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  1.  44
    Action co-representation and the sense of agency during a joint Simon task: Comparing human and machine co-agents.Aïsha Sahaï, Andrea Desantis, Ouriel Grynszpan, Elisabeth Pacherie & Bruno Berberian - 2019 - Consciousness and Cognition 67:44-55.
  2.  34
    The sense of agency in human-human vs human-robot joint action.Ouriel Grynszpan, Aïsha Sahaï, Nasmeh Hamidi, Elisabeth Pacherie, Bruno Berberian, Lucas Roche & Ludovic Saint-Bauzel - 2019 - Consciousness and Cognition 75:102820.
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  3.  19
    Investigating social gaze as an action-perception online performance.Ouriel Grynszpan, Jérôme Simonin, Jean-Claude Martin & Jacqueline Nadel - 2012 - Frontiers in Human Neuroscience 6.
  4.  25
    Children Facial Expression Production: Influence of Age, Gender, Emotion Subtype, Elicitation Condition and Culture.Charline Grossard, Laurence Chaby, Stéphanie Hun, Hugues Pellerin, Jérémy Bourgeois, Arnaud Dapogny, Huaxiong Ding, Sylvie Serret, Pierre Foulon, Mohamed Chetouani, Liming Chen, Kevin Bailly, Ouriel Grynszpan & David Cohen - 2018 - Frontiers in Psychology 9.
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  5.  17
    Agency and social affordance shape visual perception.Alexis Le Besnerais, Elise Prigent & Ouriel Grynszpan - 2023 - Cognition 233 (C):105361.
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  6.  34
    An eye-tracking method to reveal the link between gazing patterns and pragmatic abilities in high functioning autism spectrum disorders.Ouriel Grynszpan & Jacqueline Nadel - 2014 - Frontiers in Human Neuroscience 8.
  7.  18
    Editorial: Advances in Virtual Agents and Affective Computing for the Understanding and Remediation of Social Cognitive Disorders.Eric Brunet-Gouet, Ali Oker, Jean-Claude Martin, Ouriel Grynszpan & Philip L. Jackson - 2015 - Frontiers in Human Neuroscience 9.
  8.  20
    Exploring the influence of task assignment and output modalities on computerized training for autism.Ouriel Grynszpan, Jean-Claude Martin & Jacqueline Nadel - 2007 - Interaction Studies 8 (2):241-266.
    Our exploratory research aims at suggesting design principles for educational software dedicated to people with high functioning autism. In order to explore the efficiency of educational games, we developed an experimental protocol to study the influence of the specific constraints of the learning areas as well as Human Computer Interface modalities. We designed computer games that were tested with 10 teenagers diagnosed with high functioning autism, during 13 sessions, at the rate of one session per week. Participants’ skills were assessed (...)
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  9.  11
    Exploring the influence of task assignment and output modalities on computerized training for autism.Ouriel Grynszpan, Jean-Claude Martin & Jacqueline Nadel - 2007 - Interaction Studies. Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies / Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies 8 (2):241-266.
    Our exploratory research aims at suggesting design principles for educational software dedicated to people with high functioning autism. In order to explore the efficiency of educational games, we developed an experimental protocol to study the influence of the specific constraints of the learning areas as well as Human Computer Interface modalities. We designed computer games that were tested with 10 teenagers diagnosed with high functioning autism, during 13 sessions, at the rate of one session per week. Participants’ skills were assessed (...)
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  10.  2
    Social gaze training for Autism Spectrum Disorder using eye-tracking and virtual humans.Ouriel Grynszpan, Julie Bouteiller, Séverine Grynszpan, Jean-Claude Martin & Jacqueline Nadel - 2022 - Interaction Studies 23 (1):89-115.
    Background: Individuals with Autism Spectrum Disorder (ASD) have pronounced difficulties in attending to relevant visual information during social interactions. Method: We designed and evaluated the feasibility of a novel method to train this ability, by exposing participants to virtual human characters displayed on a screen which was entirely blurred, except for a gaze-contingent viewing window that followed participants’ eyes direction. The goal was to incite participants to direct their gaze towards the facial expressions of the virtual characters. Twenty-one adolescents with (...)
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