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Personne :
Tremblay, Sébastien

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Tremblay

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Sébastien

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Université Laval. École de psychologie

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ncf11849590

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Résultats de recherche

Voici les éléments 1 - 8 sur 8
  • PublicationRestreint
    The critical nature of debriefing in high-fidelity simulation-based training for improving team communication in emergency resuscitation
    (Wiley, 2018-10-17) Chamberland, Cindy; Chiniara, Gilles; Hodgetts, Helen M.; Breton, Esther; Kramer, Chelsea; Tremblay, Sébastien
    Emergency resuscitation in intensive care units (ICUs) requires effective team communication to orchestrate the joint performance of several individuals. Although team simulation training has proven an effective means to improve communication skills in high‐risk environments, the influence of debriefing content on simulation‐based learning is less clear. In this study, 10 ICU teams completed three consecutive cardiac resuscitation scenarios, followed by a 3‐month follow‐up. Control teams received a debriefing on the basis of resuscitation technical skills after each of the first three scenarios, whereas the experimental teams' debriefing focused on team communication. Results showed that although information sharing improved for all teams, communication quality improved only for experimental teams, and these training benefits dissipated after 3 months. The study helps develop a methodology for assessing team communication and highlights the importance of frequent team simulation‐based training and debriefing in emergency medicine that includes both technical and nontechnical skills.
  • PublicationRestreint
    FUNii : The Physio-behavioural adaptive video game
    (Springer Nature, 2019-06-20) Jackson, Philip L.; Chamberland, Cindy; Beaudoin-Gagnon, Nicolas; Desbiens, Frédéric; Campeau-Lecours, Alexandre; Lefebvre, Ludovic; Fortin-Côté, Alexis; Bergeron-Boucher, Jérémy; Tremblay, Sébastien
    This paper investigates the use of physio-behavioural detection of fun to model players’ preferences in real-time in the context of an adaptive game. To do so, a Physiological and Behavioural Model of Fun (PBMF), previously trained on 218 players, was used to model players’ preferences based n gameplay events. As a proof-of-concept, we leverged the PBMF to generate a simple player’s preference profile tailored to our test-bench game: Assassin’s Creed: Odyssey, an open-world, action-adventure game. This model associated every player to one of 3 predetermined stereotypical types of player, namely Fight, Stealth and Explore, which are closely tied to mechanics of the Assassin’s Creed series. Using the inferred preferences, we compared an adaptive vs a non-adaptive version of the same game and tested whether the adaptive version was perceived as more fun than the non-adaptive version by the 39 participants of this study. The results point to the creation of an accurate player’s preference profiles during a baseline mission, with profile matching both a “ground truth” Fun Trace – a continuous, subjective rating of a player’s fun – and a self-reported profile with an accuracy of 69% and 72% respectively. This, however, did not translate into a measurable difference in reported fun between the adaptive version of the game and the non-adaptive version in neither Fun Trace ratings nor questionnaire answers. Theses findings support that stereotypical preference modelling can be achieved successfully through a physio-behavioural model of fun, but that further investigation on adaptation strategies to those preferences are needed in order to reach the adaptive game’s promise of maximizing player’s enjoyment.
  • PublicationAccès libre
    The benefits and the costs of using auditory warning messages in dynamic decision making settings
    (Sage, 2017-10-05) Vachon, François; Hodgetts, Helen M.; Chamberland, Cindy; Roberge-Vallières, Benoît; Tremblay, Sébastien
    The failure to notice critical changes in both visual and auditory scenes may have important consequences for performance in complex dynamic environments, especially those related to security, such as aviation, surveillance during major events, and command and control of emergency response. Previous work has shown that a significant number of situation changes remain undetected by operators in such environments. In the current study, we examined the impact of using auditory warning messages to support the detection of critical situation changes and to a broader extent the decision making required by the environment. Twenty-two participants performed a radar operator task involving multiple subtasks while detecting critical task-related events that were cued by a specific type of audio message. Results showed that about 22% of the critical changes remained undetected by participants, a percentage similar to that found in previous work using visual cues to support change detection. However, we found that audio messages tended to bias threat evaluation toward perceiving objects as more threatening than they were in reality. Such findings revealed both benefits and costs associated with using audio messages to support change detection in complex dynamic environments.
  • PublicationRestreint
    Forewarning interruptions in dynamic settings : can prevention bolster recovery ?
    (American Psychological Association, 2019-03-21) Vachon, François; Labonté, Katherine; Tremblay, Sébastien
    In complex dynamic work environments, the consequences of task interruptions on performance can put public safety at risk. If not designed carefully, current tools aiming to facilitate interruption recovery can instead hamper performance because of information overload. Although a simpler solution—the forewarning of an imminent interruption—has proven effective in static contexts, existing theories of task interruption do not clearly predict its impact on the resumption of dynamically evolving tasks. The current study examined the effects of a preinterruption warning in dynamic settings to develop a better understanding of task resumption and supplement current theoretical accounts. In a simulation of above-water warfare, scenarios were either uninterrupted, unexpectedly interrupted, or interrupted following an auditory warning. Behavioral, oculomotor, and pupillometric data regarding decision making, information processing, and cognitive load were computed before, during, and after each interruption (or the corresponding moment). Interruption warnings triggered a cognitively demanding preinterruption preparation that, in turn, speeded up postinterruption information processing and decision making and lowered cognitive load when resuming the interrupted task. These findings help to complement current theories of interruptions while showing that preinterruption warnings represent a promising way to support interruption recovery in complex dynamic situations.
