

de Recherche et d’Innovation
en Cybersécurité et Société
Maneuvrier, A.; Ceyte, H.; Renaud, P.; Morello, R.; Fleury, P.; Decker, L. M.
Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort Article de journal
Dans: Virtual Reality, vol. 27, no 2, p. 849–861, 2023, ISSN: 13594338, (Publisher: Springer Science and Business Media Deutschland GmbH).
Résumé | Liens | BibTeX | Étiquettes: Cluster Analysis, cybersickness, Executive control of attention, Field dependence, Field dependence–independence, Game experience, Human computer interaction, Human engineering, Interactive computer graphics, Mental effort, Sense of presences, Video game experience, Video-games, virtual reality, WISCONSIN
@article{maneuvrier_virtual_2023,
title = {Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort},
author = {A. Maneuvrier and H. Ceyte and P. Renaud and R. Morello and P. Fleury and L. M. Decker},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85138552678&doi=10.1007%2fs10055-022-00698-4&partnerID=40&md5=631390bbdefb4b05de9565fb986e1923},
doi = {10.1007/s10055-022-00698-4},
issn = {13594338},
year = {2023},
date = {2023-01-01},
journal = {Virtual Reality},
volume = {27},
number = {2},
pages = {849–861},
abstract = {This study aimed to compare a neuropsychological test tapping into executive control function, the Wisconsin Card Sorting Test (WCST), performed in either traditional paper-and-pencil (PP) or virtual reality (VR) modality, and to determine the role of human factors (i.e., sense of presence, cybersickness, field (in)dependence and video game experience) as contributors to performance and perceived mental effort. Indeed, if virtual assessment might bring the ecological dimension to controlled laboratory research, it is often suggested that human factors might bias performance. WCST performance and its associated perceived mental effort were compared between the two modalities (N = 107). In the VR modality (N = 52), a correlation matrix was conducted as well as a cluster analysis in order to build two experimental groups, or profiles, based on their subjective experience of VR. WCST performance and perceived mental effort were then compared between these two groups while controlling for age and education. Results outlined a similar WCST performance and perceived mental effort between the PP and VR modalities. However, when comparing the two VR groups, results suggest that an unfavorable profile for VR, i.e., less sense of presence, more cybersickness, more visual field dependence and less video game experience, is associated with greater perceived mental effort. These experimental findings enable outlining a new conceptual and methodological framework for the assessment of executive control task performance in VR. Results could help users to take human factors into consideration in order to fully exploit or predict the benefits of this tool. © 2022, The Author(s), under exclusive licence to Springer-Verlag London Ltd., part of Springer Nature.},
note = {Publisher: Springer Science and Business Media Deutschland GmbH},
keywords = {Cluster Analysis, cybersickness, Executive control of attention, Field dependence, Field dependence–independence, Game experience, Human computer interaction, Human engineering, Interactive computer graphics, Mental effort, Sense of presences, Video game experience, Video-games, virtual reality, WISCONSIN},
pubstate = {published},
tppubtype = {article}
}
Roy, F. Le; Robert, F.; Hamouti, R.
Vertical vs horizontal coopetition and the market performance of product innovation: An empirical study of the video game industry Article de journal
Dans: Technovation, vol. 112, 2022, ISSN: 01664972, (Publisher: Elsevier Ltd).
