

de Recherche et d’Innovation
en Cybersécurité et Société
Bouchard, S.; Bernier, F.; Boivin, E.; Dumoulin, S.; Laforest, M.; Guitard, T.; Robillard, G.; Monthuy-Blanc, J.; Renaud, P.
Empathy toward virtual humans depicting a known or unknown person expressing pain Journal Article
In: Cyberpsychology, Behavior, and Social Networking, vol. 16, no. 1, pp. 61–71, 2013, ISSN: 21522723 (ISSN).
Abstract | Links | BibTeX | Tags: Adolescent, adult, article, computer interface, Computer Simulation, Empathy, Facial Expression, female, human, Humans, male, Middle Aged, MLCS, MLOWN, Object Attachment, object relation, Pain, psychological aspect, questionnaire, Questionnaires, User-Computer Interface
@article{bouchard_empathy_2013,
title = {Empathy toward virtual humans depicting a known or unknown person expressing pain},
author = {S. Bouchard and F. Bernier and E. Boivin and S. Dumoulin and M. Laforest and T. Guitard and G. Robillard and J. Monthuy-Blanc and P. Renaud},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84872559512&doi=10.1089%2fcyber.2012.1571&partnerID=40&md5=842f525f29c1000eca7ba5c4b9140ddd},
doi = {10.1089/cyber.2012.1571},
issn = {21522723 (ISSN)},
year = {2013},
date = {2013-01-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
volume = {16},
number = {1},
pages = {61–71},
abstract = {This study is about pain expressed by virtual humans and empathy in users immersed in virtual reality. It focuses on whether people feel more empathy toward the pain of a virtual human when the virtual human is a realistic representation of a known individual, as opposed to an unknown person, and if social presence is related to users' empathy toward a virtual human's pain. The 42 participants were immersed in virtual reality using a large immersive cube with images retro projected on all six faces (CAVE-Like system) where they can interact in real time with virtual characters. The first immersion (baseline/control) was with a virtual animal, followed by immersions involving discussions with a known virtual human (i.e., the avatar of a person they were familiar with) or an unknown virtual human. During the verbal exchanges in virtual reality, the virtual humans expressed acute and very strong pain. The pain reactions were identical in terms of facial expressions, and verbal and nonverbal behaviors. The Conditions by Time interactions in the repeated measures analyses of variance revealed that participants were empathic toward both virtual humans, yet more empathic toward the known virtual human. Multivariate regression analyses revealed that participants' feeling of social presence - impression that the known virtual character is really there, with them - was a significant predictor of empathy. © Mary Ann Liebert, Inc.},
keywords = {Adolescent, adult, article, computer interface, Computer Simulation, Empathy, Facial Expression, female, human, Humans, male, Middle Aged, MLCS, MLOWN, Object Attachment, object relation, Pain, psychological aspect, questionnaire, Questionnaires, User-Computer Interface},
pubstate = {published},
tppubtype = {article}
}
Giroux, I.; Faucher-Gravel, A.; St-Hilaire, A.; Boudreault, C.; Jacques, C.; Bouchard, S.
Gambling exposure in virtual reality and modification of urge to gamble Journal Article
In: Cyberpsychology, Behavior, and Social Networking, vol. 16, no. 3, pp. 224–231, 2013, ISSN: 21522715.
Abstract | Links | BibTeX | Tags: article, behavior therapy, clinical trial, computer interface, female, Gambling, human, Humans, Implosive Therapy, male, methodology, Middle Aged, Psychiatric Status Rating Scales, psychological aspect, psychological rating scale, questionnaire, Questionnaires, Self Concept, Self Efficacy, User-Computer Interface
@article{giroux_gambling_2013,
title = {Gambling exposure in virtual reality and modification of urge to gamble},
author = {I. Giroux and A. Faucher-Gravel and A. St-Hilaire and C. Boudreault and C. Jacques and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84875176361&doi=10.1089%2fcyber.2012.1573&partnerID=40&md5=b9473a795bb3b95cb98fa04afb34c2c7},
doi = {10.1089/cyber.2012.1573},
issn = {21522715},
year = {2013},
date = {2013-01-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
volume = {16},
number = {3},
pages = {224–231},
abstract = {The urge to gamble is a psychological, physiological, and emotional state involved in the maintenance of pathological gambling. The ability of repeated exposure to a virtual gambling environment to modify the urge to gamble and perceived self-efficacy (PSE) is investigated. Ten video lottery players move throughout a virtual bar with five video lottery terminals five times. The urge to gamble and PSE do not significantly vary during exposure to the gambling environment. However, the desire to gamble significantly increases when passing from the practice environment to the gambling environment. These findings suggest that virtual reality is viable for use in exposure, but that a sole 20-minute session does not set the extinction process into motion. Future studies should be conducted on virtual exposure over the course of several sessions, with the addition of a cognitive restructuring intervention. © Copyright 2013, Mary Ann Liebert, Inc. 2013.},
keywords = {article, behavior therapy, clinical trial, computer interface, female, Gambling, human, Humans, Implosive Therapy, male, methodology, Middle Aged, Psychiatric Status Rating Scales, psychological aspect, psychological rating scale, questionnaire, Questionnaires, Self Concept, Self Efficacy, User-Computer Interface},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Bernier, F.; Boivin, E.; Dumoulin, S.; Laforest, M.; Guitard, T.; Robillard, G.; Monthuy-Blanc, J.; Renaud, P.
