95 research outputs found

    Cross-Linguistic Variation in the Meaning of Quantifiers: Implications for Pragmatic Enrichment

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    One of the most studied scales in the literature on scalar implicatures is the quantifier scale. While the truth of some is entailed by the truth of all, some is felicitous only when all is false. This opens the possibility that some would be felicitous if, e.g., almost all of the objects in the restriction of the quantifier have the property ascribed by the nuclear scope. This prediction from the standard theory of quantifier interpretation clashes with native speakers’ intuitions. In Experiment 1 we report a questionnaire study on the perception of quantifier meanings in English, French, Slovenian, and German which points to a cross-linguistic variation with respect to the perception of numerical bounds of the existential quantifier. In Experiment 2, using a picture choice task, we further examine whether the numerical bound differences correlate with differences in pragmatic interpretations of the quantifier some in English and quelques in French and interpret the results as supporting our hypothesis that some and its cross-linguistic counterparts are subjected to different processes of pragmatic enrichment

    Evaluation of a virtual agent to train medical students conducting psychiatric interviews for diagnosing major depressive disorders

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    Background: A psychiatric diagnosis involves the physician's ability to create an empathic interaction with the patient in order to accurately extract semiology (i.e., clinical manifestations). Virtual patients (VPs) can be used to train these skills but need to be evaluated in terms of accuracy, and to be perceived positively by users. Methods: We recruited 35 medical students who interacted in a 35-min psychiatric interview with a VP simulating major depressive disorders. Semiology extraction, verbal and non-verbal empathy were measured objectively during the interaction. The students were then debriefed to collect their experience with the VP. Results: The VP was able to simulate the conduction of a psychiatric interview realistically, and was effective to discriminate students depending on their psychiatric knowledge. Results suggest that students managed to keep an emotional distance during the interview and show the added value of emotion recognition software to measure empathy in psychiatry training. Students provided positive feedback regarding pedagogic usefulness, realism and enjoyment in the interaction. Limitations: Our sample was relatively small. As a first prototype, the measures taken by the VP would need improvement (subtler empathic questions, levels of difficulty). The face-tracking technique might induce errors in detecting non-verbal empathy. Conclusion: This study is the first to simulate a realistic psychiatric interview and to measure both skills needed by future psychiatrists: semiology extraction and empathic communication. Results provide evidence that VPs are acceptable by medical students, and highlight their relevance to complement existing training and evaluation tools in the field of affective disorders.Bordeaux Region Aquitaine Initiative for NeurosciencePhénotypage humain et réalité virtuelleInitiative d'excellence de l'Université de Bordeau

    Smartphone-Based Virtual Agents Can Help the General Population Concerned by Sleep Complaints: A Proof-of-Concept Study During COVID-19 Confinement

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    Background: The COVID-19 crisis induces psychosocial stress and sleep complaints that require early management. KANOPEE is a smartphone-based application, providing an interaction with a virtual agent dedicated to screen and deliver behavioral interventions to fight sleep disorders. This paper describes the feasibility study of this application, during the context of COVID-19 confinement in France. Method: 2,069 users of aged 18 years and over downloaded the app during the inclusion period (between 22 April and 5 May 2020). Users first answered a screening interview based on the insomnia severity index (ISI) that was conducted by the virtual agent. If participants were positive for insomniac complaints (ISI > 14), they could join a two-stage intervention program: a) complete an electronic sleep diary for one week, and b) follow personalized sleep recommendations for 10 days. Measures collected included socio-demographic information, ISI and sleep/wake schedules; and acceptance and trust of the agent.Bordeaux Region Aquitaine Initiative for NeurosciencePhénotypage humain et réalité virtuell

