

de Recherche et d’Innovation
en Cybersécurité et Société
Renaud, P.; Goyette, M.; Chartier, S.; Zhornitski, S.; Trottier, D.; Rouleau, J. -L.; Proulx, J.; Fedoroff, P.; Bradford, J. -P.; Dassylva, B.; Bouchard, S.
Sexual affordances, perceptual-motor invariance extraction and intentional nonlinear dynamics: Sexually deviant and non-deviant patterns in male subjects Article de journal
Dans: Nonlinear Dynamics, Psychology, and Life Sciences, vol. 14, no 4, p. 463–489, 2010, ISSN: 10900578.
Résumé | Liens | BibTeX | Étiquettes: adult, Arousal, article, behavior, computer interface, Computer Simulation, Computer-Assisted, Erotica, eye movement, Eye movements, human, Humans, Intention, male, mathematical computing, Middle Aged, Nonlinear Dynamics, nonlinear system, pathophysiology, Pedophilia, Penis, physiology, Plethysmography, psychological aspect, Psychomotor Performance, publication, reference value, Reference Values, Sexual Behavior, Signal processing, User-Computer Interface, vascularization
@article{renaud_sexual_2010,
title = {Sexual affordances, perceptual-motor invariance extraction and intentional nonlinear dynamics: Sexually deviant and non-deviant patterns in male subjects},
author = {P. Renaud and M. Goyette and S. Chartier and S. Zhornitski and D. Trottier and J. -L. Rouleau and J. Proulx and P. Fedoroff and J. -P. Bradford and B. Dassylva and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-78049436590&partnerID=40&md5=f7c928ae6a9624c1c3704748a20f03ec},
issn = {10900578},
year = {2010},
date = {2010-01-01},
journal = {Nonlinear Dynamics, Psychology, and Life Sciences},
volume = {14},
number = {4},
pages = {463–489},
abstract = {Sexual arousal and gaze behavior dynamics are used to characterize deviant sexual interests in male subjects. Pedophile patients and non-deviant subjects are immersed with virtual characters depicting relevant sexual features. Gaze behavior dynamics as indexed from correlation dimensions (D2) appears to be fractal in nature and significantly different from colored noise (surrogate data tests and recurrence plot analyses were performed). This perceptual-motor fractal dynamics parallels sexual arousal and differs from pedophiles to non-deviant subjects when critical sexual information is processed. Results are interpreted in terms of sexual affordance, perceptual invariance extraction and intentional nonlinear dynamics. © 2010 Society for Chaos Theory in Psychology & Life Sciences.},
keywords = {adult, Arousal, article, behavior, computer interface, Computer Simulation, Computer-Assisted, Erotica, eye movement, Eye movements, human, Humans, Intention, male, mathematical computing, Middle Aged, Nonlinear Dynamics, nonlinear system, pathophysiology, Pedophilia, Penis, physiology, Plethysmography, psychological aspect, Psychomotor Performance, publication, reference value, Reference Values, Sexual Behavior, Signal processing, User-Computer Interface, vascularization},
pubstate = {published},
tppubtype = {article}
}
Fiset, D.; Gosselin, F.; Blais, C.; Arguin, M.
Inducing letter-by-letter dyslexia in normal readers Article de journal
Dans: Journal of Cognitive Neuroscience, vol. 18, no 9, p. 1466–1476, 2006, ISSN: 0898929X.
