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Brain–Computer Music Interfacing …
5
Fig. 1.1 With BCMI-Piano
one can play music generated
on the fly on a MIDI-enabled
acoustic piano with brain
signals. No hands needed
musical devices and software to communicate with each other. MIDI
itself does not make sound. Rather, it encodes commands, such as ‘note on’
and ‘note off’. In our case, MIDI commands controlled a mechanism built
inside the piano that moved
the hammers to strike the strings. This resulted in a system whereby a
real piano is played with brain signals. The quality of the sound improved
considerably. But still, we felt that the result was not convincingly musical:
the output sounded almost as if the notes were generated randomly. If we
were to demonstrate that it is possible to play music with brain signals, then
system ought to do more than merely associate brainwave activity with
notes. Ideally, the music should result from some form of musical thinking
detectable in the EEG. But the task of decoding the EEG of a
person thinking of a melody, or something along these lines, is just
impossible with today’s technology.
Thus, I came up with the idea of endowing the machine with some
form of
musical intelligence, which could be steered by the EEG. The big idea
was to
programme the system with the ability to compose music on the fly,
obeying simple abstract generic commands, which might be conveyed by
something detectable in
the EEG. This would not necessarily correlate to any musical thought
at all, but it would at least be a realistic point of departure. For instance, I
was aware that it is relatively straightforward to detect a pattern in the EEG,
called alpha rhythm, which is present in the EEG of a person with eyes
closed and in a state of relaxation.
Thus, my team and I moved on to implement BCMI-Piano, a system
that looks for
information in the EEG signal and match the findings with assigned
generative
musical processes corresponding to distinct musical styles. We
implemented an
artificial intelligence system that is able to generate pieces of piano
music in the style of classic composers, such as Schumann, Satie,
Beethoven, Mozart and so on. For instance, if the system detects prominent
alpha rhythms in the EEG, then it would activate assigned processes that
generate music in the style of Robert Schumann’s piano works. Conversely,
if it detected an EEG pattern other than alpha rhythms, then it would
generate music in the style of Ludwig van Beethoven’s sonatas
for piano.
6
E.R. Miranda
After a few trials, we decided to use seven channels of EEG, which
can be
obtained with seven pairs of electrodes placed on the scalp, covering a
broad area of the head. The signals were filtered in order to tear out signal
interference (e.g.
interference generated on electrodes near the eyes due to eye blinking)
and added their signals together prior to executing the analyses. The system
analyses the spectrum of the EEG and its complexity. The analyses yield
two streams of control parameters for the generative music system: one,
which carries information about the most prominent frequency band in the
signal—popularly referred to as EEG
rhythms—and another, which carries a measure of the complexity of
the signal. The former was used to control algorithms that generated the
music, and the latter was used to regulate the tempo and the loudness of the
music.
The most prominent EEG frequency band is obtained with a standard
fast
Fourier transform (FFT) algorithm, and the measure of complexity is
obtained with Hjorth’s analysis (Hjorth 1970).
FFT analysis is well known in BCI research and will be discussed in
more detail in other chapters of this volume. Basically, the system looks for
two patterns of information in the spectrum of the EEG: alpha and beta
rhythms. Alpha rhythms are strong frequency components in the signal
between 8 and 13 Hz and beta rhythms
are strong components between 14 and 33 Hz.
The less familiar Hjorth’s analysis is a time-based amplitude analysis,
which
yields three measurements: activity, mobility and complexity. The
signal is measured for successive epochs—or windows—of one to several
seconds. Activity and
mobility are obtained from the first and second time derivatives of
amplitude
fluctuations in the signal. The first derivative is the rate of change of
the signal’s amplitude. At peaks and troughs, the first derivative is zero. At
other points, it will be positive or negative depending on whether the
amplitude is increasing or
decreasing with time. The steeper the slope of the wave, the greater
will be the amplitude of the first derivative. The second derivative is
determined by taking the first derivative of the first derivative of the signal.
Peaks and troughs in the first derivative, which correspond to points of
greatest slope in the original signal, result in zero amplitude in the second
derivative and so forth.
Amplitude fluctuations in the epoch give a measure of activity.
