Avaliação da associação entre performance e padrões eletrooculográficos durante competição através de jogo eletrônico

Bibliographic Details
Main Author: Oliveira, Gabriel Barros Lins Lelis de
Publication Date: 2022
Format: Bachelor thesis
Language: por
Source: Repositório Institucional da UFRN
dARK ID: ark:/41046/001300001h3d4
Download full: https://repositorio.ufrn.br/handle/123456789/46616
Summary: In this work, we propose to investigate, through electro-oculography (EOG) analysis, the relationship between the score obtained during an electronic game and eye movement. The EOG data and scores were collected from an experiment carried out with 32 subjects, who came to the laboratory in pairs to participate in a dispute through the game "F.E.A.R. Combat". Each pair was divided into two roles, prey and predator. Both could attack each other with punches, but the predator had the advantage of being able to attack using a shotgun. The prey's goal was to collect as many medical kits as possible and die as little as possible. For the predator, the objective was to kill the prey as many times as possible and avoid dying. The experiment was divided into three stages: Game 1, 2-hour nap and Game 2. During each stage, electroencephalography (EEG), EOG and electrocardiography (ECG) signals were being measured using electrodes fixed to the head. In addition, the scores obtained at the end of each game were collected. In this work, we will stick only to the analysis of the EOG data and the scores for the Game 1 and Game 2 stages. For the EOG data, computational analysis methods were used in the Python language, initially doing the pre-processing of these data, to then find two types of characteristic movements of electrooculographic signals: blinks and saccades. To detect these events, we use an open-source and semi-automatic algorithm. Spearman correlations between the total amount of ocular events and the scores obtained were evaluated. From this, we found two statistically significant correlations (p < 0.05). For prey we found a moderate negative correlation (Rs = -0.551) between saccade gain and attack score gain, indicating that players who hide more die more and move their eyes more. As for the predator, we found a moderate negative correlation (Rs = -0.416) between the gain of blinks and the gain of deaths, indicating that predators that start to die a lot start to find the game difficult, and, therefore, end up blinking less. to be able to focus more on the game.
id UFRN_351db83c51a08d65075e8f281eb6fd47
oai_identifier_str oai:repositorio.ufrn.br:123456789/46616
network_acronym_str UFRN
network_name_str Repositório Institucional da UFRN
repository_id_str
spelling Avaliação da associação entre performance e padrões eletrooculográficos durante competição através de jogo eletrônicoEvaluation of the association of performance and electrooculographic patterns during competition through electronic gameEOGPresaPredadorJogoPythonIn this work, we propose to investigate, through electro-oculography (EOG) analysis, the relationship between the score obtained during an electronic game and eye movement. The EOG data and scores were collected from an experiment carried out with 32 subjects, who came to the laboratory in pairs to participate in a dispute through the game "F.E.A.R. Combat". Each pair was divided into two roles, prey and predator. Both could attack each other with punches, but the predator had the advantage of being able to attack using a shotgun. The prey's goal was to collect as many medical kits as possible and die as little as possible. For the predator, the objective was to kill the prey as many times as possible and avoid dying. The experiment was divided into three stages: Game 1, 2-hour nap and Game 2. During each stage, electroencephalography (EEG), EOG and electrocardiography (ECG) signals were being measured using electrodes fixed to the head. In addition, the scores obtained at the end of each game were collected. In this work, we will stick only to the analysis of the EOG data and the scores for the Game 1 and Game 2 stages. For the EOG data, computational analysis methods were used in the Python language, initially doing the pre-processing of these data, to then find two types of characteristic movements of electrooculographic signals: blinks and saccades. To detect these events, we use an open-source and semi-automatic algorithm. Spearman correlations between the total amount of ocular events and the scores obtained were evaluated. From this, we found two statistically significant correlations (p < 0.05). For prey we found a moderate negative correlation (Rs = -0.551) between saccade gain and attack score gain, indicating that players who hide more die more and move their eyes more. As for the predator, we found a moderate negative correlation (Rs = -0.416) between