遇见数据集

The BrainForm Dataset

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Zenodo2025-11-13 更新2026-05-26 收录
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We prepared three questionnaires to support the study. An introductory questionnaire was administered at the beginning to collect demographic and infographic information. A Session Questionnaire was provided between game-play sessions to assess user comfort, satisfaction, ocular irritation, and to gather qualitative feedback on game aesthetics. Finally, the In-Game module of the game experience questionnaire (GEQ) was used to evaluate participants’ user experience in relation to the game-based training tasks. The item “I was interested in the game’s story” and related aggregate score were omitted, as they were not applicable to BrainForm and could have introduced bias into the statistical analysis. During the experiment, raw EEG data, performance metrics and in-game metadata were collected. The EEG data collection begins as soon as the device is connected, and includes event triggers for each flashing target. Metrics and metadata are only computed and collected during the tasks onset and include start and end timestamps, the number of classes of the task, the number of correct selections, the number of incorrect selections, the ITR, task accuracy and total completion time. A total of 22 participants (11 females) took part and completed the experiment.

本研究共设计三份问卷以支撑实验开展。实验伊始发放初始问卷,用于收集参与者的人口统计学信息与基础概况数据。在各游戏会话间隙发放会话间问卷,用以评估用户舒适度、满意度及眼部不适程度,并收集针对游戏美术风格的定性反馈。最终,采用游戏体验问卷(Game Experience Questionnaire, GEQ)的游戏内模块,对参与者在游戏化训练任务中的用户体验进行评估。因"I was interested in the game’s story"这一题目及其相关合成得分不适用于BrainForm,且可能为统计分析引入偏差,故将其予以剔除。实验期间共采集原始脑电图(EEG)数据、绩效指标及游戏内元数据。设备完成连接后即刻启动脑电图数据采集,涵盖每一闪烁目标的事件触发标记。绩效指标与元数据仅在任务启动阶段进行计算并采集,具体包含任务起止时间戳、任务类别数量、正确选择次数、错误选择次数、信息传输速率(ITR)、任务准确率及总完成时长。总计22名参与者(其中11名为女性)参与并完成了全部实验流程。

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Zenodo
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2025-11-13
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