Mobility is
calculated by taking the square root of the variance of the first
derivative divided by the variance of the primary signal. Complexity is the
ratio of the mobility of the first derivative of the signal to the mobility of
the signal itself; for instance, a sine wave has a complexity equal to 1.
Figure 1.2 shows an example of Hjorth analysis. A raw EEG signal is
plotted at the top (C:1), and its respective Hjorth analysis is plotted below:
activity (C:2), mobility (C:3) and complexity (C:4). The tempo of the music
is modulated by the complexity measure.
BCMI-Piano’s music algorithm was developed with the assistance of
Bram
Boskamp, then a postgraduate student at ICCMR. It generates the
music using rules that are deduced automatically from a given corpus of
examples. It deduces
sequencing rules and creates a transition matrix representing the
transition logic of what follows what. New musical pieces are generated in
the style of the ones of the training corpus. Firstly, the system extracts
blocks of music and deduces the rules
1
Brain–Computer Music Interfacing …
7
Fig. 1.2 A typical example
of Hjorth analysis of an EEG
signal
from the given examples. Then, it sequences those blocks in a domino-
like manner based on the deduced rules (Miranda and Boskamp 2005).
Every time the system is about to produce a measure of music, it
checks the
power spectrum of the EEG at that moment and triggers the generative
music
instructions that are associated with the most prominent EEG rhythm
in the signal.
These associations are arbitrary and can be modified at will, which
makes the
system very flexible. The system is initialized with a reference tempo
(e.g. 120
beats per minute), which is constantly modulated by Hjorth’s
measurement of
complexity.
The EEG can influence the algorithm that generates the music in a
well-defined
way. We implemented a statistical predictor, which uses the deducted
rules to
generate short musical phrases with a beginning and an end that also
allows for real-time steering with EEG information. The system generates
musical sequences by
defining top-level structures of sequences—referred below as
sentences—and
methods of generating similarity relationships or contrast relationships
between elements. Consider the following example in LISP-like notation:
S -> (INC BAR BAR BAR BAR BAR HALF-CADENCE 8BAR-
COPY)
From this top-level, the system retrieves rules for selecting a valid
musical
building block for each symbol (INC, BAR, etc.) and a rule for
incorporating the EEG information in the generative process. For example:
INC -> ((EQUAL ‘MEASURE 1)
(EQUAL ‘COMPOSER
EEG-SET-COMPOSER))
BAR -> ((CLOSE ‘PITCH ‘PREV-PITCH-LEADING)
(CLOSE ‘PITCH-CLASS
‘PREV-PITCH-CLASS-LEADING)
(EQUAL ‘COMPOSER
EEG-SET-COMPOSER))
8
E.R. Miranda
Above is a definition of a network that generates a valid sentence with
a
beginning and an end, including real-time EEG control through the
variable EEG-
SET-COMPOSER. The algorithm will find a musical element in the
database for
each of the constraint sets that are generated above from INC and
BAR, by applying the list of constraints in left-to-right order to the set of all
musical elements until there are no constraints left, or there is only one
musical element left. This means that some of the given constraints might
not be applied.
The database of all musical elements (see Appendix for a short
example) con-
tains music from different composers, with elements tagged by their
musical
function such as measure 1 for the start of a phrase, cadence for the
end, composer for the name of the composer and the special tags pitch and
pitch-class that are both used for correct melodic and harmonic progression
or direction. The selection
process is illustrated below.
The example database in the Appendix shows the main attributes that
are used to recombine musical elements. P-CLASS (for pitch-class) is a list
of two elements.
The first is the list of start notes, transposed to the range of 0–11. The
second is the list of all notes in this element (also transposed to 0–11). P is
the pitch of the first (and highest) melodic note in this element, by matching
this with the melodic note that the previous element was leading up to we
can generate a melodic flow that adheres in some way to the logic of how
the music should develop. The PCL (for
pitch-class leading) elements contain the same information about the
original next bar; this is used to find a possible next bar in the
recombination process. Then, there are the INC, BAR and CAD elements.
These are used for establishing whether
those elements can be used for phrase starts (incipient), or cadence.