the gain of blinks and the gain of deaths, indicating that predators that start to die a lot start to find the game difficult, and, therefore, end up blinking less. to be able to focus more on the game.Nesse trabalho, propomos investigar através da análise de eletrooculografia (EOG) as relações entre a pontuação obtida durante um jogo eletrônico e o movimento dos olhos. Os dados de EOG e as pontuações foram coletados a partir de um experimento realizado com 32 sujeitos, que vieram ao laboratório em duplas para participar de uma disputa através do jogo F.E.A.R. Combat. Cada dupla foi dividida em duas funções, a de presa e a de predador. Ambos poderiam se atacar com socos, mas o predador tinha a vantagem de poder atacar utilizando uma espingarda. O objetivo da presa era coletar o maior número de kits médicos e morrer o mínimo possível. Já para o predador o objetivo era matar a presa o maior número de vezes e evitar morrer. O experimento foi dividido em três etapas: Jogo 1, Soneca de 2 horas e Jogo 2.Durante cada etapa, estavam sendo medidos por meio de eletrodos fixados na cabeça sinais de eletroencefalografia (EEG), EOG e eletrocardiografia (ECG). Além disso, foram coletadas as pontuações obtidas ao final de cada jogo. Nesse trabalho, iremos nos ater apenas às análises dos dados de EOG e das pontuações para as etapas Jogo 1 e Jogo 2. Para os dados de EOG foram usados métodos de análise computacional na linguagem Python, inicialmente fazendo o pré-processamento desses dados, para em seguida encontrar dois tipos de movimentos característicos de sinais eletrooculográficos: piscadas e sacadas. Para detecção desses eventos utilizamos um algoritmo de código aberto e semiautomático. Foram avaliadas as correlações de Spearman entre a quantidade total de eventos oculares e as pontuações obtidas. A partir disso, encontramos duas correlações estatisticamente significativas (p < 0.05). Para a presa encontramos uma correlação negativa moderada (Rs = -0.551) entre o ganho de sacadas e o ganho no score de ataque, indicando que jogadores que se escondem mais morrem mais e movimentam mais os olhos. Já para o predador encontramos uma correlação negativa moderada (Rs = -0.416) entre o ganho de piscadas e o ganho de mortes, indicando que predadores que começam a morrer muito passam a achar o jogo difícil, e, com isso, acabam piscando menos para conseguirem se concentrar mais na partida.Universidade Federal do Rio Grande do NorteBrasilUFRNCiências e Tecnologia - NeurociênciasEscola de Ciências e TecnologiaRibeiro, Sidarta Tollendal Gomeshttp://lattes.cnpq.br/46800145374326380000-0001-9325-9545http://lattes.cnpq.br/0649912135067700Miguel, Mario Andre Leocadio0000-0002-7248-3529http://lattes.cnpq.br/9973095281534917Brandão, Daniel Soareshttp://lattes.cnpq.br/0373631364509781Oliveira, Gabriel Barros Lins Lelis de2022-03-18T14:19:18Z2022-03-18T14:19:18Z2022-02-16info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/bachelorThesisapplication/pdfOLIVEIRA, Gabriel Barros Lins Lelis de. Avaliação da associação entre performance e padrões eletrooculográficos durante competição através de jogo eletrônico. 2022. 43 f. TCC (Graduação em Ciência e Tecnologia - Neurociências) - Escola de Ciências e Tecnologia, Universidade Federal do Rio Grande do Norte, Natal, 2022.https://repositorio.ufrn.br/handle/123456789/46616ark:/41046/001300001h3d4porreponame:Repositório Institucional da UFRNinstname:Universidade Federal do Rio Grande do Norte (UFRN)instacron:UFRNinfo:eu-repo/semantics/openAccess2024-10-17T13:35:23Zoai:repositorio.ufrn.br:123456789/46616Repositório InstitucionalPUBhttp://repositorio.ufrn.br/oai/repositorio@bczm.ufrn.bropendoar:2024-10-17T13:35:23Repositório Institucional da UFRN - Universidade Federal do Rio Grande do Norte (UFRN)false
dc.title.none.fl_str_mv Avaliação da associação entre performance e padrões eletrooculográficos durante competição através de jogo eletrônico
Evaluation of the association of performance and electrooculographic patterns during competition through electronic game
title Avaliação da associação entre performance e padrões eletrooculográficos durante competição através de jogo eletrônico
spellingShingle Avaliação da associação entre performance e padrões eletrooculográficos durante competição através de jogo eletrônico
Oliveira, Gabriel Barros Lins Lelis de
EOG
Presa
Predador
Jogo
Python
title_short Avaliação da associação entre performance e padrões eletrooculográficos durante competição através de jogo eletrônico
title_full Avaliação da associação entre performance e padrões eletrooculográficos durante competição através de jogo eletrônico
title_fullStr Avaliação da associação entre performance e padrões eletrooculográficos durante competição através de jogo eletrônico
title_full_unstemmed Avaliação da associação entre performance e padrões eletrooculográficos durante competição através de jogo eletrônico