    J Med Internet Res

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    Background: The COVID-19 crisis and consequent confinement restrictions have caused significant psychosocial stress and reports of sleep complaints, which require early management, have increased during recent months. To help individuals concerned about their sleep, we developed a smartphone-based app called KANOPEE that allows users to interact with a virtual agent dedicated to autonomous screening and delivering digital behavioral interventions. Objective: Our objective was to assess the feasibility of this app, in terms of inclusion rate, follow-up rate, perceived trust and acceptance of the virtual agent, and effects of the intervention program, in the context of COVID-19 confinement in France. Methods: The virtual agent is an artificial intelligence program using decision tree architecture and interacting through natural body motion and natural voice. A total of 2069 users aged 18 years and above downloaded the free app during the study period (April 22 to May 5, 2020). These users first completed a screening interview based on the Insomnia Severity Index (ISI) conducted by the virtual agent. If the users were positive for insomnia complaints (ISI score >14), they were eligible to join the 2-stage intervention program: (1) complete an electronic sleep diary for 1 week and (2) follow personalized sleep recommendations for 10 days. We collected and analyzed the following measures: sociodemographic information, ISI scores and sleep/wake schedules, and acceptance and trust of the agent. Results: Approximately 76% (1574/2069) of the app users completed the screening interview with the virtual agent. The virtual agent was well accepted by 27.4% (431/1574) of the users who answered the acceptance and trust questionnaires on its usability, satisfaction, benevolence, and credibility. Of the 773 screened users who reported sleep complaints (ISI score >14), 166 (21.5%) followed Step 1 of the intervention, and only 47 of those (28.3%) followed Step 2. Users who completed Step 1 found that their insomnia complaints (baseline mean ISI score 18.56, mean ISI score after Step 1 15.99; P21) did not respond to either intervention. Conclusions: These preliminary results suggest that the KANOPEE app is a promising solution to screen populations for sleep complaints and that it provides acceptable and practical behavioral advice for individuals reporting moderately severe insomnia.Bordeaux Region Aquitaine Initiative for NeurosciencePhénotypage humain et réalité virtuell

    Effectiveness and Acceptance of a Smartphone-Based Virtual Agent Screening for Alcohol and Tobacco Problems and Associated Risk Factors During COVID-19 Pandemic in the General Population

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    Background: During the current COVID-19 pandemic, alcohol, and tobacco are the most available substances for managing stress and can induce a risk of addiction. KANOPEE is a smartphone application available to the general population using an embodied conversational agent (ECA) to screen for experiences of problems with alcohol/tobacco use and to provide follow-up tools for brief intervention.Objectives: This study aimed to determine if the smartphone KANOPEE application could identify people at risk for alcohol and/or tobacco use disorders in the context of the current COVID-19 pandemic, to assess adherence to a 7-day follow-up use diary, and to evaluate trust and acceptance of the application.Methods: The conversational agent, named Jeanne, interviewed participants about perceived problems with the use of alcohol and tobacco since the pandemic and explored risk for tobacco and alcohol use disorder with the five-item Cigarette Dependence Scale (CDS-5) and “Cut Down, Annoyed, Guilty, Eye-opener” (CAGE) questionnaire and experience of craving for each substance. Descriptive, univariate, and multivariate analyses were performed to specify personalized associations with reporting a problem with alcohol/tobacco use; descriptive analysis reported the experience with the intervention and acceptance and trust in the application.Results: From April 22 to October 26, 2020, 1,588 French participants completed the KANOPEE interview, and 318 answered the acceptance and trust scales. Forty-two percent of tobacco users and 27% of alcohol users reported problem use since the pandemic. Positive screening with CDS-5 and CAGE and craving were associated with reported problem use (p < 0.0001). Lockdown period influenced alcohol (p < 0.0005) but not tobacco use (p > 0.05). Eighty-eight percent of users reported that KANOPEE was easy to use, and 82% found Jeanne to be trustworthy and credible.Conclusion: KANOPEE was able to screen for risk factors for substance use disorder (SUD) and was acceptable to users. Reporting craving and being at risk for SUD seem to be early markers to be identified. Alcohol problem use seems to be more reliant on contextual conditions such as confinement. This method is able to offer acceptable, brief, and early intervention with minimal delay for vulnerable people.Bordeaux Region Aquitaine Initiative for NeurosciencePhĂ©notypage humain et rĂ©alitĂ© virtuell