Simply by combining the musical elements with the constraint-based
selection
process that follows from the terminals of the phrase structure rewrite
rules, we obtain a generative method that can take into account the EEG
information. This generates musical phrases with building block
connectivity like a domino game:
((EQUAL ‘MEASURE 1)
(EQUAL ‘COMPOSER EEG-SET-COMPOSER))
Assuming that there are also musical elements available from
composers other
than SCHU, the first constraint will limit the options to all incipient
measures from all musical elements from all composers. The second
constraint will then limit the options according to the current EEG analysis
to the composer that is associated with the current EEG activity as follows:
((CLOSE ‘PITCH ‘PREV-PITCH-LEADING)
(CLOSE ‘PITCH-CLASS
‘PREV-PITCH-CLASS-LEADING)
(EQUAL ‘COMPOSER EEG-SET-COMPOSER))
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Brain–Computer Music Interfacing …
9
In the given phrase structure, the rule that follows from BAR then
defines the
constraints put upon a valid continuation of the music. These
constraints will limit the available options one by one and will order them
according to the defined rule preferences. The CLOSE constraint will order
the available options according to their closeness to the stored value. For
example, after choosing:
(SCHU-1-1-MEA-1
P-CLASS ((0 4) (0 3 4 6 7 9))
P 76
PCL ((2 7 11)(2 5 7 9 11))
PL 83
BAR INC
CO SCHU)
as the beginning, PREV-PITCH-LEADING will have stored 83, and
PREV-
PITCH-CLASS-LEADING will have stored ((2 7 11) (2 5 7 9 11)).
This will result
in measure 2 and 4 being ranked highest according to both pitch and
pitch-class, while measure 6 is also quite close according to pitch. This
weighted choice will give a degree of freedom in the decision that is needed
to generate pieces with an element of surprise. The music will not get stuck
in repetitive loops, but it will find the closest possible continuation when no
perfect match is available. We can still find a close match in this way if the
third constraint eliminates all the obvious choices that are available, e.g.
because a jump is requested to the musical elements of another composer,
who might not use the same pitch-classes and pitches.
Figure 1.3 shows an example of resulting music with elements from
the musical style of Schumann and Beethoven. In this example, the EEG
jumped back and
forth, from bar to bar, between the two styles. The harmonic and
melodic distances are quite large from bar to bar, but they are the optimal
choices in the set of chosen elements from the two composers.
After a few training sections, colleagues in the laboratory were able to
increase and decrease the power of their alpha rhythms in relation to the
beta rhythms
practically at will, therefore being able to voluntarily switch between
two styles of music. We noticed that the signal complexity measurement
tended to be higher
when beta rhythms were more prominent in the signal: the music in the
style of
Beethoven tended to be played slightly louder and faster than pieces in
the style of Schumann.
At this point, I went on to address my second dreamed scenario:
Would it be
possible to build a BCMI system for a person with locked-in syndrome
to make
music?
As it turned out, after a critical evaluation of our system, informed by
opinions and advice from health professionals and music therapists working
with disable
patients, I concluded that the BCMI-Piano was neither robust nor
portable enough to be taken from the laboratory into the real world. The
system comprised two
laptops, two bulky hardware units for EEG amplification and too many
dangling
cables. Moreover, the skills required for placing the electrodes on the
scalp and run
10
E.R. Miranda
Fig. 1.3 An example output where the piece alternates between the
styles of Schumann and Beethoven as the EEG jumps back and forth from
bar to bar between alpha (between 8 and 13 Hz) and beta rhythms (between
14 and 33 Hz)
the various components of the system were time-consuming and far
beyond the
typical skills of a music therapist or carer. Also, it was generally
agreed that, from the point of view of a user, the system would not give the
feeling that they were really playing the piano or creating music. After all, it
is the computer who composes the music; the user only switch between two
modes of operation. I was
advised that I should try to devolve the creative process to the user
even if it is to create very simple music. I soon realised that this would
require more options for control.
1.5
SSVEP-Music System
I teamed up with music therapist Wendy Magee and her colleagues at
Royal
Hospital for Neuro-disability, London, to develop a new system aimed
at a trial with a locked-in syndrome patient, henceforth referred to Tester M.
Tester M’s only active movements following a stroke include eye
movements, facial gestures and
minimal head movements. She retained full cognitive capacity.