Résumé | Liens | BibTeX | Étiquettes: Acquired, adult, analysis of variance, article, Brain Damage, Chronic, clinical feature, confusion, Contrast Sensitivity, controlled study, Dyslexia, Functional Laterality, human, human experiment, Humans, Infarction, male, Mental Processes, parallel design, Pattern Recognition, Photic Stimulation, Posterior Cerebral Artery, priority journal, reaction time, Reading, Reference Values, spatial frequency discrimination, Visual, visual discrimination, Visual Perception, visual system, word recognition
@article{fiset_inducing_2006,
title = {Inducing letter-by-letter dyslexia in normal readers},
author = {D. Fiset and F. Gosselin and C. Blais and M. Arguin},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-33749435964&doi=10.1162%2fjocn.2006.18.9.1466&partnerID=40&md5=edc961f6e18a7de0811cbc0e7ce9be1d},
doi = {10.1162/jocn.2006.18.9.1466},
issn = {0898929X},
year = {2006},
date = {2006-01-01},
journal = {Journal of Cognitive Neuroscience},
volume = {18},
number = {9},
pages = {1466–1476},
abstract = {Letter-by-letter (LBL) dyslexia is an acquired reading disorder characterized by very slow reading and a large linear word length effect. This suggests the use of a sequential LBL strategy, in sharp contrast with the parallel letter processing used by normal subjects. Recently, we have proposed that the reading difficulty of LBL dyslexics is due to a deficit in discriminating visually similar letters based on parallel letter processing [Arguin, M., Fiset, S., & Bub, D. Sequential and parallel letter processing in letter-by-letter dyslexia. Cognitive Neuropsychology, 19, 535-555, 2002]. The visual mechanisms underlying this deficit and the LBL strategy, however, are still unknown. In this article, we propose that LBL dyslexic patients have lost the ability to use, for parallel letter processing, the optimal spatial frequency band for letter and word recognition. We claim that, instead, they rely on lower spatial frequencies for parallel processing, that these lower spatial frequencies produce confusions between visually similar letters, and that the LBL compensatory strategy allows them to extract higher spatial frequencies. The LBL strategy would thus increase the spatial resolution of the visual system, effectively resolving the issue pertaining to between-letter similarity. In Experiments 1 and 2, we succeeded in replicating the main features characterizing LBL dyslexia by having normal individuals read low-contrast, high-pass-filtered words. Experiment 3, conducted in LBL dyslexic L.H., shows that, indeed, the letter confusability effect is based on low spatial frequencies, whereas this effect was not supported by high spatial frequencies. © 2006 Massachusetts Institute of Technology.},
keywords = {Acquired, adult, analysis of variance, article, Brain Damage, Chronic, clinical feature, confusion, Contrast Sensitivity, controlled study, Dyslexia, Functional Laterality, human, human experiment, Humans, Infarction, male, Mental Processes, parallel design, Pattern Recognition, Photic Stimulation, Posterior Cerebral Artery, priority journal, reaction time, Reading, Reference Values, spatial frequency discrimination, Visual, visual discrimination, Visual Perception, visual system, word recognition},
pubstate = {published},
tppubtype = {article}
}
Renaud, P.; Décarie, J.; Gourd, S. -P.; Paquin, L. -C.; Bouchard, S.
Eye-Tracking in Immersive Environments: A General Methodology to Analyze Affordance-Based Interactions from Oculomotor Dynamics Article de journal
Dans: Cyberpsychology and Behavior, vol. 6, no 5, p. 519–526, 2003, ISSN: 10949313 (ISSN).
