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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 電機工程學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/28400
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor陳志宏(Jyh-Horng Chen)
dc.contributor.authorEmily Nien Chih Leeen
dc.contributor.author李念芝zh_TW
dc.date.accessioned2021-06-13T00:07:14Z-
dc.date.available2007-08-31
dc.date.copyright2007-07-31
dc.date.issued2007
dc.date.submitted2007-07-30
dc.identifier.citation1. Bruce, C., Desimone, R., & Gross, C.G. (1981). Visual Properties of Neurons in Apolysensory Ares in Superior Temporal Sulcus of the Macaque. Journal of Neurophysiology, 46: 369-384.
2. Buckner, R. L. & Logan, J. M. (2001). Handbook of Functional Neuroimaging of Cognition. 27-48. Quark Xpress, Hong Kong.
3. Bushman, J. & Cantor, J. (2003). Media Ratings for Violence and Sex: Implications for Policy Makers and Parents. American Psychologist, 58: 130-141.
4. Caillois, R. (2001). Man, Play and Games. Meyer Barash (trans.) Urbana, IL: University of Illinois Press
5. Carlson, N.R. (2007). Physiology of Behavior, 9th ed. Boston: Pearson Education, Inc.
6. Decety, J. et al. (2004). The Neural Bases of Cooperation and Competition: an fMRI Investigation. Neuroimage, 23: 744-751.
7. Easton, A. & Emery, N.J. (2005). The Cognitive Neuroscience of Social Behavior, 1-16; 157-194. New York: Psychology Press.
8. Elliott R. (2003).Executive functions and their disorders. Br. Med. Bull, 65: 49-59.
9. Emery, N.J. & Perrett, D. I. (2000). How Can Studies of the Monkey Brain Help us Understand “Theory of Mind” and Autism in Humans? In Baron, S. et al. (Eds). Understanding other Minds: Perspectives from Developmental Cognitive Neuroscience, 2nd ed., 279-310. Oxford University Press.
10. Engel, S. A. et al. (1997). Retinotopic Organization in Human Visual Cortex and the Special Precision of Functional MRI. Cerebral Cortex, 7: 181-192.
11. Frith, U. et al. (2003). Development and neurophysiology of mentalizing. Trans. R. Soc. Lond., 358: 459-473.
12. Franks, P. W. & Boutcher, S. H. (2003). Cardiovascular Response of Trained Preadolescent Boys to Mental Challenge. Medicine & Science in Sports & Exercise, 1429-1435.
13. Fukui H. et al. The neural basis of social tactics: an fMRI study (2006). Neuroimage, 32: 913-920.
14. Gallager, H. L. et al. (2001). Imaging the intentional Stance in a Competitive Game. Neuroimage, 16: 814-821.
15. Georgiou, I. et al. (2007). Different Action Patterns for Cooperative and Competitive behaviour. Cognition, 102(3): 415-433.
16. Hartley, T. & Burgess, N. (2005). Complementary Memory Systems: Competition, Cooperation and Compensation. Trends in Neurosciences, 28(4): 169-170.
17. Haslam, N. (2007). Challenges and Alternativees to Trait Psychology, Introduction to Personality and Intelligence. 53-56. London: Sage Publications Ltd.
18. Huettel, S. A. et al. (2004). Functional Magnetic Resonance Imaging. 127-157; 283-319. Sunderland: Sinauer Associates, Inc.
19. Laczika, K. et al. (1995). Tetris and Physician’s Performance State. Lancet, 346: 516.
20. Mitchell,R. L. C. (2006). Anterior Cingulate Activity and Level of Cognitive Conflict: Explicit Comparisons. Behavioral Neuroscience, 120(6):1395-1401.
21. Montague, P. R. et al. (2002). Hyper scanning: Simultaneous fMRI during Linked Social Interactions. Neuroimage, 16:1159-1164.
22. Perrett, D. I., Rolls, E. T. & Caan, W. (1982). Visual Neurons Responsive to Faces in Monkey Temporal Cortex. Experimental Brain Research, 47: 329-342.
23. Portney, L.G. & Watkins, M.P. (1999). Foundations of Clinical Research: Applications to Practice, 2nd ed. New Jersey: Prentice Hall Health.
24. Sims, V. K. and Mayer, R. E. (2002). Domain Specificity of Spatial Expertise: the Case of Video Game Players. Applied Cognitive Psychology, 16: 97-115.
25. Smith, B. P. (2006). The (Computer) Games People Play: An Overview of Popular Game Content. In Vorderer, R. & Bryant, J. (Eds), Playing Video Games: Motives, Responses, and Consequences. 43-56. Lawrence Erlbaum associates, Inc.
