

de Recherche et d’Innovation
en Cybersécurité et Société
Sheehy, L.; Finestone, H.; Bouchard, S.; Dezeeuw, K.; Doering, P.; Dunlop, N.; Sveistrup, H.
Immersive Virtual Reality Experiences can Decrease Pain and Distress in Patients Living in Complex Care Journal Article
In: Annual Review of CyberTherapy and Telemedicine, vol. 23, pp. 272–278, 2025, ISSN: 15548716 (ISSN).
Abstract | Links | BibTeX | Tags: adult, aged, article, chronic pain, clinical article, complex care, controlled study, discomfort, distress syndrome, female, human, immersion, male, Mood, nausea, Pain, patient care, quality of life, virtual reality, wound care
@article{sheehy_immersive_2025,
title = {Immersive Virtual Reality Experiences can Decrease Pain and Distress in Patients Living in Complex Care},
author = {L. Sheehy and H. Finestone and S. Bouchard and K. Dezeeuw and P. Doering and N. Dunlop and H. Sveistrup},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105023893911&partnerID=40&md5=cf29113c44db0b13e00df2e34acbc141},
issn = {15548716 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Annual Review of CyberTherapy and Telemedicine},
volume = {23},
pages = {272–278},
abstract = {Patients living in complex care (CC) frequently experience pain. The study goals were to assess the feasibility of using virtual reality (VR), and the potential for VR to impact pain, mood, and quality of life in two groups of patients living in CC, those experiencing acute pain during wound dressing changes and those experiencing chronic pain. Participants were offered 30 minutes of immersive, passive VR experiences using a Meta Quest 2 headset, 3 times/week for 3 weeks. Pain and mood were assessed pre, during and post each VR session. Pain, mood and quality of life were assessed before and after the 3-week intervention. Feasibility was assessed after each session. Three women (average age 66.3) with wound dressing changes completed an average of 3.7 sessions (25.5 minutes/session). Two-thirds experienced meaningful declines in pain with VR. Seventeen participants (6 men, 11 women, average age 58.4) with chronic pain completed an average of 3.1 sessions (21.4 minutes/session). Pain was significantly decreased from pre to post VR and pre to during VR. Mood and quality of life did not change. Both groups had low levels of discomfort and nausea, and high levels of satisfaction and immersiveness. Most participants enjoyed the experience and appreciated the immersion. It was challenging to adapt the headset to patients in non-seated positions who could not use VR controllers. VR is a promising modality to manage pain in patients living in CC. More work needs to be done to confirm the results and implement VR in clinical settings. © 2025, Interactive Media Institute. All rights reserved.},
keywords = {adult, aged, article, chronic pain, clinical article, complex care, controlled study, discomfort, distress syndrome, female, human, immersion, male, Mood, nausea, Pain, patient care, quality of life, virtual reality, wound care},
pubstate = {published},
tppubtype = {article}
}
Sheehy, L.; Finestone, H.; Bouchard, S.; Dezeeuw, K.; Doering, P.; Dunlop, N.; Sveistrup, H.
Immersive Virtual Reality Experiences can Decrease Pain and Distress in Patients Living in Complex Care Journal Article
In: Annual Review of CyberTherapy and Telemedicine, vol. 23, pp. 272–278, 2025, ISSN: 15548716 (ISSN).
