Pierre-Emmanuel Michon
Laval University
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Publication
Featured researches published by Pierre-Emmanuel Michon.
Neuroscience & Biobehavioral Reviews | 2013
Sébastien Hétu; Mathieu Grégoire; Arnaud Saimpont; Michel-Pierre Coll; Fanny Eugène; Pierre-Emmanuel Michon; Philip L. Jackson
Motor imagery (MI) or the mental simulation of action is now increasingly being studied using neuroimaging techniques such as positron emission tomography and functional magnetic resonance imaging. The booming interest in capturing the neural underpinning of MI has provided a large amount of data which until now have never been quantitatively summarized. The aim of this activation likelihood estimation (ALE) meta-analysis was to provide a map of the brain structures involved in MI. Combining the data from 75 papers revealed that MI consistently recruits a large fronto-parietal network in addition to subcortical and cerebellar regions. Although the primary motor cortex was not shown to be consistently activated, the MI network includes several regions which are known to play a role during actual motor execution. The body part involved in the movements, the modality of MI and the nature of the MI tasks used all seem to influence the consistency of activation within the general MI network. In addition to providing the first quantitative cortical map of MI, we highlight methodological issues that should be addressed in future research.
conference on spatial information theory | 2001
Pierre-Emmanuel Michon; Michel Denis
Route directions describe the sequence of actions a moving person needs to take to reach a goal in an environment. When generating directions, speakers not only specify what to do. They also refer to landmarks located along the route. We report two studies intended to identify the cognitive functions of landmarks. In the first study, participants learned a route in an urban environment. They then generated route directions to help pedestrians unfamiliar with this environment to find their way. We found that landmarks were reported more frequently at specific points on the route, especially at reorientation points. The second study showed that pedestrians perceived landmarks as a useful part of route directions. We conclude that reference to landmarks is intended to help movers to construct a mental representation of an unfamiliar environment in advance and to prepare them cognitively to get through difficult or uncertain parts of that environment.
Frontiers in Human Neuroscience | 2013
Louis-Alexandre Marcoux; Pierre-Emmanuel Michon; Julien Voisin; Sophie Lemelin; Etienne Vachon-Presseau; Philip L. Jackson
A large number of neuroimaging studies have shown neural overlaps between first-hand experiences of pain and the perception of pain in others. This shared neural representation of vicarious pain is thought to involve both affective and sensorimotor systems. A number of individual factors are thought to modulate the cerebral response to others pain. The goal of this study was to investigate the impact of psychopathic traits on the relation between sensorimotor resonance to others pain and self-reported empathy. Our group has previously shown that a steady-state response to non-painful stimulation is modulated by the observation of other peoples bodily pain. This change in somatosensory response was interpreted as a form of somatosensory gating (SG). Here, using the same technique, SG was compared between two groups of 15 young adult males: one scoring very high on a self-reported measure of psychopathic traits [60.8 ± 4.98; Levensons Self-Report Psychopathy Scale (LSRP)] and one scoring very low (42.7 ± 2.94). The results showed a significantly greater reduction of SG to pain observation for the high psychopathic traits group compared to the low psychopathic traits group. SG to pain observation was positively correlated with affective and interpersonal facet of psychopathy in the whole sample. The high psychopathic traits group also reported lower empathic concern (EC) scores than the low psychopathic traits group. Importantly, primary psychopathy, as assessed by the LSRP, mediated the relation between EC and SG to pain observation. Together, these results suggest that increase somatosensory resonance to others pain is not exclusively explained by trait empathy and may be linked to other personality dimensions, such as psychopathic traits.