Résumé | Liens | BibTeX | Étiquettes: Co-opetition, Commerce, Horizontal coopetition, Human computer interaction, Incremental innovation, Interactive computer graphics, Market performance, Product innovation, Radical innovation, Vertical coopetition, Video game industry, Video-games
@article{le_roy_vertical_2022,
title = {Vertical vs horizontal coopetition and the market performance of product innovation: An empirical study of the video game industry},
author = {F. Le Roy and F. Robert and R. Hamouti},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85118828275&doi=10.1016%2fj.technovation.2021.102411&partnerID=40&md5=f455c23f06fdd531e405382ddfdd7efd},
doi = {10.1016/j.technovation.2021.102411},
issn = {01664972},
year = {2022},
date = {2022-01-01},
journal = {Technovation},
volume = {112},
abstract = {The aim of this research is to study the impact of coopetition on the market performance of product innovation. Previous research suggests, on the one hand, that coopetition is a powerful strategy for innovation but, on the other hand, that coopetition creates opportunism risk. Therefore, the impact of coopetition on innovation depends on external and internal conditions. This impact also differs according to the radicalness of the focal innovation. Past studies have identified many different factors that influence the impact of coopetition on innovation. However, they have not taken into account the different types of coopetition. To fill this gap, here, 1) we introduce a key distinction between the two main types of coopetition, i.e., vertical vs horizontal coopetition and 2) we distinguish between the impacts of these two types of coopetition on the market performance of two types of innovation, i.e., incremental vs radical innovation. We build a set of four hypotheses and test them on a sample of 763 new products in the video game industry. The results show that 1) horizontal coopetition has a positive impact on the market performance of radical and incremental innovation, 2) horizontal coopetition has a greater impact on the market performance of radical innovation 3) vertical coopetition has no impact on the market performance of innovation, and 4) the null impact of vertical coopetition is true for both radical and incremental innovation. © 2021},
note = {Publisher: Elsevier Ltd},
keywords = {Co-opetition, Commerce, Horizontal coopetition, Human computer interaction, Incremental innovation, Interactive computer graphics, Market performance, Product innovation, Radical innovation, Vertical coopetition, Video game industry, Video-games},
pubstate = {published},
tppubtype = {article}
}
Lapointe, J. -F.; Molyneaux, H.; Allili, M. S.
A Literature Review of AR-Based Remote Guidance Tasks with User Studies Article de journal
Dans: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 12191 LNCS, p. 111–120, 2020, ISSN: 03029743, (ISBN: 9783030496975 Publisher: Springer).
Résumé | Liens | BibTeX | Étiquettes: Artificial intelligence, augmented reality, Efficiency, Future of works, Human computer interaction, Immersive environment, Literature reviews, Mixed reality, Remote collaboration, Remote guidance, Smartphones, systematic review, Technical requirement, Technical support
@article{lapointe_literature_2020,
title = {A Literature Review of AR-Based Remote Guidance Tasks with User Studies},
author = {J. -F. Lapointe and H. Molyneaux and M. S. Allili},
editor = {Fragomeni G. Chen J.Y.C.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85089165019&doi=10.1007%2f978-3-030-49698-2_8&partnerID=40&md5=7af5345630a6dc4fc14e46a4ee1b1fdc},
doi = {10.1007/978-3-030-49698-2_8},
issn = {03029743},
year = {2020},
date = {2020-01-01},
journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},
volume = {12191 LNCS},
pages = {111–120},
abstract = {The future of work is increasingly mobile and distributed across space and time. Institutions and individuals are phasing out desktops in favor of laptops, tablets and/or smart phones as much work (assessment, technical support, etc.) is done in the field and not at a desk. There will be a need for systems that support remote collaborations such as remote guidance. Augmented reality (AR) is praised for its ability to show the task at hand within an immersive environment, allowing for spatial clarity and greater efficiency, thereby showing great promise for collaborative and remote guidance tasks; however, there are no systematic reviews of AR based remote guidance systems. This paper reviews the literature describing AR-based remote guidance tasks and discusses the task settings, technical requirements and user groups within the literature, followed by a discussion of further areas of interest for the application of this technology combined with artificial intelligence (AI) algorithms to increase the efficiency of applied tasks. © 2020, NRC Canada.},
note = {ISBN: 9783030496975
Publisher: Springer},
keywords = {Artificial intelligence, augmented reality, Efficiency, Future of works, Human computer interaction, Immersive environment, Literature reviews, Mixed reality, Remote collaboration, Remote guidance, Smartphones, systematic review, Technical requirement, Technical support},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Bernier, F.; Boivin, É.; Guitard, T.; Laforest, M.; Dumoulin, S.; Robillard, G.
