Brain and Emotion Laboratory, Department of Cognitive Neuroscience, Faculty of Psychology and Neuroscience, Maastricht University, Maastricht, the Netherlands; Department of Computer Science, Aalto University, Espoo, Finland.
Brain and Emotion Laboratory, Department of Cognitive Neuroscience, Faculty of Psychology and Neuroscience, Maastricht University, Maastricht, the Netherlands; Department of Computer Science, University College London, London, United Kingdom.
Neuroimage. 2020 Jan 1;204:116216. doi: 10.1016/j.neuroimage.2019.116216. Epub 2019 Sep 22.
Computer-generated (CG) faces are an important visual interface for human-computer interaction in social contexts. Here we investigated whether the human brain processes emotion and gaze similarly in real and carefully matched CG faces. Real faces evoked greater responses in the fusiform face area than CG faces, particularly for fearful expressions. Emotional (angry and fearful) facial expressions evoked similar activations in the amygdala in real and CG faces. Direct as compared with averted gaze elicited greater fMRI responses in the amygdala regardless of facial expression but only for real and not for CG faces. We observed an interaction effect between gaze and emotion (i.e., the shared signal effect) in the right posterior temporal sulcus and other regions, but not in the amygdala, and we found no evidence for different shared signal effects in real and CG faces. Taken together, the present findings highlight similarities (emotional processing in the amygdala) and differences (overall processing in the fusiform face area, gaze processing in the amygdala) in the neural processing of real and CG faces.
计算机生成(CG)的面孔是社交情境中人机交互的重要视觉界面。在这里,我们研究了人类大脑在处理真实和精心匹配的 CG 面孔时,是否会以类似的方式处理情绪和注视。与 CG 面孔相比,真实面孔在梭状回面孔区引起更大的反应,特别是在恐惧表情时。在杏仁核中,真实和 CG 面孔的情绪(愤怒和恐惧)面部表情引起相似的激活。与回避注视相比,直接注视在杏仁核中引起更大的 fMRI 反应,无论面部表情如何,但仅适用于真实面孔,而不适用于 CG 面孔。我们在右侧颞后回和其他区域观察到注视和情绪之间的相互作用效应(即共享信号效应),但在杏仁核中没有观察到,并且我们没有发现真实和 CG 面孔之间存在不同的共享信号效应的证据。总之,本研究结果突出了真实和 CG 面孔的神经处理中的相似之处(杏仁核中的情绪处理)和差异(梭状回面孔区的整体处理,杏仁核中的注视处理)。