Frontiers in Human Neuroscience | 2015
Philip L. Jackson; Pierre-Emmanuel Michon; Erik Geslin; Maxime Carignan; Danny Beaudoin
Empathy is a multifaceted emotional and mental faculty that is often found to be affected in a great number of psychopathologies, such as schizophrenia, yet it remains very difficult to measure in an ecological context. The challenge stems partly from the complexity and fluidity of this social process, but also from its covert nature. One powerful tool to enhance experimental control over such dynamic social interactions has been the use of avatars in virtual reality (VR); information about an individual in such an interaction can be collected through the analysis of his or her neurophysiological and behavioral responses. We have developed a unique platform, the Empathy-Enhancing Virtual Evolving Environment (EEVEE), which is built around three main components: (1) different avatars capable of expressing feelings and emotions at various levels based on the Facial Action Coding System (FACS); (2) systems for measuring the physiological responses of the observer (heart and respiration rate, skin conductance, gaze and eye movements, facial expression); and (3) a multimodal interface linking the avatars behavior to the observers neurophysiological response. In this article, we provide a detailed description of the components of this innovative platform and validation data from the first phases of development. Our data show that healthy adults can discriminate different negative emotions, including pain, expressed by avatars at varying intensities. We also provide evidence that masking part of an avatars face (top or bottom half) does not prevent the detection of different levels of pain. This innovative and flexible platform provides a unique tool to study and even modulate empathy in a comprehensive and ecological manner in various populations, notably individuals suffering from neurological or psychiatric disorders.
Psychiatry Research-neuroimaging | 2014
Louis-Alexandre Marcoux; Pierre-Emmanuel Michon; Sophie Lemelin; Julien A. Voisin; Etienne Vachon-Presseau; Philip L. Jackson
Psychopathy is a personality disorder characterized by specific interpersonal-affective deficits and social deviance often marked by reduced empathy and decreased affective response to the suffering of others. However, recent findings in community samples suggest that the somatosensory resonance to others pain measured with electroencephalography (EEG) is increased by psychopathic traits. This study aimed at comparing both the response to physical pain and the observation of pain being inflicted to another person in individuals with clinically significant psychopathic traits, namely patients with severe narcissistic personality disorder (NPD, n=11), and community controls (CC, n=13). The gating of somatosensory responses to a tactile steady-state stimulation (25 Hz) during the observation of pain-evoking and non-painful visual stimuli of hands was measured using EEG. Pain thresholds were assessed with a quantitative sensory testing (QST) battery. NPD compared with CC subjects showed similar thermal pain thresholds, but significantly higher pain pressure thresholds (PPT). Significantly greater somatosensory gating (SG) during the anticipation and the observation of pain in others was observed in NPD compared with CC subjects, but this difference was not associated with differences in self-pain perception. SG to pain observation was positively correlated with the Impulsivity-Egocentricity (IE) dimension of psychopathy. These findings demonstrated a stronger somatosensory resonance in the high psychopathic trait NPD group that suggests an increased somatic representation of observed pain despite lower dispositional empathy.
Frontiers in Human Neuroscience | 2013
Dora Linsey Canizales; Julien Voisin; Pierre-Emmanuel Michon; Marc-André Roy; Philip L. Jackson
The observation and evaluation of other’s pain activate part of the neuronal network involved in the actual experience of pain, including those regions subserving the sensori-discriminative dimension of pain. This was largely interpreted as evidence showing that part of the painful experience can be shared vicariously. Here, we investigated the effect of the visual perspective from which other people’s pain is seen on the cortical response to continuous 25 Hz non-painful somatosensory stimulation (somatosensory steady-state response: SSSR). Based on the shared representation framework, we expected first-person visual perspective (1PP) to yield more changes in cortical activity than third-person visual perspective (3PP) during pain observation. Twenty healthy adults were instructed to rate a series of pseudo-dynamic pictures depicting hands in either painful or non-painful scenarios, presented either in 1PP (0–45° angle) or 3PP (180° angle), while changes in brain activity was measured with a 128-electode EEG system. The ratings demonstrated that the same scenarios were rated on average as more painful when observed from the 1PP than from the 3PP. As expected from previous works, the SSSR response was decreased after stimulus onset over the left caudal part of the parieto-central cortex, contralateral to the stimulation side. Moreover, the difference between the SSSR was of greater amplitude when the painful situations were presented from the 1PP compared to the 3PP. Together, these results suggest that a visuospatial congruence between the viewer and the observed scenarios is associated with both a higher subjective evaluation of pain and an increased modulation in the somatosensory representation of observed pain. These findings are discussed with regards to the potential role of visual perspective in pain communication and empathy.