Abstract | Links | BibTeX | Tags: adult, aged, article, chronic pain, clinical article, complex care, controlled study, discomfort, distress syndrome, female, human, immersion, male, Mood, nausea, Pain, patient care, quality of life, virtual reality, wound care
@article{sheehyImmersiveVirtualReality2025,
title = {Immersive Virtual Reality Experiences can Decrease Pain and Distress in Patients Living in Complex Care},
author = {L. Sheehy and H. Finestone and S. Bouchard and K. Dezeeuw and P. Doering and N. Dunlop and H. Sveistrup},
url = {https://www.scopus.com/pages/publications/105023893911?origin=resultslist},
issn = {15548716 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Annual Review of CyberTherapy and Telemedicine},
volume = {23},
pages = {272–278},
publisher = {Interactive Media Institute},
abstract = {Patients living in complex care (CC) frequently experience pain. The study goals were to assess the feasibility of using virtual reality (VR), and the potential for VR to impact pain, mood, and quality of life in two groups of patients living in CC, those experiencing acute pain during wound dressing changes and those experiencing chronic pain. Participants were offered 30 minutes of immersive, passive VR experiences using a Meta Quest 2 headset, 3 times/week for 3 weeks. Pain and mood were assessed pre, during and post each VR session. Pain, mood and quality of life were assessed before and after the 3-week intervention. Feasibility was assessed after each session. Three women (average age 66.3) with wound dressing changes completed an average of 3.7 sessions (25.5 minutes/session). Two-thirds experienced meaningful declines in pain with VR. Seventeen participants (6 men, 11 women, average age 58.4) with chronic pain completed an average of 3.1 sessions (21.4 minutes/session). Pain was significantly decreased from pre to post VR and pre to during VR. Mood and quality of life did not change. Both groups had low levels of discomfort and nausea, and high levels of satisfaction and immersiveness. Most participants enjoyed the experience and appreciated the immersion. It was challenging to adapt the headset to patients in non-seated positions who could not use VR controllers. VR is a promising modality to manage pain in patients living in CC. More work needs to be done to confirm the results and implement VR in clinical settings. © 2025, Interactive Media Institute. All rights reserved.},
keywords = {adult, aged, article, chronic pain, clinical article, complex care, controlled study, discomfort, distress syndrome, female, human, immersion, male, Mood, nausea, Pain, patient care, quality of life, virtual reality, wound care},
pubstate = {published},
tppubtype = {article}
}
Sheehy, L.; Finestone, H.; Bouchard, S.; Dezeeuw, K.; Doering, P.; Dunlop, N.; Sveistrup, H.
Immersive Virtual Reality Experiences can Decrease Pain and Distress in Patients Living in Complex Care Journal Article
In: Annual Review of CyberTherapy and Telemedicine, vol. 23, pp. 272–278, 2025, ISSN: 15548716 (ISSN).
Abstract | Links | BibTeX | Tags: adult, aged, article, chronic pain, clinical article, complex care, controlled study, discomfort, distress syndrome, female, human, immersion, male, Mood, nausea, Pain, patient care, quality of life, virtual reality, wound care
@article{sheehyImmersiveVirtualReality2025a,
title = {Immersive Virtual Reality Experiences can Decrease Pain and Distress in Patients Living in Complex Care},
author = {L. Sheehy and H. Finestone and S. Bouchard and K. Dezeeuw and P. Doering and N. Dunlop and H. Sveistrup},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105023893911&partnerID=40&md5=cf29113c44db0b13e00df2e34acbc141},
issn = {15548716 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Annual Review of CyberTherapy and Telemedicine},
volume = {23},
pages = {272–278},
abstract = {Patients living in complex care (CC) frequently experience pain. The study goals were to assess the feasibility of using virtual reality (VR), and the potential for VR to impact pain, mood, and quality of life in two groups of patients living in CC, those experiencing acute pain during wound dressing changes and those experiencing chronic pain. Participants were offered 30 minutes of immersive, passive VR experiences using a Meta Quest 2 headset, 3 times/week for 3 weeks. Pain and mood were assessed pre, during and post each VR session. Pain, mood and quality of life were assessed before and after the 3-week intervention. Feasibility was assessed after each session. Three women (average age 66.3) with wound dressing changes completed an average of 3.7 sessions (25.5 minutes/session). Two-thirds experienced meaningful declines in pain with VR. Seventeen participants (6 men, 11 women, average age 58.4) with chronic pain completed an average of 3.1 sessions (21.4 minutes/session). Pain was significantly decreased from pre to post VR and pre to during VR. Mood and quality of life did not change. Both groups had low levels of discomfort and nausea, and high levels of satisfaction and immersiveness. Most participants enjoyed the experience and appreciated the immersion. It was challenging to adapt the headset to patients in non-seated positions who could not use VR controllers. VR is a promising modality to manage pain in patients living in CC. More work needs to be done to confirm the results and implement VR in clinical settings. © 2025, Interactive Media Institute. All rights reserved.},
keywords = {adult, aged, article, chronic pain, clinical article, complex care, controlled study, discomfort, distress syndrome, female, human, immersion, male, Mood, nausea, Pain, patient care, quality of life, virtual reality, wound care},
pubstate = {published},
tppubtype = {article}
}
Brideau-Duquette, M.; Côté, S. S. -P.; Pfaus, J. G.; Renaud, P.
First Cross-Entropy Associated With Virtual Sexual Content Journal Article
In: Applied Human Factors and Ergonomics International, vol. 119, pp. 110–119, 2024, ISSN: 27710718 (ISSN).
