A dataset of EEG recordings from 47 participants collected during a virtual reality working memory task where attention was cued by a social avatar and non-social stick cue.

A dataset of EEG recordings from 47 participants collected during a virtual reality working memory task where attention was cued by a social avatar and non-social stick cue.
复制标题

来自在虚拟现实工作记忆任务中收集的47名参与者的脑电图录音的数据集,其中社交化身和非社会棍棒提示引起了人们的注意。

DOI:
10.1016/j.dib.2022.107827
复制
发表时间:
2022-04
期刊:
影响因子:
1.2
通讯作者:
Kessler K
Kessler K
中科院分区:
其他
文献类型:
--
作者:
Gregory SEA;Wang H;Kessler K

文献摘要

参考文献

被引文献

相似文献

这篇数据文章描述了47名参与者的脑电图(EEG)和行为数据。在使用Unity和Oculus Rift S头戴式显示器进行虚拟现实(VR)视觉工作记忆任务时,使用64通道eego™运动移动脑电图系统收集数据。在记忆任务中,参与者必须记住桌子上物品的状态和细节。在物体出现之前,会出现一个移动的3D社交角色或非社交棍棒提示,指向桌子的左边或右边。用于编码的项可能出现在有效的、提示的位置,也可能出现在无效的、未提示的位置,提示对任务没有信息。线索类型在被试内部呈现,被阻断,被平衡。数据(行为和脑电图(原始和处理)),脚本和完整的任务是可用的。这些数据的建立是为了研究注意力提示、记忆编码、维持和检索过程中的神经信号。该数据集的主要新颖之处在于在受试者中呈现VR中的社交化身和非社交棍棒线索,因此可以跨时间点进行比较,包括一段时间的目光接触。这些数据也引起了对工作记忆的神经关联感兴趣的研究人员的兴趣。此外,对VR和EEG相结合的研究人员也很感兴趣。
This data article describes electroencephalography (EEG) and behavioral data from 47 participants. Data was collected using a 64 channel eego™ sports mobile EEG system during a visual working memory task presented in virtual reality (VR) using Unity with an Oculus Rift S head-mounted display. In the memory task, participants had to remember the status of and details about objects presented on a table. Prior to object appearance a moving, 3D social avatar or non-social stick cue was presented which pointed to the left or right of the table. Items for encoding could appear in the valid, cued location or the invalid, un-cued location, with the cue being uninformative to the task. The cue type was presented within subjects, blocked, counterbalanced. The data (behavioral & EEG (raw and processed)), scripts and the full task are available. The data is set up to allow investigation of neural signals during attention cueing, and memory encoding, maintenance and retrieval. The main novelty of the dataset is the presentation of the social avatar and non-social stick cue in VR within subjects, thus, allowing comparison across time points, including a period of eye contact. The data is also of interest to researchers interested in the neural corelates of working memory. Further, it is of interest to researchers interested in combining VR and EEG.
DOI: 10.1155/2011/156869
发表时间: 2011
影响因子: --
作者:
Oostenveld R;Fries P;Maris E;Schoffelen JM
通讯作者: Schoffelen JM
DOI: 10.1007/s12369-008-0001-3
发表时间: 2009-01-01
影响因子: 4.7
作者:
Bartneck, Christoph;Kulic, Dana;Zoghbi, Susana
通讯作者: Zoghbi, Susana
DOI: 10.1038/s41597-019-0104-8
发表时间: 2019-06-25
期刊: SCIENTIFIC DATA
影响因子: 9.8
作者:
Pernet, Cyril R.;Appelhoff, Stefan;Oostenveld, Robert
通讯作者: Oostenveld, Robert
DOI: 10.1073/pnas.0805664105
发表时间: 2008-08-12
影响因子: 11.1
作者:
Oosterhof, Nikolaas N.;Todorov, Alexander
通讯作者: Todorov, Alexander
DOI: 10.1007/s00221-011-2979-2
发表时间: 2012-03
影响因子: 2
作者:
Hayhoe, Mary M.;McKinney, Travis;Chajka, Kelly;Pelz, Jeff B.
通讯作者: Pelz, Jeff B.