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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Controlling game music in real time with biosignals

Thies, Matthew John 16 April 2013 (has links)
Effective game music is typically adaptive, interactive, or both. Changes in game music are usually influenced by the current state of the game or the actions of the player. To provide another dimension of interactivity, it would be useful to know the affective state of the human player. Biosignals are continuous signals generated by a person that can be measured over time, and have been shown to reflect affective state. This project demonstrates that control signals can be gathered from the player and mapped to musical parameters. Using a heart rate sensor and galvanic skin response sensor built from open source designs, we have used biosignals to control music playback while playing four games from different genres. A system for controlling game music with biosignals is computationally cheap, and can provide data that is useful to other game systems. The prototype developed for this project is basic, but with further research and development, we believe such a system will greatly improve the immersive experience of video games by involving the player on a new level. / text
32

Response to the performed story : tracking emotional response to a theatrical performance using galvanic skin response

Busing, Stephanie Alice 16 March 2015 (has links)
Psychologists have used biometric data since the early 1900s to analyze the emotional responses of such subjects as students, patients with autism, and adults suffering from stress. Biometric data, the recording of physiological responses such as galvanic skin response, heart rate, and eye blinking frequency, shows peaks in emotional response to stimuli in a human’s environment. Galvanic skin response (GSR) is the most potent form of biometric data used for the study of emotional arousal. GSR, if studied in tandem with stimuli, can help researchers identify events in a subject’s environment that trigger emotion. GSR has been used to analyze responses to performance arts, but these studies are typically performed in controlled environments using video-taped performances and not under live performance conditions. Furthermore, this research is more often conducted using dance and not theatre, and often the material studied is less than ½ hour in length. This study combines techniques from several prominent studies of GSR for performing arts response research and applies them to the analysis of a 1 and ½ hour theatrical performance. GSR data is collected from six audience members during live performances of this theatrical work and the subjects are interviewed based on their galvanic skin response recorded during the play. The results of the analysis and interviews are reported to the director and design team of the play in order to inform them of the emotional impact of their work. Such information holds the potential to inform the creative team’s future play-making processes. / text
33

Play Experience Enhancement Using Emotional Feedback

2014 September 1900 (has links)
Innovations in computer game interfaces continue to enhance the experience of players. Affective games - those that adapt or incorporate a player’s emotional state - have shown promise in creating exciting and engaging user experiences. However, a dearth of systematic exploration into what types of game elements should adapt to affective state leaves game designers with little guidance on how to incorporate affect into their games. We created an affective game engine, using it to deploy a design probe into how adapting the player’s abilities, the enemy’s abilities, or variables in the environment affects player performance and experience. Our results suggest that affectively adapting games can increase player arousal. Furthermore, we suggest that reducing challenge by adapting non-player characters is a worse design choice than giving players the tools that they need (through enhancing player abilities or a supportive environment) to master greater challenges.
34

Fear of faces a psychophysiological investigation of facial affect processing in social phobia /

Horley, R. Kaye. January 2004 (has links)
Thesis (Ph.D.)--University of Wollongong, 2004. / Typescript. Includes bibliographical references: p. 239-266.
35

Autonomic dysfunction in Parkinson's disease and its correlates to medication and dopamine transporter binding

Haapaniemi, T. (Tarja) 17 April 2001 (has links)
Abstract Patients with idiopathic Parkinson's disease (PD) may suffer from autonomic nervous system dysfunction even in the early phase of the disease. We assessed the autonomic cardiovascular and sudomotor regulation in de novo PD patients with and without medication. We also measured the dopamine (DAT) and serotonin transporter (SERT) uptake in the PD patients using 2β-carboxymethoxy-3β-(4-iodophenyl)tropane (β-CIT) SPECT and studied the clinical correlates of the uptake. Sixty PD patients were included in the study and randomised to receive levodopa, bromocriptine or selegiline (n=20 in each) as their treatment. Thirty patients were examined with β-CIT SPECT. The results of the patients were compared with those of healthy controls and within the subgroups at different time points. Cardiovascular autonomic regulation was assessed using standard cardiovascular reflex tests at baseline, after six months' medication and following a 6-week washout period. The heart rate (HR) and blood pressure (BP) regulation was impaired in PD patients at baseline, and PD medications modified the responses further. Bromocriptine and selegiline, in contrast to levodopa, increased the orthostatic BP fall and suppressed the BP response to isometric exercise. The long-term cardiovascular autonomic function was evaluated from ambulatory ECG recordings by analysis of traditional spectral and non-spectral components of HR fluctuation together with two-dimensional vector analysis and power-law relationship analysis of the HR dynamics. All spectral measures and the slope of the power-law relationship demonstrated impaired tonic cardiovascular regulation in the PD patients. Sympathetic sudomotor activity was evaluated using the sympathetic skin response (SSR). The major finding was suppression of the SSR amplitudes with an inverse correlation to clinical disability, whereas PD medication seemed to have only minor effects. The changes in amplitude and repetitiveness of the SSRs with normal adaptation suggest deficits at several levels of the SSR reflex arc. DAT uptake, assessed by β-CIT SPECT, was diminished in the striatum and especially the putamen of the PD patients, and correlated with the results of the cardiovascular reflex tests and ambulatory ECG recordings. Simultaneous measurement of SERT binding demonstrated decreased SERT availability in the thalamic and frontal areas. The results demonstrate disturbances of the reflectory and tonic cardiovascular autonomic regulation caused by PD itself. PD medications further modify the reflectory responses. The degenerative process in PD also involves the sympathetic sudomotor pathway. β-CIT SPECT provides a useful method for simultaneous assessment of DAT and SERT binding, demonstrating the deficit of serotonin metabolism in PD.
36

