Author(s): Omar Alsuhaibani
Mentor(s): Nathalia Peixoto, Bioengineering and Electrical Engineering
This research investigated the changes in EEG signals under numerous experimental conditions: silence, 3 ascending tempos of commercially available music, and 3 ascending tempos of computer-generated music with two different genres: classic and modern. The order in which music was played was randomized for each participant. The first three trials used commercially available classical music across 3 tempos: slow, moderate, and fast. The other six trials used computer-generated music to test each of the following modern and classic music genres: calm, stimulus, and focus.
During testing, brainwave activity and heart rate were measured by the means of electroencephalography (EEG) and electrocardiography (ECG) respectively. The Muse 2 headband from InteraXon was used to measure alpha, beta, theta, delta, and gamma waves using four different channels. The E4 Empatica wristband measured heart rate throughout the different music tests as a parameter to indicate if spikes in brain activity can have a direct effect on heart rate.
The results indicated that different types of commercially available music had an overall higher power spectral density than that of computer-generated music. This suggests that brain activity was stronger when listening to commercially available music. With the computer-generated music, all the Muse 2 channels were synchronized with one another in terms of brain activity. This indicates that computer-generated music has the effect of causing identical activity in terms of power spectral density, while showing spikes at frequencies in the front and back areas of the right and left hemispheres of the brain. The testing of computer-generated music was used to examine the frequencies to see if the music piece evokes the intended emotion.
Slide 2: Music is almost everywhere, from shopping malls to elevators and ice cream trucks, that it has essentially embedded itself in the human genome. What gives music its potential to improve learning outcomes has to do with characteristics like tempo and tone. The use of background music while completing mentally stimulating tasks, such as homework, has recently gained popularity. This research aims to examine the effects that computer-generated and commercially available music has on human brain activity and heart rate, and to see if they relate and differ by analyzing the power of different types of brainwaves that indicate the different types of activity. The objective of this research is to identify if computer-generated music that is intended to evoke certain emotions truly achieves that effect by examining physiological signals, such as brainwave activity and heart rate, and comparing it to commercially available music with similar levels of tempos.
Slide 3: To gain a better understanding of the effects of computer-generated music in comparison to commercially available music, this study investigated the changes in EEG signals under numerous experimental conditions: silence, 3 ascending tempos of commercially available music, and 3 ascending tempos of computer-generated music with two different genres: classic and modern. Participants were recruited for an experiment that exposed them to 9 pieces of music for a duration of 56 minutes. The order in which the music played was randomized for each participant. Three of the music pieces were commercially available classic music with slow, moderate, and fast tempos. The other six were different types of computer-generated music, known as classic calm, classic stimulus, classic focus, modern calm, modern stimulus, and modern focus. Each computer-generated music piece was meant to evoke a certain emotion within participants such as calmness, stimulus, and concentration (e.g. calmness when listening to calm music, concentration when listening to focus music). Differences among conditions will be observed through brainwave activity, which was measured by the means of electroencephalography (EEG) using a Muse 2 Headband, and heart rate, measured by the means of electrocardiography (ECG) using the E4 Empatica wristband. The Muse 2 headband from InteraXon was used to measure alpha, beta, theta, delta, and gamma waves. By extracting the data from the Muse 2 headband, the muse monitor app is used to import it into EEGLAB for analyzation. The visualization of this data may be conceived through a spectral density graph which aids in understanding the measured activity across areas (the sulcus and the gyrus) at the right and left hemispheres of the brain. The E4 Empatica wristband measured heart rate throughout the different music pieces as a parameter to indicate if spikes in brain activity can have a direct effect on heart rate. The changes of the music styles and tempos allowed us to determine its influences on physiological modulation. Studies have also shown that music with slow and steady rhythms reduce stress by changing body rhythms like heart rate (Witte et, al.).
Slide 4: We can see here the results with a baseline test of the typical brain activity, a commercially available slow tempo music piece (also known ad adagio), and a computer-generated modern focus music piece. The results indicated that different types of commercially available music had an overall higher power spectral density than that of computer-generated music. This suggests that brain activity was stronger when listening to commercially available music. With the computer-generated music, all the Muse 2 channels were synchronized with one another in terms of brain activity. This indicates that computer-generated music has the effect of causing identical activity in terms of power spectral density, while showing spikes at frequencies in the front and back areas of the right and left hemispheres of the brain. The testing of computer-generated music was used to examine the frequencies to see if the music piece evokes the intended emotion.
Slide 5: The future implication of computer-generated music poses great potential in music therapy development by analyzing how the mind, emotions, and physiological signals can react towards different types of simulations. For upcoming plans for the future, we will be recruiting more students for testing to gather more data. In addition, we will try to gain more understanding on brainwave activity and what certain values in terms of spectral density and frequency can indicate particular emotions. We will also begin to write a paper to be published.
7 replies on “Music and Emotions: The Effects of Commercially Available and Computer-Generated Music on Brain Activity”
This is a great project, I appreciate that a more objective measure (EEG) was used rather than self-report data. How were different music tracks selected? Was a specific program used for computer-generated music?
Hi Caroline,
Thank you for the kind words, I appreciate it. The computer-generated music tracks were selected from a website called Interamusi that specializes in generating music based on various variables such as gender, age, preference of music (modern or classic), and the type of stimulus they want to experience through the music piece (calm, stimulus, or focus). For the commercially available music, classical music pieces were selected (at different tempos) due to it being a constant genre most people enjoy listening to.
Very interesting research Omar! I appreciate the interdisciplinary nature of your topic and how it could be applied in so many ways. As you are recruiting in the future and exploring the possible benefits of these different types of music/sound in study settings, I wonder if Mason’s Success Coaching program could be a good partner.
Hi Megan,
Thank you for your feedback, I really appreciate it. I would love to be in touch to learn more about Mason’s Success Coaching program and how we can fit as partners.
Nice presentation. With more data will you be able to tell if the music causes the predicted type of brain waves? Do have an idea why computer generated music evokes a different response than commercially available music?
Hi Dr. Lee,
Thank you. I believe with more data, it will provide more data of the same music pieces that can help us in comparing them to one another and distinguish the differences. It can definitely help us in if the music pieces cause the predicted, or related, type of brain waves in a bigger sample of people. I believe that computer-generated music evokes a different response due to the realness of the sound of the different instrumentals and variables that go into it. I think that this lead to more sporadic activity in the different areas of the brain. With computer-generated music, I believe it focuses on the variables to cause the stimulus intended and that alone which is why we can the different areas of the brain are synchronized with one another and focused.
My project also used the Muse 2 headband for EEG data.
I was just curious about the details of you taking the raw EEG data and getting the brainwave frequencies from it? Also, what filters did you end up applying to your data?