

de Recherche et d’Innovation
en Cybersécurité et Société
Joyal, C. C.; Jacob, L.; Cigna, M. -H.; Guay, J. -P.; Renaud, P.
Virtual faces expressing emotions: An initial concomitant and construct validity study Journal Article
In: Frontiers in Human Neuroscience, vol. 8, no. SEP, pp. 1–6, 2014, ISSN: 16625161, (Publisher: Frontiers Media S. A.).
Abstract | Links | BibTeX | Tags: adult, anger, article, computer program, construct validity, corrugator supercilii muscle, disgust, Electromyography, emotion, emotionality, face muscle, Facial Expression, Fear, female, gaze, happiness, human, human experiment, male, Middle Aged, muscle contraction, normal human, positive feedback, sadness, surprise, task performance, virtual reality, Young Adult, zygomatic major muscle
@article{joyal_virtual_2014,
title = {Virtual faces expressing emotions: An initial concomitant and construct validity study},
author = {C. C. Joyal and L. Jacob and M. -H. Cigna and J. -P. Guay and P. Renaud},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84933679803&doi=10.3389%2ffnhum.2014.00787&partnerID=40&md5=c51b26765fb1e2152cede99adcd519b0},
doi = {10.3389/fnhum.2014.00787},
issn = {16625161},
year = {2014},
date = {2014-01-01},
journal = {Frontiers in Human Neuroscience},
volume = {8},
number = {SEP},
pages = {1–6},
abstract = {Objectives: The goal of this study was to initially assess concomitants and construct validity of a newly developed set of virtual faces expressing six fundamental emotions (happiness, surprise, anger, sadness, fear, and disgust). Recognition rates, facial electromyography (zygomatic major and corrugator supercilii muscles), and regional gaze fixation latencies (eyes and mouth regions) were compared in 41 adult volunteers (20 ♂, 21 ♀) during the presentation of video clips depicting real vs. virtual adults expressing emotions. Background: Facial expressions of emotions represent classic stimuli for the studyofsocial cognition. Developing virtual dynamic facial expressions ofemotions, however, would open-up possibilities, both for fundamental and clinical research. For instance, virtual faces allow real-time Human–Computer retroactions between physiological measures and the virtual agent. Results: Emotions expressed by each set of stimuli were similarly recognized, both by men and women. Accordingly, both sets of stimuli elicited similar activation of facial muscles and similar ocular fixation times in eye regions from man and woman participants. Conclusion: Further validation studies can be performed with these virtual faces among clinical populations known to present social cognition difficulties. Brain–Computer Interface studies with feedback–feedforward interactions based on facial emotion expressions can also be conducted with these stimuli. © 2014 Joyal, Jacob, Cigna, Guay and Renaud.},
note = {Publisher: Frontiers Media S. A.},
keywords = {adult, anger, article, computer program, construct validity, corrugator supercilii muscle, disgust, Electromyography, emotion, emotionality, face muscle, Facial Expression, Fear, female, gaze, happiness, human, human experiment, male, Middle Aged, muscle contraction, normal human, positive feedback, sadness, surprise, task performance, virtual reality, Young Adult, zygomatic major muscle},
pubstate = {published},
tppubtype = {article}
}
Dennis, E.; Rouleau, J. -L.; Renaud, P.; Nolet, K.; Saumur, C.
A pilot development of virtual stimuli depicting affective dispositions for penile plethysmography assessment of sex offenders Journal Article
In: Canadian Journal of Human Sexuality, vol. 23, no. 3, pp. 200–208, 2014, ISSN: 11884517 (ISSN), (Publisher: University of Toronto Press Inc.).
