| Literature DB >> 35127998 |
Samantha E A Gregory1,2, Hongfang Wang2, Klaus Kessler2,3.
Abstract
This data article describes electroencephalography (EEG) and behavioral data from 47 participants. Data was collected using a 64 channel eego™ sports mobile EEG system during a visual working memory task presented in virtual reality (VR) using Unity with an Oculus Rift S head-mounted display. In the memory task, participants had to remember the status of and details about objects presented on a table. Prior to object appearance a moving, 3D social avatar or non-social stick cue was presented which pointed to the left or right of the table. Items for encoding could appear in the valid, cued location or the invalid, un-cued location, with the cue being uninformative to the task. The cue type was presented within subjects, blocked, counterbalanced. The data (behavioral & EEG (raw and processed)), scripts and the full task are available. The data is set up to allow investigation of neural signals during attention cueing, and memory encoding, maintenance and retrieval. The main novelty of the dataset is the presentation of the social avatar and non-social stick cue in VR within subjects, thus, allowing comparison across time points, including a period of eye contact. The data is also of interest to researchers interested in the neural corelates of working memory. Further, it is of interest to researchers interested in combining VR and EEG.Entities:
Keywords: Alpha; Eye gaze; Joint attention; Neural oscilations; Social; Theta
Year: 2022 PMID: 35127998 PMCID: PMC8800056 DOI: 10.1016/j.dib.2022.107827
Source DB: PubMed Journal: Data Brief ISSN: 2352-3409
Fig. 1Illustration of the trial procedure showing the social avatar cue (panel A) and the non-social stick cue (panel B). Arrows denote the moments at which an EEG trigger was sent. Modified from Gregory et al [2].
Fig. 2Example artifacts identified through Independent component analysis (fastica).
| Subject | Neuroscience: Cognitive |
| Specific subject area | Neuro VR (EEG), Working memory, social cuing |
| Type of data | Raw and processed EEG data |
| How the data were acquired | EEG data were acquired using a 64 channel eego™ sports mobile EEG system (ANT Neuro, Enschede, The Netherlands; Ag/AgCl electrodes, international 10–10 system), digitised at a sampling rate of 500Hz. Mastoids and EOG electrodes were not used, electrode CPz served as online reference and AFz as the ground electrode. Impedance was kept below 20 kΩ during task. The EEG marker signals (to denote the trial events) were sent from the testing PC to the tablet recording the EEG data using the lab stream layer ( |
| Data format | Raw: BIDS format (.eeg, .vhdr, .vmrk) |
| Description of data collection | There were 10 practice and 112 experimental trials per cue type (social and non-social, blocked, counterbalanced) presented in VR using the HMD. The cue was presented at centre with memory items presented laterally. The task was to remember the objects and ignore the cue. Breaks were encouraged every 28 trials and enforced between cue types. The HMD could be removed during breaks. |
| Data source location | Institution: Aston University City/Town/Region: Birmingham Country: UK Latitude and longitude (and GPS coordinates, if possible) for collected samples/data: 52.48734822158862, -1.8898354346688258 |
| Data accessibility | Repository name: OpenNeuro |
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