26. Sickgold, R. et al. (2000). Replaying the Game: Hypnagogic Images in Normals and Amuesics. Science, 290: 350-353.
27. Trimmel, M. & Huber, R. (1998). After-effects of Human-computer Interaction Indicated by P300 of the Event-related Brain Potential. Ergonomics, 41(5): 649-655.
28. Tyalor, S. E. et al.(2006). Social Psychology, 12th ed, 320-327. Pearson Education..
29. Valerie K. et al. (2002). Domain Specificity of Spatial Expertise: the Case of Video Game Players. Applied Cognitive Psychology.16: 97-115.
30. Walsh, D. et al. (2005). Tenth Annual Media Wise® Video Game Report Card. National Institute on Media and the Family, November 29, 2005.
From http://www.mediafamily.org/research/report_vgrc_2005.shtml
31. Wolf, M. J. P. (200 3). Abstraction in the Video Game. In M. J. P. Wolf and B. Perron (Eds), Video Game Theory Reader. 47-65. New York: Rout ledge.
32. Woods, R. P. et al. (1998). Automated image registration: I. General Methods and Intrasubject, Intramodality validation. Journal of Computer Assisted Tomography, 22,139-152.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/28400-
dc.description.abstract競爭在一些社會的相互活動中,是基本的社會認知模式之一。 競爭社會認知的大腦活化區域尚未明瞭。在這項研究過程中,使用俄羅斯方塊(Tetris)作為一個媒介,創造一種具有競爭性的環境,透過功能性的磁振造影(fMRI)獲得受試者的大腦圖像。這項研究過程中使用特定的實驗設計—相關事件的設計。 總括來看,此實驗透過俄羅斯方塊(Tetris)電腦遊戲研究,使用特定的功能性磁振造影(fMRI)試驗設計,為社會認知初步準備建立一套實驗模式。
在行為的分析裡,發現在非競爭性的狀況下,在和人玩或和電腦玩兩者之間,「平均得分」方面的得分沒有差別;但是在具有競爭性的條件裡,卻有顯著的差別。 在功能性的磁振造影資料分析裡,非社會有關的行為如位移和旋轉俄羅斯方塊的比較,無論競爭或非競爭狀況下,旋轉俄羅斯方塊在fusiform gyrus均有較明顯活化;社會有關的行為如得多分或被罰扣分與只得一分比較, 我們找到一些區域如右後頂葉(right inferior parietal lobe )及上顳葉(superior temporal gyrus)在相互作用狀態過程中較為顯著,如同之前研究論文中提及這些區域可能與競爭性有關係。在社會有關的行為中,在有競爭性和非具有競爭性的條件之間,在腦部活化區域是明顯不同的;以得多分事件為例,在競爭狀況下,於右側尾狀附屬物(caudate)以及左內側前額葉有較明顯的活化。此外,在得多分的事件中,與人競爭時,在左側頂葉(體感覺聯合皮質區)較為顯著;與電腦競爭時,右側的海馬回(hippocampus),左側的尾狀附屬物,右側上額葉腦回,和左內側額葉腦回較為顯著。 我們也找出個性確實會影響玩俄羅斯方塊時的腦部活動。
未來,研究更多的社會認知議題如合作將會是有趣的。可以發展一種合作模式俄羅斯方塊電腦遊戲。我們也可輔以其他的器材如腦波(Electroencephalography, EEG)或腦磁波儀(Magnetoencephalography, MEG),來找出不同姿勢下玩電腦遊戲對腦部活動的影響。此外,亦可以建立二台核磁共振儀連線的實驗環境,如此才可使具有交互作用的人類行為實驗,同步獲得二人於行為交互作用時功能性磁振造影的影像。
zh_TW
dc.description.abstractCompetition is one of the basic social cognition modes during some social interaction activities. The brain activation of competition social cognition is not revealed yet. In this study we use Tetris as a media to create a competitive environment to obtain volunteers’ brain image through functional magnetic resonance imaging (fMRI). A specific experimental design, event-related design, was used in this study. Overall, we preliminary set up a experimental model using event-related fMRI design for the social cognition study by means of Tetris video game.