Monitoring Physiological Reactions of Construction Workers in Virtual Environment: A Feasibility Study Using Affective Sensing Technology

Ergun, Hazal 12 November 2015 (has links)
This research aims to monitor workers’ physiological reactions in virtual construction scenario. With the objective of leveraging affective sensing technology in construction scenario, experiments with Galvanic Skin Response (GSR) was conducted in a 3D simulation developed based on a real construction site. The GSR results obtained from sensor were analyzed in order (i) to assess the feasibility of using virtual environment to generate real emotions, (ii) to examine the relation between questionnaires used to ask people about their experience and their physiological responses and (iii) to identify the factors that affect people’s emotional reactions in virtual environment. Subjects of the experimental group exhibited incoherent responses, as expected in experiments with human subjects. Based on the various reasons for this incoherence obtained from questionnaire part of the experiment, the potential in research for developing training methods with respect to workers’ physiological response capability was identified.
37

The Validity of Skin Conductance for Pain Assessment in Hospitalized Infants

Hu, Jiale 30 October 2019 (has links)
Background Measuring pain in infants is important but challenging for researchers and health care professionals. The measurement of skin conductance (SC) is considered as a measure of stress and a surrogate indicator of pain. Purpose This dissertation provides insight on the validity of SC for pain measurement in infants and consists of two studies: 1) a scoping review synthesizing the methods and findings of previous studies on validating or using SC for measuring pain in infants; 2) a primary study evaluating the validity of SC for measuring pain in mechanically ventilated infants. Methods Arksey and O’Malley’s framework informed the methods of the scoping review. Nine electronic databases were searched. Data were analyzed and presented descriptively. The primary study used a prospective cross-sectional observational design. Eligible infants were those up to 12 months of age, hospitalized in intensive care units, who were mechanically ventilated, and required painful and non-painful procedures. Results Scoping review: Twenty-eight studies with 1061 infants were included, including 23 cross-sectional observation studies and five interventional studies. The validity evidence of SC was tested in relation to referent pain measures (13 variables), stimuli (13 variables), age (2 variables) and other contextual variables (11 variables). Fifteen studies evaluated the validity evidence in relation to phase of painful procedure, and SC increased significantly during painful procedures in most studies (n=14/15). However, inconsistent findings on other validity evidence and wide variation in methods existed across studies. Primary study: SC showed good validity in relation to the category of procedure, the phase of procedure and the referent pain measures in critically ill mechanically ventilated infants. The findings from diagnostic test accuracy showed that SC had good capacity of detecting moderate to severe pain. However, the values of SC need to be used with caution, due to the imperfect correlations with the referent pain measures and imperfect positive predictive value. Conclusions SC is a promising approach to measuring pain in critically ill infants. Further research testing the validity of SC in relation to pain treatments and advancing the technology of measuring and analyzing SC is needed before it can be recommended for clinical use.
38

Vigilance and skin conductance characteristics in a population of reading disabled children

Mitchell, Zita Annette January 1974 (has links)
Dyslexic children are probably not a homogeneous group in terms of important characteristics assumed to be involved in reading; disability since underlying causes may vary widely. Such characteristics as arousal and performance on a vigilance task would differ not only from a control group, but also within the RD sample. It was hypothesized that HBD symptoms would be associated with lowered arousal and poorer vigilance performance whereas children experiencing reading difficulties presumably because of specific language dysfunction would resemble controls in arousal and performance. The results supported vigilance predictions for omissions, but not commissions. Poorer performance was associated with HBD symptoms. Age, however, proved to have an even greater effect on vigilance performance. Arousal results, for the most part, were not in the predicted direction. Arousal, measured by skin conductance, increased over time for children in this sample, rather than decreased as we expected from adult data. This indicated that vigilance and arousal cannot be equated in the same sense that has been suggested for adults. / Master of Science
39