Empathy toward virtual humans depicting a known or unknown person expressing pain Journal Article
In: Cyberpsychology, Behavior, and Social Networking, vol. 16, no. 1, pp. 61–71, 2013, ISSN: 21522723 (ISSN).
Abstract | Links | BibTeX | Tags: Adolescent, adult, article, computer interface, Computer Simulation, Empathy, Facial Expression, female, human, Humans, male, Middle Aged, MLCS, MLOWN, Object Attachment, object relation, Pain, psychological aspect, questionnaire, Questionnaires, User-Computer Interface
@article{bouchardEmpathyVirtualHumans2013,
title = {Empathy toward virtual humans depicting a known or unknown person expressing pain},
author = {S. Bouchard and F. Bernier and E. Boivin and S. Dumoulin and M. Laforest and T. Guitard and G. Robillard and J. Monthuy-Blanc and P. Renaud},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84872559512&doi=10.1089%2fcyber.2012.1571&partnerID=40&md5=842f525f29c1000eca7ba5c4b9140ddd},
doi = {10.1089/cyber.2012.1571},
issn = {21522723 (ISSN)},
year = {2013},
date = {2013-01-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
volume = {16},
number = {1},
pages = {61–71},
abstract = {This study is about pain expressed by virtual humans and empathy in users immersed in virtual reality. It focuses on whether people feel more empathy toward the pain of a virtual human when the virtual human is a realistic representation of a known individual, as opposed to an unknown person, and if social presence is related to users' empathy toward a virtual human's pain. The 42 participants were immersed in virtual reality using a large immersive cube with images retro projected on all six faces (CAVE-Like system) where they can interact in real time with virtual characters. The first immersion (baseline/control) was with a virtual animal, followed by immersions involving discussions with a known virtual human (i.e., the avatar of a person they were familiar with) or an unknown virtual human. During the verbal exchanges in virtual reality, the virtual humans expressed acute and very strong pain. The pain reactions were identical in terms of facial expressions, and verbal and nonverbal behaviors. The Conditions by Time interactions in the repeated measures analyses of variance revealed that participants were empathic toward both virtual humans, yet more empathic toward the known virtual human. Multivariate regression analyses revealed that participants' feeling of social presence - impression that the known virtual character is really there, with them - was a significant predictor of empathy. © Mary Ann Liebert, Inc.},
keywords = {Adolescent, adult, article, computer interface, Computer Simulation, Empathy, Facial Expression, female, human, Humans, male, Middle Aged, MLCS, MLOWN, Object Attachment, object relation, Pain, psychological aspect, questionnaire, Questionnaires, User-Computer Interface},
pubstate = {published},
tppubtype = {article}
}
Giroux, I.; Faucher-Gravel, A.; St-Hilaire, A.; Boudreault, C.; Jacques, C.; Bouchard, S.
Gambling exposure in virtual reality and modification of urge to gamble Journal Article
In: Cyberpsychology, Behavior, and Social Networking, vol. 16, no. 3, pp. 224–231, 2013, ISSN: 21522715.
