Large Spanish EEG
…Identification of perceived sentences using deep neural networks in EEG. Journal of…
- Size
- 25.2 GB
- Updated
- Jun 23, 2026
100 results for "neural transmission" · page 4 of 10 · ranked by relevance
…Identification of perceived sentences using deep neural networks in EEG. Journal of…
Beetl2021-A is a preprocessed motor imagery EEG dataset from the BEETL Competition Task 2 (NeurIPS 2021), comprising data from 3 healthy subjects collected during an online racing game (Cybathlon2020IC). The dataset contains 63-channel EEG recordings at 500 Hz with four-class motor imagery tasks (rest, left hand, right hand, feet) and serves as a benchmark for evaluating transfer learning and domain adaptation methods across heterogeneous EEG datasets and subjects. This dataset is part of a larger competition focused on advancing transfer learning for subject independence and cross-dataset generalization in brain-computer interfacing.
…separate out predictive neural activity from sensory evoked neural activity. The study…
…The primary goal of this study is to understand the neural underpinnings…
This dataset comprises electroencephalographic recordings from 38 healthy subjects engaged in a multi-user P300-based brain-computer interface experiment called Brain Invaders. Participants played in pairs across three conditions (Solo1, Solo2, and Collaboration) using a visual oddball paradigm with 36 symbols to elicit P300 responses. The study investigates inter-brain synchrony during collaborative BCI gaming, with 32-channel EEG recordings sampled at 512 Hz using wet electrodes in a standard 10-10 montage.
[ recordings from 71 healthy subjects performing a visual P300-based brain-computer interface task using the Brain Invaders videogame. Participants engaged with an oddball paradigm involving pseudo-random flashes of 36 symbols on a grid to elicit P300 event-related potentials. The study evaluated the feasibility of a calibration-less P300 BCI system using 16 dry electrodes, with real-time adaptive classification for online feedback during gameplay. Subjects completed up to three game sessions.