title_sort Avaliação da associação entre performance e padrões eletrooculográficos durante competição através de jogo eletrônico
author Oliveira, Gabriel Barros Lins Lelis de
author_facet Oliveira, Gabriel Barros Lins Lelis de
author_role author
dc.contributor.none.fl_str_mv Ribeiro, Sidarta Tollendal Gomes
http://lattes.cnpq.br/4680014537432638
0000-0001-9325-9545
http://lattes.cnpq.br/0649912135067700
Miguel, Mario Andre Leocadio
0000-0002-7248-3529
http://lattes.cnpq.br/9973095281534917
Brandão, Daniel Soares
http://lattes.cnpq.br/0373631364509781
dc.contributor.author.fl_str_mv Oliveira, Gabriel Barros Lins Lelis de
dc.subject.por.fl_str_mv EOG
Presa
Predador
Jogo
Python
topic EOG
Presa
Predador
Jogo
Python
description In this work, we propose to investigate, through electro-oculography (EOG) analysis, the relationship between the score obtained during an electronic game and eye movement. The EOG data and scores were collected from an experiment carried out with 32 subjects, who came to the laboratory in pairs to participate in a dispute through the game "F.E.A.R. Combat". Each pair was divided into two roles, prey and predator. Both could attack each other with punches, but the predator had the advantage of being able to attack using a shotgun. The prey's goal was to collect as many medical kits as possible and die as little as possible. For the predator, the objective was to kill the prey as many times as possible and avoid dying. The experiment was divided into three stages: Game 1, 2-hour nap and Game 2. During each stage, electroencephalography (EEG), EOG and electrocardiography (ECG) signals were being measured using electrodes fixed to the head. In addition, the scores obtained at the end of each game were collected. In this work, we will stick only to the analysis of the EOG data and the scores for the Game 1 and Game 2 stages. For the EOG data, computational analysis methods were used in the Python language, initially doing the pre-processing of these data, to then find two types of characteristic movements of electrooculographic signals: blinks and saccades. To detect these events, we use an open-source and semi-automatic algorithm. Spearman correlations between the total amount of ocular events and the scores obtained were evaluated. From this, we found two statistically significant correlations (p < 0.05). For prey we found a moderate negative correlation (Rs = -0.551) between saccade gain and attack score gain, indicating that players who hide more die more and move their eyes more. As for the predator, we found a moderate negative correlation (Rs = -0.416) between the gain of blinks and the gain of deaths, indicating that predators that start to die a lot start to find the game difficult, and, therefore, end up blinking less. to be able to focus more on the game.
publishDate 2022
dc.date.none.fl_str_mv 2022-03-18T14:19:18Z
2022-03-18T14:19:18Z
2022-02-16
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/bachelorThesis
format bachelorThesis
status_str publishedVersion
dc.identifier.uri.fl_str_mv OLIVEIRA, Gabriel Barros Lins Lelis de. Avaliação da associação entre performance e padrões eletrooculográficos durante competição através de jogo eletrônico. 2022. 43 f. TCC (Graduação em Ciência e Tecnologia - Neurociências) - Escola de Ciências e Tecnologia, Universidade Federal do Rio Grande do Norte, Natal, 2022.
https://repositorio.ufrn.br/handle/123456789/46616
dc.identifier.dark.fl_str_mv ark:/41046/001300001h3d4
identifier_str_mv OLIVEIRA, Gabriel Barros Lins Lelis de. Avaliação da associação entre performance e padrões eletrooculográficos durante competição através de jogo eletrônico. 2022. 43 f. TCC (Graduação em Ciência e Tecnologia - Neurociências) - Escola de Ciências e Tecnologia, Universidade Federal do Rio Grande do Norte, Natal, 2022.
ark:/41046/001300001h3d4
url https://repositorio.ufrn.br/handle/123456789/46616
dc.language.iso.fl_str_mv por
language por
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Federal do Rio Grande do Norte
Brasil
UFRN
Ciências e Tecnologia - Neurociências
Escola de Ciências e Tecnologia
publisher.none.fl_str_mv Universidade Federal do Rio Grande do Norte
Brasil
UFRN
Ciências e Tecnologia - Neurociências
Escola de Ciências e Tecnologia
dc.source.none.fl_str_mv reponame:Repositório Institucional da UFRN
instname:Universidade Federal do Rio Grande do Norte (UFRN)
instacron:UFRN
instname_str Universidade Federal do Rio Grande do Norte (UFRN)
instacron_str UFRN
institution UFRN
reponame_str Repositório Institucional da UFRN
collection Repositório Institucional da UFRN
repository.name.fl_str_mv Repositório Institucional da UFRN - Universidade Federal do Rio Grande do Norte (UFRN)
repository.mail.fl_str_mv repositorio@bczm.ufrn.br
_version_ 1846690668626313216