

de Recherche et d’Innovation
en Cybersécurité et Société
Malasi, J. -J. M.; Moudoud, H.; Missaoui, R.
CausalGraph: When Causal Reasoning Meets Large Language Models for Intrusion Detection Systems Proceedings Article
In: Dig Tech Pap IEEE Int Conf Consum Electron, Institute of Electrical and Electronics Engineers Inc., 2026, ISBN: 0747668X (ISSN); 979-833155343-2 (ISBN), (Journal Abbreviation: Dig Tech Pap IEEE Int Conf Consum Electron).
Abstract | Links | BibTeX | Tags: Alarm systems, Budget control, causal reasoning, Chains, Computer crime, Concept Drift, Concept drifts, Conformal Risk Control, Counterfactuals, Generative AI, Human computer interaction, Intrusion Detection, Intrusion Detection Systems, Intrusion-Detection, Knowledge based systems, Language model, LLM, LLMs, Network intrusion, Network security, Risks controls, Sampling
@inproceedings{malasiCausalGraphWhenCausal2026,
title = {CausalGraph: When Causal Reasoning Meets Large Language Models for Intrusion Detection Systems},
author = {J. -J. M. Malasi and H. Moudoud and R. Missaoui},
url = {https://www.scopus.com/pages/publications/105037367854?origin=resultslist},
doi = {10.1109/ICCE67443.2026.11449614},
isbn = {0747668X (ISSN); 979-833155343-2 (ISBN)},
year = {2026},
date = {2026-01-01},
booktitle = {Dig Tech Pap IEEE Int Conf Consum Electron},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Modern intrusion detection systems often achieve impressive benchmark accuracy yet fail in real-world deployment, where network behavior and attacker tactics continuously evolve. Under concept drift, decision boundaries learned offline can diverge from operational reality, triggering false-alarm cascades and creating detection blind spots that erode analyst trust. In this paper, we propose CausalGraph-IDS, a causal and language-model-assisted intrusion detection framework that moves beyond purely correlational scoring by explicitly verifying multi-stage attack chains. Additionally, we propose CHAIN-CRC, a unified algorithm that (i) learns a constrained attack-chain causal graph guided by knowledge-based priors derived from widely used adversary behavior taxonomies, (ii) computes robustness scores by testing whether alarms persist under feasible counterfactual security interventions, and (iii) applies conformal risk control to enforce operator-defined false-positive budgets with finite-sample guarantees.Generative models are integrated in strictly assistive roles through three modules: prior induction to distill causal constraints from unstructured threat reports, counterfactual generation to propose realistic and operationally feasible interventions, and causal logic justification to produce human-readable explanations grounded in the learned attack chain. Experiments on two widely used network intrusion detection benchmarks show that CausalGraph-IDS provides robust, explainable, and risk-governed detection, maintaining strong recall at low false-positive rates while delivering actionable causal insights for mitigation. © 2026 IEEE.},
note = {Journal Abbreviation: Dig Tech Pap IEEE Int Conf Consum Electron},
keywords = {Alarm systems, Budget control, causal reasoning, Chains, Computer crime, Concept Drift, Concept drifts, Conformal Risk Control, Counterfactuals, Generative AI, Human computer interaction, Intrusion Detection, Intrusion Detection Systems, Intrusion-Detection, Knowledge based systems, Language model, LLM, LLMs, Network intrusion, Network security, Risks controls, Sampling},
pubstate = {published},
tppubtype = {inproceedings}
}
Nosrati, S.; Motaghi, H.
The AI Complacency Model: Integrating Bounded Rationality and Information Processing Proceedings Article
In: Am. Conf. Inf. Syst., AMCIS, pp. 4590–4599, Association for Information Systems, 2025, ISBN: 979-833132774-3 (ISBN).