    A headspace solid-phase microextraction method of use in monitoring hexanal and pentane during storage: Application to liquid infant foods and powdered infant formulas

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    The determination of two secondary lipid oxidation compounds (hexanal and pentane) in liquid infant foods using a headspace solid-phase microextraction gas chromatographic (HS-SPME-GC) method has been developed and validated. The HS-SPME analytical conditions (fibre position, equilibration and sampling times) were selected. The analytical parameters of the method (linearity: hexanal from 2.48 to 84.78 ng/g, pentane from 6.21 to 79.55 ng/g; precision: hexanal 2.87%, pentane 2.343.46%; recovery: hexanal 106.60%, pentane 95.39%; detection limit: hexanal 3.63 ng and pentane 4.2 ng) demonstrate the usefulness of the method. Once optimized, the method was applied to liquid infant foods based on milk and cereals, and to powdered adapted and follow-up milk-based infant formulas (IF), stored for four and seven months. In all cases the hexanal content was higher in IF than in milk-cereal based infant foods. No pentane was found in IF

    Making sense of theory construction: Metaphor and disciplined imagination

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    This article draws upon Karl Weick’s insights into the nature of theorizing, and extends and refines his conception of theory construction as ‘disciplined imagination’. An essential ingredient in Weick’s ‘disciplined imagination’ involves his assertion that thought trials and theoretical representations typically involve a transfer from one epistemic sphere to another through the creative use of metaphor. The article follows up on this point and draws out how metaphor works, how processes of metaphorical imagination partake in theory construction, and how insightful metaphors and the theoretical representations that result from them can be selected. The paper also includes a discussion of metaphors-in-use (organizational improvisation as jazz and organizational behavior as collective mind) which Weick proposed in his own writings. The whole purpose of this exercise is to theoretically augment and ground the concept of ‘disciplined imagination’, and in particular to refine the nature of thought trials and selection within it. In doing so, we also aim to provide pointers for the use of metaphorical imagination in the process of theory construction

    Virtualia 2016. La réalité virtuelle au service de la recherche: Actes du séminaire organisé par le CIREVE à Caen (19 octobre 2016),

