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Neuroscientific fidelity metrics for interactive computer graphics scenes

Mavromichelaki Evaggelia

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URIhttp://purl.tuc.gr/dl/dias/8884980C-3CD3-4847-911E-912E1D91FB65-
Identifierhttps://doi.org/10.26233/heallink.tuc.66836-
Languageen-
Extent8,54 megabytesen
TitleNeuroscientific fidelity metrics for interactive computer graphics scenesen
TitleAνθρωποκεντρικά μέτρα πιστότητας για διαδραστικές σκηνές υπολογιστικών γραφικώνel
CreatorMavromichelaki Evaggeliaen
CreatorΜαυρομιχελακη Ευαγγελιαel
Contributor [Thesis Supervisor]Mania Aikaterinien
Contributor [Thesis Supervisor]Μανια Αικατερινηel
Contributor [Committee Member]Lagoudakis Michaelen
Contributor [Committee Member]Λαγουδακης Μιχαηλel
Contributor [Committee Member]Deligiannakis Antoniosen
Contributor [Committee Member]Δεληγιαννακης Αντωνιοςel
PublisherΠολυτεχνείο Κρήτηςel
PublisherTechnical University of Creteen
Academic UnitTechnical University of Crete::School of Electrical and Computer Engineeringen
Academic UnitΠολυτεχνείο Κρήτης::Σχολή Ηλεκτρολόγων Μηχανικών και Μηχανικών Υπολογιστώνel
Content SummaryThis work presents a 3D interactive gaming paradigm called Cyberball3D+ for the secluded space of an fMRI scanner. The Cyberball3D+ game is a virtual ball-toss game where participant is either excluded or not from ball tossing played by three virtual players and the subject in the scanner. The game proposed was designed to render an interactive Virtual Environment (VE) on an fMRI display, enabling the conduct of formal neuroscientific experiments and investigating the effects of social exclusion, empathy and different level of anthropomorphism on human brain activity. Although this work focused on the technical implementation of the system, for the first time, we propose a validated neuroscientific fidelity metric of character believability and emotional engagement. The system was developed in close collaboration between the Technical University of Crete where the technical implementation took place and the Brighton and Sussex Medical School where the initial fMRI experiments were conducted using the system proposed. The results demonstrated that participating in a high anthropomorphism environment rather than a low anthropomorphism environment activated both frontal cortex and superior temporal gyrus. This suggests that compared to more human like avatars, playing the non-anthropomorphic avatars is less subjectively rewarding and potentially anxiogenic. In addition, the results indicated that when studying complex emotional responses, a high level of anthropomorphism of synthetic characters engages neuroscientific patterns of brain activation as in real-world circumstances. A broader aim of this work was to assess whether such powerful social-psychological studies could be usefully carried out within VEs advancing cognitive neuroscience and computer graphics research.en
Type of ItemΜεταπτυχιακή Διατριβήel
Type of ItemMaster Thesisen
Licensehttp://creativecommons.org/licenses/by-nc/4.0/en
Date of Item2016-11-02-
Date of Publication2016-
Subject3D interactive gameen
SubjectNeuroscientific experimentsen
Bibliographic CitationEvaggelia Mavromichelaki, "Neuroscientific fidelity metrics for interactive computer graphics scenes", Master Thesis, School of Electrical and Computer Engineering, Technical University of Crete, Chania, Greece, 2016en
Bibliographic CitationΕυαγγελία Μαυρομιχελάκη, "Aνθρωποκεντρικά μέτρα πιστότητας για διαδραστικές σκηνές υπολογιστικών γραφικών", Μεταπτυχιακή Διατριβή, Σχολή Ηλεκτρολόγων Μηχανικών και Μηχανικών Υπολογιστών, Πολυτεχνείο Κρήτης, Χανιά, Ελλάς, 2016el

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