Cindy Chamberland

ORCID: 0000-0003-1505-0329
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About
Contact & Profiles
Research Areas
  • Human-Automation Interaction and Safety
  • Neural and Behavioral Psychology Studies
  • Healthcare Technology and Patient Monitoring
  • Emotion and Mood Recognition
  • Memory Processes and Influences
  • Media Influence and Health
  • Safety Warnings and Signage
  • Advanced Data Storage Technologies
  • Reading and Literacy Development
  • Patient Safety and Medication Errors
  • Parallel Computing and Optimization Techniques
  • Artificial Intelligence in Games
  • Action Observation and Synchronization
  • Music Therapy and Health
  • Simulation-Based Education in Healthcare
  • Neurobiology of Language and Bilingualism
  • Educational Games and Gamification
  • Cardiac Arrest and Resuscitation
  • Gaze Tracking and Assistive Technology
  • Deception detection and forensic psychology
  • Personal Information Management and User Behavior
  • Resilience and Mental Health
  • User Authentication and Security Systems
  • Evacuation and Crowd Dynamics
  • Humor Studies and Applications

Université Laval
2011-2024

State Street (United States)
2018

Centre for Interdisciplinary Research in Rehabilitation
2016

Institut Universitaire en Santé Mentale de Québec
2016

Université de Moncton
2011-2013

Abstract Background and Aims Virtual reality has been shown to be an effective non‐pharmacological intervention for reducing anxiety of pediatric patients. A newer immersive technology, that augmented reality, offers some practical advantages over virtual also seems show beneficial effects on anxiety. The main objective this study was determine whether could reduce preoperative in patients undergoing elective day surgeries. secondary outcome document the level satisfaction from toward...

10.1111/pan.14793 article EN cc-by-nc-nd Pediatric Anesthesia 2023-11-04

a b s t r c tThe role of the compatibility between obligatory perceptual organization and active assembly motor-plan in auditory-verbal serial recall was examined.The classic finding that is poorer with ear-alternating items shown to be related spatialsource localization, thereby confirming basic tenet perceptual-motor account disconfirming an early characterizing two ears as separate inputchannels (Experiment 1).Promoting streaming-by-location itemsand therefore incompatibility perceived...

10.1016/j.jml.2016.04.006 article EN cc-by Journal of Memory and Language 2016-05-08

AbstractIn the present study we examined contribution of semantic associative links to short-term recall performance by using separation effect first introduced in free studies (Glanzer, 1969). Pairs associated words were inserted to-be-remembered lists. In two experiments better recalled than non-associated words, and when they adjacent list separated one item. addition results showed that forward among pair members as beneficial immediate serial backward links. Finally benefit was observed...

10.1080/09658211.2013.794242 article EN Memory 2013-05-09

There is ample evidence that reading speed increases when participants read the same text more than once. However, less known about impact of repetition as a function word class. Some authors suggested would mostly benefit content words with little or no effect on words. In present study, we examined multiple readings processing and Participants were asked to short two times in direct succession. Eye movement analyses revealed typical effect: Repetition decreased time readers spent fixating...

10.1037/a0028288 article EN Canadian Journal of Experimental Psychology/Revue canadienne de psychologie expérimentale 2012-06-12

The key to the development of adaptive gameplay is capability monitor and predict in real time players experience (or, herein, fun factor). To achieve this goal, we rely on biometrics machine learning algorithms capture a physiological signature that reflects player's affective state during game. In paper, report research effort into monitoring level commercially available video game session using signals. use triple-classifier system allows transformation players' responses their...

10.1109/cig.2016.7860418 article EN 2016-09-01

<h3>Objective</h3> To examine the reliability and learning effect of an assessment tool based on serious gaming (SENIC) for sport-related concussions. A secondary objective was to collect preliminary data responsiveness following a concussion. Researchers hypothesized that no would be observed performance impaired <h3>Design</h3> Longitudinal study. Performance at SENIC assessed three times during athletes' season. Following concussion, athletes were also invited perform test within 72-hour...

10.1136/bjsports-2023-concussion.45 article EN 2024-01-01

While the usefulness of games extends beyond their entertainment value, act playing a game remains essentially tied to its positive experience. Techniques assess player’s experience have greatly improved in past decade, yet several challenges remain such as identifying objective and dynamic measures that reflect emotions during game. In this paper, we describe an innovative approach capture relies on cognitive sciences affective neuroscience. Our research endeavor is contribute development...