Modes of immersion and stress induced by commercial (off-the-shelf) 3D games Article de journal
Dans: Journal of Defense Modeling and Simulation, vol. 11, no 4, p. 339–352, 2014, ISSN: 15485129, (Publisher: SAGE Publications Inc.).
Résumé | Liens | BibTeX | Étiquettes: 3-D videos, Commercial off-the-shelf, Cost effectiveness, Human computer interaction, Human resource management, immersion, Physiological change, physiology, Serious games, Soldiers, Stereo image processing, Stress management, Stress test, Stresses, Stressful emotions, Three dimensional computer graphics, virtual reality
@article{bouchard_modes_2014,
title = {Modes of immersion and stress induced by commercial (off-the-shelf) 3D games},
author = {S. Bouchard and F. Bernier and É. Boivin and T. Guitard and M. Laforest and S. Dumoulin and G. Robillard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84928156971&doi=10.1177%2f1548512912446359&partnerID=40&md5=59116f3611c07948453d1cb5e474dfbb},
doi = {10.1177/1548512912446359},
issn = {15485129},
year = {2014},
date = {2014-01-01},
journal = {Journal of Defense Modeling and Simulation},
volume = {11},
number = {4},
pages = {339–352},
abstract = {Developing a stress-management training (SMT) system and protocol for soldiers can help them cope better with stress experienced in theatre operations. Using 3D horror games in virtual reality (VR) can present an attractive simulation method for soldiers. This study was conducted to find out whether it is possible to stress soldiers moderately using VR and which technology is more efficient to do so. A total of 47 soldiers returning from Afghanistan played two 3D firstperson shooter (FPS)/horror games (Killing Floor and Left 4 Dead) on three different types of immersive technologies (a 22-inch stereoscopic monitor, a 73-inch stereoscopic TV and a CAVE™). As a control and reference comparison of induced stress, participants were exposed to the Trier Social Stress Test (TSST), a standardized stress-inducing procedure. Results were supporting of our work, devising an effective low-cost and high-buy-in approach to assist in teaching and practicing stress-management skills. Repeated measures analyses of variance (ANOVAs) revealed statistically significant increases in the soldiers’ respiration rates and heart rates while playing the 3D games and during the TSSTs. No significant interactions were found. Increases in physiological arousal among the soldiers were significant when comparing the baseline to the immersion and to the TSST, but not when comparing both stressors. Immersion in 3D games is proposed as a practical and cost-effective option to create a context that allows practicing SMT. © 2013 The Society for Modeling.},
note = {Publisher: SAGE Publications Inc.},
keywords = {3-D videos, Commercial off-the-shelf, Cost effectiveness, Human computer interaction, Human resource management, immersion, Physiological change, physiology, Serious games, Soldiers, Stereo image processing, Stress management, Stress test, Stresses, Stressful emotions, Three dimensional computer graphics, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Côté, S.; Bouchard, S.
Virtual reality exposure for phobias: A critical review Article de journal
Dans: Journal of Cyber Therapy and Rehabilitation, vol. 1, no 1, p. 75–92, 2008, ISSN: 17849934.