1
Brain–Computer Music Interfacing …
11
Fig. 1.4 Photograph of a subject operating the system
The two challenges that we had to address in this design were to
devolve the
creative process to the user and provide more options for control.
Technically, a solution for the former would depend on the solution for the
latter. Hence, we
started by focusing on increasing the number of controls. To this end,
we shifted from using EEG rhythms to adopting an evoked potential
approach based on the
SSVEP method that I mentioned earlier.
The new SSVEP-Music system was implemented in collaboration with
Joel
Eaton, a postgraduate research student at ICCMR, and John Wilson
and
Ramaswamy Palaniappan1 of University of Essex (Miranda et al.
2011). Thanks to the SSVEP approach, we were able to implement four
switches for control, as
opposed to only one in BCMI-Piano. Moreover, each switch acted as a
potenti-
ometer for continuous control.
Figure 1.4 shows a photograph of a subject using the system. The
monitor on the left hand side in Fig. 1.4 shows four images. These images
flash at different frequencies, reversing their colours. Each image is
associated with a musical task.
Therefore, the system executes four different tasks, which the user can
select by staring at the respective flashing image.
The SSVEP control signal can be used to generate the melody in a
variety of
ways, which can be customised. We provided a number of
configurations that can
be loaded into the system. For instance, suppose that the top image,
shown on the monitor of the left hand side of the picture in Fig. 1.4, is
associated with the task of generating a melody from an ordered set of five
notes (Fig. 1.5). Let us say that this image flashes at a rate of 15 Hz. When
one stares at it, the system detects that the 1 Currently at University of
Wolverhampton.
12
E.R. Miranda
Fig. 1.5 Five bandwidths are established for the varying control signal,
which are associated to the indices of an array of musical notes
subject is staring at this image and sends a command to generate the
respective melody. The SSVEP paradigm is interesting because the more
the subject attends to the flashing image, the more prominent is the
amplitude of the EEG component
corresponding to the brain’s response to this stimulus. This produces a
varying control signal, which is used to produce the melody and provide a
visual feedback to the user: the size of the image increases or decreases in
function of this control signal. In this way, we can steer the production of
the notes by the intensity to which one attends to the respective image. One
can bring the index down by
looking away and bring the index up by staring at it again. Fine control
of this variation can be achieved with practice, e.g. to repeat a single note
many times or repeat a subgroup of notes. Each of the images could
correspond to a distinct note sequence, and so on. This scheme opens up
many possibilities for music control.
The SSVEP-Music system has proved to be rather successful because
one can
almost immediately produce musical notes with very little, or no
training, simply by looking intently at the different images. As one learns to
modulate the extent to which he or she is attending the images, more
sophisticated musical control can be achieved, as if learning to play a
musical instrument: the more one practices, the better one becomes at it.
Terster M trialled the system during a two-hour session. Being familiar
with eye gaze technology for her alternative communication system, Tester
M grasped the
concept quickly and rapidly demonstrated her skills at playing the
system with
minimal practice. She was able to vary the intensity of her gaze, thus
changing the amplitude of her EEG and vary the consequent melodic and
dynamic output.
Personal correspondence with Tester M following this trial
communicated that she had enjoyed considerably using the system and that
“…it was great to be in control again”. This feedback is immensely
gratifying and very encouraging. The possibilities for applying the system
within group settings are immediately apparent and an exciting prospect for
people with limited opportunities for participating as an equal partner in a
group.
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Brain–Computer Music Interfacing …
13
We are aware that some aspects of the system still require further
refinement to make it more practical and viable for clinical applications.
For instance, the frequency rate at which the images flash may limit using
the system with people
known to have epilepsy, a possible consequence following acquired
brain injury.
The time required to place the electrodes on the scalp was reduced
considerable: only three electrodes are required here. However, SSVEP-
Music requires calibration to match the sensitivity of the system with the
user’s visual cortex response to the flashing images. This is outside typical
clinical skills and can be time-consuming. The downside is that this
calibration needs to be done before a session begins. Although this could be
overcome with training, increasing the time burden of a clinical session is
known to be a preventative factor influencing the uptake of technology by
the health care sector.