Scientific Reports | 2016
Vincent Taschereau-Dumouchel; Sébastien Hétu; Pierre-Emmanuel Michon; Etienne Vachon-Presseau; Elsa Massicotte; Louis De Beaumont; Shirley Fecteau; Judes Poirier; Catherine Mercier; Yvon C. Chagnon; Philip L. Jackson
Motor representations in the human mirror neuron system are tuned to respond to specific observed actions. This ability is widely believed to be influenced by genetic factors, but no study has reported a genetic variant affecting this system so far. One possibility is that genetic variants might interact with visuomotor associative learning to configure the system to respond to novel observed actions. In this perspective, we conducted a candidate gene study on the Brain-derived neurotrophic factor (BDNF) Val66Met polymorphism, a genetic variant linked to motor learning in regions of the mirror neuron system, and tested the effect of this polymorphism on motor facilitation and visuomotor associative learning. In a single-pulse TMS study carried on 16 Met (Val/Met and Met/Met) and 16 Val/Val participants selected from a large pool of healthy volunteers, Met participants showed significantly less muscle-specific corticospinal sensitivity during action observation, as well as reduced visuomotor associative learning, compared to Val homozygotes. These results are the first evidence of a genetic variant tuning sensitivity to action observation and bring to light the importance of considering the intricate relation between genetics and associative learning in order to further understand the origin and function of the human mirror neuron system.
Proceedings of the Human Factors and Ergonomics Society Annual Meeting | 2015
Cindy Chamberland; Mathieu Grégoire; Pierre-Emmanuel Michon; Jean-Christophe Gagnon; Philip L. Jackson; Sébastien Tremblay
While the usefulness of games extends beyond their entertainment value, the act of playing a game remains essentially tied to its positive experience. Techniques to assess the player’s experience have greatly improved in the past decade, yet several challenges remain such as identifying objective and dynamic measures that reflect the player’s emotions during the game. In this paper, we describe an innovative approach to capture the player’s experience that relies on cognitive sciences and affective neuroscience. Our research endeavor is to contribute to the development of systems capable of predicting the player’s fun based on psychophysiology and in-game behaviors, and adapting the game to maximize that value. We present a use case of our techniques to elicit the player’s affective and cognitive states using an online strategic card game. Preliminary results revealed that electrodermal and respiratory activities were positively associated to the casual gamers’ affective and cognitive states. Such findings suggest that psychophysiological metrics combined with behavioural measures offer a promising avenue to assess the player’s experience in a comprehensive and objective manner.
Cognitive Processing | 2006
Pierre-Emmanuel Michon; David Duguay; Geoffrey Edwards
BackgroundAccessibility to public spaces is very often a problem for disabled people. With an aging population, this is going to become a problem for effecting more and more people and as a result, the question of universal accessibility is rapidly gaining attention. The CADMUS system produces maps of real and perceived difficulties of displacements in complex buildings, for the nondisabled and for individuals with a physical or sensory disability.Main contributionThe environment is modeled to be composed of objects with visual, physical and associative features with these objects being linked to concepts (prototypes) which are themselves linked to afforded actions. Affordances are some of the characteristics perceived by users, and can help recognition. We analyzed an Universal Accessibility Guide, from which we determined eight categories of features involved in wayfinding and accessibility (general, cognitive, visual, movement, support, manipulation, auditory and tactile features). These features constitute the user model, and only have to be specified when differing from the nondisabled user. The cognitive model computes interactions between the user and the environment. It is composed of six independent modules: perception, memory, synthesis, evaluation, decision and motricity. The perception module is defined as a set of filters giving access or not to information stored into the object model database, and recognition is done in the memory module. Synthesis module elaborate a model of the situation and problems to address, while evaluation module manage priorities and preferences, and decision module anticipate results of possible actions. The other modules are in the development stage.ImplicationsCentering on cognition, as an interaction of user with their environment, allow the CADMUS system to differentiate between real and perceived difficulties involved in displacement. The maps produced by the CADMUS system will allow designers and building administrators, along with therapists, to evaluate accessibility of both existing and future buildings. The importance of this system is that these professionals will be able to take into account not only the broad range of people’s physical and cognitive abilities, but also how these differences can effect the individuals perception of their environment.
Pain Medicine | 2011
Geneviève Beaumont; Catherine Mercier; Pierre-Emmanuel Michon; Francine Malouin; Philip L. Jackson