Publications by authors named "Sylvain Senecal"

Computer-based learning has gained popularity in recent years, providing learners greater flexibility and freedom. However, these learning environments do not consider the learner's mental state in real-time, resulting in less optimized learning experiences. This research aimed to explore the effect on the learning experience of a novel EEG-based Brain-Computer Interface (BCI) that adjusts the speed of information presentation in real-time during a learning task according to the learner's cognitive load.

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Background: Cognitive functional ability affects the accessibility of IT and is thus something that should be controlled for in user experience (UX) research. However, many cognitive function assessment batteries are long and complex, making them impractical for use in conventional experimental time frames. Therefore, there is a need for a short and reliable cognitive assessment that has discriminant validity for cognitive functions needed for general IT tasks.

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Virtual reality (VR) has served the entertainment industry all the way to world-leading museums in delivering engaging experiences through multisensory virtual environments (VEs). Today, the rise of the Metaverse fuels a growing interest in leveraging this technology, bringing along an emerging need to better understand the way different dimensions of VEs, namely social and interactive, impact overall user experience (UX). This between-subject exploratory field study investigates differences in the perceived and lived experience of 28 participants engaging, either individually or in dyads, in a VR experience comprising different levels of interactivity, i.

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Digital mental health intervention (DMHI) programs offered in schools present a readily-accessible and flexible means for educating, empowering, and supporting adolescents in maintaining a balanced mental health, especially during uncertain and stressful times such as the COVID-19 pandemic. Recent studies indicate that the effectiveness of DMHI programs in improving students' mental well-being and in preventing from their mental health complications depends on the users' engagement. This study focuses on identifying the user experience factors that can facilitate user engagement with universal school-based DMHI programs (i.

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Background: The number of accidents due to distracted pedestrian is on the rise and many governments and institutions are enacting public policies which restrict texting while walking. However, pedestrians do more than just texting when they use their mobile devices on the go.

Objective: Exploring pedestrian multitasking, this paper aims to examine the effects of mobile device task type on pedestrian performance outcomes.

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Texting while walking (TWW) is a dangerous behavior that can lead to injury and even death. While several studies have examined the relationship between smartphone use and stress, to our knowledge no studies have yet investigated the relationship between stress and TWW. The objective of the present study was to investigate this relationship by examining the effects of stress on TWW, the effects of TWW on subsequent stress, and the effect of stress on multitasking performance.

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Discontinuance of information systems (IS) is a common phenomenon. It is thus critical to understand the decision process and psychophysiological mechanisms that underlie the intention and corresponding behaviors to discontinue IS use, particularly within the digital financial technology usage context, where continuance rates remain low despite increased adoption. Discontinuance has been identified as one coping behavior to avoid stressful situations.

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Explainable artificial intelligence aims to bring transparency to artificial intelligence (AI) systems by translating, simplifying, and visualizing its decisions. While society remains skeptical about AI systems, studies show that transparent and explainable AI systems can help improve the Human-AI trust relationship. This manuscript presents two studies that assess three AI decision visualization attribution models that manipulate morphological clarity (MC) and two information presentation-order methods to determine each visualization's impact on the Human-AI trust relationship through increased confidence and cognitive fit (CF).

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Unlabelled: Building on the health belief model (HBM), this research tests, over six months, how the exposure to COVID-related information in the media affects fear, which in turn conditions beliefs about the severity of the virus, susceptibility of getting the virus, and benefits of safety measures. These health beliefs ultimately lead to social distancing and panic buying. As a first contribution, we find that fear is not directly triggered by the objective severity of a crisis, but rather formed over time by the way individuals are exposed to media.

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Collaboration between two individuals is thought to be associated with the synchrony of two different brain activities. Indeed, prefrontal cortical activation and alpha frequency band modulation has been widely reported, but little is known about interbrain synchrony (IBS) changes occurring during social interaction such as collaboration or competition. In this study, we assess the dynamic of IBS variation in order to provide novel insights into the frequency band modulation underlying collaboration.

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The goal of this methodology is to assess explicit and implicit measures of engagement of spectators during social digital games in a group of participants with motion tracking systems. In the context of games that are not confined within a screen, measuring the different dimensions of engagement such as physiological arousal can be challenging. The focus of the study is made on the spectators of the game and the differences in their engagement according to interactivity.

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Background: Psychological distress increases across adolescence and has been associated with several important health outcomes with consequences that can extend into adulthood. One type of technological innovation that may serve as a unique intervention for youth experiencing psychological distress is the conversational agent, otherwise known as a chatbot. Further research is needed on the factors that may make mental health chatbots destined for adolescents more appealing and increase the likelihood that adolescents will use them.