Nevertheless, despite all the limitations, we succeeded in providing
more control options and devolving the creative process to the user. And
more importantly, we demonstrated that it is indeed possible to build a
BCMI system for a person with locked-in syndrome to make music.
1.6
Discussion: Moving Forwards
In addition to the limitations discussed above, I am currently
addressing two technical challenges, which I believe are important to move
research into BCMI forwards:
a. Discovery of meaningful musical information in brain signals for
control beyond the standard EEG rhythms.
b. Design of powerful techniques and tools for implementing flexible
and
sophisticated online generative music systems.
In order to address the former, I have been conducting brain scanning
experi-
ments aimed at gaining a better understanding of brain correlates of
music cognition, with a view on discovering patterns of brain activity
suitable for BCMI
control. In the following section, I report on the results of two
experiments: one on listening imagination and another on musical tonality.
As for the second challenge, it is important to ensure that the BCMI
system
offers an adequate musical repertoire or challenge to maintain the
engagement of people who may have vastly sophisticated musical
experiences and tastes. I have been looking into expanding the generative
capabilities of the BCMI-Piano music algorithm by means of constraint
satisfaction programming techniques.
1.7
Active Listening Experiment
This experiment was developed with Alex Duncan, a former
postgraduate research
student, and Kerry Kilborn and Ken Sharman, at University of
Glasgow. The
objective of the experiment was to test the hypothesis that it is possible
to detect
14
E.R. Miranda
information in the EEG indicating when a subject is engaged in one of
two mental tasks: active listening or passive listening (Miranda et al. 2003).
In this context, the active listening task is to replay the experience of
hearing some music, or part of that music, in the mind’s ear. Conversely,
passive listening is to listen to music without making any special mental
effort. In day-to-day life experience, we are likely to be listening passively
if we are relaxing to peaceful music or engaged in some other task while
listening to music in the background.
Three non-musicians, young males, with age ranging between 18 and
25 years,
participated in the experiment, which was divided into six blocks of
trials, giving the participants the chance to relax. Each trial lasted for 8 sec
and contained two parts: a rhythmic part, lasting for the entire trial, and a
melodic riff part, lasting for the first half of the trial. A riff is a short
musical passage that is usually repeated many times in the course of a piece
of music. It was during the second half of each trial that the mental task was
performed. The rhythmic part comprised four repetitions of a 1-bar rhythm
loop. Two repetitions a 1-bar riff loop starting at the beginning of the trial
and terminating halfway through were superimposed on the rhythmic part
(Fig. 1.6).
In total, there were 15 unique riff loops: five played on a synthesised
piano, five using an electronic type of timbre and five on an electric guitar.
The music was in the style of a pop dance tune at 120 beats per minute, 4
beats per bar. The background rhythm looped seamlessly for the entire
duration of each trial block. Blocks were named after the task the
participant was instructed to perform on that block, and they were ordered
as shown in Table 1.1. Each of the 15 riff parts was presented four times in
each block in random order.
Participants were instructed to perform one of three mental tasks while
listening to a continuous sequence of trials:
a. Active listening: listen to the looped riff that lasts for 2 bars, then
immediately after it finishes, imagine that the riff continues for another 2
bars until the next trial begins.
b. Passive listening: listen to the entire 4-bar trial with no effort; just
relax and focus on the continuing background part.
c. Counting task: listen to the looped riff that lasts for 2 bars, then
immediately after it finishes, mentally count the following self-repeating
sequence of numbers (i.e. mentally spoken): 1, 10, 3, 8, 5, 6, 7, 4, 2, 1, 10
and so forth.
Fig. 1.6 Participants listened
to 4-bar trials containing a
looped riff lasting for 2 bars
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Brain–Computer Music Interfacing …
15
Table 1.1 The experiment was divided into six blocks of trials. Blocks
were named after the mental task the subjects were instructed to perform
Block
Subject 1
Subject 2
Subject 3
1
Active
Passive
Counting
2
Passive
Counting
Active
3
Counting
Active
Passive
4
Active
Passive
Counting
5
Passive
Counting
Active
6
Counting
Active
Passive
The classification task was to determine the class of 2-second multi-
channel
EEG segments, where class (1) = active listening, class (2) = passive
listening and class (3) = counting task.
