Dear Colleagues,
We present a new dataset called BOOKAR for the analysis of human emotional states. Electroencephalogram (EEG) signals of 22 participants were recorded while they were reading 20 pieces of reading text, each of which was two minutes long, in two different ways. Participants read 10 reading texts by real reading and the other 10 by presenting AR supported virtual models. Participants rated each reading in terms of arousal, valence, and dominance levels. He also evaluated the work with the SUS (System Usability Scale) and ARI (Augmented Reality Immersion) questionnaires.
If you are interested in using this dataset, you will have to print, sign and scan an EULA (End User License Agreement) and upload it via the dataset request form. We will then supply you with a username and password to download the data. Please head on over to the downloads page for more details. Also, please consult the dataset description page for a complete explanation of the dataset.
First and foremost we'd like to thank the 22 participants in this study for having the patience and goodwill to let us record their data. This dataset was collected by a team of engineer candidate students who are committed to learning:
Muhammed Bayat
Ayşe Kartal
Beyza Coşkun
All this would not have been possible without their valuable contribution and expert guidance, the project advisor:
Yaşar Daşdemir
Finally, we would like to thank our funding institutions:
Erzurum Technical University Scientific Research and Publication Ethics Committee
This work was funded by the Scientific and Technological Research Council of Turkey (TÜBİTAK) (No.1919B012000977).
Dear Colleagues,
We present a new dataset called AVEMODB for the analysis of human emotional states. Electroencephalogram (EEG) signals of 25 participants were recorded while they were wathing 15 video, each of which was one minutes long, in three different ways. Participants rated each reading in terms of arousal, valence, and dominance levels.
How to use
If you are interested in using this dataset, you will have to print, sign and scan an EULA (End User License Agreement) and upload it via the dataset request form. We will then supply you with a username and password to download the data. Please head on over to the downloads page for more details. Also, please consult the dataset description page for a complete explanation of the dataset.
Credits
First and foremost we'd like to thank the 22 participants in this study for having the patience and goodwill to let us record their data. This dataset was collected by a team of engineer candidate students who are committed to learning:
Serdar Yıldırım
Yaşar Daşdemir
Rüstem Özakar
All this would not have been possible without their valuable contribution and expert guidance, the project advisor:
Serdar Yıldırım
Finally, we would like to thank our funding institutions:
Mustafa Kemal University Scientific Research and Publication Ethics Committee
Dear Colleagues,
The concept of VR, Virtual Reality (VR), has always been described as a revolutionary innovation, basically for people to interact with computers. In fact, this innovation comes from the concept of presence, which is the essence of VR. This concept has enormous implications for how users interact with computer objects in the virtual world. The most common form of interaction in the virtual environment is locomotion. The term locomotion is used to indicate a user's motion control throughout the virtual environment. The project proposes the analysis and analysis of locomotion techniques, virtual reality technology and advanced biometric signal processing methods for BCI designs, as well as measurements from subconscious brain dynamics such as performance, cyber-discomfort, presence, usability and comfort. In this context, various locomotion techniques will be performed in a pre-designed virtual environment within certain tasks in the study to be carried out with at least 20 participants. As the outputs obtained from the study can be applied to VR software to be prepared in the fields of education, health, games, etc., it will also benefit the production of software for distance education, therapy, and serious games. In addition, the data set to be obtained from the study can be used as a benchmark data set. Especially in the VR domain, a dataset containing both event-related potential (ERP) and P300 signals can be used to evaluate BCI performance, compare and design new system diagrams without collecting any new data.
How to use
If you are interested in using this dataset, you will have to print, sign and scan an EULA (End User License Agreement) and upload it via the dataset request form. We will then supply you with a username and password to download the data. Please head on over to the downloads page for more details. Also, please consult the dataset description page for a complete explanation of the dataset.
All this would not have been possible without their valuable contribution and expert guidance, the project advisor:
Yaşar Daşdemir
Finally, we would like to thank our funding institutions:
Erzurum Technical University Scientific Research and Publication Ethics Committee
This study is funded by ETU Scientific Research Projects Coordination Unit with the project numbered 2021/012 titled "Examination of VR Locomotion Techniques for Brain-Computer Interface Designs with EEG Signals".