

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}
}
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}
}