2014
DOI: 10.14236/ewic/eva2014.45
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EEG as a Controller for Psychedelic Visual Music in an Immersive Dome Environment

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Cited by 7 publications
(6 citation statements)
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“…However, the use of the EEG headset showed no clear benefit between Part A and Part B in terms of immersion, t(9) = -1.077, p > .05, or how psychedelic, t(9) = 0.612, p > .05, the system was perceived as being. From a previous study carried out with the same EEG headset, we did not expect our participants would be able to wilfully control the signals produced by the headset (active control) [6].…”
Section: Resultsmentioning
confidence: 97%
“…However, the use of the EEG headset showed no clear benefit between Part A and Part B in terms of immersion, t(9) = -1.077, p > .05, or how psychedelic, t(9) = 0.612, p > .05, the system was perceived as being. From a previous study carried out with the same EEG headset, we did not expect our participants would be able to wilfully control the signals produced by the headset (active control) [6].…”
Section: Resultsmentioning
confidence: 97%
“…There have been many works which have utilized physiological data in the context of musical and sound works. One example of utilizing EEG data to perform musical works based on the physiology of the user is PsychDome which utilized the data to induce an experience of 'form constant' hallucination [17]. Some less obtrusive data collection methods include detection of heartrate, which was utilized in [12] to observe how two performers' heartrates would be affected by improvising music together.…”
Section: Related Workmentioning
confidence: 99%
“…In previous work, several prototypes were created which explored the use of consumer-grade biofeedback headsets as controllers for interactive artworks and games. One of these: Psych Dome [47] utilised a NeuroSky MindWave to control the generation of a visualisation and sound in a mobile full-dome. While the design of the sound and visualisation were based on the concept of altered states of consciousness, using biofeedback allowed properties of the simulation to be linked to the brain activity of the person seeing it.…”
Section: Affective Games and Altered States Of Consciousnessmentioning
confidence: 99%