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    International audienceLe sĂ©minaire Virtualia est nĂ© en 2006 en mĂȘme temps que le Centre Interdisciplinaire de RĂ©alitĂ© Virtuelle (CIREVE) de l’UniversitĂ© de Caen Normandie. Son objectif est de permettre aux Ă©quipes associĂ©es au CIREVE d’exposer leurs mĂ©thodologies et les rĂ©sultats de leurs travaux dans le domaine de la RĂ©alitĂ© Virtuelle, tout en s’ouvrant Ă  des communications extĂ©rieures. Il a connu quatre Ă©ditions de 2006 Ă  2009.2016 fut l’occasion de relancer VIRTUALIA et de concrĂ©tiser le partenariat avec les UniversitĂ©s de Rouen et du Havre dans le cadre de la COMUE. Une Structure FĂ©dĂ©rative de Recherche « CIREVE » est en effet en cours de labellisation au sein de Normandie UniversitĂ©. 2016 est Ă©galement une annĂ©e importante car elle marque Ă  la fois le dixiĂšme anniversaire du CIREVE et la finalisation d’une plate-forme de rĂ©alitĂ© virtuelle normande, unique en son genre sur le territoire français. Elle est composĂ©e d’une salle immersive quatre faces de 45 m2, Ă©quipĂ©e d’un tapis roulant particuliĂšrement adaptĂ© pour l’analyse de la marche en temps rĂ©el (GRAIL de Motek Medical). Les calculateurs de cette salle immersive sont mutualisĂ©s avec un amphithĂ©Ăątre attenant de 150 places, de maniĂšre que les expĂ©rimentations effectuĂ©es avec un sujet unique dans la salle immersive puissent ĂȘtre suivies par un auditoire nombreux (besoins de formation notamment). Les Ă©quipes utilisent le matĂ©riel au fur et Ă  mesure des dĂ©veloppements informatiques et de nouveaux protocoles d’expĂ©rimentation germent dans l’esprit des chercheurs qui voient dans la rĂ©alitĂ© virtuelle des possibilitĂ©s de tests jamais atteintes.Une centaine de chercheurs utilise rĂ©guliĂšrement le plateau technique CIREVE, dans des visĂ©es de recherche qui leur sont propres. Il est toutefois apparu qu’un certain nombre de problĂ©matiques concernaient toutes les disciplines et qu’une partie de la rĂ©flexion sur les mondes virtuels pouvait ĂȘtre mutualisĂ©e. Le sĂ©minaire VIRTUALIA permet d’offrir un espace de rencontre Ă  ces chercheurs, issus d’horizons diffĂ©rents, pour discuter de l’utilisation de l’outil d’un point de vue Ă©pistĂ©mologique. Il est par exemple capital de s’interroger sur la notion de prĂ©sence. Le sujet se comporte-il de la mĂȘme façon dans l’environnement virtuel et dans le monde rĂ©el ? Les chemins de circulation choisis dans le modĂšle virtuel sont-ils les mĂȘmes que ceux qui seraient empruntĂ©s en rĂ©alitĂ© ? Les conclusions Ă©tablies dans le modĂšle virtuel sont-elles directement transposables Ă  la rĂ©alitĂ© ? Un des enjeux du travail est d’évaluer la pertinence subjective des modĂšles virtuels, ce qui est capital avant de gĂ©nĂ©raliser leur utilisation dans des actions de formation par exemple. L’utilisation d’une technologie n’est jamais complĂštement neutre. Dans le cadre des mondes virtuels, l’interaction de l’homme avec le monde de synthĂšse n’est possible qu’au travers de logiciels et d’interfaces matĂ©rielles. Il faut s’assurer que les processus cognitifs soient adĂ©quats avant de s’interroger sur le rĂ©sultat des simulations. Naturellement, le sĂ©minaire permet Ă©galement Ă  chaque discipline d’exposer les rĂ©sultats des derniĂšres recherches rĂ©alisĂ©es grĂące Ă  la rĂ©alitĂ© virtuelle.Les domaines scientifiques concernĂ©s par la rĂ©alitĂ© virtuelle sont multiples : les civilisations et les patrimoines culturels, la mĂ©decine, les neurosciences, la psychologie, les sciences du mouvement et du sport, l’ingĂ©nierie, l’informatique. L’UniversitĂ© de Caen Normandie Ă©tant pluridisciplinaire, le spectre des utilisations est trĂšs large. Elles se rĂ©partissent en trois axes principaux et un axe en Ă©mergence :LA REPRÉSENTATION : la rĂ©alitĂ© virtuelle permet de reprĂ©senter et de visualiser, interactivement et en trois dimensions, des environnements disparus, dĂ©gradĂ©s, inaccessibles, ou des environnements futurs.Domaines concernĂ©s : civilisations, patrimoine, linguistique...L'EXPÉRIMENTATION : en permettant d'interagir en temps rĂ©el avec un monde numĂ©rique 3D, la rĂ©alitĂ© virtuelle offre de nouvelles perspectives d'expĂ©rimentations dans des environnements de plus en plus proches du rĂ©el et en mĂȘme temps parfaitement contrĂŽlables.Domaines concernĂ©s : santĂ©, neuropsychologie, psychologie, activitĂ©s physiques et sportives...LA CREATION ET LE DEVELOPPEMENT D’OUTILS : les informaticiens crĂ©ent et testent des applications concernant les mĂ©thodes de navigation en monde virtuel, de restitution de la rĂ©alitĂ©.Domaine concernĂ© : informatique.LA FORMATION (axe en Ă©mergence) : par la reprĂ©sentation de la connaissance, par les diverses possibilitĂ©s d'expĂ©rimentation, la rĂ©alitĂ© virtuelle est un formidable outil de formation.Domaines concernĂ©s : sciences du langage, mĂ©decine, informatique (serious game, simulation...).Une partie importante de la rĂ©flexion dĂ©veloppĂ©e lors du sĂ©minaire Virtualia 2016 a Ă©tĂ© consacrĂ©e aux enjeux sociĂ©taux liĂ©s Ă  la rĂ©alitĂ© virtuelle : notions de mĂ©moire, d’apprentissage des gestes techniques, d’ĂȘtre humain « augmentĂ© » etc. Les articles publiĂ©s attestent du savoir-faire, bien rĂ©el cette fois, que le CIREVE a acquis en termes de crĂ©ation de mondes virtuels pour reprĂ©senter, expĂ©rimenter et former. La publication des actes du sĂ©minaire Virtualia vise Ă  mettre en lumiĂšre des recherches particuliĂšrement innovantes qui s’effectuent dans un cadre technologique exceptionnel.- S. Madeleine, Virtualia 2016. Introduction (et direction de l'Ă©dition)- J. Grieu, F. Lecroq, Th. Galinho, H. Boukachour, Environnements industriels virtualisĂ©s et processus d’apprentissage- Ph. Brunet, J. Dehut, Images 3D et humanitĂ©s numĂ©riques : modĂ©lisation et restitution du geste thĂ©Ăątral- G. Lecouvey, J. Gonneaud, N. Legrand, G. Rauchs, F. Eustache, B. Desgranges, RĂ©alitĂ© virtuelle et mĂ©moire- N. Benguigui, C. Mandil, M. Mallek, L. Lejeune, R. Thouvarecq, Étude des liens entre perception et action dans des environnements virtuels- E.-G. Dupuy, A. Maneuvrier, E. Vlamynck, S. Besnard, B. Bienvenu, L.-M. Decker, Le syndrome d’Ehlers-Danlos type hypermobile : Ă©volution des stratĂ©gies posturales en rĂ©ponse Ă  un programme de rĂ©Ă©ducation Ă  visĂ©e somesthĂ©sique- C. Weismann-Arcache, RĂ©alitĂ© virtuelle et humain augmentĂ© : subjectivation, dĂ©subjectivation ?- L. Haddouk, RĂ©alitĂ© psychique en visioconsultatio