The effect of spontaneous versus paced breathing on EEG, HRV, skin conductance and skin temperature

Klette, Brett Alan January 2017 (has links)
A dissertation submitted in fulfilment of the requirements for the degree Master of Science in Engineering, in the Faculty of Engineering and the Built Environment, University of the Witwatersrand, Johannesburg. January 2017 Johannesburg / It is well known that emotional stress has a negative impact on people’s health and physical, emotional and mental performance. Previous research has investigated the effects of stress on various aspects of physiology such as respiration, heart rate, heart rate variability (HRV), skin conductance, skin temperature and electrical activity in the brain. Essentially, HRV, Electroencephalography (EEG), skin conductance and skin temperature appear to reflect a stress response or state of arousal. Whilst the relationship between respiration rate, respiration rhythm and HRV is well documented, less is known about the relationship between respiration rate, EEG, skin conductance and skin temperature, whilst HRV is maximum (when there is resonance between HRV and respiration i.e. in phase with one another). This research project aims to investigate the impact that one session of slow paced breathing has on EEG, heart rate variability (HRV), skin conductance and skin temperature. Twenty male participants were randomly assigned to either a control or intervention group. Physiological data were recorded for the intervention and control group during one breathing session, over a short initial baseline (B1), a main session of 12 minutes, and a final baseline (B2). The only difference between the control and intervention groups was that during the main session, the intervention group practiced slow paced breathing (at 6 breaths per minute), while the control group breathed spontaneously. Wavelet transformation was used to analyse EEG data while Fourier transformation was used to analyse HRV. The study shows that slow-paced breathing significantly increases the low frequency and total power of the HRV but does not change the high frequency power of HRV. Furthermore, skin temperature significantly increased for the control group from B1 to Main, and was significantly higher for the control group when compared to the intervention group during the main session. There were no significant skin temperature changes between sessions for the intervention group. Skin conductance increased significantly from Main to B2 for the control group. No significant changes were found between sessions for the intervention group and between groups. EEG theta power at Cz decreased significantly from Main to B2 for the control group only, while theta power decreased at F4 from Main to B2 for both groups. Lastly, beta power at Cz decreased from B1 to B2 for the control group only. This significant effect that slow-paced breathing has on HRV suggests the hypothesis that with frequent practice, basal HRV would increase, and with it, potential benefits such as a reduction in anxiety and improved performance in specific tasks. Slow-paced breathing biofeedback thus shows promise as a simple, cheap, measurable and effective method to reduce the impact of stress on some physiological signals, suggesting a direction for future research. / MT2017
40

Examining Emotional Responses to Effective Versus Ineffective Virtual Buddies

Ingraham, Kathleen 01 January 2014 (has links)
The purpose of this research study was to explore the impact of virtual character design on user emotional experience and user behavior in a simulated environment. With simulation training increasing in popularity as a tool for teaching social skills, it is essential that social interactions in virtual environments provide authentic opportunities for practice (Swartout et al., 2006). This study used Interactive Performance Theory (Wirth, 2012) to examine the effect of designing a virtual buddy character with ineffective traits instead of effective or expert traits. The sample population for this study (n = 145) consisted of first year university students enrolled in courses in the fall of 2013 at the University of Central Florida. Data on participant emotional experience and behavior were collected through questionnaires, researcher observations, and physiological signal recording that included participant heart rate and galvanic skin response. Data were analyzed using multivariate analysis of variances (MANOVA), Kruskal-Wallis one-way analysis of variance, and qualitative thematic coding of participant verbal behavior and written responses. Results of the analysis revealed that participants who interacted with an ineffective virtual buddy character had statistically significant higher averages of verbal statements to the antagonist in the simulated environment and statistically significant lower perceptions of antagonist amiability than participants who interacted with an effective virtual buddy. Additionally, participants who interacted with a virtual buddy of the opposite gender gave statistically significant higher ecological validity scores to the simulated environment than participants who interacted with a virtual buddy of the same gender. Qualitative analysis also revealed that participants tended to describe the female buddy character with more ineffective traits than the male buddy character even though effective and ineffective design conditions were equally divided for both groups. Further research should be conducted on the effect of virtual buddy character design in different types of simulation environments and with different target audiences.

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