Emotion Recognition

The AnxiECG-PPG Database contains synchronized electrocardiogram (ECG) and mobile-acquired photoplethysmography (PPG) recordings from 47 healthy participants. Moreover, the acquisition protocol assesses three distinct states: a 5-minute Baseline, a 1-minute Physical Activated State, and a Psychological Activated state provoked through emotion-induced videos (negative, positive, and neutral emotion valence).

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Objective: As one branch of human-computerinteraction, affective Brain-Computer Interfaces (aBCI) interpretand utilize electroencephalogram (EEG) signalsto achieve real-time monitoring and recognition of individualemotional states, opening new possibilities foremotion-aware technologies and applications. However,the challenge of individual differences in EEG emotiondata severely constrains the effectiveness and generalizationcapability of existing models.

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Objective: As one branch of human-computerinteraction, affective Brain-Computer Interfaces (aBCI) interpretand utilize electroencephalogram (EEG) signalsto achieve real-time monitoring and recognition of individualemotional states, opening new possibilities foremotion-aware technologies and applications. However,the challenge of individual differences in EEG emotiondata severely constrains the effectiveness and generalizationcapability of existing models.

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10 soccer supporters gathered to watch a live broadcasted Premier League
match between Liverpool and Manchester United (4 - 0) on 19th of March 2022, all
equipped with wrist-worn accelerometers. All participants were aware of the purpose of this experiment and consented to participate
by attendance at the event, and by wearing the accelerometer. No personally sensitive
information was collected, all data is fully anonymised following the GDPR guidelines
and all procedures were in accordance with the recommendations of the data protection

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We present our FEEL (Force, EEG and Emotion-Labelled) dataset, a collection of brain activity, and keypress force data, labelled with self-reported emotion during tense videogame play (N=16).

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