Abstract | Links | BibTeX | Tags: adult, Affect, affective disposition, article, assessment, computer program, Facial Expression, Fear, female, happiness, heterosexuality, human, human experiment, male, normal human, penile blood flow, penile plethysmography, pilot study, Plethysmography, sadness, sex offenders, sexual arousal, Sexual Behavior, sexual crime, sexual orientation, undergraduate student, virtual reality, Virtual stimuli
@article{dennis_pilot_2014,
title = {A pilot development of virtual stimuli depicting affective dispositions for penile plethysmography assessment of sex offenders},
author = {E. Dennis and J. -L. Rouleau and P. Renaud and K. Nolet and C. Saumur},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84938522255&doi=10.3138%2fcjhs.2529&partnerID=40&md5=43cf6631bb2cd619ca0d049ae3a3b093},
doi = {10.3138/cjhs.2529},
issn = {11884517 (ISSN)},
year = {2014},
date = {2014-01-01},
journal = {Canadian Journal of Human Sexuality},
volume = {23},
number = {3},
pages = {200–208},
abstract = {There are concerns regarding the reliability, realism, and validity of stimulus materials used in the assessment of sexual interests among sex offenders. This article explores new stimulus materials for use with penile plethysmography (PPG) assessments. First, this paper presents a pilot study where undergraduate students rated virtual characters (male and female) on perceived age. In addition, the materials developed are unique in that they depict the characters exhibiting varying affective dispositions, including neutral, fearful, sad, joyful, and seductive. Participants in the first study were also asked to identify the affective disposition of the virtual characters, and results suggest that affective disposition was largely perceived as intended, especially in terms of identifying the general emotional valence of the affective dispositions (i.e., positive versus negative). In a second pilot study, we used the computer-generated images to measure sexual arousal responses in a group of non-deviant males recruited in the community. Responses measured through penile plethysmography suggest participants responded to the stimuli as expected, as the greatest amount of sexual arousal was recorded when participants were shown the adult female character. In addition, participants responded with significant arousal only when the adult female character was depicted as sexually open (joyful or seductive), rather than sexually closed or neutral. Results suggest these materials may discriminate sexual interests if applied within clinical forensic assessment of sex offenders. © 2014 by the Sex Information and Education Council of Canada.},
note = {Publisher: University of Toronto Press Inc.},
keywords = {adult, Affect, affective disposition, article, assessment, computer program, Facial Expression, Fear, female, happiness, heterosexuality, human, human experiment, male, normal human, penile blood flow, penile plethysmography, pilot study, Plethysmography, sadness, sex offenders, sexual arousal, Sexual Behavior, sexual crime, sexual orientation, undergraduate student, virtual reality, Virtual stimuli},
pubstate = {published},
tppubtype = {article}
}
Aimé, A.; Cotton, K.; Bouchard, S.
Reactivity to VR immersions in women with weight and shape concerns Journal Article
In: Journal of Cyber Therapy and Rehabilitation, vol. 2, no. 2, pp. 115–126, 2009, ISSN: 17849934.
Abstract | Links | BibTeX | Tags: adult, Anxiety, article, Beck Depression Inventory, body build, body image, body weight, computer program, controlled study, Eating Attitude Test 26, eating disorder inventory, feeding behavior, female, human, human experiment, named inventories, normal human, One Item Rating of Anxiety, Presence Questionnaire, questionnaires and rating scales, Self Concept, State Trait Anxiety Inventory, virtual reality
@article{aime_reactivity_2009,
title = {Reactivity to VR immersions in women with weight and shape concerns},
author = {A. Aimé and K. Cotton and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-79960447464&partnerID=40&md5=2984dee26fb2f85fe4b242bfcf05a9c1},
issn = {17849934},
year = {2009},
date = {2009-01-01},
journal = {Journal of Cyber Therapy and Rehabilitation},
volume = {2},
number = {2},
pages = {115–126},
abstract = {Although virtual reality (VR) is a promising exposure technique for people suffering from an eating disorder, it had not been used with women who show significant but subclinical concerns with their weight and shape. Twenty-seven women took part in three immersions in VR (10 concerned and 17 non-concerned). Measures of anxiety were taken before, during and after the immersions. Weight, shape and food concerns, drive for thinness and body dissatisfactions were measured immediately after the immersions. Compared to the neutral environment, the buffet and pool immersions caused a significantly higher level of anxiety and weight preoccupations among the women who were concerned than among those who weren't. The study conclude VR is effective through the continuum of eating disorders. Not only does it arouse reactions within people suffering from an eating disorder, but also among women concerned by their weight and shape. © Virtual Reality Medical Institute.},
keywords = {adult, Anxiety, article, Beck Depression Inventory, body build, body image, body weight, computer program, controlled study, Eating Attitude Test 26, eating disorder inventory, feeding behavior, female, human, human experiment, named inventories, normal human, One Item Rating of Anxiety, Presence Questionnaire, questionnaires and rating scales, Self Concept, State Trait Anxiety Inventory, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Côté, S.; St-Jacques, J.; Robillard, G.; Renaud, P.
Effectiveness of virtual reality exposure in the treatment of arachnophobia using 3D games Journal Article
In: Technology and Health Care, vol. 14, no. 1, pp. 19–27, 2006, ISSN: 09287329 (ISSN), (Publisher: IOS Press).
