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EEG as a controller for psychedelic visual music in an immersive dome environment

EEG as a controller for psychedelic visual music in an immersive dome environment

Weinel, Jonathan ORCID logoORCID: https://orcid.org/0000-0001-5347-3897, Cunningham, Stuart, Roberts, Nathan, Roberts, Shaun and Griffiths, Darryl (2015) EEG as a controller for psychedelic visual music in an immersive dome environment. Sonic Ideas/Ideas Sonicas, 7 (14):7963. pp. 87-94. ISSN 2317-9694 (Print), 2317-9694 (Online)

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Abstract

Altered States of Consciousness (ASC), and hallucinogenic experiences in particular have formed the basis for many works of art, literature and music. In my compositional prac-tices I have explored the use of visual patterns of hallucina-tion in particular as a basis for the design of electroacoustic music, and electroacoustic audio-visual or ‘visual music’ compositions (Weinel 2012). While many existing works of psychedelic art and visual music exist in fixed mediums such as film, we may conceive of interactive audio-visual experiences of this type. Such interactive artworks may be facilitated with computers, utilising video game engines or real-time sound and graphics software, together with an appropriate controller. The long-term goal of research in this area is to devise machines that are capable of transfer-ring the sounds and visuals of dreams and hallucinations from the human brain into digital technologies. The proper realisation of this is beyond our capability with current tech-nology, existing only in science fiction movies like Paprika(2006). Nonetheless, this article discusses an approxima-tion of such as system. For Psych Dome (Weinel 2013a), we used a consumer-grade electroencephalograph (EEG) headset so that brainwaves could be used to provide real-time control over a visual music artwork based upon visual patterns of hallucination. In doing so we are able to provide a system that conceptually links1 the human brain to gen-erative hallucinatory forms in digital media. In this article, I will discuss aesthetic and technical aspects of this project as used in our initial trial, where the artwork was presented in an immersive dome projection environment. Additionally, some testing of human participants was carried out, en-abling us to provide some general comment on the useful-ness of a consumer-grade EEG headset in the context of real-time visual music installations.

Item Type: Article
Uncontrolled Keywords: biofeedback, computer music, audiovisual performance, fulldome
Subjects: M Music and Books on Music > M Music
Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Faculty / School / Research Centre / Research Group: Faculty of Engineering & Science > School of Computing & Mathematical Sciences (CMS)
Faculty of Liberal Arts & Sciences > Sound-Image Research Group
Faculty of Engineering & Science
Last Modified: 04 Mar 2022 13:07
URI: http://gala.gre.ac.uk/id/eprint/34082

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