Abstract | Links | BibTeX | Tags: AI complacency, AI systems, Artificial intelligence, Behavioral research, Bounded rationality, Cognitive bias, cognitive biases, decision-making, Decisions makings, Heuristic processing, Human computer interaction, Human-AI interaction, information processing, Information systems, Information use, Perceived AI reliability, Reliability theory, Systematic processing, Vigilance
@inproceedings{nosrati_ai_2025,
title = {The AI Complacency Model: Integrating Bounded Rationality and Information Processing},
author = {S. Nosrati and H. Motaghi},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105025349267&partnerID=40&md5=14d676bedd3ea18921ed24a830889a8b},
isbn = {979-833132774-3 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Am. Conf. Inf. Syst., AMCIS},
volume = {7},
pages = {4590–4599},
publisher = {Association for Information Systems},
abstract = {This study addresses a critical gap in understanding why users exhibit reduced oversight when interacting with generative AI systems despite their known limitations. While existing research documents AI errors across domains, theoretical frameworks explaining the underlying psychological mechanisms remain underdeveloped. We propose a comprehensive model of AI complacency that extends beyond traditional automation complacency theories by integrating bounded rationality constraints with dual-process information processing models. Our framework demonstrates how Perceived AI Reliability triggers a shift from systematic to heuristic information processing, subsequently reducing vigilance and impairing task performance. The relationship between Perceived AI Reliability and information processing is moderated by three key factors derived from bounded rationality theory: knowledge limitations, cognitive processing capabilities, and time constraints. The proposed conceptual model of this study contributes to the literature by identifying unique psychological mechanisms underlying AI complacency, explaining the processing shifts in human-AI interaction, positioning vigilance as a critical mediating mechanism, and introducing the Vigilance-Reliability Matrix as a diagnostic tool for identifying different interaction patterns. This framework offers both theoretical insights and practical guidance for maintaining appropriate human oversight as AI systems become increasingly sophisticated and widespread across domains. Copyright © 2025 by Association for Information Systems (AIS). All rights reserved.},
keywords = {AI complacency, AI systems, Artificial intelligence, Behavioral research, Bounded rationality, Cognitive bias, cognitive biases, decision-making, Decisions makings, Heuristic processing, Human computer interaction, Human-AI interaction, information processing, Information systems, Information use, Perceived AI reliability, Reliability theory, Systematic processing, Vigilance},
pubstate = {published},
tppubtype = {inproceedings}
}
Lopes, M. K. S.; Perreault, L.; Jesus, B. J. De; Roberge, M. -C.; Falk, T. H.
Subjective and Objective Evaluation of the Benefits of Multisensory Virtual Nature Immersion for Patients with Post-Traumatic Stress Disorder Proceedings Article
In: Int. Conf. Qual. Multimed. Exp., QoMEX, Institute of Electrical and Electronics Engineers Inc., 2025, ISBN: 979-833155435-4 (ISBN), (Journal Abbreviation: Int. Conf. Qual. Multimed. Exp., QoMEX).
Abstract | Links | BibTeX | Tags: Audio-visual information, EEG, Electroencephalography, Electronic nose, Electrophysiology, Haptic feedbacks, Head-mounted-displays, Health management, Human computer interaction, Mental health, Multisensory, Multisensory nature immersion, Occupational diseases, Patient monitoring, posttraumatic stress disorder, PTSD, Subjective and objective evaluations, User experience, User interfaces, Users' experiences, virtual reality
@inproceedings{lopesSubjectiveObjectiveEvaluation2025,
title = {Subjective and Objective Evaluation of the Benefits of Multisensory Virtual Nature Immersion for Patients with Post-Traumatic Stress Disorder},
author = {M. K. S. Lopes and L. Perreault and B. J. De Jesus and M. -C. Roberge and T. H. Falk},
url = {https://www.scopus.com/pages/publications/105023830754?origin=resultslist},
doi = {10.1109/QoMEX65720.2025.11219945},
isbn = {979-833155435-4 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Int. Conf. Qual. Multimed. Exp., QoMEX},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {Multisensory virtual nature immersion has been shown to assist with mental health management. In this paper, we look at the benefits of two multisensory immersion modalities for patients diagnosed with post-traumatic stress disorder (PTSD). The modalities include: (1) a portable solution that integrates scent diffusion within the head-mounted display (HMD), and (2) a pod-based solution, in which a multisensory pod provides olfactory and haptic feedback (i.e., wind and vibrations) alongside audio-visual information via the HMD. We assess the two methods subjectively, via numerous questionnaires, and objectively, via measures computed from electroencephalography signals. The pod-based intervention resulted in greater improvements in PTSD symptoms and in sustained attention, with improvements in several objective measures of user experience, including engagement, valence, arousal, and sense of immersion/presence. © 2025 IEEE.},
note = {Journal Abbreviation: Int. Conf. Qual. Multimed. Exp., QoMEX},
keywords = {Audio-visual information, EEG, Electroencephalography, Electronic nose, Electrophysiology, Haptic feedbacks, Head-mounted-displays, Health management, Human computer interaction, Mental health, Multisensory, Multisensory nature immersion, Occupational diseases, Patient monitoring, posttraumatic stress disorder, PTSD, Subjective and objective evaluations, User experience, User interfaces, Users' experiences, virtual reality},
pubstate = {published},
tppubtype = {inproceedings}
}
Nosrati, S.; Motaghi, H.