The counting task was included as a control task to determine whether
the EEG
features that might allow for the differentiation between the imagery
and relaxed listening tasks are not merely a function of a concentrating
versus a non-concentrating state of mind.
Only the last four seconds (i.e. the second half of each trial) were
considered for analysis. These 4-second long segments were further divided
into two 2-second
long segments. Thus, each trial yielded two segments. There were 120
trials for each of the three conditions and each subject produced a total of
720 segments: 240
segments for each condition. The data are randomly partitioned into
training set and testing set with split ratio of 9:1, resulting in 648 training
segments and 72 testing segments.
We employed a linear auto-regression algorithm to represent the EEG
data in a
compressed form in terms of estimations of spectral density in time
(Anderson and Sijercic 1996; Peters et al. 1997). Then, a classic single
hidden-layer static neural network (multi-layer perceptron), with variable
number of hidden units and up to three output units, was used for the
classification task. The network was trained in batch mode for 50 epochs,
using a scaled conjugate gradient algorithm, as described by Bishop (1995).
The data were divided into two sets: a training set E and a test set T. The
training set E was used to train the neural network to recognise the mental
tasks of the elements that were left in T. In total, there were 768 inputs to
the network. The network was reset, retrained and reassessed 10 times with
different permutations of training and testing segments.
Classifications were made between 2-second long multi-channel
segments
belonging to pairs of conditions (for 2-way classification) and to all
three conditions (for 3-way classification). The average classification
scores, including confidence limits and standard deviation, for each subject
are shown in Table 1.2.
Remarkably, the classification scores are above 90 % accuracy. We
acknowledge
that these results may not sound statistically robust because the
experiment
involved only three subjects. Nevertheless, they encouraged me to
work towards the implementation of a BCMI on the assumption that the
system would be capable to
16
E.R. Miranda
Table 1.2 Average classification scores for the active listening
experiment
Subject
Classification task
Mean
Min.
Max.
Deviation
Confidence
1
Active × passive
0.998
0.979
1.000
0.007
±0.007
Active × counting
0.996
0.979
1.000
0.009
±0.009
Passive × counting
0.994
0.979
1.000
0.010
±0.010
Active × passive × counting
0.998
0.958
1.000
0.015
±0.016
2
Active × passive
0.994
0.979
1.000
0.010
±0.010
Active × counting
0.973
0.896
1.000
0.031
±0.032
Passive × counting
0.954
0.896
1.000
0.038
±0.039
Active × passive × counting
0.951
0.903
0.986
0.023
±0.024
3
Active × passive
0.973
0.958
1.000
0.014
±0.014
Active × counting
0.992
0.979
1.000
0.011
±0.011
Passive × counting
0.994
0.958
1.000
0.014
±0.014
Active × passive × counting
0.985
0.958
1.000
0.015
±0.016
establish if a subject is actively listening to music, or passively
listening to it without any special mental effort. This notion is supported by
a number of reports on experiments looking into musical imagination
(Meister et al. 2004; Limb and Braun 2008; Miranda et al. 2005; Petsche et
al. 1996).
1.7.1 Towards an Active Listening BCMI
The results from the above experiment encouraged me to look into the
possibility of developing a BCMI whereby the user would be able to affect
the music being
generated in real time by focusing attention to specific constituents of
the music. I designed a prototype, which produces two tracks of music of
the same style of the music stimuli that was devised for the experiment: it
comprises a rhythmic track and a solo track, which is generated by means
of algorithms that transforms a given riff; they can transpose it, change
rhythm, add a note, remove a note, play the riff
backwards and so on.
Firstly, the neural network is trained to recognise when the incoming
EEG
corresponds to active or passive listening, as described in the
experimental procedure. Needless to say, the person who controls the music
here should be the same as the one who’s EEG was used to train the system.
The system works as follows: the rhythmic part is continuously played and
a riff is played sporadically; an initial riff is given by default. Immediately
after a riff is played, the system checks the subject’s EEG. If it detects
active listening behaviour, then the system applies some transformation on
the riff that has just been played and plays it again. Otherwise, it does not
do anything to the riff and waits for the subject’s EEG response to the next
1
Brain–Computer Music Interfacing …
17
sporadic riff. Sporadic riffs are always a repetition of the last played
riff; in other words, it does not change until the system detects active
listening behaviour.
