In this paper, we introduce the SSV360 dataset containing psychophysical and psychophysiological data gathered in a pilot study on the effect of standing and seated viewing of 360 • videos on subjective quality assessment. The stimuli were shown to the participants on a head-mounted display for both viewing conditions. The ground truth contained in the SSV360 dataset may support, e.g., benchmarking of immersive media processing algorithms and developing of objective perceptual quality metrics.
Background Many studies have found an interesting issue in the Internet gaming disorder (IGD): males are always observed to be the majority. Explore why males are more vulnerable to IGD than females could help in understanding the underlying neural mechanism of IGD. Methods Data from functional magnetic resonance imaging (fMRI) were collected from 111 subjects (IGD: 29 male, 25 female; recreational gaming use (RGU): 36 male, 21 female) while they were performing a card-guessing task. We collected and compared their brain features when facing the win and loss conditions in different groups. Results For winning conditions, the gender × addiction group interaction results showed hyperactivity in the thalamus, parahippocampal gyrus and hypoactive inferior frontal gyrus (IFG) in the males with IGD relative to females. For lossing conditions, the gender × addiction group interaction results showed that compared to females with IGD, males with IGD showed decreased brain activities in the IFG and lingual gyrus. Conclusions Males and females showed opposite activation patterns in IGD degree and rewards/losses processing. And male IGD subjects are more sensitive to reward and less sensitive to loss than females, which might be the reason for the gender different rates on IGD. Keywords: Internet gaming disorder; Gender; Reward processing; Loss processing
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