Abstract | Links | BibTeX | Tags: article, behavior therapy, clinical trial, computer interface, female, Gambling, human, Humans, Implosive Therapy, male, methodology, Middle Aged, Psychiatric Status Rating Scales, psychological aspect, psychological rating scale, questionnaire, Questionnaires, Self Concept, Self Efficacy, User-Computer Interface
@article{girouxGamblingExposureVirtual2013,
title = {Gambling exposure in virtual reality and modification of urge to gamble},
author = {I. Giroux and A. Faucher-Gravel and A. St-Hilaire and C. Boudreault and C. Jacques and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84875176361&doi=10.1089%2fcyber.2012.1573&partnerID=40&md5=b9473a795bb3b95cb98fa04afb34c2c7},
doi = {10.1089/cyber.2012.1573},
issn = {21522715},
year = {2013},
date = {2013-01-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
volume = {16},
number = {3},
pages = {224–231},
abstract = {The urge to gamble is a psychological, physiological, and emotional state involved in the maintenance of pathological gambling. The ability of repeated exposure to a virtual gambling environment to modify the urge to gamble and perceived self-efficacy (PSE) is investigated. Ten video lottery players move throughout a virtual bar with five video lottery terminals five times. The urge to gamble and PSE do not significantly vary during exposure to the gambling environment. However, the desire to gamble significantly increases when passing from the practice environment to the gambling environment. These findings suggest that virtual reality is viable for use in exposure, but that a sole 20-minute session does not set the extinction process into motion. Future studies should be conducted on virtual exposure over the course of several sessions, with the addition of a cognitive restructuring intervention. © Copyright 2013, Mary Ann Liebert, Inc. 2013.},
keywords = {article, behavior therapy, clinical trial, computer interface, female, Gambling, human, Humans, Implosive Therapy, male, methodology, Middle Aged, Psychiatric Status Rating Scales, psychological aspect, psychological rating scale, questionnaire, Questionnaires, Self Concept, Self Efficacy, User-Computer Interface},
pubstate = {published},
tppubtype = {article}
}
Robillard, G.; Bouchard, S.; Dumoulin, S.; Guitard, T.
The development of the SWEAT questionnaire: a scale measuring costs and efforts inherent to conducting exposure sessions. Journal Article
In: Studies in health technology and informatics, vol. 167, pp. 105–110, 2011, ISSN: 09269630.
Abstract | Links | BibTeX | Tags: adult, Anxiety disorder, Anxiety Disorders, article, behavior therapy, clinical effectiveness, computer assisted therapy, computer interface, Computer Simulation, Computer-Assisted, controlled study, cost benefit analysis, economics, exposure, female, human, Humans, Implosive Therapy, in vivo study, male, methodology, psychologist, Psychometrics, psychometry, questionnaire, Questionnaires, reliability, reproducibility, Reproducibility of Results, specific work for exposure applied in therapy questionnaire, Therapy, User-Computer Interface, virtual reality
@article{robillard_development_2011,
title = {The development of the SWEAT questionnaire: a scale measuring costs and efforts inherent to conducting exposure sessions.},
author = {G. Robillard and S. Bouchard and S. Dumoulin and T. Guitard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-80054121010&partnerID=40&md5=10bd1de5d9c38b5a975dab3b477c1d4d},
issn = {09269630},
year = {2011},
date = {2011-01-01},
journal = {Studies in health technology and informatics},
volume = {167},
pages = {105–110},
abstract = {For decades, empirical studies have shown the effectiveness of exposure techniques when used in cognitive-behavioral therapy (CBT) treatment for anxiety disorders. A few studies are now suggesting that using Virtual Reality (VR) may be an effective way to conduct exposure and overcome some of the limitations of in vivo exposure. The aim of this study is to validate the Specific Work for Exposure Applied in Therapy (SWEAT) questionnaire that measures costs and efforts required to conduct in vivo and in virtuo exposure. A total of 265 exposure sessions (in vivo = 140; in virtuo = 125) were rated by experienced psychologists. Reliability analysis revealed three main factors in the construct of the SWEAT questionnaire. Results also showed that conducting exposure in VR is less of a burden and more readily adapted to the patients' needs than in vivo.},
keywords = {adult, Anxiety disorder, Anxiety Disorders, article, behavior therapy, clinical effectiveness, computer assisted therapy, computer interface, Computer Simulation, Computer-Assisted, controlled study, cost benefit analysis, economics, exposure, female, human, Humans, Implosive Therapy, in vivo study, male, methodology, psychologist, Psychometrics, psychometry, questionnaire, Questionnaires, reliability, reproducibility, Reproducibility of Results, specific work for exposure applied in therapy questionnaire, Therapy, User-Computer Interface, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Stetz, M. C.; Kaloi-Chen, J. Y.; Turner, D. D.; Bouchard, S.; Riva, G.; Wiederhold, B. K.