In the behavioral analysis, we found that there is no significant difference of mean score between playing with human or with the computer in the noncompetitive conditions, but with significant difference in competitive conditions. In the fMRI data analysis, the comparison of non-social related actions, translocating Tetris blocks versus rotating Tetris blocks, there is more obvious brain activation in fusiform gyrus no matter in competitive or non-competitive trial. And the comparison of social related actions, scoring /punished lines versus scoring 1 line, we found some regions such as right inferior parietal lobe and superior temporal gyrus more obvious in the interaction condition as the previous paper which might be related to competition. There is significant difference of brain activation areas between competitive and non-competitive conditions in the social related actions; take score lines event for example that there are more obvious brain activation areas in right caudate and left medial frontal gyrus in the competitive conditions. Furthermore, in the score lines event, there are more obvious brain activation areas such as left parietal lobe when competing with human and such as right hippocampus, left caudate, right superior frontal gyrus and left medial frontal gyrus when competing with the computer. We also find out there is significant influence of personality on the brain activation while playing Tetris.
In the future, it would be interesting to investigate more social cognition issue, such as cooperation. A cooperation mode of Tetris can be developed. We can also find out influence of different position while playing computer games with other equipments such as electroencephalography (EEG) or magnetoencephalography (MEG) involved. Moreover, we can set up a two MRI scanners connecting experimental environment. This allows for performance of human behavioral experiments in which participants can interact with each other while fMRI is acquired in synchrony with the behavioral interactions.
en
dc.description.provenanceMade available in DSpace on 2021-06-13T00:07:14Z (GMT). No. of bitstreams: 1
ntu-96-R94921124-1.pdf: 2378380 bytes, checksum: db58cb512facb59ff901fde8139935c3 (MD5)
Previous issue date: 2007
en
dc.description.tableofcontentsContents
口試委員會審定書…………………………………………………………………….i
誌謝………………………………………………………………………………........ii
摘要…………………………………………………………………............................iii
Abstract………………………………………………………………………………..v
Content………………………………………………………………………………...vii
1. Introduction……………………………………………….………………………...1
1.1 Research Background…………………………………………………………...1
1.2 Motivation and Purpose………………………………………………………...2
1.3 structure of thesis……………………………………………………………….2
2. fMRI, Social Cognition and Computer/Video Games Studies……………………..4
2.1 Principle of fMRI………………………………………………………………4.
2.2 fMRI Experiment Design……………………………………………………….7
2.2.1 Blocked design fMRI……………………………………………………..7 2.2.2 Event-related Design fMRI……………………………………………….9
2.3 Social Cognition Studies………………………………………………………11
2.3.1 Social Cognition Experiments…………………………………………...11
2.3.2 Competition Social Cognition Experiment…………….………………..12
2.4 Computer/Video Games……………………………….....................................15
2.4.1 Tetris Game………………………………………………………..…….18
2.4.2 Tetris Psychological Studies and Application…………………………...20
3. Tetris Experiment and fMRI Paradigm……………………………………………21
3.1 Material and Method…………………………………………………………..21
3.1.1 Participants………………………………………………………………21
3.1.2 Tetris Variants for fMRI Experiments…………………………………...21
3.1.3 Experiment devices and MRI Data Aqusition…………………………...24
3.2 Experimental Paradigm………………………………………………………..25
3.3 Data Analysis Method…………………………………………………………28
3.3.1 Behavioral Analysis……………………………………………………...28
3.3.2 Image Data Analysis……………………………………………………..29
4. Data Analysis and Result…………………………………………………………..31
4.1 Behavioral Analysis Results…………………………………………………...31
4.2 Image Data Random Effect Analysis Results..………………………………...36
5. Discussion, Conclusion, and Future Work………………………………………...53
5.1 Discussion……………………………………………………………………...53
5.2 Conclusion………………………………………………………………..……55
5.3 Future Work……………………………………………………………………57
Reference……………………………………………………………………………..58
Appendix……………………………………………………………………………..62
dc.language.isoen
dc.subject俄羅斯方塊zh_TW
dc.subject功能性磁振造影zh_TW
dc.subject競爭zh_TW
dc.subject社會認知zh_TW
dc.subjectcompetitionen
dc.subjectEvent-related fMRIen
dc.subjectsocial cognitionen
dc.subjectTetrisen
dc.title以功能性磁振造影技術探討競爭性與非競爭性俄羅斯方塊電腦遊戲之腦部相關活動zh_TW
dc.titleAn Event-Related fMRI Study on Brain Activation in Competitive and non-Competitive Tetris Video Gamesen
dc.typeThesis
dc.date.schoolyear95-2
dc.description.degree碩士
dc.contributor.oralexamcommittee梁庚辰(Keng-Chen Liang),林以正(Yi-Cheng Lin),周泰立(Tai-Li Chou),陳中明
dc.subject.keyword功能性磁振造影,競爭,俄羅斯方塊,社會認知,zh_TW
dc.subject.keywordEvent-related fMRI,competition,Tetris,social cognition,en
dc.relation.page72
dc.rights.note有償授權
dc.date.accepted2007-07-30
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept電機工程學研究所zh_TW
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