Abstract | Links | BibTeX | Tags: Brain entropy, Electroencephalography, eye tracking, immersion, Sexual Presence, virtual reality
@article{brideau-duquette_first_2024,
title = {First Cross-Entropy Associated With Virtual Sexual Content},
author = {M. Brideau-Duquette and S. S. -P. Côté and J. G. Pfaus and P. Renaud},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105031273879&doi=10.54941%2Fahfe1004474&partnerID=40&md5=3a1b6f10201659be05b3feebea9c6dfd},
doi = {10.54941/ahfe1004474},
issn = {27710718 (ISSN)},
year = {2024},
date = {2024-01-01},
journal = {Applied Human Factors and Ergonomics International},
volume = {119},
pages = {110–119},
abstract = {This study investigates the brain’s response to virtual sexual content using EEG dynamic cross-entropy and physiological measures of arousal. It aims to elucidate the neural underpinnings of “sexual presence”—a state of arousal influenced by personal predispositions and technological affordances. The research integrates concepts of sexual affordances within embodied cognitive processes, suggesting that the brain optimizes responses to minimize free energy when processing sexual cues. The findings show that sexual avatars trigger specific arousal and attention, evidenced by physiological arousal responses. Notably, frontal cross-entropy in the low alpha band decreased during exposure to sexual content, suggesting a more streamlined frontal information transfer during arousal. The results contribute to understanding how virtual environments can induce sexual presence, indicating that sexual affordances in virtual settings significantly influence cognitive engagement and neural efficiency. The study’s outcomes have implications in the understanding of human-machine interactions with virtual content mobilizing sexual cognition. © 2024. Published by AHFE.},
keywords = {Brain entropy, Electroencephalography, eye tracking, immersion, Sexual Presence, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Brideau-Duquette, M.; Côté, S. S. -P.; Pfaus, J. G.; Renaud, P.
First Cross-Entropy Associated With Virtual Sexual Content Journal Article
In: Applied Human Factors and Ergonomics International, vol. 119, pp. 110–119, 2024, ISSN: 27710718 (ISSN).
Abstract | Links | BibTeX | Tags: Brain entropy, Electroencephalography, eye tracking, immersion, Sexual Presence, virtual reality
@article{brideau-duquetteFirstCrossEntropyAssociated2024,
title = {First Cross-Entropy Associated With Virtual Sexual Content},
author = {M. Brideau-Duquette and S. S. -P. Côté and J. G. Pfaus and P. Renaud},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105031273879&doi=10.54941%2Fahfe1004474&partnerID=40&md5=3a1b6f10201659be05b3feebea9c6dfd},
doi = {10.54941/ahfe1004474},
issn = {27710718 (ISSN)},
year = {2024},
date = {2024-01-01},
journal = {Applied Human Factors and Ergonomics International},
volume = {119},
pages = {110–119},
abstract = {This study investigates the brain’s response to virtual sexual content using EEG dynamic cross-entropy and physiological measures of arousal. It aims to elucidate the neural underpinnings of “sexual presence”—a state of arousal influenced by personal predispositions and technological affordances. The research integrates concepts of sexual affordances within embodied cognitive processes, suggesting that the brain optimizes responses to minimize free energy when processing sexual cues. The findings show that sexual avatars trigger specific arousal and attention, evidenced by physiological arousal responses. Notably, frontal cross-entropy in the low alpha band decreased during exposure to sexual content, suggesting a more streamlined frontal information transfer during arousal. The results contribute to understanding how virtual environments can induce sexual presence, indicating that sexual affordances in virtual settings significantly influence cognitive engagement and neural efficiency. The study’s outcomes have implications in the understanding of human-machine interactions with virtual content mobilizing sexual cognition. © 2024. Published by AHFE.},
keywords = {Brain entropy, Electroencephalography, eye tracking, immersion, Sexual Presence, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Quintana, P.; Bouchard, S.; Botella, C.; Robillard, G.; Serrano, B.; Rodriguez-Ortega, A.; Ernst, M. Torp; Rey, B.; Berthiaume, M.; Corno, G.
In: Journal of Clinical Medicine, vol. 12, no. 13, 2023, ISSN: 20770383 (ISSN), (Publisher: Multidisciplinary Digital Publishing Institute (MDPI)).
