Database for an emotion recognition system based on EEG signals and various computer games - GAMEEMO

dc.contributor.authorAlakus, Talha Burak
dc.contributor.authorGonen, Murat
dc.contributor.authorTurkoglu, Ibrahim
dc.date.accessioned2026-08-12T17:35:21Z
dc.date.issued2020
dc.departmentFırat Üniversitesi
dc.description.abstractIn this study, electroencephalography-based data for emotion recognition analysis are introduced. EEG signals were collected from 28 different subjects with a wearable and portable EEG device called the 14-channel EMOTIV EPOC+. Subjects played 4 different computer games that captured emotions (boring, calm, horror and funny) for 5 min, and the EEG data available for each subject consisted of 20 min in total. The subjects rated each computer game based on the scale of arousal and valence by applying the SAM form. We provide both raw and preprocessed EEG data with.csv and. mat format in our data repository. Each subject's rating score and SAM form are also available. With this work, we aim to provide an emotion dataset based on computer games, which is a new method in terms of collecting brain signals. Additionally, we want to determine the success of the portable EEG device and compare the success of this device with classical EEG devices. Finally, we perform pattern recognition and signal-processing methods to observe the performance of our dataset and to classify EEG signals based on the arousal-valence emotion dimension and positive/negative emotions. The database will be publicly available, and researchers can use the dataset for analyzing signals for their own proposed method in the literature. (C) 2020 Elsevier Ltd. All rights reserved.
dc.description.sponsorshipFirat University Scientific Research Unit [TEKF.17.21]
dc.description.sponsorshipThis work was supported by Firat University Scientific Research Unit with ProjectNumber: TEKF.17.21.
dc.identifier.doi10.1016/j.bspc.2020.101951
dc.identifier.issn1746-8094
dc.identifier.issn1746-8108
dc.identifier.orcid0000-0002-3718-9519
dc.identifier.orcid0000-0003-4938-4167
dc.identifier.orcid0000-0003-3136-3341
dc.identifier.scopus2-s2.0-85084602430
dc.identifier.scopusqualityQ1
dc.identifier.urihttps://doi.org/10.1016/j.bspc.2020.101951
dc.identifier.urihttps://hdl.handle.net/11508/57519
dc.identifier.volume60
dc.identifier.wosWOS:000540302000012
dc.identifier.wosqualityQ2
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherElsevier Sci Ltd
dc.relation.ispartofBiomedical Signal Processing and Control
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/closedAccess
dc.snmzKA_WoS_20260511
dc.subjectEmotion estimation
dc.subjectEEG signals
dc.subjectPattern recognition
dc.subjectSignal processing
dc.subjectWearable technology
dc.subjectComputer games
dc.titleDatabase for an emotion recognition system based on EEG signals and various computer games - GAMEEMO
dc.typeArticle

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