Dataset of Visual and Audiovisual Stimuli in Virtual Reality from the Edzna Archaeological Site
Imported from OpenNeuro ds005628
- Participants
- 102
- Channels
- 8 (10-10)
- Citations
- 1
- Size
- 633 MB
- Version
- v1.0.0
- Updated
- Jul 10, 2026
33 results for "Virtual Reality" · page 1 of 4 · ranked by relevance
Imported from OpenNeuro ds005628
…PC and Virtual Reality (VRElegiant HMD with Huawei Ascend Mate 7 smartphone…
…recordings during sham neurofeedback in virtual reality Description This dataset contains EEG…
…Wearing a head mounted display to display the task in virtual reality…
…Lastly, participants were directed into a virtual clinic to converse with Ivan…
This dataset comprises electroencephalography (EEG) recordings from 17 participants during continuous gameplay of an 8-bit style video game, supplemented by recordings from a visual oddball task and a gambling task. EEG signals were synchronized with behavioral data including player position, movement, actions, and antagonist information logged continuously during gameplay. The dataset provides a rich resource for investigating neural correlates of real-time decision-making and motor control in dynamic gaming environments.
…During each session, participants were exposed to sensorimotor perturbations (either virtual-reality…
This dataset contains EEG recordings from 23 participants performing a passive viewing task involving partially occluded and uncovered visual scenes containing varying numbers of game pieces. The study investigates how the brain processes numerosity information under conditions of occlusion and disocclusion. Participants viewed scenes with 4 or 32 initially visible game pieces, followed by uncovering to reveal different numbers of additional pieces, across 640 trials.
…the efficacy of synchronous combination of virtual reality and transcutaneous electrical nerve…
This dataset comprises scalp EEG recordings from 22 participants who used BrainForm, a gamified brain-computer interface (BCI) designed for P300 event-related potential (ERP) training and scalable data collection with consumer hardware. Participants performed repeated runs of a P300 spelling/selection task, allowing analysis of BCI skill acquisition across sessions and the effects of different visual stimulation textures on performance. The dataset supports research on BCI training, human factors, and machine learning applications on ERP data.