Ludovic Le Bigot

ORCID: 0000-0003-1951-8793
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About
Contact & Profiles
Research Areas
  • Speech and dialogue systems
  • Colorectal Cancer Treatments and Studies
  • Language, Metaphor, and Cognition
  • Cancer Genomics and Diagnostics
  • Lung Cancer Treatments and Mutations
  • Language, Discourse, Communication Strategies
  • Color perception and design
  • Educational Strategies and Epistemologies
  • Neurobiology of Language and Bilingualism
  • Cancer Mechanisms and Therapy
  • Genetic factors in colorectal cancer
  • Cancer Cells and Metastasis
  • Visual perception and processing mechanisms
  • Multisensory perception and integration
  • Cancer therapeutics and mechanisms
  • Spatial Cognition and Navigation
  • Gaze Tracking and Assistive Technology
  • Virtual Reality Applications and Impacts
  • Team Dynamics and Performance
  • Cancer Research and Treatments
  • Visual and Cognitive Learning Processes
  • Language Development and Disorders
  • AI in Service Interactions
  • Geographic Information Systems Studies
  • Memory Processes and Influences

Institut Gustave Roussy
2019-2024

Inserm
2024

Université Paris-Saclay
2024

Centre de Recherches sur la Cognition et l'Apprentissage
2012-2023

Université de Poitiers
2011-2021

Centre National de la Recherche Scientifique
2011-2021

Laboratoire de Recherche Scientifique
2018

Université du Québec à Montréal
2015

Université de Tours
2013-2014

Google (United States)
2010

This study investigated the impact of prior knowledge, writing task, and hypertext format on university students' comprehension multisource hypertext. Fifty-two students categorized as having high or low knowledge studied consisting seven component texts topic social influence. Some were given a summary task; others asked to write arguments regarding topic. Also, some experienced organized by topic, them introduced source (i.e., author date). Dependent measures included reading time scores...

10.1080/10862960701675317 article EN Journal of Literacy Research 2007-12-01

Previous research has suggested that children do not rely on prosody to infer a speaker's emotional state because of biases toward lexical content or situational context. We hypothesized there are actually no such and young simply have trouble in using prosody. Sixty from 5 13 years age had judge the happy sad speaker then verbally explain their judgment. Lexical context were devoid valence. Results showed alone did enable emotions at 5, was still fully mastered 13. Instead, they relied...

10.1371/journal.pone.0083657 article EN cc-by PLoS ONE 2013-12-09

Studies of the impact face masks on emotional facial expression recognition are sparse in children. Moreover, to our knowledge no study has so far considered mask color (in adults and children), even though this esthetic property is thought have an information processing. In order explore these issues, present looked at whether first- fifth-graders young were influenced by absence or presence (and color: pink, green, red, black, white) a when asked judge expressions fear, anger, sadness,...

10.1038/s41598-022-27049-2 article EN cc-by Scientific Reports 2023-01-04

This study was aimed at determining the role of prosody and situational context in children's understanding expressive utterances. Which one these 2 cues will help children grasp speaker's intention? Do exhibit a "contextual bias" whereby they ignore prosody, such as "lexical found other studies (M. Friend & J. Bryant, 2000)?In first experiment, group 5- to 9-year-old adults performed computerized judgment task. They had determine intention on basis an utterance produced with particular...

10.1044/1092-4388(2010/08-0078) article EN Journal of Speech Language and Hearing Research 2010-08-13

There is a growing body of literature to show that color can convey information, owing its emotionally meaningful associations. Most research so far has focused on negative hue–meaning associations (e.g., red) with the exception positive aspects associated green. We therefore set out investigate two colors (i.e., green and pink), using an emotional facial expression recognition task in which provided contextual information for face processing. In experiments, pink backgrounds enhanced happy...

10.1371/journal.pone.0104291 article EN cc-by PLoS ONE 2014-08-06

Le gisement de Beattie est situe dans la ceinture roches vertes l'Abitibi, a proximite faille Porcupine-Destor, et associe une syenite porphyrique. Les corps mineralises ont ressource totale inferee 2,77Moz contenu 56,2Mt minerai 1,53g/t d'or. Dans le Beattie, deux styles mineralisation sont presents, controle lithologique structural. La limitee exclusivement alteree en carbonates fer. Cette represente du basse teneur mais fort tonnage, lequel l'or porte par pyrite arsenifere l'arsenopyrite....