    Mapping Connectivity Damage in the Case of Phineas Gage

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    White matter (WM) mapping of the human brain using neuroimaging techniques has gained considerable interest in the neuroscience community. Using diffusion weighted (DWI) and magnetic resonance imaging (MRI), WM fiber pathways between brain regions may be systematically assessed to make inferences concerning their role in normal brain function, influence on behavior, as well as concerning the consequences of network-level brain damage. In this paper, we investigate the detailed connectomics in a noted example of severe traumatic brain injury (TBI) which has proved important to and controversial in the history of neuroscience. We model the WM damage in the notable case of Phineas P. Gage, in whom a “tamping iron” was accidentally shot through his skull and brain, resulting in profound behavioral changes. The specific effects of this injury on Mr. Gage's WM connectivity have not previously been considered in detail. Using computed tomography (CT) image data of the Gage skull in conjunction with modern anatomical MRI and diffusion imaging data obtained in contemporary right handed male subjects (aged 25–36), we computationally simulate the passage of the iron through the skull on the basis of reported and observed skull fiducial landmarks and assess the extent of cortical gray matter (GM) and WM damage. Specifically, we find that while considerable damage was, indeed, localized to the left frontal cortex, the impact on measures of network connectedness between directly affected and other brain areas was profound, widespread, and a probable contributor to both the reported acute as well as long-term behavioral changes. Yet, while significantly affecting several likely network hubs, damage to Mr. Gage's WM network may not have been more severe than expected from that of a similarly sized “average” brain lesion. These results provide new insight into the remarkable brain injury experienced by this noteworthy patient
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