Abstract | Links | BibTeX | Tags: arachnophobia, Araneae, article, avoidance behavior, clinical article, computer program, exposure, female, game, Games, human, male, phobia, priority journal, Self Concept, Specific phobia, treatment outcome, virtual reality
@article{bouchard_effectiveness_2006,
title = {Effectiveness of virtual reality exposure in the treatment of arachnophobia using 3D games},
author = {S. Bouchard and S. Côté and J. St-Jacques and G. Robillard and P. Renaud},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-33644903496&doi=10.3233%2fthc-2006-14103&partnerID=40&md5=3ba6883c3fa7fed039b0cc3bff10879e},
doi = {10.3233/thc-2006-14103},
issn = {09287329 (ISSN)},
year = {2006},
date = {2006-01-01},
journal = {Technology and Health Care},
volume = {14},
number = {1},
pages = {19–27},
abstract = {Buying or creating a virtual reality (VR) software is very costly. A less expensive alternative could be to modify already existing 3D computer games. The goal of this study is to assess the effectiveness of in virtuo exposure in the treatment of arachnophobia using modified 3D games. Participants were 10 women and 1 man. Virtual worlds were created using the game editor of a 3D computer game (Half-Life™), modified to offer graduals hierarchies of fearful stimuli (spiders). Analyses revealed significant improvement between pre and post results on the behavioral avoidance test, the Spider Beliefs Questionnaire, and perceived self-efficacy. These promising results suggest that therapy using virtual reality exposure via a modified computer game is useful in the treatment of arachnophobia. © 2006 - IOS Press and the authors. All rights reserved.},
note = {Publisher: IOS Press},
keywords = {arachnophobia, Araneae, article, avoidance behavior, clinical article, computer program, exposure, female, game, Games, human, male, phobia, priority journal, Self Concept, Specific phobia, treatment outcome, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.
Guest Editorial: A Taste of the Diversity of Research on VR in Canada Journal Article
In: Cyberpsychology and Behavior, vol. 6, no. 5, pp. 455–457, 2003, ISSN: 10949313.
Links | BibTeX | Tags: Anxiety, Anxiety disorder, cognition, computer program, editorial, fractal analysis, human, Internet, medical information, medical literature, motion, nuclear magnetic resonance imaging, perception, phobia, psychology, psychotherapy, publication, virtual reality, visual illusion
@article{bouchard_guest_2003,
title = {Guest Editorial: A Taste of the Diversity of Research on VR in Canada},
author = {S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-0142063105&doi=10.1089%2f109493103769710479&partnerID=40&md5=23eaf610a86f16a99025a9bb854bcc94},
doi = {10.1089/109493103769710479},
issn = {10949313},
year = {2003},
date = {2003-01-01},
journal = {Cyberpsychology and Behavior},
volume = {6},
number = {5},
pages = {455–457},
keywords = {Anxiety, Anxiety disorder, cognition, computer program, editorial, fractal analysis, human, Internet, medical information, medical literature, motion, nuclear magnetic resonance imaging, perception, phobia, psychology, psychotherapy, publication, virtual reality, visual illusion},
pubstate = {published},
tppubtype = {article}
}
Vincelli, F.; Anolli, L.; Bouchard, S.; Wiederhold, B. K.; Zurloni, V.; Riva, G.
Experiential cognitive therapy in the treatment of panic disorders with agoraphobia: A controlled study Journal Article
In: Cyberpsychology and Behavior, vol. 6, no. 3, pp. 321–328, 2003, ISSN: 10949313 (ISSN).