The AI Complacency Model: Integrating Bounded Rationality and Information Processing Proceedings Article
In: Am. Conf. Inf. Syst., AMCIS, pp. 4590–4599, Association for Information Systems, 2025, ISBN: 979-833132774-3 (ISBN), (Journal Abbreviation: Am. Conf. Inf. Syst., AMCIS).
Abstract | Links | BibTeX | Tags: AI complacency, AI systems, Artificial intelligence, Behavioral research, Bounded rationality, Cognitive bias, cognitive biases, decision-making, Decisions makings, Heuristic processing, Human computer interaction, Human-AI interaction, information processing, Information systems, Information use, Perceived AI reliability, Reliability theory, Systematic processing, Vigilance
@inproceedings{nosratiAIComplacencyModel2025,
title = {The AI Complacency Model: Integrating Bounded Rationality and Information Processing},
author = {S. Nosrati and H. Motaghi},
url = {https://www.scopus.com/pages/publications/105025349267?origin=resultslist},
isbn = {979-833132774-3 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Am. Conf. Inf. Syst., AMCIS},
volume = {7},
pages = {4590–4599},
publisher = {Association for Information Systems},
abstract = {This study addresses a critical gap in understanding why users exhibit reduced oversight when interacting with generative AI systems despite their known limitations. While existing research documents AI errors across domains, theoretical frameworks explaining the underlying psychological mechanisms remain underdeveloped. We propose a comprehensive model of AI complacency that extends beyond traditional automation complacency theories by integrating bounded rationality constraints with dual-process information processing models. Our framework demonstrates how Perceived AI Reliability triggers a shift from systematic to heuristic information processing, subsequently reducing vigilance and impairing task performance. The relationship between Perceived AI Reliability and information processing is moderated by three key factors derived from bounded rationality theory: knowledge limitations, cognitive processing capabilities, and time constraints. The proposed conceptual model of this study contributes to the literature by identifying unique psychological mechanisms underlying AI complacency, explaining the processing shifts in human-AI interaction, positioning vigilance as a critical mediating mechanism, and introducing the Vigilance-Reliability Matrix as a diagnostic tool for identifying different interaction patterns. This framework offers both theoretical insights and practical guidance for maintaining appropriate human oversight as AI systems become increasingly sophisticated and widespread across domains. Copyright © 2025 by Association for Information Systems (AIS). All rights reserved.},
note = {Journal Abbreviation: Am. Conf. Inf. Syst., AMCIS},
keywords = {AI complacency, AI systems, Artificial intelligence, Behavioral research, Bounded rationality, Cognitive bias, cognitive biases, decision-making, Decisions makings, Heuristic processing, Human computer interaction, Human-AI interaction, information processing, Information systems, Information use, Perceived AI reliability, Reliability theory, Systematic processing, Vigilance},
pubstate = {published},
tppubtype = {inproceedings}
}
Nosrati, S.; Motaghi, H.
The AI Complacency Model: Integrating Bounded Rationality and Information Processing Proceedings Article
In: Am. Conf. Inf. Syst., AMCIS, pp. 4590–4599, Association for Information Systems, 2025, ISBN: 979-833132774-3 (ISBN).
