Table 2 The average percentage of brain components of the EEG signals submitted to the dataset.

From: Audiovisual virtual reality for emotion induction: a dataset of physiological responses

Channel

Subway

Nature

Baseline

VE

Baseline

VE

Raw

Preprocessed

Raw

Preprocessed

Raw

Preprocessed

Raw

Preprocessed

1-Fz

85.6%

85.6%

70.1%

88.2%

78.7%

90.8%

61.7%

91.1%

2-C3

78.1%

85.0%

63.0%

89.1%

82.1%

86.3%

70.5%

93.0%

3-Cz

80.1%

80.8%

80.4%

94.1%

77.2%

89.9%

66.9%

91.2%

4-C4

77.9%

89.4%

75.2%

93.9%

83.0%

89.2%

68.5%

92.4%

5-Pz

81.4%

89.1%

77.3%

98.0%

81.7%

91.9%

75.3%

90.5%

6-PO7

89.6%

90.6%

73.5%

97.2%

78.5%

89.5%

83.8%

93.0%

7-Oz

81.3%

92.1%

78.7%

97.1%

86.4%

95.6%

78.7%

91.3%

8-PO8

74.5%

94.3%

76.8%

95.6%

87.3%

88.0%

79.7%

88.6%

Average

81.1%

88.4%

74.4%

94.2%

81.9%

90.2%

73.1%

91.4%

  1. The percentages are sorted by the main scenarios used in VR, where for each scenario the percentage acquired both during baseline and during immersion in the VE with the VH is shown. As well as the average total percentage of brain components.