Thesis Project Form
Title (tentative): A serious game for the assessment of social apathy in virtual realityThesis advisor(s): Solari Fabio, Manuela Chessa, Razeen Hussain | E-mail: |
Address: Via Dodecaneso, 35 - 16146 Genova 303 | Phone: (+39) 010 353 6756 |
Description
Motivation and application domain
This thesis aims to develop a serious game designed to assess social apathy, characterized by a decreased motivation to engage with others, specifically targeting young people.
General objectives and main activities
The objectives are to develop a serious game for the early detection of social apathy and to assess its effectiveness. It is necessary to study the literature to consider the available approaches. Then, to develop a storytelling approach for the game with the support of ASL1 psychologists, and to design the interactions and visual appearance of the serious game. Moreover, the avatar's visual aspect will also be addressed. Specific attention will be paid to the gamification of the clinical procedure for apathy detection, and the adaptation of the interface for the use with a specific target population, young people. The hardware platform can be non-immersive virtual reality, e.g. tablets, or/and immersive virtual reality, i.e. head-mounted displays. An experimental session with healthy volunteers will assess the developed serious game; possibly, patients might be involved. The experimental outcomes will be analyzed.
Training Objectives (technical/analytical tools, experimental methodologies)
The objectives are to develop a serious game for the early detection of social apathy and to assess its effectiveness. It is necessary to study the literature to consider the available approaches. Then, to develop a storytelling approach for the game with the support of ASL1 psychologists, and to design the interactions and visual appearance of the serious game. Moreover, the avatar's visual aspect will also be addressed. Specific attention will be paid to the gamification of the clinical procedure for apathy detection, and the adaptation of the interface for the use with a specific target population, young people. The hardware platform can be non-immersive virtual reality, e.g. tablets, or/and immersive virtual reality, i.e. head-mounted displays. An experimental session with healthy volunteers will assess the developed serious game; possibly, patients might be involved. The experimental outcomes will be analyzed.
Place(s) where the thesis work will be carried out: DIBRIS Valletta Puggia (Perception&Interaction Lab)
Additional information
Pre-requisite abilities/skills: Programming in C++ or C#, Basic knowledge of Unity3D
Maximum number of students: 2