Abstract | Links | BibTeX | Tags: adult, anxiety assessment, article, Canada, clinical article, controlled study, cultural differences, ecological validity, exposure, female, generalized social anxiety, human, immersion, male, multicenter study, psychotherapy, self report, social anxiety, social interaction, social phobia, Spain, virtual reality, virtual reality exposure therapy
@article{quintana_engaging_2023,
title = {Engaging in Awkward Social Interactions in a Virtual Environment Designed for Exposure-Based Psychotherapy for People with Generalized Social Anxiety Disorder: An International Multisite Study},
author = {P. Quintana and S. Bouchard and C. Botella and G. Robillard and B. Serrano and A. Rodriguez-Ortega and M. Torp Ernst and B. Rey and M. Berthiaume and G. Corno},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85165033932&doi=10.3390%2fjcm12134525&partnerID=40&md5=7b0f59b46ff7680611d5a64e18909651},
doi = {10.3390/jcm12134525},
issn = {20770383 (ISSN)},
year = {2023},
date = {2023-01-01},
journal = {Journal of Clinical Medicine},
volume = {12},
number = {13},
publisher = {Multidisciplinary Digital Publishing Institute (MDPI)},
abstract = {The effectiveness of in virtuo exposure-based treatment of performance-only social anxiety disorder (SAD) has been demonstrated in several studies. However, few studies have validated virtual environments with participants suffering from generalized SAD. The goal of this study is to confirm the potential of a virtual environment in inducing anxiety in adults suffering from generalized SAD, compared to adults without SAD, when engaged in awkward social interactions. Differences between participants from two different countries were also explored. The sample consisted of 15 participants with SAD from Canada, 17 participants without SAD from Canada, 16 participants with SAD from Spain, and 21 participants without SAD from Spain. All participants were immersed in a control virtual environment and in an experimental virtual environment considered potentially anxiety-inducing for individuals with generalized SAD. As hypothesized, results showed that the experimental virtual environment induced a higher level of anxiety than the control environment among participants with SAD compared to those without SAD. The impact on anxiety of each socially threatening task performed during the experimental immersion was statistically significant. In terms of anxiety responses, no significant differences were found between participants from Canada and Spain. However, spatial presence and ecological validity were higher in Canadians than in Spaniards. Unwanted negative side effects induced by immersions in virtual reality were higher in the SAD group. This study highlights the importance for therapists to engage people with SAD in clinically relevant tasks while immersed in VR psychotherapeutic applications. © 2023 by the authors.},
note = {Publisher: Multidisciplinary Digital Publishing Institute (MDPI)},
keywords = {adult, anxiety assessment, article, Canada, clinical article, controlled study, cultural differences, ecological validity, exposure, female, generalized social anxiety, human, immersion, male, multicenter study, psychotherapy, self report, social anxiety, social interaction, social phobia, Spain, virtual reality, virtual reality exposure therapy},
pubstate = {published},
tppubtype = {article}
}
Jeanningros, A.; Baillot, A.; Corno, G.; Rivard, M. -C.; Aimé, A.; Bouchard, S.
Validation of a Virtual Environment to Induce State Social Physique Anxiety in Women with Obesity and Social Physique Anxiety Journal Article
In: Journal of Clinical Medicine, vol. 12, no. 18, 2023, ISSN: 20770383, (Publisher: Multidisciplinary Digital Publishing Institute (MDPI)).