The effectiveness of Technology-Enhanced relaxation techniques for military medical warriors Journal Article
In: Military Medicine, vol. 176, no. 9, pp. 1065–1070, 2011, ISSN: 00264075, (Publisher: Association of Military Surgeons of the US).
Abstract | Links | BibTeX | Tags: adult, Anxiety, article, clinical trial, computer interface, controlled clinical trial, controlled study, female, human, Humans, male, mental stress, methodology, Military Personnel, Psychological, psychological aspect, questionnaire, Questionnaires, randomized controlled trial, Relaxation Therapy, relaxation training, soldier, Stress, User-Computer Interface, Video recording, videorecording
@article{stetz_effectiveness_2011,
title = {The effectiveness of Technology-Enhanced relaxation techniques for military medical warriors},
author = {M. C. Stetz and J. Y. Kaloi-Chen and D. D. Turner and S. Bouchard and G. Riva and B. K. Wiederhold},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-80052455147&doi=10.7205%2fMILMED-D-10-00393&partnerID=40&md5=dce993c0b65bb351edd74816a0d65450},
doi = {10.7205/MILMED-D-10-00393},
issn = {00264075},
year = {2011},
date = {2011-01-01},
journal = {Military Medicine},
volume = {176},
number = {9},
pages = {1065–1070},
publisher = {Association of Military Surgeons of the US},
abstract = {Combat zones can be very stressful for those in the area. Even in the battlefi eld, military medical personnel are expected to save others, while also staying alive. In this study, half of a sample of deployed military medical warriors (total n = 60) participated in technology-assisted relaxation training. Learning relaxation skills with a video clip of virtual reality relaxing scenes showed a statistically signifi cant impact on the anxiety levels of the Experimental Group. © Association of Military Surgeons of the U.S. All rights reserved.},
note = {Publisher: Association of Military Surgeons of the US},
keywords = {adult, Anxiety, article, clinical trial, computer interface, controlled clinical trial, controlled study, female, human, Humans, male, mental stress, methodology, Military Personnel, Psychological, psychological aspect, questionnaire, Questionnaires, randomized controlled trial, Relaxation Therapy, relaxation training, soldier, Stress, User-Computer Interface, Video recording, videorecording},
pubstate = {published},
tppubtype = {article}
}
Robillard, G.; Bouchard, S.; Dumoulin, S.; Guitard, T.
The development of the SWEAT questionnaire: a scale measuring costs and efforts inherent to conducting exposure sessions. Journal Article
In: Studies in health technology and informatics, vol. 167, pp. 105–110, 2011, ISSN: 09269630.
Abstract | Links | BibTeX | Tags: adult, Anxiety disorder, Anxiety Disorders, article, behavior therapy, clinical effectiveness, computer assisted therapy, computer interface, Computer Simulation, Computer-Assisted, controlled study, cost benefit analysis, economics, exposure, female, human, Humans, Implosive Therapy, in vivo study, male, methodology, psychologist, Psychometrics, psychometry, questionnaire, Questionnaires, reliability, reproducibility, Reproducibility of Results, specific work for exposure applied in therapy questionnaire, Therapy, User-Computer Interface, virtual reality
@article{robillardDevelopmentSWEATQuestionnaire2011,
title = {The development of the SWEAT questionnaire: a scale measuring costs and efforts inherent to conducting exposure sessions.},
author = {G. Robillard and S. Bouchard and S. Dumoulin and T. Guitard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-80054121010&partnerID=40&md5=10bd1de5d9c38b5a975dab3b477c1d4d},
issn = {09269630},
year = {2011},
date = {2011-01-01},
journal = {Studies in health technology and informatics},
volume = {167},
pages = {105–110},
abstract = {For decades, empirical studies have shown the effectiveness of exposure techniques when used in cognitive-behavioral therapy (CBT) treatment for anxiety disorders. A few studies are now suggesting that using Virtual Reality (VR) may be an effective way to conduct exposure and overcome some of the limitations of in vivo exposure. The aim of this study is to validate the Specific Work for Exposure Applied in Therapy (SWEAT) questionnaire that measures costs and efforts required to conduct in vivo and in virtuo exposure. A total of 265 exposure sessions (in vivo = 140; in virtuo = 125) were rated by experienced psychologists. Reliability analysis revealed three main factors in the construct of the SWEAT questionnaire. Results also showed that conducting exposure in VR is less of a burden and more readily adapted to the patients' needs than in vivo.},
keywords = {adult, Anxiety disorder, Anxiety Disorders, article, behavior therapy, clinical effectiveness, computer assisted therapy, computer interface, Computer Simulation, Computer-Assisted, controlled study, cost benefit analysis, economics, exposure, female, human, Humans, Implosive Therapy, in vivo study, male, methodology, psychologist, Psychometrics, psychometry, questionnaire, Questionnaires, reliability, reproducibility, Reproducibility of Results, specific work for exposure applied in therapy questionnaire, Therapy, User-Computer Interface, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Stetz, M. C.; Kaloi-Chen, J. Y.; Turner, D. D.; Bouchard, S.; Riva, G.; Wiederhold, B. K.
