The BrainForm Dataset
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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.



