

de Recherche et d’Innovation
en Cybersécurité et Société
Royer, J.; Blais, C.; Barnabé-Lortie, V.; Carré, M.; Leclerc, J.; Fiset, D.
Efficient visual information for unfamiliar face matching despite viewpoint variations: It's not in the eyes! Journal Article
In: Vision Research, vol. 123, pp. 33–40, 2016, ISSN: 00426989 (ISSN), (Publisher: Elsevier Ltd).
Abstract | Links | BibTeX | Tags: accuracy, adult, article, association, attention, Bubbles, Evoked Potentials, eye fixation, Face, face profile, face recognition, Facial Recognition, facies, female, Fixation, human, human experiment, Humans, Image analysis, Individual differences, male, Ocular, Pattern Recognition, Photic Stimulation, photostimulation, physiology, priority journal, procedures, Psychophysics, recognition, Recognition (Psychology), regression analysis, task performance, unfamiliar face matching, viewpoint variation, Viewpoint variations, Visual, visual discrimination, visual evoked potential, visual information, visual memory, visual stimulation, visual system parameters, Young Adult
@article{royer_efficient_2016,
title = {Efficient visual information for unfamiliar face matching despite viewpoint variations: It's not in the eyes!},
author = {J. Royer and C. Blais and V. Barnabé-Lortie and M. Carré and J. Leclerc and D. Fiset},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84968779426&doi=10.1016%2fj.visres.2016.04.004&partnerID=40&md5=4c63f6eea279f7322c9af23ae9ed22c1},
doi = {10.1016/j.visres.2016.04.004},
issn = {00426989 (ISSN)},
year = {2016},
date = {2016-01-01},
journal = {Vision Research},
volume = {123},
pages = {33–40},
abstract = {Faces are encountered in highly diverse angles in real-world settings. Despite this considerable diversity, most individuals are able to easily recognize familiar faces. The vast majority of studies in the field of face recognition have nonetheless focused almost exclusively on frontal views of faces. Indeed, a number of authors have investigated the diagnostic facial features for the recognition of frontal views of faces previously encoded in this same view. However, the nature of the information useful for identity matching when the encoded face and test face differ in viewing angle remains mostly unexplored. The present study addresses this issue using individual differences and bubbles, a method that pinpoints the facial features effectively used in a visual categorization task. Our results indicate that the use of features located in the center of the face, the lower left portion of the nose area and the center of the mouth, are significantly associated with individual efficiency to generalize a face's identity across different viewpoints. However, as faces become more familiar, the reliance on this area decreases, while the diagnosticity of the eye region increases. This suggests that a certain distinction can be made between the visual mechanisms subtending viewpoint invariance and face recognition in the case of unfamiliar face identification. Our results further support the idea that the eye area may only come into play when the face stimulus is particularly familiar to the observer. © 2016 Elsevier Ltd.},
note = {Publisher: Elsevier Ltd},
keywords = {accuracy, adult, article, association, attention, Bubbles, Evoked Potentials, eye fixation, Face, face profile, face recognition, Facial Recognition, facies, female, Fixation, human, human experiment, Humans, Image analysis, Individual differences, male, Ocular, Pattern Recognition, Photic Stimulation, photostimulation, physiology, priority journal, procedures, Psychophysics, recognition, Recognition (Psychology), regression analysis, task performance, unfamiliar face matching, viewpoint variation, Viewpoint variations, Visual, visual discrimination, visual evoked potential, visual information, visual memory, visual stimulation, visual system parameters, Young Adult},
pubstate = {published},
tppubtype = {article}
}
Roy, C.; Blais, C.; Fiset, D.; Rainville, P.; Gosselin, F.
Efficient information for recognizing pain in facial expressions Journal Article
In: European Journal of Pain (United Kingdom), vol. 19, no. 6, pp. 852–860, 2015, ISSN: 10903801 (ISSN).