10.2113/econgeo.110.2.315 article FR Economic Geology 2015-01-23

Abstract Many researchers in medical and life sciences commonly use the PubMed online search engine ( http://www.pubmed.gov ) to access MEDLINE bibliographic database. The researchers' strategies were investigated as a function of their knowledge content area. Sixteen science with no experience neuroscience 16 matched professional performed five tasks about topics. Objective measures concomitant verbal protocols used assess behavior performance. Whatever PubMed, neuroscientists could find...

10.1002/asi.21078 article EN Journal of the American Society for Information Science and Technology 2009-04-06

In recent years, researchers have become interested in the way that affective quality of contextual information transfers to a perceived target. We therefore examined effect red (vs. green, mixed red/green, and achromatic) background - known be valenced on processing stimuli play key role human interactions, namely facial expressions. also whether valenced-color can modulated by gender, which is valenced. Female male adult participants performed categorization task expressions emotion faces...

10.3389/fpsyg.2015.00322 article EN cc-by Frontiers in Psychology 2015-03-24

ABSTRACT When people engage in joint activities together, they use dialogue, and more specifically project markers such as yeah , okay or uh-huh to coordinate entrances exits of projects subprojects. The purpose the current study was examine how two features dialogue situation, namely, mental load face visibility, affect marker production. Pairs participants performed a collaborative puzzle game together. Mental manipulated through time pressure; visibility by allowing see each other’s...

10.1017/s0142716418000358 article EN Applied Psycholinguistics 2018-10-05

The visual interfaces of virtual environments such as video games often show scenes where objects are superimposed on a moving background. Three experiments were designed to better understand the impact complexity and/or overall motion two types backgrounds used in detection and use superimposed, stationary items. background was assessed during typical game tasks: relatively complex search task classic, less demanding shooting task. Background impaired participants' performance only when...

10.1080/00140139.2013.847214 article EN Ergonomics 2013-10-30

The ability to infer the emotional states of others is central our everyday interactions. These inferences can be drawn from several different sources information occurring simultaneously in communication situation. Based on previous studies revealing that children pay more heed situational context than prosody when inferring others, we decided focus this issue, broadening investigation find out whether natural combination and faces (that is, paralinguistic cues) overcome dominance...

10.1177/0165025414535123 article EN International Journal of Behavioral Development 2014-05-14

Abstract The association of colour with emotion constitutes a growing field research, as it can affect how humans process their environment. Although there has been increasing interest in the red negative valence adults, little is known about develops. We therefore tested red–negative children for first time. Children aged 5–10 years performed face categorization task form card‐sorting task. They had to judge whether ambiguous faces shown against three different backgrounds (red, grey,...

10.1111/desc.12382 article EN Developmental Science 2015-12-21

Objective: Two experiments were conducted to investigate elements of the spatial design video game interfaces. Background: In most games, both objects and background scene are moving. Players must pay attention what appears in anticipate events while looking at head-up displays. According proximity-compatibility principle, game-related information should be placed as close possible anticipation zone. Method: Participants played a where they had upward movement obstacles. The score location...

10.1177/0018720811400600 article EN Human Factors The Journal of the Human Factors and Ergonomics Society 2011-03-18

Not all pieces of information mentioned during an interaction are equally accessible in speakers' conversational memory. The current study sought to test whether 2 basic features dialogue management (reference acceptance and reuse) affect reference recognition. Dyads speakers were asked discuss a route for imaginary person, thus referring the landmarks be encountered. results revealed that participants' memory references produced depended on these had been reused by whom, along with landmark...

10.1037/xlm0000036 article EN Journal of Experimental Psychology Learning Memory and Cognition 2014-07-07

Objective: This study examined the effects of user production (speaking and typing) reception (listening reading) modes on natural language human-computer dialogue. Background: Text-based dialogue is often more efficient than speech-based dialogue, but latter dynamic suitable for mobile environments hands-busy situations. The respective contributions have not previously been assessed. Method: Eighteen participants performed several information search tasks using a system in four experimental...

10.1518/001872007x249901 article EN Human Factors The Journal of the Human Factors and Ergonomics Society 2007-11-05

Abstract This study examined the effects of number options in a message and different endings on memorisation multiple-option messages. Twenty-seven participants were told to pay attention quality interactions between users an interactive voice response system asked recall The messages contained three, five or seven ended either pseudoword suffix, natural-language prompt beep. Results showed that option was impaired when longer suffix. interaction presence suffix not significant. also that,...

10.1080/0144929x.2011.563800 article EN Behaviour and Information Technology 2011-02-23
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