Abstract | Links | BibTeX | Tags: adult, agoraphobia, Anxiety disorder, behavior therapy, clinical article, cognitive therapy, computer program, conference paper, controlled study, experiential cognitive therapy, human, mental disease, panic, phobia, treatment outcome, virtual reality
@article{vincelli_experiential_2003,
title = {Experiential cognitive therapy in the treatment of panic disorders with agoraphobia: A controlled study},
author = {F. Vincelli and L. Anolli and S. Bouchard and B. K. Wiederhold and V. Zurloni and G. Riva},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-0038644720&doi=10.1089%2f109493103322011632&partnerID=40&md5=e32ca8fdb013d3ff9a88844a28b21acd},
doi = {10.1089/109493103322011632},
issn = {10949313 (ISSN)},
year = {2003},
date = {2003-01-01},
journal = {Cyberpsychology and Behavior},
volume = {6},
number = {3},
pages = {321–328},
abstract = {The use of a multicomponent cognitive-behavioral treatment strategy for panic disorder with agoraphobia is actually one of the preferred therapeutic approaches for this disturbance. This method involves a mixture of cognitive and behavioral techniques that are intended to help patients identify and modify their dysfunctional anxiety-related thoughts, beliefs and behavior. The paper presents a new treatment protocol for Panic Disorder and Agoraphobia, named Experiential-Cognitive Therapy (ECT) that integrates the use of virtual reality (VR) in a multicomponent cognitive-behavioral treatment strategy. The VR software used for the trial is freely downloadable: www.cyberpsychology.info/try.htm. Moreover, the paper presents the result of a controlled study involving 12 consecutive patients aged 35-53. The selected subjects were randomly divided in three groups: ECT group, that experienced the Cognitive Behavioral Therapy-Virtual Reality assisted treatment (eight sessions), a CBT group that experienced the traditional Cognitive Behavioral approach (12 sessions) and a waiting list control group. The data showed that both CBT and ECT could significantly reduce the number of panic attacks, the level of depression and both state and trait anxiety. However, ECT procured these results using 33% fewer sessions than CBT. This datum suggests that ECT could be better than CBT in relation to the "cost of administration," justifying the added use of VR equipment in the treatment of panic disorders.},
keywords = {adult, agoraphobia, Anxiety disorder, behavior therapy, clinical article, cognitive therapy, computer program, conference paper, controlled study, experiential cognitive therapy, human, mental disease, panic, phobia, treatment outcome, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Robillard, G.; Bouchard, S.; Fournier, T.; Renaud, P.
In: Cyberpsychology and Behavior, vol. 6, no. 5, pp. 467–476, 2003, ISSN: 10949313 (ISSN).
Abstract | Links | BibTeX | Tags: Adolescent, adult, Anxiety, article, clinical article, computer, computer program, Computer Simulation, Computer-Assisted, controlled study, correlation analysis, Desensitization, emotion, exposure, female, game, human, Humans, male, Matched-Pair Analysis, Middle Aged, Neuropsychological Tests, phobia, Phobic Disorders, Psychologic, psychotherapy, Reality Testing, Reference Values, regression analysis, Self Concept, Space Perception, symptom, Therapy, User-Computer Interface, Video Games, virtual reality, visual stimulation
@article{robillard_anxiety_2003,
title = {Anxiety and Presence during VR Immersion: A Comparative Study of the Reactions of Phobic and Non-phobic Participants in Therapeutic Virtual Environments Derived from Computer Games},
author = {G. Robillard and S. Bouchard and T. Fournier and P. Renaud},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-0142063106&doi=10.1089%2f109493103769710497&partnerID=40&md5=0d245828ebefb17548822c4c316f5721},
doi = {10.1089/109493103769710497},
issn = {10949313 (ISSN)},
year = {2003},
date = {2003-01-01},
journal = {Cyberpsychology and Behavior},
volume = {6},
number = {5},
pages = {467–476},
abstract = {Virtual reality can be used to provide phobic clients with therapeutic exposure to phobogenic stimuli. However, purpose-built therapeutic VR hardware and software can be expensive and difficult to adapt to individual client needs. In this study, inexpensive and readily adaptable PC computer games were used to provide exposure therapy to 13 phobic participants and 13 non-phobic control participants. It was found that anxiety could be induced in phobic participants by exposing them to phobogenic stimuli in therapeutic virtual environments derived from computer games (TVEDG). Assessments were made of the impact of simulator sickness and of sense of presence on the phobogenic effectiveness of TVEDGs. Participants reported low levels of simulator sickness, and the results indicate that simulator sickness had no significant impact on either anxiety or sense of presence. Group differences, correlations, and regression analyses indicate a synergistic relationship between presence and anxiety. These results do not support Slater's contention that presence and emotion are orthogonal.},
keywords = {Adolescent, adult, Anxiety, article, clinical article, computer, computer program, Computer Simulation, Computer-Assisted, controlled study, correlation analysis, Desensitization, emotion, exposure, female, game, human, Humans, male, Matched-Pair Analysis, Middle Aged, Neuropsychological Tests, phobia, Phobic Disorders, Psychologic, psychotherapy, Reality Testing, Reference Values, regression analysis, Self Concept, Space Perception, symptom, Therapy, User-Computer Interface, Video Games, virtual reality, visual stimulation},
pubstate = {published},
tppubtype = {article}
}