Abstract | Links | BibTeX | Tags: anger, article, association, Classification, Cues, disgust, emotion, Emotions, Facial Expression, Fear, female, happiness, human, human experiment, Humans, male, nociception, normal human, Pain, pain assessment, Pattern Recognition, Photic Stimulation, photostimulation, physiology, priority journal, procedures, random sample, reproducibility, Reproducibility of Results, sadness, statistical significance, Visual, visual information, visual stimulation
@article{roy_efficient_2015,
title = {Efficient information for recognizing pain in facial expressions},
author = {C. Roy and C. Blais and D. Fiset and P. Rainville and F. Gosselin},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84929122739&doi=10.1002%2fejp.676&partnerID=40&md5=027f6da7b6d5c98c86de6a07766fb83d},
doi = {10.1002/ejp.676},
issn = {10903801 (ISSN)},
year = {2015},
date = {2015-01-01},
journal = {European Journal of Pain (United Kingdom)},
volume = {19},
number = {6},
pages = {852–860},
abstract = {Background The face as a visual stimulus is a reliable source of information for judging the pain experienced by others. Until now, most studies investigating the facial expression of pain have used a descriptive method (i.e. Facial Action Coding System). However, the facial features that are relevant for the observer in the identification of the expression of pain remain largely unknown despite the strong medical impact that misjudging pain can have on patients' well-being. Methods Here, we investigated this question by applying the Bubbles method. Fifty healthy volunteers were asked to categorize facial expressions (the six basic emotions, pain and neutrality) displayed in stimuli obtained from a previously validated set and presented for 500 ms each. To determine the critical areas of the face used in this categorization task, the faces were partly masked based on random sampling of regions of the stimuli at different spatial frequency ranges. Results Results show that accurate pain discrimination relies mostly on the frown lines and the mouth. Finally, an ideal observer analysis indicated that the use of the frown lines in human observers could not be attributed to the objective 'informativeness' of this area. Conclusions Based on a recent study suggesting that this area codes for the affective dimension of pain, we propose that the visual system has evolved to focus primarily on the facial cues that signal the aversiveness of pain, consistent with the social role of facial expressions in the communication of potential threats. © 2015 European Pain Federation-EFIC®.},
keywords = {anger, article, association, Classification, Cues, disgust, emotion, Emotions, Facial Expression, Fear, female, happiness, human, human experiment, Humans, male, nociception, normal human, Pain, pain assessment, Pattern Recognition, Photic Stimulation, photostimulation, physiology, priority journal, procedures, random sample, reproducibility, Reproducibility of Results, sadness, statistical significance, Visual, visual information, visual stimulation},
pubstate = {published},
tppubtype = {article}
}
Blais, C.; Arguin, M.; Gosselin, F.
Human visual processing oscillates: Evidence from a classification image technique Journal Article
In: Cognition, vol. 128, no. 3, pp. 353–362, 2013, ISSN: 00100277.
Abstract | Links | BibTeX | Tags: amplitude modulation, article, Face, female, human, human experiment, Humans, male, normal human, oscillation, Oscillations, Pattern Recognition, Photic Stimulation, priority journal, reaction time, signal noise ratio, Signal-To-Noise Ratio, stimulus response, Temporal processing, vision, Visual, visual acuity, Visual Perception, Visual sampling, visual stimulation
@article{blais_human_2013,
title = {Human visual processing oscillates: Evidence from a classification image technique},
author = {C. Blais and M. Arguin and F. Gosselin},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84879014749&doi=10.1016%2fj.cognition.2013.04.009&partnerID=40&md5=c2d20982fa4a5c46b9d99d2912284ff6},
doi = {10.1016/j.cognition.2013.04.009},
issn = {00100277},
year = {2013},
date = {2013-01-01},
journal = {Cognition},
volume = {128},
number = {3},
pages = {353–362},
abstract = {Recent investigations have proposed that visual information may be sampled in a discrete manner, similarly to the snapshots of a camera, but this hypothesis remains controversial. Moreover, assuming a discrete sampling of information, the properties of this sampling-for instance, the frequency at which it operates, and how it synchronizes with the environment-still need to be clarified. We systematically modulated the signal-to-noise ratio of faces through time and examined how it impacted face identification performance. Altogether, our results support the hypothesis of discrete sampling. Furthermore, they suggest that this mechanism may operate at a rate of about 10-15. Hz and that it is synchronized with the onset of the stimulus. © 2013 Elsevier B.V.},
keywords = {amplitude modulation, article, Face, female, human, human experiment, Humans, male, normal human, oscillation, Oscillations, Pattern Recognition, Photic Stimulation, priority journal, reaction time, signal noise ratio, Signal-To-Noise Ratio, stimulus response, Temporal processing, vision, Visual, visual acuity, Visual Perception, Visual sampling, visual stimulation},
pubstate = {published},
tppubtype = {article}
}
Baus, O.; Bouchard, S.
The sense of olfaction: Its characteristics and its possible applications in virtual environments Journal Article
In: Journal of Cyber Therapy and Rehabilitation, vol. 3, no. 1, pp. 31–50, 2010, ISSN: 17849934.
