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2. Read the Signs: Towards Invariance to Gradient Descent's Hyperparameter Initialization

3. RACE: A Real-Time Architecture for Cognitive State Estimation, Development Overview and Study in Progress

4. Can We Replicate Impaired Vision with Simulation Glasses in Computer-Based Task? An Eye Tracking Validation Study

7. UX Calculator: An Online Tool to Support User Testing

8. Neuro-Adaptive Interface System to Evaluate Product Recommendations in the Context of E-Commerce

10. An extended health belief model for COVID-19: understanding the media-based processes leading to social distancing and panic buying

11. The Effects of Interactivity on Learners' Experience in a Visually Immersive Display Context

14. Increased Audiovisual Immersion Associated with Mirror Neuron System Enhancement Following High Fidelity Vibrokinetic Stimulation

15. Usability Evaluation of Assistive Technology for ICT Accessibility: Lessons Learned with Stroke Patients and Able-Bodied Participants Experiencing a Motor Dysfunction Simulation

16. Caption and Observation Based on the Algorithm for Triangulation (COBALT): Preliminary Results from a Beta Trial

17. Decision Delegation and Intelligent Agents in the Context of Human Resources Management: The Influence of Agency and Trust. A Research Proposal

18. Collecting Longitudinal Psychophysiological Data in Remote Settings: A Feasibility Study

19. What Are the Factors That Drive AI Acceptance: A Meta-Analysis Approach

20. Understanding the Patients’ Adoption and Usage of AI Solution in Mental Health: A Scoping Review

21. Attention and Human AI Collaboration - The Context of Automated Vehicles

22. User Experience of Universal School-Based e-Mental Health Solutions : Exploring the Expectations and Desires of Adolescent Users

23. The Effect of Multitasking During an E-learning Video Conference on Learning Performance: A Psychophysiological Experiment

28. Enhancing learning experiences: EEG-based passive BCI system adapts learning speed to cognitive load in real-time, with motivation as catalyst.

29. Improving Learnability Capabilities in Desktop VR Medical Applications

30. Development of a New Dynamic Personalised Emotional Baselining Protocol for Human-Computer Interaction

31. Motor Dysfunction Simulation in Able-Bodied Participants for Usability Evaluation of Assistive Technology: A Research Proposal

32. High Fidelity Vibrokinetic Stimulation Augments Emotional Reactivity and Interhemispheric Coherence During Passive Multimedia Interaction

33. Does Media Richness Influence the User Experience of Chatbots: A Pilot Study

34. Explainable Artificial Intelligence (XAI): How the Visualization of AI Predictions Affects User Cognitive Load and Confidence

35. Distributed Remote Psychophysiological Data Collection for UX Evaluation: A Pilot Project

36. Guidelines for Collecting Automatic Facial Expression Detection Data Synchronized with a Dynamic Stimulus in Remote Moderated User Tests

37. Distributed Remote EEG Data Collection for NeuroIS Research: A Methodological Framework

38. Disentangling Technostress and Financial Stress Impacts on Users’ Psychophysiological Responses and Coping Behaviors in the Context of Mobile Banking

39. Hedonic Multitasking: The Effects of Instrumental Subtitles During Video Watching

40. Ambient Facial Emotion Recognition: A Pilot Study

41. Improving Driving Behavior with an Insurance Telematics Mobile Application

42. Beyond System Design: The Impact of Message Design on Recommendation Acceptance

43. Task Switching and Visual Discrimination in Pedestrian Mobile Multitasking: Influence of IT Mobile Task Type

44. The Impact of Symmetric Web-Design: A Pilot Study

45. Wavelet Transform Coherence: An Innovative Method to Investigate Social Interaction in NeuroIS

46. User Test: How Many Users Are Needed to Find the Psychophysiological Pain Points in a Journey Map?

47. The Effect of Experience on Learnability and Usability of a Neuroimaging Platform

48. Multiuser Human-Computer Interaction Settings: Preliminary Evidence of Online Shopping Platform Use by Couples

49. Measuring Users’ Psychophysiological Experience in Non-linear Omnichannel Environment

50. The Effect of Device-Affordance Alignment with the User Goal on User Experience

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