The effectiveness of Technology-Enhanced relaxation techniques for military medical warriors Journal Article
In: Military Medicine, vol. 176, no. 9, pp. 1065–1070, 2011, ISSN: 00264075.
Abstract | Links | BibTeX | Tags: adult, Anxiety, article, clinical trial, computer interface, controlled clinical trial, controlled study, female, human, Humans, male, mental stress, methodology, Military Personnel, Psychological, psychological aspect, questionnaire, Questionnaires, randomized controlled trial, Relaxation Therapy, relaxation training, soldier, Stress, User-Computer Interface, Video recording, videorecording
@article{stetzEffectivenessTechnologyEnhancedRelaxation2011,
title = {The effectiveness of Technology-Enhanced relaxation techniques for military medical warriors},
author = {M. C. Stetz and J. Y. Kaloi-Chen and D. D. Turner and S. Bouchard and G. Riva and B. K. Wiederhold},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-80052455147&doi=10.7205%2fMILMED-D-10-00393&partnerID=40&md5=dce993c0b65bb351edd74816a0d65450},
doi = {10.7205/MILMED-D-10-00393},
issn = {00264075},
year = {2011},
date = {2011-01-01},
journal = {Military Medicine},
volume = {176},
number = {9},
pages = {1065–1070},
publisher = {Association of Military Surgeons of the US},
abstract = {Combat zones can be very stressful for those in the area. Even in the battlefi eld, military medical personnel are expected to save others, while also staying alive. In this study, half of a sample of deployed military medical warriors (total n = 60) participated in technology-assisted relaxation training. Learning relaxation skills with a video clip of virtual reality relaxing scenes showed a statistically signifi cant impact on the anxiety levels of the Experimental Group. © Association of Military Surgeons of the U.S. All rights reserved.},
keywords = {adult, Anxiety, article, clinical trial, computer interface, controlled clinical trial, controlled study, female, human, Humans, male, mental stress, methodology, Military Personnel, Psychological, psychological aspect, questionnaire, Questionnaires, randomized controlled trial, Relaxation Therapy, relaxation training, soldier, Stress, User-Computer Interface, Video recording, videorecording},
pubstate = {published},
tppubtype = {article}
}
Germain, V.; Marchand, A.; Bouchard, S.; Guay, S.; Drouin, M. -S.
Assessment of the therapeutic alliance in face-to-face or videoconference treatment for posttraumatic stress disorder Journal Article
In: Cyberpsychology, Behavior, and Social Networking, vol. 13, no. 1, pp. 29–35, 2010, ISSN: 21522723 (ISSN).