Abstract | Links | BibTeX | Tags: AI complacency, AI systems, Artificial intelligence, Behavioral research, Bounded rationality, Cognitive bias, cognitive biases, decision-making, Decisions makings, Heuristic processing, Human computer interaction, Human-AI interaction, information processing, Information systems, Information use, Perceived AI reliability, Reliability theory, Systematic processing, Vigilance
@inproceedings{nosratiAIComplacencyModel2025a,
title = {The AI Complacency Model: Integrating Bounded Rationality and Information Processing},
author = {S. Nosrati and H. Motaghi},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105025349267&partnerID=40&md5=14d676bedd3ea18921ed24a830889a8b},
isbn = {979-833132774-3 (ISBN)},
year = {2025},
date = {2025-01-01},
booktitle = {Am. Conf. Inf. Syst., AMCIS},
volume = {7},
pages = {4590–4599},
publisher = {Association for Information Systems},
abstract = {This study addresses a critical gap in understanding why users exhibit reduced oversight when interacting with generative AI systems despite their known limitations. While existing research documents AI errors across domains, theoretical frameworks explaining the underlying psychological mechanisms remain underdeveloped. We propose a comprehensive model of AI complacency that extends beyond traditional automation complacency theories by integrating bounded rationality constraints with dual-process information processing models. Our framework demonstrates how Perceived AI Reliability triggers a shift from systematic to heuristic information processing, subsequently reducing vigilance and impairing task performance. The relationship between Perceived AI Reliability and information processing is moderated by three key factors derived from bounded rationality theory: knowledge limitations, cognitive processing capabilities, and time constraints. The proposed conceptual model of this study contributes to the literature by identifying unique psychological mechanisms underlying AI complacency, explaining the processing shifts in human-AI interaction, positioning vigilance as a critical mediating mechanism, and introducing the Vigilance-Reliability Matrix as a diagnostic tool for identifying different interaction patterns. This framework offers both theoretical insights and practical guidance for maintaining appropriate human oversight as AI systems become increasingly sophisticated and widespread across domains. Copyright © 2025 by Association for Information Systems (AIS). All rights reserved.},
keywords = {AI complacency, AI systems, Artificial intelligence, Behavioral research, Bounded rationality, Cognitive bias, cognitive biases, decision-making, Decisions makings, Heuristic processing, Human computer interaction, Human-AI interaction, information processing, Information systems, Information use, Perceived AI reliability, Reliability theory, Systematic processing, Vigilance},
pubstate = {published},
tppubtype = {inproceedings}
}
Maneuvrier, A.; Ceyte, H.; Renaud, P.; Morello, R.; Fleury, P.; Decker, L. M.
Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort Journal Article
In: Virtual Reality, vol. 27, no. 2, pp. 849–861, 2023, ISSN: 13594338, (Publisher: Springer Science and Business Media Deutschland GmbH).