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The use of smartwatches raises a number of questions about their potential for distraction in situations where sustained attention is paramount, like driving a motor vehicle. Our research examines distraction caused by smartwatch use in comparison to mobile phone use while driving. It also studies the difference in distractions caused by inbound text messages versus inbound voice messages, and outbound replies through text messages versus outbound voice replies.

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Background: Sedentariness has been shown to increase energy intake and is associated with increased obesity prevalence. Active workstations are used to implement physical activity interventions in workplaces, but it is unclear if they can lead to reductions in body weight. This study aims to observe the acute impact of a standing desk on energy intake and appetite sensations.

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This paper presents a study protocol to measure the task-switching cost of using a smartphone while walking. This method involves having participants walk on a treadmill under two experimental conditions: a control condition (i.e.

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Distracted walking is an ever-increasing problem. Studies have already shown that using a smartphone while walking impairs attention and increases the risk of accidents. This study seeks to determine if smartphone-addiction proneness magnifies the risks of using a smartphone while walking.

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We report results of a study that utilizes a BCI to drive an interactive interface countermeasure that allows users to self-regulate sustained attention while performing an ecologically valid, long-duration business logistics task. An engagement index derived from EEG signals was used to drive the BCI while fNIRS measured hemodynamic activity for the duration of the task. Participants ( = 30) were split into three groups (1) no countermeasures (NOCM), (2) continuous countermeasures (CCM), and (3) event synchronized, level-dependent countermeasures (ECM).

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Objective: The goal of this study was to determine if using a standing desk would affect the productivity of workers, based on the type of work they perform.

Background: Standing desks are a promising new health intervention in the workplace, but users and employers often require more specific recommendations related to productivity, such as the type of work that is more suited for the standing desk.

Method: Thirty-seven young and healthy adults performed eight cognitive tasks in a 2 × 2 × 2 within-subject design of the following independent variables: posture (sitting/standing), task difficulty (easy/hard), and input device (computer mouse/tactile screen) in a counterbalanced order.

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Texting while walking has been highlighted as a dangerous behavior that leads to impaired judgment and accidents. This impairment could be due to task switching which involves activation of the present task and the inhibition of the previous task. However, the relative contributions of these processes and their brain activity have not yet been studied.

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Objective: This systematic review aims to collect existing literature and summarize the impact of active workstations on the health and work outcomes of participants with overweight or obesity.

Methods: Five databases were examined (until March 2018), and the keywords "desk," "workstation," "work station," and "work stations" were used with any one of the following terms: "active," "bik*," "cycling," "height adjustable," "stepping," "stand up," "standing," "treadmill*," "walk*," "elliptical," "bicycl*," "pedaling," "stability ball," "stability balls," "exercise ball," "exercise balls," "swiss ball," "swiss balls," "sit-to-stand," and "sit stand."

Results: Nineteen studies (two with school-aged children) were included in this review.

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In order to reduce sedentary behaviour at work, research has examined the effectiveness of active workstations. However, despite their relevance in replacing conventional desks, the comparison between types of active workstations and their respective benefits remains unclear. The purpose of this review article is thus to compare the benefits between standing, treadmill and cycling workstations.

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Passive Brain-Computer interfaces (pBCIs) are a human-computer communication tool where the computer can detect from neurophysiological signals the current mental or emotional state of the user. The system can then adjust itself to guide the user toward a desired state. One challenge facing developers of pBCIs is that the system's parameters are generally set at the onset of the interaction and remain stable throughout, not adapting to potential changes over time such as fatigue.

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One of the founding experiments in the field of Neuro-Information-Systems (NeuroIS), which aims at exploring the neural correlates of the technology acceptance model, suggests that perceived ease of use (PEoU) is associated with activity in the dorsolateral prefrontal cortex (DLPFC) while perceived usefulness is associated with activity in the insula, caudate nucleus and anterior cingulate cortex. To further assess the link between DLPFC and PEoU, transcranial direct current stimulation (tDCS) was applied over bilateral DLPFC (F3 and F4) immediately before an online shopping task. Forty-two participants were divided in three stimulation groups: left anodal/right cathodal, left cathodal/right anodal and sham.

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Sedentary behaviors are an important issue worldwide, as prolonged sitting time has been associated with health problems. Recently, active workstations have been developed as a strategy to counteract sedentary behaviors. The present study examined the rationale and perceptions of university students’ and staff following their first use of an active workstation in library settings.

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In a recent theoretical synthesis on the concept of engagement, Fredricks, Blumenfeld and Paris defined engagement by its multiple dimensions: behavioral, emotional and cognitive. They observed that individual types of engagement had not been studied in conjunction, and little information was available about interactions or synergy between the dimensions; consequently, more studies would contribute to creating finely tuned teaching interventions. Benefiting from the recent technological advances in neurosciences, this paper presents a recently developed methodology to gather and synchronize data on multidimensional engagement during learning tasks.

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