Abstract | Links | BibTeX | Tags: Arousal, article, brain region, conditioning, drug dependence, emotionality, human, Learning, leisure, Memory, mental function, neuroanatomy, odor, olfactory discrimination, olfactory system, pain assessment, posttraumatic stress disorder, sex difference, smelling, social interaction, virtual reality, visual stimulation
@article{baus_sense_2010,
title = {The sense of olfaction: Its characteristics and its possible applications in virtual environments},
author = {O. Baus and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-78650054636&partnerID=40&md5=959d26e8022423056fe9a9345b5ba084},
issn = {17849934},
year = {2010},
date = {2010-01-01},
journal = {Journal of Cyber Therapy and Rehabilitation},
volume = {3},
number = {1},
pages = {31–50},
abstract = {Virtual environments (VE) aim to reproduce life-like experiences, but despite indications that the olfactory sense plays a significant role in everyday life, the integration of olfactory stimuli in VEs is rare. The aim of this paper is to review the literature on olfaction and its potential applications in Virtual Reality (VR). Indications supporting the integration of odorants in VR include the privileged connections between the olfactory system and the brain regions involved in the processing of virtual stimuli used in clinical applications, as well as the interaction between odors, the other senses, and various psychological processes. Presently, smells are mostly integrated in VR applications for post-traumatic stress disorder and drug addiction, but further uses of odorants in VEs could include pain distraction, various training scenarios, such as emergency response and relaxation, and investigations of multi-sensory integration. ©Virtual Reality Medical Institute.},
keywords = {Arousal, article, brain region, conditioning, drug dependence, emotionality, human, Learning, leisure, Memory, mental function, neuroanatomy, odor, olfactory discrimination, olfactory system, pain assessment, posttraumatic stress disorder, sex difference, smelling, social interaction, virtual reality, visual stimulation},
pubstate = {published},
tppubtype = {article}
}
Blais, C.; Fiset, D.; Arguin, M.; Jolicoeur, P.; Bub, D.; Gosselin, F.
Reading between eye saccades Journal Article
In: PLoS ONE, vol. 4, no. 7, 2009, ISSN: 19326203.
Abstract | Links | BibTeX | Tags: adult, article, Computer Simulation, eye tracking, human, human experiment, Humans, letter, normal human, Reading, Saccades, saccadic eye movement, skill, spatial discrimination, task performance, visual stimulation, word recognition
@article{blais_reading_2009,
title = {Reading between eye saccades},
author = {C. Blais and D. Fiset and M. Arguin and P. Jolicoeur and D. Bub and F. Gosselin},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-68149091880&doi=10.1371%2fjournal.pone.0006448&partnerID=40&md5=661dc6218ea707a1934bf90a66d57051},
doi = {10.1371/journal.pone.0006448},
issn = {19326203},
year = {2009},
date = {2009-01-01},
journal = {PLoS ONE},
volume = {4},
number = {7},
abstract = {Background: Skilled adult readers, in contrast to beginners, show no or little increase in reading latencies as a function of the number of letters in words up to seven letters. The information extraction strategy underlying such efficiency in word identification is still largely unknown, and methods that allow tracking of the letter information extraction through time between eye saccades are needed to fully address this question. Methodology/Principal Findings: The present study examined the use of letter information during reading, by means of the Bubbles technique. Ten participants each read 5,000 five-letter French words sampled in space-time within a 200 ms window. On the temporal dimension, our results show that two moments are especially important during the information extraction process. On the spatial dimension, we found a bias for the upper half of words. We also show for the first time that letter positions four, one, and three are particularly important for the identification of five-letter words. Conclusions/Significance: Our findings are consistent with either a partially parallel reading strategy or an optimal serial reading strategy. We show using computer simulations that this serial reading strategy predicts an absence of a word-length effect for words from four- to seven letters in length. We believe that the Bubbles technique will play an important role in further examining the nature of reading between eye saccades. © 2009 Blais et al.},
keywords = {adult, article, Computer Simulation, eye tracking, human, human experiment, Humans, letter, normal human, Reading, Saccades, saccadic eye movement, skill, spatial discrimination, task performance, visual stimulation, word recognition},
pubstate = {published},
tppubtype = {article}
}
Côté, S.; Bouchard, S.
Documenting the efficacy of virtual realityexposure with psychophysiological and information processing measures Journal Article
In: Applied Psychophysiology Biofeedback, vol. 30, no. 3, pp. 217–232, 2005, ISSN: 10900586 (ISSN).