Abstract | Links | BibTeX | Tags: Cluster Analysis, cybersickness, Executive control of attention, Field dependence, Field dependence–independence, Game experience, Human computer interaction, Human engineering, Interactive computer graphics, Mental effort, Sense of presences, Video game experience, Video-games, virtual reality, WISCONSIN
@article{maneuvrier_virtual_2023,
title = {Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort},
author = {A. Maneuvrier and H. Ceyte and P. Renaud and R. Morello and P. Fleury and L. M. Decker},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85138552678&doi=10.1007%2fs10055-022-00698-4&partnerID=40&md5=631390bbdefb4b05de9565fb986e1923},
doi = {10.1007/s10055-022-00698-4},
issn = {13594338},
year = {2023},
date = {2023-01-01},
journal = {Virtual Reality},
volume = {27},
number = {2},
pages = {849–861},
publisher = {Springer Science and Business Media Deutschland GmbH},
abstract = {This study aimed to compare a neuropsychological test tapping into executive control function, the Wisconsin Card Sorting Test (WCST), performed in either traditional paper-and-pencil (PP) or virtual reality (VR) modality, and to determine the role of human factors (i.e., sense of presence, cybersickness, field (in)dependence and video game experience) as contributors to performance and perceived mental effort. Indeed, if virtual assessment might bring the ecological dimension to controlled laboratory research, it is often suggested that human factors might bias performance. WCST performance and its associated perceived mental effort were compared between the two modalities (N = 107). In the VR modality (N = 52), a correlation matrix was conducted as well as a cluster analysis in order to build two experimental groups, or profiles, based on their subjective experience of VR. WCST performance and perceived mental effort were then compared between these two groups while controlling for age and education. Results outlined a similar WCST performance and perceived mental effort between the PP and VR modalities. However, when comparing the two VR groups, results suggest that an unfavorable profile for VR, i.e., less sense of presence, more cybersickness, more visual field dependence and less video game experience, is associated with greater perceived mental effort. These experimental findings enable outlining a new conceptual and methodological framework for the assessment of executive control task performance in VR. Results could help users to take human factors into consideration in order to fully exploit or predict the benefits of this tool. © 2022, The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature.},
note = {Publisher: Springer Science and Business Media Deutschland GmbH},
keywords = {Cluster Analysis, cybersickness, Executive control of attention, Field dependence, Field dependence–independence, Game experience, Human computer interaction, Human engineering, Interactive computer graphics, Mental effort, Sense of presences, Video game experience, Video-games, virtual reality, WISCONSIN},
pubstate = {published},
tppubtype = {article}
}
Roy, F. Le; Robert, F.; Hamouti, R.
Vertical vs horizontal coopetition and the market performance of product innovation: An empirical study of the video game industry Journal Article
In: Technovation, vol. 112, 2022, ISSN: 01664972, (Publisher: Elsevier Ltd).
Abstract | Links | BibTeX | Tags: Co-opetition, Commerce, Horizontal coopetition, Human computer interaction, Incremental innovation, Interactive computer graphics, Market performance, Product innovation, Radical innovation, Vertical coopetition, Video game industry, Video-games
@article{le_roy_vertical_2022,
title = {Vertical vs horizontal coopetition and the market performance of product innovation: An empirical study of the video game industry},
author = {F. Le Roy and F. Robert and R. Hamouti},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85118828275&doi=10.1016%2fj.technovation.2021.102411&partnerID=40&md5=f455c23f06fdd531e405382ddfdd7efd},
doi = {10.1016/j.technovation.2021.102411},
issn = {01664972},
year = {2022},
date = {2022-01-01},
journal = {Technovation},
volume = {112},
publisher = {Elsevier Ltd},
abstract = {The aim of this research is to study the impact of coopetition on the market performance of product innovation. Previous research suggests, on the one hand, that coopetition is a powerful strategy for innovation but, on the other hand, that coopetition creates opportunism risk. Therefore, the impact of coopetition on innovation depends on external and internal conditions. This impact also differs according to the radicalness of the focal innovation. Past studies have identified many different factors that influence the impact of coopetition on innovation. However, they have not taken into account the different types of coopetition. To fill this gap, here, 1) we introduce a key distinction between the two main types of coopetition, i.e., vertical vs horizontal coopetition and 2) we distinguish between the impacts of these two types of coopetition on the market performance of two types of innovation, i.e., incremental vs radical innovation. We build a set of four hypotheses and test them on a sample of 763 new products in the video game industry. The results show that 1) horizontal coopetition has a positive impact on the market performance of radical and incremental innovation, 2) horizontal coopetition has a greater impact on the market performance of radical innovation 3) vertical coopetition has no impact on the market performance of innovation, and 4) the null impact of vertical coopetition is true for both radical and incremental innovation. © 2021},
note = {Publisher: Elsevier Ltd},
keywords = {Co-opetition, Commerce, Horizontal coopetition, Human computer interaction, Incremental innovation, Interactive computer graphics, Market performance, Product innovation, Radical innovation, Vertical coopetition, Video game industry, Video-games},
pubstate = {published},
tppubtype = {article}
}
Lapointe, J. -F.; Molyneaux, H.; Allili, M. S.
