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dc.contributor.authorAlakuş, Talha Burak
dc.contributor.authorGönen, Murat
dc.contributor.authorTürkoğlu, İbrahim
dc.date.accessioned2021-12-12T17:01:04Z
dc.date.available2021-12-12T17:01:04Z
dc.date.issued2020
dc.identifier.issn1746-8094
dc.identifier.issn1746-8108
dc.identifier.urihttps://doi.org/10.1016/j.bspc.2020.101951
dc.identifier.urihttps://hdl.handle.net/20.500.11857/3051
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.en_US
dc.description.sponsorshipFirat University Scientific Research UnitFirat University [TEKF.17.21]en_US
dc.description.sponsorshipThis work was supported by Firat University Scientific Research Unit with ProjectNumber: TEKF.17.21.en_US
dc.language.isoengen_US
dc.publisherElsevier Sci Ltden_US
dc.relation.ispartofBiomedical Signal Processing and Controlen_US
dc.identifier.doi10.1016/j.bspc.2020.101951
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectEmotion estimationen_US
dc.subjectEEG signalsen_US
dc.subjectPattern recognitionen_US
dc.subjectSignal processingen_US
dc.subjectWearable technologyen_US
dc.subjectComputer gamesen_US
dc.titleDatabase for an emotion recognition system based on EEG signals and various computer games - GAMEEMOen_US
dc.typearticle
dc.authoridTURKOGLU, Ibrahim/0000-0003-4938-4167
dc.authoridALAKUS, Talha Burak/0000-0003-3136-3341
dc.departmentFakülteler, Mühendislik Fakültesi, Yazılım Mühendisliği Bölümü
dc.identifier.volume60en_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.authorscopusid57200138797
dc.authorscopusid57206407205
dc.authorscopusid6603155686
dc.identifier.wosWOS:000540302000012en_US
dc.identifier.scopus2-s2.0-85084602430en_US
dc.authorwosidALAKUS, Talha Burak/ABI-1288-2020
dc.authorwosidTURKOGLU, Ibrahim/A-2640-2016
dc.authorwosidGONEN, Murat/AAA-1811-2021
dc.authorwosidALAKUS, Talha Burak/W-4832-2018


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