Résumé | Liens | BibTeX | Étiquettes: Adaptation, article, Computer Simulation, Data Display, device, eye movement control, Eye movements, eye tracking, Fixation, Head, head movement, head position, human, human experiment, Humans, male, methodology, Models, motor performance, Movement, normal human, Ocular, perception, Physiological, Psychological, Reference Values, User-Computer Interface, virtual reality, visual information, Visual Perception, visual stimulation
@article{renaud_eye-tracking_2003,
title = {Eye-Tracking in Immersive Environments: A General Methodology to Analyze Affordance-Based Interactions from Oculomotor Dynamics},
author = {P. Renaud and J. Décarie and S. -P. Gourd and L. -C. Paquin and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-0142126405&doi=10.1089%2f109493103769710541&partnerID=40&md5=ee95606b1ed832fcc154d27b22f8bd3a},
doi = {10.1089/109493103769710541},
issn = {10949313 (ISSN)},
year = {2003},
date = {2003-01-01},
journal = {Cyberpsychology and Behavior},
volume = {6},
number = {5},
pages = {519–526},
abstract = {This paper aims at presenting a new methodology to study how perceptual and motor processes organized themselves in order to achieve invariant visual information picking-up in virtual immersions. From a head-mounted display, head and eye movements were recorded using tracking devices (magnetic and infrared) that render the six degrees-of-freedom associated with the position and orientation of head movements, and two degrees-of-freedom from one eye. We measured the continuous line of sight's deviation from a pre-selected area on a virtual stimulus. Some preliminary analyses of the dynamical properties of the emergent perceptual and motor patterns are presented as they are considered to be representative of the process of affordance extraction.},
keywords = {Adaptation, article, Computer Simulation, Data Display, device, eye movement control, Eye movements, eye tracking, Fixation, Head, head movement, head position, human, human experiment, Humans, male, methodology, Models, motor performance, Movement, normal human, Ocular, perception, Physiological, Psychological, Reference Values, User-Computer Interface, virtual reality, visual information, Visual Perception, visual stimulation},
pubstate = {published},
tppubtype = {article}
}
Robillard, G.; Bouchard, S.; Fournier, T.; Renaud, P.
Dans: Cyberpsychology and Behavior, vol. 6, no 5, p. 467–476, 2003, ISSN: 10949313 (ISSN).
Résumé | Liens | BibTeX | Étiquettes: Adolescent, adult, Anxiety, article, clinical article, computer, computer program, Computer Simulation, Computer-Assisted, controlled study, correlation analysis, Desensitization, emotion, exposure, female, game, human, Humans, male, Matched-Pair Analysis, Middle Aged, Neuropsychological Tests, phobia, Phobic Disorders, Psychologic, psychotherapy, Reality Testing, Reference Values, regression analysis, Self Concept, Space Perception, symptom, Therapy, User-Computer Interface, Video Games, virtual reality, visual stimulation
@article{robillard_anxiety_2003,
title = {Anxiety and Presence during VR Immersion: A Comparative Study of the Reactions of Phobic and Non-phobic Participants in Therapeutic Virtual Environments Derived from Computer Games},
author = {G. Robillard and S. Bouchard and T. Fournier and P. Renaud},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-0142063106&doi=10.1089%2f109493103769710497&partnerID=40&md5=0d245828ebefb17548822c4c316f5721},
doi = {10.1089/109493103769710497},
issn = {10949313 (ISSN)},
year = {2003},
date = {2003-01-01},
journal = {Cyberpsychology and Behavior},
volume = {6},
number = {5},
pages = {467–476},
abstract = {Virtual reality can be used to provide phobic clients with therapeutic exposure to phobogenic stimuli. However, purpose-built therapeutic VR hardware and software can be expensive and difficult to adapt to individual client needs. In this study, inexpensive and readily adaptable PC computer games were used to provide exposure therapy to 13 phobic participants and 13 non-phobic control participants. It was found that anxiety could be induced in phobic participants by exposing them to phobogenic stimuli in therapeutic virtual environments derived from computer games (TVEDG). Assessments were made of the impact of simulator sickness and of sense of presence on the phobogenic effectiveness of TVEDGs. Participants reported low levels of simulator sickness, and the results indicate that simulator sickness had no significant impact on either anxiety or sense of presence. Group differences, correlations, and regression analyses indicate a synergistic relationship between presence and anxiety. These results do not support Slater's contention that presence and emotion are orthogonal.},
keywords = {Adolescent, adult, Anxiety, article, clinical article, computer, computer program, Computer Simulation, Computer-Assisted, controlled study, correlation analysis, Desensitization, emotion, exposure, female, game, human, Humans, male, Matched-Pair Analysis, Middle Aged, Neuropsychological Tests, phobia, Phobic Disorders, Psychologic, psychotherapy, Reality Testing, Reference Values, regression analysis, Self Concept, Space Perception, symptom, Therapy, User-Computer Interface, Video Games, virtual reality, visual stimulation},
pubstate = {published},
tppubtype = {article}
}