A Literature Review of AR-Based Remote Guidance Tasks with User Studies Journal Article
In: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 12191 LNCS, pp. 111–120, 2020, ISSN: 03029743, (ISBN: 9783030496975).
Abstract | Links | BibTeX | Tags: Artificial intelligence, augmented reality, Efficiency, Future of works, Human computer interaction, Immersive environment, Literature reviews, Mixed reality, Remote collaboration, Remote guidance, Smartphones, systematic review, Technical requirement, Technical support
@article{lapointe_literature_2020,
title = {A Literature Review of AR-Based Remote Guidance Tasks with User Studies},
author = {J. -F. Lapointe and H. Molyneaux and M. S. Allili},
editor = {Fragomeni G. Chen J.Y.C.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85089165019&doi=10.1007%2f978-3-030-49698-2_8&partnerID=40&md5=7af5345630a6dc4fc14e46a4ee1b1fdc},
doi = {10.1007/978-3-030-49698-2_8},
issn = {03029743},
year = {2020},
date = {2020-01-01},
journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},
volume = {12191 LNCS},
pages = {111–120},
publisher = {Springer},
abstract = {The future of work is increasingly mobile and distributed across space and time. Institutions and individuals are phasing out desktops in favor of laptops, tablets and/or smart phones as much work (assessment, technical support, etc.) is done in the field and not at a desk. There will be a need for systems that support remote collaborations such as remote guidance. Augmented reality (AR) is praised for its ability to show the task at hand within an immersive environment, allowing for spatial clarity and greater efficiency, thereby showing great promise for collaborative and remote guidance tasks; however, there are no systematic reviews of AR based remote guidance systems. This paper reviews the literature describing AR-based remote guidance tasks and discusses the task settings, technical requirements and user groups within the literature, followed by a discussion of further areas of interest for the application of this technology combined with artificial intelligence (AI) algorithms to increase the efficiency of applied tasks. © 2020, NRC Canada.},
note = {ISBN: 9783030496975},
keywords = {Artificial intelligence, augmented reality, Efficiency, Future of works, Human computer interaction, Immersive environment, Literature reviews, Mixed reality, Remote collaboration, Remote guidance, Smartphones, systematic review, Technical requirement, Technical support},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Bernier, F.; Boivin, É.; Guitard, T.; Laforest, M.; Dumoulin, S.; Robillard, G.
Modes of immersion and stress induced by commercial (off-the-shelf) 3D games Journal Article
In: Journal of Defense Modeling and Simulation, vol. 11, no. 4, pp. 339–352, 2014, ISSN: 15485129, (Publisher: SAGE Publications Inc.).
Abstract | Links | BibTeX | Tags: 3-D videos, Commercial off-the-shelf, Cost effectiveness, Human computer interaction, Human resource management, immersion, Physiological change, physiology, Serious games, Soldiers, Stereo image processing, Stress management, Stress test, Stresses, Stressful emotions, Three dimensional computer graphics, virtual reality
@article{bouchard_modes_2014,
title = {Modes of immersion and stress induced by commercial (off-the-shelf) 3D games},
author = {S. Bouchard and F. Bernier and É. Boivin and T. Guitard and M. Laforest and S. Dumoulin and G. Robillard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84928156971&doi=10.1177%2f1548512912446359&partnerID=40&md5=59116f3611c07948453d1cb5e474dfbb},
doi = {10.1177/1548512912446359},
issn = {15485129},
year = {2014},
date = {2014-01-01},
journal = {Journal of Defense Modeling and Simulation},
volume = {11},
number = {4},
pages = {339–352},
publisher = {SAGE Publications Inc.},
abstract = {Developing a stress-management training (SMT) system and protocol for soldiers can help them cope better with stress experienced in theatre operations. Using 3D horror games in virtual reality (VR) can present an attractive simulation method for soldiers. This study was conducted to find out whether it is possible to stress soldiers moderately using VR and which technology is more efficient to do so. A total of 47 soldiers returning from Afghanistan played two 3D firstperson shooter (FPS)/horror games (Killing Floor and Left 4 Dead) on three different types of immersive technologies (a 22-inch stereoscopic monitor, a 73-inch stereoscopic TV and a CAVE™). As a control and reference comparison of induced stress, participants were exposed to the Trier Social Stress Test (TSST), a standardized stress-inducing procedure. Results were supporting of our work, devising an effective low-cost and high-buy-in approach to assist in teaching and practicing stress-management skills. Repeated measures analyses of variance (ANOVAs) revealed statistically significant increases in the soldiers’ respiration rates and heart rates while playing the 3D games and during the TSSTs. No significant interactions were found. Increases in physiological arousal among the soldiers were significant when comparing the baseline to the immersion and to the TSST, but not when comparing both stressors. Immersion in 3D games is proposed as a practical and cost-effective option to create a context that allows practicing SMT. © 2013 The Society for Modeling.},
note = {Publisher: SAGE Publications Inc.},
keywords = {3-D videos, Commercial off-the-shelf, Cost effectiveness, Human computer interaction, Human resource management, immersion, Physiological change, physiology, Serious games, Soldiers, Stereo image processing, Stress management, Stress test, Stresses, Stressful emotions, Three dimensional computer graphics, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Bernier, F.; Boivin, É.; Guitard, T.; Laforest, M.; Dumoulin, S.; Robillard, G.
