Pierre‐Majorique Léger
Biographic Data
| ID | 6627646 |
|---|---|
| NAME | Pierre‐Majorique Léger |
| GIVEN NAMES | Pierre‐Majorique |
| FAMILY NAME | Léger |
| SIGNATURE | LÉGER P M |
| AFFILIATIONS | HEC Montréal |
| ORCID | 0000-0002-7887-8521 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 7 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2016 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
A gaze-based driver distraction countermeasure
This study, introduces and evaluates different countermeasures using real-time eye-tracking data. The countermeasures detect when driver gaze deviates from the road for longer than a predetermined threshold and then redirect the driver's attention back to the road. The countermeasures include bimodal and trimodal alerts using combinations of auditory, tactile, and visual modalities. These countermeasures showcase the utility of adopting eye-track…
Safeguarding worker psychosocial well-being in the age of AI
Advancements in artificial intelligence (AI) have ushered in the era of the fourth industrial revolution, transforming workplace dynamics with AI's enhanced decision-making capabilities. While AI has been shown to reduce worker mental workload, improve performance, and enhance physical safety, it also has the potential to negatively impact psychosocial factors, such as work meaningfulness, worker autonomy, and motivation, among others. These fact…
Examining the use of multiple cognitive load measures in evaluating online shopping convenience
Purpose In the past decade, the use of neurophysiological measures as a complementary source of information has contributed to our understanding of human–computer interaction. However, less attention has been given to their capability in providing measures with high temporal resolution. Two studies are designed to address the challenge of measuring users’ cognitive load in an online shopping environment and investigate how it is related to task d…
User Experience Evaluation in Shared Interactive Virtual Reality
Virtual reality (VR) has served the entertainment industry all the way to world-leading museums in delivering engaging experiences through multisensory virtual environments (VEs). Today, the rise of the Metaverse fuels a growing interest in leveraging this technology, bringing along an emerging need to better understand the way different dimensions of VEs, namely social and interactive, impact overall user experience (UX). This between-subject ex…
Implementation of Active Workstations in University Libraries—A Comparison of Portable Pedal Exercise Machines and Standing Desks
Sedentary behaviors are an important issue worldwide, as prolonged sitting time has been associated with health problems. Recently, active workstations have been developed as a strategy to counteract sedentary behaviors. The present study examined the rationale and perceptions of university students’ and staff following their first use of an active workstation in library settings. Ninety-nine volunteers completed a self-administered questionnaire…
Neural Correlates of Technological Ambivalence
Information Systems and Neuroscience
No prominent works on this page.
Information Systems and Neuroscience
Neural Correlates of Technological Ambivalence
Implementation of Active Workstations in University Libraries—A Comparison of Portable Pedal Exercise Machines and Standing Desks
Sedentary behaviors are an important issue worldwide, as prolonged sitting time has been associated with health problems. Recently, active workstations have been developed as a strategy to counteract sedentary behaviors. The present study examined the rationale and perceptions of university students’ and staff following their first use of an active workstation in library settings. Ninety-nine volunteers completed a self-administered questionnaire…
User Experience Evaluation in Shared Interactive Virtual Reality
Virtual reality (VR) has served the entertainment industry all the way to world-leading museums in delivering engaging experiences through multisensory virtual environments (VEs). Today, the rise of the Metaverse fuels a growing interest in leveraging this technology, bringing along an emerging need to better understand the way different dimensions of VEs, namely social and interactive, impact overall user experience (UX). This between-subject ex…
Examining the use of multiple cognitive load measures in evaluating online shopping convenience
Purpose In the past decade, the use of neurophysiological measures as a complementary source of information has contributed to our understanding of human–computer interaction. However, less attention has been given to their capability in providing measures with high temporal resolution. Two studies are designed to address the challenge of measuring users’ cognitive load in an online shopping environment and investigate how it is related to task d…
A gaze-based driver distraction countermeasure
This study, introduces and evaluates different countermeasures using real-time eye-tracking data. The countermeasures detect when driver gaze deviates from the road for longer than a predetermined threshold and then redirect the driver's attention back to the road. The countermeasures include bimodal and trimodal alerts using combinations of auditory, tactile, and visual modalities. These countermeasures showcase the utility of adopting eye-track…
Safeguarding worker psychosocial well-being in the age of AI
Advancements in artificial intelligence (AI) have ushered in the era of the fourth industrial revolution, transforming workplace dynamics with AI's enhanced decision-making capabilities. While AI has been shown to reduce worker mental workload, improve performance, and enhance physical safety, it also has the potential to negatively impact psychosocial factors, such as work meaningfulness, worker autonomy, and motivation, among others. These fact…
Computer Science (6 works) · Psychology (6 works) · Cognitive psychology (3 works) · Artificial Intelligence (2 works) · Cognition (2 works) · Cognitive science (2 works) · Human-Automation Interaction and Safety (2 works) · Human–computer interaction (2 works) · Neuroscience (2 works) · Ambivalence (1 work)