  • PublicationAccès libre
    The resilience of verbal sequence learning : evidence from the Hebb repetition effect
    (American Psychological Association, 2018-04-23) St-Louis, Marie-Ève; Hughes, Robert W.; Tremblay, Sébastien; Saint-Aubin, Jean
    In a single large-scale study, we demonstrate that verbal sequence learning as studied using the classic Hebb repetition effect (Hebb, 1961)—the improvement in the serial recall of a repeating sequence compared to nonrepeated sequences—is resilient to both wide and irregular spacing between sequence repetitions. Learning of a repeated sequence of letters was evident to a comparable degree with three, five, and eight intervening nonrepeated sequences and regardless of whether the spacing between repetitions was regular or irregular. Importantly, this resilience of verbal sequence learning was observed despite complete item-set overlap between repeated and nonrepeated sequences. The findings are consistent with the conceptualization of the Hebb repetition effect as a laboratory analogue of natural phonological word-form learning. The results also have implications for the two leading models of Hebb sequence learning: Whereas the results are incompatible with the model of Page and Norris (2009), they can be handled readily by the model of Burgess and Hitch (2006) through the abandonment of its assumption of long-term (across-trial level) decay.
  • PublicationRestreint
    Affective computing out of the lab : the cost of low cost
    (IEEE, 2019-11-28) Jackson, Philip L.; Beaudin-Gagnon, Nicolas; Campeau-Lecours, Alexandre; Fortin-Côté, Alexis; Tremblay, Sébastien
    Affective computing, with its potential to enhance human-computer interaction, is experiencing an expansion of its use in many areas such as health care and the gaming industry. One obstacle to its widespread adoption can be the high cost requirement for biofeedback. Indeed, typical laboratory setups are often expensive which makes them out of reach for many. This paper explores lower-cost alternatives to expensive laboratory solutions. Data from several recent studies totaling over 200 hours of physiological recordings are leveraged to compare high-end solutions to a lower cost one. Heart rate, electrodermal activity, facial action units, head movement, and eye movement – five of the most used bio-behavioural signals – have their respective higher and lower cost sensors compared. The resulting comparison illustrates that lower-cost solutions are not drop-in replacements. While a correlation of 0.62 between electrodermal activity readings was found, notable differences between reported heart rate readings over small timescales were also observed. Head tracking recordings shared similarity (0.51), but eye tracking did not (0.18). As for facial action units recognition, only those linked to smiling had significant correlation (around 0.48). These results should broaden the range of contexts in which biofeedback could be exploited. This aim may be fulfilled by informing the reader of the extent of lower cost solution applications.
  • PublicationAccès libre
    Influence du traitement visuo-spatial en mémoire de travail sur le développement de représentations en mémoire à long terme
    (1995) Tremblay, Sébastien; Poirier, Marie
    La présente étude s'intéresse à la relation entre la mémoire de travail et la mémoire à long terme (MLT). Les travaux de Brandimonte, Hitch et Bishop(1992a,b) mettent en évidence l'influence de la nature du code employé en mémoire de travail sur le développement de représentations durables. Pour un même mode de traitement, une question plus spéficique se pose à propos de l’influence de la perturbation du traitement visuo-spatial en mémoire de travail. Quarante-cinq sujets effectuent une tâche d'apprentissage catégoriel, modifiée afin de tester les hypothèses. La tâche est effectuée soit seule, soit simultanément à l'émission de sons stéréophoniques ou à une interférence audio-spatiale. Des sons émis selon une variation aléatoire de canal constituent des distracteurs auditifs spatiaux affectant les ressources de nature visuo-spatiale (Smyth et Scholey, 1994).Les résultats obtenus, tant au niveau du temps de réponse que du taux de réussite, indiquent un effet d'apprentissage. En ce qui concerne le taux de réussite, un effet de l'interférence audio-spatiale est présent au premier bloc. Le développement de représentations en MLT apparaît affecté par la perturbation des ressources de la mémoire de travail. Toutefois, l'ambiguïté des résultats quant à la condition stéréo ne permet pas de démontrer la sélectivité de l’interférence audio-spatiale.
  • PublicationAccès libre
    Predicting video game players’ fun from physiological and behavioural data : one algorithm does not fit all
    (Springer, 2018-12-06) Jackson, Philip L.; Chamberland, Cindy; Beaudoin-Gagnon, Nicolas; Campeau-Lecours, Alexandre; Fortin-Côté, Alexis; Bergeron-Boucher, Jérémy; Parent, Mark; Tremblay, Sébastien; Lefebvre, Ludovic
    Finding a physiological signature of a player’s fun is a goal yet to be achieved in the field of adaptive gaming. The research presented in this paper tackles this issue by gathering physiological, behavioural and self-report data from over 200 participants who played off-the-shelf video games from the Assassin’s Creed series within a minimally invasive laboratory environment. By leveraging machine learning techniques the prediction of the player’s fun from its physiological and behavioural markers becomes a possibility. They provide clues as to which signals are the most relevant in establishing a physiological signature of the fun factor by providing an important score based on the predictive power of each signal. Identifying those markers and their impact will prove crucial in the development of adaptive video games. Adaptive games tailor their gameplay to the affective state of a player in order to deliver the optimal gaming experience. Indeed, an adaptive video game needs a continuous reading of the fun level to be able to respond to these changing fun levels in real time. While the predictive power of the presented classifier remains limited with a gain in the F1 score of 15% against random chance, it brings insight as to which physiological features might be the most informative for further analysis and discuss means by which low accuracy classification could still improve gaming experience.