Modes of immersion and stress induced by commercial (off-the-shelf) 3D games Journal Article
In: Journal of Defense Modeling and Simulation, vol. 11, no. 4, pp. 339–352, 2014, ISSN: 15485129.
Abstract | Links | BibTeX | Tags: 3-D videos, Commercial off-the-shelf, Cost effectiveness, Human computer interaction, Human resource management, immersion, Physiological change, physiology, Serious games, Soldiers, Stereo image processing, Stress management, Stress test, Stresses, Stressful emotions, Three dimensional computer graphics, virtual reality
@article{bouchardModesImmersionStress2014,
title = {Modes of immersion and stress induced by commercial (off-the-shelf) 3D games},
author = {S. Bouchard and F. Bernier and É. Boivin and T. Guitard and M. Laforest and S. Dumoulin and G. Robillard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84928156971&doi=10.1177%2f1548512912446359&partnerID=40&md5=59116f3611c07948453d1cb5e474dfbb},
doi = {10.1177/1548512912446359},
issn = {15485129},
year = {2014},
date = {2014-01-01},
journal = {Journal of Defense Modeling and Simulation},
volume = {11},
number = {4},
pages = {339–352},
publisher = {SAGE Publications Inc.},
abstract = {Developing a stress-management training (SMT) system and protocol for soldiers can help them cope better with stress experienced in theatre operations. Using 3D horror games in virtual reality (VR) can present an attractive simulation method for soldiers. This study was conducted to find out whether it is possible to stress soldiers moderately using VR and which technology is more efficient to do so. A total of 47 soldiers returning from Afghanistan played two 3D firstperson shooter (FPS)/horror games (Killing Floor and Left 4 Dead) on three different types of immersive technologies (a 22-inch stereoscopic monitor, a 73-inch stereoscopic TV and a CAVE™). As a control and reference comparison of induced stress, participants were exposed to the Trier Social Stress Test (TSST), a standardized stress-inducing procedure. Results were supporting of our work, devising an effective low-cost and high-buy-in approach to assist in teaching and practicing stress-management skills. Repeated measures analyses of variance (ANOVAs) revealed statistically significant increases in the soldiers’ respiration rates and heart rates while playing the 3D games and during the TSSTs. No significant interactions were found. Increases in physiological arousal among the soldiers were significant when comparing the baseline to the immersion and to the TSST, but not when comparing both stressors. Immersion in 3D games is proposed as a practical and cost-effective option to create a context that allows practicing SMT. © 2013 The Society for Modeling.},
keywords = {3-D videos, Commercial off-the-shelf, Cost effectiveness, Human computer interaction, Human resource management, immersion, Physiological change, physiology, Serious games, Soldiers, Stereo image processing, Stress management, Stress test, Stresses, Stressful emotions, Three dimensional computer graphics, virtual reality},
pubstate = {published},
tppubtype = {article}
}