Abstract | Links | BibTeX | Tags: adult, analysis of covariance, article, clinical article, controlled study, disease simulation, Fear, female, human, immersion, obesity, questionnaire, self report, social anxiety, swimming pool, validation process, virtual reality, visual analog scale
@article{jeanningros_validation_2023,
title = {Validation of a Virtual Environment to Induce State Social Physique Anxiety in Women with Obesity and Social Physique Anxiety},
author = {A. Jeanningros and A. Baillot and G. Corno and M. -C. Rivard and A. Aimé and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85172809066&doi=10.3390%2fjcm12186065&partnerID=40&md5=27989e0e8e959a373732f11758e997b5},
doi = {10.3390/jcm12186065},
issn = {20770383},
year = {2023},
date = {2023-01-01},
journal = {Journal of Clinical Medicine},
volume = {12},
number = {18},
publisher = {Multidisciplinary Digital Publishing Institute (MDPI)},
abstract = {State Social Physique Anxiety (SPA), in contrast to Trait SPA, is triggered by specific situations that elicit SPA. To date, no research has used virtual reality (VR) to recreate a situation that may elicit State SPA. The purpose of this study is to validate a virtual environment (VE) that simulates an anxiogenic situation to induce State SPA in women with obesity and high SPA. The high SPA group consisted of 25 self-identified women living with obesity and high Trait SPA. The low SPA group consisted of 20 self-identified women with low SPA. All participants were immersed in a virtual swimming pool environment for 10 min using a virtual reality headset. After the immersion, State SPA and fear of being negatively judged felt during immersion were measured with self-report questionnaires. A questionnaire assessing unwanted negative side effects was administered before and after the immersion. Using an ANCOVA with Trait SPA as covariate, State SPA was found to be significantly higher in the high SPA group. Fear of being judged negatively was also significantly higher in the high SPA group. Unwanted negative side effects scores did not increase post-immersion in either group. This study documents the validity of a novel VE for inducing State SPA in women with obesity and high SPA. © 2023 by the authors.},
note = {Publisher: Multidisciplinary Digital Publishing Institute (MDPI)},
keywords = {adult, analysis of covariance, article, clinical article, controlled study, disease simulation, Fear, female, human, immersion, obesity, questionnaire, self report, social anxiety, swimming pool, validation process, virtual reality, visual analog scale},
pubstate = {published},
tppubtype = {article}
}
Quintana, P.; Bouchard, S.; Botella, C.; Robillard, G.; Serrano, B.; Rodriguez-Ortega, A.; Ernst, M. Torp; Rey, B.; Berthiaume, M.; Corno, G.
In: Journal of Clinical Medicine, vol. 12, no. 13, 2023, ISSN: 20770383 (ISSN).
Abstract | Links | BibTeX | Tags: adult, anxiety assessment, article, Canada, clinical article, controlled study, cultural differences, ecological validity, exposure, female, generalized social anxiety, human, immersion, male, multicenter study, psychotherapy, self report, social anxiety, social interaction, social phobia, Spain, virtual reality, virtual reality exposure therapy
@article{quintanaEngagingAwkwardSocial2023,
title = {Engaging in Awkward Social Interactions in a Virtual Environment Designed for Exposure-Based Psychotherapy for People with Generalized Social Anxiety Disorder: An International Multisite Study},
author = {P. Quintana and S. Bouchard and C. Botella and G. Robillard and B. Serrano and A. Rodriguez-Ortega and M. Torp Ernst and B. Rey and M. Berthiaume and G. Corno},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85165033932&doi=10.3390%2fjcm12134525&partnerID=40&md5=7b0f59b46ff7680611d5a64e18909651},
doi = {10.3390/jcm12134525},
issn = {20770383 (ISSN)},
year = {2023},
date = {2023-01-01},
journal = {Journal of Clinical Medicine},
volume = {12},
number = {13},
publisher = {Multidisciplinary Digital Publishing Institute (MDPI)},
abstract = {The effectiveness of in virtuo exposure-based treatment of performance-only social anxiety disorder (SAD) has been demonstrated in several studies. However, few studies have validated virtual environments with participants suffering from generalized SAD. The goal of this study is to confirm the potential of a virtual environment in inducing anxiety in adults suffering from generalized SAD, compared to adults without SAD, when engaged in awkward social interactions. Differences between participants from two different countries were also explored. The sample consisted of 15 participants with SAD from Canada, 17 participants without SAD from Canada, 16 participants with SAD from Spain, and 21 participants without SAD from Spain. All participants were immersed in a control virtual environment and in an experimental virtual environment considered potentially anxiety-inducing for individuals with generalized SAD. As hypothesized, results showed that the experimental virtual environment induced a higher level of anxiety than the control environment among participants with SAD compared to those without SAD. The impact on anxiety of each socially threatening task performed during the experimental immersion was statistically significant. In terms of anxiety responses, no significant differences were found between participants from Canada and Spain. However, spatial presence and ecological validity were higher in Canadians than in Spaniards. Unwanted negative side effects induced by immersions in virtual reality were higher in the SAD group. This study highlights the importance for therapists to engage people with SAD in clinically relevant tasks while immersed in VR psychotherapeutic applications. © 2023 by the authors.},
keywords = {adult, anxiety assessment, article, Canada, clinical article, controlled study, cultural differences, ecological validity, exposure, female, generalized social anxiety, human, immersion, male, multicenter study, psychotherapy, self report, social anxiety, social interaction, social phobia, Spain, virtual reality, virtual reality exposure therapy},
pubstate = {published},
tppubtype = {article}
}
Simon, J.; Grogna, D.; Rivard, M. -C.; Heck, M.; Bouchard, S.; Quertemont, E.