Résumé | Liens | BibTeX | Étiquettes: claustrophobia, Cognitive rehabilitation, cognitive therapy, computer system, environmental exposure, human, Human computer interaction, phobia, quality control, review, stimulus response, therapy effect, validation process, virtual reality
@article{cote_virtual_2008,
title = {Virtual reality exposure for phobias: A critical review},
author = {S. Côté and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-70749103057&partnerID=40&md5=4a4f53e70b7584deb161bd651b025e08},
issn = {17849934},
year = {2008},
date = {2008-01-01},
journal = {Journal of Cyber Therapy and Rehabilitation},
volume = {1},
number = {1},
pages = {75–92},
abstract = {This article is a review of the literature on efficacy and outcome studies using in virtuo exposure treatments to treat specific phobias. Thirty-nine studies were examined for this review: 56% were case studies or small sample studies, 13% were studies using larger samples, but no control or comparison condition, 13% used a comparison group (waiting list, placebo), 8% used a comparative treatment condition (usually in vivo expo- sure) and 13% used both. The specific phobias that were treated in these studies were acrophobia, aviophobia, claustrophobia, arachnophobia and fear of driving. The majority of these studies demonstrated that in virtuo exposure is effective and constitutes an interesting alternative to in vivo exposure. However, as the area is still taking its first steps, more studies with stronger methodological validity (control and comparative treatment conditions) are needed. © Virtual Reality Medical Institute.},
keywords = {claustrophobia, Cognitive rehabilitation, cognitive therapy, computer system, environmental exposure, human, Human computer interaction, phobia, quality control, review, stimulus response, therapy effect, validation process, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Renaud, P.; Bouchard, S.; Proulx, R.
Behavioral avoidance dynamics in the presence of a virtual spider Article de journal
Dans: IEEE Transactions on Information Technology in Biomedicine, vol. 6, no 3 SPEC., p. 235–243, 2002, ISSN: 10897771 (ISSN).
Résumé | Liens | BibTeX | Étiquettes: adult, Affordance, animal, Animals, Anxiety, Anxiety disorder, article, Behavioral avoidance, Biomedical engineering, Chronic Disease, clinical trial, Computer Graphics, computer interface, Computer Simulation, controlled clinical trial, controlled study, Environment, Fear, female, Fractal dynamics, Fractals, head movement, Head movements, hospitalization, human, Human computer interaction, Humans, Interactive computer graphics, male, Motion Perception, movement perception, pathophysiology, Patient treatment, phobia, Phobic Disorders, Presence, psychological aspect, Psychomotor Performance, Psychophysiology, reproducibility, Reproducibility of Results, Self Assessment (Psychology), self evaluation, Sensitivity and Specificity, Severity of Illness Index, spider, Spiders, Tracking, treatment outcome, User-Computer Interface, virtual reality
@article{renaud_behavioral_2002,
title = {Behavioral avoidance dynamics in the presence of a virtual spider},
author = {P. Renaud and S. Bouchard and R. Proulx},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-0036708418&doi=10.1109%2fTITB.2002.802381&partnerID=40&md5=4dd582cb233d8396f7795cf93cb1b984},
doi = {10.1109/TITB.2002.802381},
issn = {10897771 (ISSN)},
year = {2002},
date = {2002-01-01},
journal = {IEEE Transactions on Information Technology in Biomedicine},
volume = {6},
number = {3 SPEC.},
pages = {235–243},
abstract = {Tracking behavior with a virtual spider and a neutral target is compared in fearful and nonfearful subjects. Head-tracking in virtual environments appears to be a scale-free behavior with long-range fractal-like patterns. Moreover, these fractal patterns change according to what the target affords the tracker and the level of behavioral avoidance manifested by the subjects. Results are interpreted in terms of ecological psychology and nonlinear dynamics, and implications for virtual reality (VR) psychology are outlined.},
keywords = {adult, Affordance, animal, Animals, Anxiety, Anxiety disorder, article, Behavioral avoidance, Biomedical engineering, Chronic Disease, clinical trial, Computer Graphics, computer interface, Computer Simulation, controlled clinical trial, controlled study, Environment, Fear, female, Fractal dynamics, Fractals, head movement, Head movements, hospitalization, human, Human computer interaction, Humans, Interactive computer graphics, male, Motion Perception, movement perception, pathophysiology, Patient treatment, phobia, Phobic Disorders, Presence, psychological aspect, Psychomotor Performance, Psychophysiology, reproducibility, Reproducibility of Results, Self Assessment (Psychology), self evaluation, Sensitivity and Specificity, Severity of Illness Index, spider, Spiders, Tracking, treatment outcome, User-Computer Interface, virtual reality},
pubstate = {published},
tppubtype = {article}
}