fearful apprehension is addressed before initiating the treatment. © 2011 Expert Reviews Ltd.},
keywords = {Adolescent, Anxiety, Anxiety Disorders, arachnophobia, article, audiovisual equipment, Child, child psychiatry, Children, cognitive therapy, Cognitive-behavior therapy, Computer Simulation, Computer-Assisted, controlled clinical trial (topic), environmental factor, Exposure therapy, groups by age, human, Humans, image display, motivation, phobia, Phobic Disorders, social phobia, spider, Therapy, treatment outcome, User-Computer Interface, virtual reality},
pubstate = {published},
tppubtype = {article}
}