Assessing attentional bias for alcohol-related cues using eye tracking in a virtual reality environment Journal Article
In: Frontiers in Virtual Reality, vol. 3, 2022, ISSN: 26734192 (ISSN), (Publisher: Frontiers Media S.A.).
Abstract | Links | BibTeX | Tags: craving, cue exposure, eye tracking, immersion, virtual reality
@article{simon_assessing_2022,
title = {Assessing attentional bias for alcohol-related cues using eye tracking in a virtual reality environment},
author = {J. Simon and D. Grogna and M. -C. Rivard and M. Heck and S. Bouchard and E. Quertemont},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85139027341&doi=10.3389%2ffrvir.2022.849840&partnerID=40&md5=22d08446b9b6bf184867d77efa11932a},
doi = {10.3389/frvir.2022.849840},
issn = {26734192 (ISSN)},
year = {2022},
date = {2022-01-01},
journal = {Frontiers in Virtual Reality},
volume = {3},
publisher = {Frontiers Media S.A.},
abstract = {Several experimental paradigms were developed to measure attentional biases towards alcohol-related cues. However, most of them are based on reaction times to two-dimensional stimuli displayed on a computer screen, such that their ecological validity has been questioned. To address this, we integrated an eye tracking system into a virtual reality headset (ET-VR) and measured attentional biases in a subclinical population of alcohol users. In this exploratory study, forty social drinkers were recruited and immersed in a virtual bar including alcohol-related stimuli. Attentional focus was assessed using dwell time and number of fixations for these alcohol-related stimuli as well as for neutral stimuli unrelated to alcohol consumption. The results show that the number of fixations and, to a lesser extent, the dwell time for alcohol-related cues were positively correlated with the drinking motivation of the participants. In contrast, no significant correlation was found for neutral stimuli. In conclusion, the present study shows that alcohol-induced attentional biases can be studied using an ET-VR device in a subclinical population of alcohol users. Copyright © 2022 Simon, Grogna, Rivard, Heck, Bouchard and Quertemont.},
note = {Publisher: Frontiers Media S.A.},
keywords = {craving, cue exposure, eye tracking, immersion, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Simon, J.; Grogna, D.; Rivard, M. -C.; Heck, M.; Bouchard, S.; Quertemont, E.
Assessing attentional bias for alcohol-related cues using eye tracking in a virtual reality environment Journal Article
In: Frontiers in Virtual Reality, vol. 3, 2022, ISSN: 26734192 (ISSN).
Abstract | Links | BibTeX | Tags: craving, cue exposure, eye tracking, immersion, virtual reality
@article{simonAssessingAttentionalBias2022,
title = {Assessing attentional bias for alcohol-related cues using eye tracking in a virtual reality environment},
author = {J. Simon and D. Grogna and M. -C. Rivard and M. Heck and S. Bouchard and E. Quertemont},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85139027341&doi=10.3389%2ffrvir.2022.849840&partnerID=40&md5=22d08446b9b6bf184867d77efa11932a},
doi = {10.3389/frvir.2022.849840},
issn = {26734192 (ISSN)},
year = {2022},
date = {2022-01-01},
journal = {Frontiers in Virtual Reality},
volume = {3},
publisher = {Frontiers Media S.A.},
abstract = {Several experimental paradigms were developed to measure attentional biases towards alcohol-related cues. However, most of them are based on reaction times to two-dimensional stimuli displayed on a computer screen, such that their ecological validity has been questioned. To address this, we integrated an eye tracking system into a virtual reality headset (ET-VR) and measured attentional biases in a subclinical population of alcohol users. In this exploratory study, forty social drinkers were recruited and immersed in a virtual bar including alcohol-related stimuli. Attentional focus was assessed using dwell time and number of fixations for these alcohol-related stimuli as well as for neutral stimuli unrelated to alcohol consumption. The results show that the number of fixations and, to a lesser extent, the dwell time for alcohol-related cues were positively correlated with the drinking motivation of the participants. In contrast, no significant correlation was found for neutral stimuli. In conclusion, the present study shows that alcohol-induced attentional biases can be studied using an ET-VR device in a subclinical population of alcohol users. Copyright © 2022 Simon, Grogna, Rivard, Heck, Bouchard and Quertemont.},
keywords = {craving, cue exposure, eye tracking, immersion, virtual reality},
pubstate = {published},
tppubtype = {article}
}