10.1177/1541931215591301 article EN Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2015-09-01

The failure to notice critical changes in both visual and auditory scenes may have important consequences for performance complex dynamic environments, especially those related security, such as aviation, surveillance during major events, command control of emergency response. Previous work has shown that a significant number situation remain undetected by operators environments. In the current study, we examined impact using warning messages support detection broader extent decision making...

10.1177/1555343417735398 article EN Journal of Cognitive Engineering and Decision Making 2017-10-05

The lack of high-quality in-game player data has been a challenge in affective computing and experience research, as the currently available datasets do not fully capture multimodal nature player-game interaction. following paper addresses this issue by introducing collection video game data: FUNii Database. database contains in-laboratory physiological, behavioral subjective from 190 players acquired while they played Ubisoft's Assassin's Creed: Unity Syndicate. also includes demographic...

10.1109/acii.2019.8925502 article EN 2019-09-01

Summary Emergency resuscitation in intensive care units (ICUs) requires effective team communication to orchestrate the joint performance of several individuals. Although simulation training has proven an means improve skills high‐risk environments, influence debriefing content on simulation‐based learning is less clear. In this study, 10 ICU teams completed three consecutive cardiac scenarios, followed by a 3‐month follow‐up. Control received basis technical after each first whereas...

10.1002/acp.3450 article EN Applied Cognitive Psychology 2018-10-17

Dynamic and complex command control situations often require the timely recognition of changes in environment order to detect potentially malicious actions. Change detection can be challenging within a continually evolving scene, particularly under multitasking conditions whereby attention is necessarily divided between several subtasks. On-screen tools assist with (e.g., providing visual record changes, ensuring that none are overlooked), however, high workload environment, this may result...

10.1177/1541931213601065 article EN Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2016-09-01

Summary Closed‐circuit television (CCTV) surveillance units largely rely on the support of operators. Although this job is cognitively challenging, few studies have investigated main human factors improving ability to detect critical incidents in context. This study aimed explore contribution individual characteristics and cognitive abilities performance a realistic CCTV monitoring simulation. Non‐expert participants took part simulation were screened several measures differences. Improved...

10.1002/acp.3837 article EN Applied Cognitive Psychology 2021-05-10

Closed-circuit television (CCTV) is increasingly used as a means to ensure the safety and security of critical infrastructure public spaces. Operators in control rooms are responsible for monitoring multiple camera feeds that generally exceed number screens available. Using realistic video surveillance simulation, current study investigates strategies untrained operators use deal with this visual overload. The majority participants adopted priority strategy by fixating some scenes more than...

10.1177/1541931218621255 article EN Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2018-09-01

Plusieurs chercheurs et professionnels de la santé soulignent l’importance d’améliorer validité écologique des outils détection commotions cérébrales (CC), notamment en pratique sportive afin susciter davantage l’engagement athlètes envers le processus d’évaluation. Le développement d’une nouvelle approche CC a permis d’identifier perception durée l’évaluation comme un facteur potentiellement déterminant l’engagement. La présente étude vise à déterminer s’il existe une relation entre...

10.51656/hdj4c787 article FR cc-by Psycause revue scientifique étudiante de l École de psychologie de l Université Laval 2024-03-29

Security surveillance is frequently used to increase public safety. Characteristics of the rooms, however, pose many cognitive challenges pertaining distraction and interruptions, which may affect performance. Affective computing could represent a potential solution. It involves recognition interpretation human states using, for instance, different psychophysiological measures. As first step toward this goal, present study aimed at assessing whether cardiac electrodermal activity, be as...

10.54941/ahfe1004733 article EN AHFE international 2024-01-01

The intensive care unit (ICU) is a high-risk environment that requires cross-professional teams to provide life-saving patient care. There ample evidence poor communication creates situations where medical errors are likely occur and affect safety. We tested whether communication-oriented debriefing following high-fidelity simulation improves quality of information exchange reflecting collaborative work in ICU teams. Ten six workers participated three simulation-based training sessions....

10.1177/1071181312561200 article EN Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2012-09-01
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