Abstract | Links | BibTeX | Tags: Adolescent, adult, aged, analysis of variance, article, cognitive therapy, female, human, human relation, Humans, male, methodology, Middle Aged, Post-Traumatic, posttraumatic stress disorder, Professional-Patient Relations, questionnaire, Questionnaires, Remote Consultation, Stress Disorders, teleconsultation, treatment outcome, videoconferencing
@article{germain_assessment_2010,
title = {Assessment of the therapeutic alliance in face-to-face or videoconference treatment for posttraumatic stress disorder},
author = {V. Germain and A. Marchand and S. Bouchard and S. Guay and M. -S. Drouin},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-77949735991&doi=10.1089%2fcyber.2009.0139&partnerID=40&md5=d9854cda34bfd9fa00d8848d78d13d32},
doi = {10.1089/cyber.2009.0139},
issn = {21522723 (ISSN)},
year = {2010},
date = {2010-01-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
volume = {13},
number = {1},
pages = {29–35},
abstract = {Telepsychotherapy is a cutting-edge intervention that shows great promise in the mental health care field. However, the possibility of developing a high-quality therapeutic alliance is often doubted when psychotherapy is provided remotely. This study assesses the development of a therapeutic alliance in individuals with posttraumatic stress disorder who were treated either by videoconference therapy or a face-to-face therapy. Forty-six participants with PTSD received cognitive behavioral therapy, 17 of them by videoconference and 29 in person. A variety of questionnaires evaluating the quality of the therapeutic relationship were administered at five different times during treatment. Each session was also assessed by the therapist and the participant immediately afterwards. The results indicate that a therapeutic alliance can develop very well in both treatment conditions and that there is no significant difference between the two. Certain clinical and practical implications are discussed. © Copyright 2010, Mary Ann Liebert, Inc. 2010.},
keywords = {Adolescent, adult, aged, analysis of variance, article, cognitive therapy, female, human, human relation, Humans, male, methodology, Middle Aged, Post-Traumatic, posttraumatic stress disorder, Professional-Patient Relations, questionnaire, Questionnaires, Remote Consultation, Stress Disorders, teleconsultation, treatment outcome, videoconferencing},
pubstate = {published},
tppubtype = {article}
}
Michaliszyn, D.; Marchand, A.; Bouchard, S.; Martel, M. -O.; Poirier-Bisson, J.
A randomized, controlled clinical trial of in virtuo and in vivo exposure for spider phobia Journal Article
In: Cyberpsychology, Behavior, and Social Networking, vol. 13, no. 6, pp. 689–695, 2010, ISSN: 21522723 (ISSN).
Abstract | Links | BibTeX | Tags: Adolescent, adult, analysis of variance, animal, Animals, article, behavior therapy, clinical trial, computer interface, Computer Simulation, controlled clinical trial, controlled study, Diagnostic and Statistical Manual of Mental Disorders, female, follow up, Follow-Up Studies, hospitalization, human, Humans, Implosive Therapy, Intention to Treat Analysis, interview, male, methodology, Middle Aged, phobia, Phobic Disorders, psychologic test, Psychological, questionnaire, Questionnaires, randomized controlled trial, Severity of Illness Index, spider, Spiders, treatment outcome, User-Computer Interface
@article{michaliszyn_randomized_2010,
title = {A randomized, controlled clinical trial of in virtuo and in vivo exposure for spider phobia},
author = {D. Michaliszyn and A. Marchand and S. Bouchard and M. -O. Martel and J. Poirier-Bisson},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-78650262716&doi=10.1089%2fcyber.2009.0277&partnerID=40&md5=8efc6b65de8b3477ca3cd0fa8fcab93a},
doi = {10.1089/cyber.2009.0277},
issn = {21522723 (ISSN)},
year = {2010},
date = {2010-01-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
volume = {13},
number = {6},
pages = {689–695},
abstract = {The present study compared the efficacy of virtual reality (VR) in virtuo exposure and in vivo exposure in the treatment of spider phobia. Two treatment conditions were compared to a waiting-list condition. A 3-month follow-up evaluation was conducted in order to assess the durability of the treatment effects. Participants were randomly assigned to the treatment groups. A total of 16 participants received the in virtuo treatment, and 16 received the in vivo treatment. The waiting-list condition included 11 participants. Participants received eight 1.5-hour treatment sessions. Efficacy was measured with the Fear of Spiders Questionnaire, the Spider Beliefs Questionnaire (SBQ-F), and a Behavioral Avoidance Test (BAT). In addition, a clinician administered the Structured Interview for DSM-IV to assess DSM-IV's criteria for specific phobia and severity. Clinical and statistically significant improvements were found for both groups. Differences in treatment groups were found on one of five measures of fear: greater improvement on the SBQ-F beliefs subscale was associated with in vivo exposure. Copyright 2010, Mary Ann Liebert, Inc.},
keywords = {Adolescent, adult, analysis of variance, animal, Animals, article, behavior therapy, clinical trial, computer interface, Computer Simulation, controlled clinical trial, controlled study, Diagnostic and Statistical Manual of Mental Disorders, female, follow up, Follow-Up Studies, hospitalization, human, Humans, Implosive Therapy, Intention to Treat Analysis, interview, male, methodology, Middle Aged, phobia, Phobic Disorders, psychologic test, Psychological, questionnaire, Questionnaires, randomized controlled trial, Severity of Illness Index, spider, Spiders, treatment outcome, User-Computer Interface},
pubstate = {published},
tppubtype = {article}
}



