

de Recherche et d’Innovation
en Cybersécurité et Société
Marschall-Lévesque, S.; Rouleau, J. -L.; Renaud, P.
Increasing Valid Profiles in Phallometric Assessment of Sex Offenders with Child Victims: Combining the Strengths of Audio Stimuli and Synthetic Characters Article de journal
Dans: Archives of Sexual Behavior, vol. 47, no 2, p. 417–428, 2018, ISSN: 00040002, (Publisher: Springer New York LLC).
Résumé | Liens | BibTeX | Étiquettes: Acoustic Stimulation, Adolescent, adult, auditory stimulation, Child, clinical article, controlled study, crime victim, Crime Victims, Diagnosis, DSM-5, Feedback, female, human, Humans, male, Pedophilia, Penis, Photic Stimulation, photostimulation, physiology, Plethysmography, procedures, psychology, receiver operating characteristic, Sensory, sensory feedback, sex determination, Sex Offenses, sexual crime, stimulus, victim, Young Adult
@article{marschall-levesque_increasing_2018,
title = {Increasing Valid Profiles in Phallometric Assessment of Sex Offenders with Child Victims: Combining the Strengths of Audio Stimuli and Synthetic Characters},
author = {S. Marschall-Lévesque and J. -L. Rouleau and P. Renaud},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85033397289&doi=10.1007%2fs10508-017-1053-y&partnerID=40&md5=bbb82341dfebd50938aa29358f8e0e69},
doi = {10.1007/s10508-017-1053-y},
issn = {00040002},
year = {2018},
date = {2018-01-01},
journal = {Archives of Sexual Behavior},
volume = {47},
number = {2},
pages = {417–428},
abstract = {Penile plethysmography (PPG) is a measure of sexual interests that relies heavily on the stimuli it uses to generate valid results. Ethical considerations surrounding the use of real images in PPG have further limited the content admissible for these stimuli. To palliate this limitation, the current study aimed to combine audio and visual stimuli by incorporating computer-generated characters to create new stimuli capable of accurately classifying sex offenders with child victims, while also increasing the number of valid profiles. Three modalities (audio, visual, and audiovisual) were compared using two groups (15 sex offenders with child victims and 15 non-offenders). Both the new visual and audiovisual stimuli resulted in a 13% increase in the number of valid profiles at 2.5 mm, when compared to the standard audio stimuli. Furthermore, the new audiovisual stimuli generated a 34% increase in penile responses. All three modalities were able to discriminate between the two groups by their responses to the adult and child stimuli. Lastly, sexual interest indices for all three modalities could accurately classify participants in their appropriate groups, as demonstrated by ROC curve analysis (i.e., audio AUC = .81, 95% CI [.60, 1.00]; visual AUC = .84, 95% CI [.66, 1.00], and audiovisual AUC = .83, 95% CI [.63, 1.00]). Results suggest that computer-generated characters allow accurate discrimination of sex offenders with child victims and can be added to already validated stimuli to increase the number of valid profiles. The implications of audiovisual stimuli using computer-generated characters and their possible use in PPG evaluations are also discussed. © 2017, Springer Science+Business Media, LLC.},
note = {Publisher: Springer New York LLC},
keywords = {Acoustic Stimulation, Adolescent, adult, auditory stimulation, Child, clinical article, controlled study, crime victim, Crime Victims, Diagnosis, DSM-5, Feedback, female, human, Humans, male, Pedophilia, Penis, Photic Stimulation, photostimulation, physiology, Plethysmography, procedures, psychology, receiver operating characteristic, Sensory, sensory feedback, sex determination, Sex Offenses, sexual crime, stimulus, victim, Young Adult},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Robillard, G.; Giroux, I.; Jacques, C.; Loranger, C.; St-Pierre, M.; Chrétien, M.; Goulet, A.
Using virtual reality in the treatment of gambling disorder: The development of a new tool for cognitive behavior therapy Article de journal
Dans: Frontiers in Psychiatry, vol. 8, no FEB, 2017, ISSN: 16640640, (Publisher: Frontiers Research Foundation).
Résumé | Liens | BibTeX | Étiquettes: adult, age distribution, article, clinical effectiveness, cognitive behavioral therapy, controlled study, craving, DSM-5, ethnic difference, female, high risk population, human, major clinical study, male, outcome assessment, pathological gambling, pilot study, program feasibility, safety, sex difference, treatment duration, treatment outcome, virtual reality exposure therapy
@article{bouchard_using_2017,
title = {Using virtual reality in the treatment of gambling disorder: The development of a new tool for cognitive behavior therapy},
author = {S. Bouchard and G. Robillard and I. Giroux and C. Jacques and C. Loranger and M. St-Pierre and M. Chrétien and A. Goulet},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85014229849&doi=10.3389%2ffpsyt.2017.00027&partnerID=40&md5=27df5ef448fec9e2ac3498cd76632899},
doi = {10.3389/fpsyt.2017.00027},
issn = {16640640},
year = {2017},
date = {2017-01-01},
journal = {Frontiers in Psychiatry},
volume = {8},
number = {FEB},
abstract = {Virtual reality (VR) can be used in the treatment of gambling disorder to provide emotionally charged contexts (e.g., induce cravings) where patients can practice cognitive behavior therapy (CBT) techniques in the safety of the therapist's office. This raises practical questions, such as whether the cravings are sufficient to be clinically useful but also manageable enough to remain clinically safe. Pilot data are also needed to test the development of a treatment manual and prepare large randomized control trials. This paper reports on three studies describing (a) cravings induced in VR compared to real gambling and a control game of skill with no money involved (N = 28 frequent gamblers and 36 infrequent gamblers); (b) the usefulness of a treatment protocol with only two CBT sessions using VR (N = 34 pathological gamblers); and (c) the safety of a four-session treatment program of CBT in VR (N = 25 pathological gamblers). Study 1 reveals that immersions in VR can elicit desire and a positive anticipation to gamble in frequent gamblers that are (a) significantly stronger than for infrequent gamblers and for playing a control game of skill and (b) as strong as for gambling on a real video lottery terminal. Study 2 documents the feasibility of integrating VR in CBT, its usefulness in identifying more high-risk situations and dysfunctional thoughts, how inducing cravings during relapse prevention exercises significantly relates to treatment outcome, and the safety of the procedure in terms of cybersickness. Results from Study 3 confirm that, compared to inducing urges to gamble in imagination, using VR does not lead to urges that are stronger, last longer, or feel more out of control. Outcome data and effect sizes are reported for both randomized control pilot trials conducted in inpatient settings. Suggestions for future research are provided, including on increasing the number of VR sessions in the treatment program. © 2017 Bouchard, Robillard, Giroux, Jacques, Loranger, St-Pierre, Chrétien and Goulet.},
note = {Publisher: Frontiers Research Foundation},
keywords = {adult, age distribution, article, clinical effectiveness, cognitive behavioral therapy, controlled study, craving, DSM-5, ethnic difference, female, high risk population, human, major clinical study, male, outcome assessment, pathological gambling, pilot study, program feasibility, safety, sex difference, treatment duration, treatment outcome, virtual reality exposure therapy},
pubstate = {published},
tppubtype = {article}
}