Abstract | Links | BibTeX | Tags: adult, analysis of variance, Animals, arachnophobia, Arousal, article, avoidance behavior, cardiovascular response, clinical article, emotion, Emotions, exposure, Fear, female, Heart Rate, human, Humans, information processing, male, medical documentation, Mental Processes, Middle Aged, outcomes research, phobia, phobias, Phobic Disorders, Psychophysiology, questionnaire, Reproducibility of Results, self report, spider, Spiders, standardization, stimulus response, task performance, threat, treatment outcome, User-Computer Interface, virtual reality, Visual Perception, visual stimulation
@article{cote_documenting_2005,
title = {Documenting the efficacy of virtual realityexposure with psychophysiological and information processing measures},
author = {S. Côté and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-25144467954&doi=10.1007%2fs10484-005-6379-x&partnerID=40&md5=12308d48c2d79eff9c6446385244c27c},
doi = {10.1007/s10484-005-6379-x},
issn = {10900586 (ISSN)},
year = {2005},
date = {2005-01-01},
journal = {Applied Psychophysiology Biofeedback},
volume = {30},
number = {3},
pages = {217–232},
abstract = {Many outcome studies have been conducted to assess the efficacy of virtual reality in the treatment of specific phobias. However, most studies used self-report data. The addition of objective measures of arousal and information processing mechanisms would be a valuable contribution in order to validate the usefulness of virtual reality in the treatment of anxiety disorders. The goal of this study was to document the impact of virtual reality exposure (VRE) on cardiac response and automatic processing of threatening stimuli. Twenty-eight adults suffering from arachnophobia were assessed and received an exposure-based treatment using virtual reality. General outcome and specific processes measures included a battery of standardized questionnaires, a pictorial emotional Stroop task, a behavioral avoidance test and a measure of participants' inter-beat intervals (IBI) while they were looking at a live tarantula. Assessment was conducted before and after treatment. Repeated measures ANOVAs revealed that therapy had a positive impact on questionnaire data, as well as on the behavioral avoidance test. Analyses made on the pictorial Stroop task showed that information processing of spider-related stimuli changed after treatment, which also indicates therapeutic success. Psychophysiological data also showed a positive change after treatment, suggesting a decrease in anxiety. In sum, VRE led to significant therapeutic improvements on objective measures as well as on self-report instruments. © 2005 Springer Science+Business Media, Inc.},
keywords = {adult, analysis of variance, Animals, arachnophobia, Arousal, article, avoidance behavior, cardiovascular response, clinical article, emotion, Emotions, exposure, Fear, female, Heart Rate, human, Humans, information processing, male, medical documentation, Mental Processes, Middle Aged, outcomes research, phobia, phobias, Phobic Disorders, Psychophysiology, questionnaire, Reproducibility of Results, self report, spider, Spiders, standardization, stimulus response, task performance, threat, treatment outcome, User-Computer Interface, virtual reality, Visual Perception, visual stimulation},
pubstate = {published},
tppubtype = {article}
}
Renaud, P.; Décarie, J.; Gourd, S. -P.; Paquin, L. -C.; Bouchard, S.
Eye-Tracking in Immersive Environments: A General Methodology to Analyze Affordance-Based Interactions from Oculomotor Dynamics Journal Article
In: Cyberpsychology and Behavior, vol. 6, no. 5, pp. 519–526, 2003, ISSN: 10949313 (ISSN).
Abstract | Links | BibTeX | Tags: Adaptation, article, Computer Simulation, Data Display, device, eye movement control, Eye movements, eye tracking, Fixation, Head, head movement, head position, human, human experiment, Humans, male, methodology, Models, motor performance, Movement, normal human, Ocular, perception, Physiological, Psychological, Reference Values, User-Computer Interface, virtual reality, visual information, Visual Perception, visual stimulation
@article{renaud_eye-tracking_2003,
title = {Eye-Tracking in Immersive Environments: A General Methodology to Analyze Affordance-Based Interactions from Oculomotor Dynamics},
author = {P. Renaud and J. Décarie and S. -P. Gourd and L. -C. Paquin and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-0142126405&doi=10.1089%2f109493103769710541&partnerID=40&md5=ee95606b1ed832fcc154d27b22f8bd3a},
doi = {10.1089/109493103769710541},
issn = {10949313 (ISSN)},
year = {2003},
date = {2003-01-01},
journal = {Cyberpsychology and Behavior},
volume = {6},
number = {5},
pages = {519–526},
abstract = {This paper aims at presenting a new methodology to study how perceptual and motor processes organized themselves in order to achieve invariant visual information picking-up in virtual immersions. From a head-mounted display, head and eye movements were recorded using tracking devices (magnetic and infrared) that render the six degrees-of-freedom associated with the position and orientation of head movements, and two degrees-of-freedom from one eye. We measured the continuous line of sight's deviation from a pre-selected area on a virtual stimulus. Some preliminary analyses of the dynamical properties of the emergent perceptual and motor patterns are presented as they are considered to be representative of the process of affordance extraction.},
keywords = {Adaptation, article, Computer Simulation, Data Display, device, eye movement control, Eye movements, eye tracking, Fixation, Head, head movement, head position, human, human experiment, Humans, male, methodology, Models, motor performance, Movement, normal human, Ocular, perception, Physiological, Psychological, Reference Values, User-Computer Interface, virtual reality, visual information, Visual Perception, visual stimulation},
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}
}