In practice, I found it difficult to reliably detect active listening
behaviour when a user is consciously trying to change the riffs online.
Either more efficient EEG
signal processing algorithms need to be employed or the paradigm is
flawed, or
both. More work is required to address this problem.
1.8
Neural Processing of Tonality Experiment
In Miranda et al. (2008) and Durrant et al. (2009), I introduced a
functional magnetic resonance imaging (fMRI) study of tonality, which I
developed with Simon Durrant, a former ICCMR research fellow, and
Andre Brechmann, of the Leibniz Institute for Neurobiology, Germany. The
objective of this experiment was to gain a better
understanding of the neural substrates underlying the perception of
tonality, with a view on developing a method to harness their behaviour to
control a BCMI. We
looked for differences in neural processing of tonal and atonal stimuli
and also for neural correlates of distance around the circle of fifths, which
describes how close one key is to another.
Tonality is concerned with the establishment of a sense of key, which
in turn
defines a series of expectations of musical notes. Within Western
music, the octave is divided into twelve equal semitones, seven of which
are said to belong to the scale of any given key. Within these seven tones,
the first (or lowest) is normally referred to as the fundamental note of the
chord and the one that the key is named after. A sense of key can be
established by a single melodic line, with harmony implied, but can also
have that harmony explicitly created in the form of chord progressions.
Tonality defines clear expectations, with the chord built on the first tone (or
degree) taking priority. The chords based on the fourth and fifth degrees
also are important because their constituent members are the only ones
whose
constituent tones are entirely taken from the seven tones of the original
scale and occurring with greater frequency than other chords. The chord
based on the fifth degree is followed the majority of the time by the chord
based on the first degree. In musical jargon, this is referred to as a
dominant-tonic progression. This special relationship also extends to
different keys, with the keys based on the fourth and fifth degrees of a scale
being closest to an existing key by virtue of sharing all but one scale tone
with that key. This gives rise to what is known as the circle of fifths, where
a change—or modulation—from one key to another is typically to one of
these other closer keys (Shepard 1982). Hence, we can define the
closeness of keys based on their proximity in the circle of fifths, with keys
whose first degree scale tones are a fifth apart sharing most of their scale
tones, and being perceived as closest to each other (Durrant et al. 2009).
Sixteen volunteers, 9 females and 7 males, with age ranging between
19 and
31 years and non-musicians, participated in the experiment. Five
experimental
conditions were defined: distant, close, same, initial and atonal (that is,
no key)
18
E.R. Miranda
conditions, respectively. As a result of the contiguity of groups, the
first stimulus in each group followed the atonal stimulus in the previous
group (except for the initial group), which was defined as the initial
condition. The distant and close conditions therefore defined changes from
one key to another (distant or close, respectively), whereas the same
condition defined no change of key (i.e. the next stimulus was in the same
key). The atonal condition defined a lack of key, which was included here
as a control condition. The stimuli were ordered such that all tonal stimuli
were used an equal number of times, and the conditions appeared in all
permutations
equally in order to control for order effects.
Each stimulus consisted of 16 isochronous events lasting 500 ms each,
with each stimulus therefore lasting 8 s without gaps in between. Each
event consisted of a chord recognised in Western tonal music theory, with
each chord being in root
position (i.e. the lowest note of the chord is also the fundamental note).
The sense of key, or lack of it, was given by the sequence of 16 chords,
rather than by individual chords. For a single run, stimuli were ordered into
twenty-four groups of three stimuli with no gaps between stimuli or groups.
The first stimulus in each group was always a tonal stimulus presented in
the home key of C major, and the second was always a tonal stimulus that
could either be in the distant key of F# major, the closely related key of G
major or the same key of C major. In order to reset the listener’s sense of
relative key, the third stimulus in each group was always an atonal stimulus,
that is, the chord sequences without any recognisable key (Fig. 1.7).
In order to draw the attention of the participants to the tonal structure
of the stimulus stream, the behavioural task in the scanner was to click the
left mouse button when they heard a change to a different key (distant, close
and initial
Fig. 1.7 Musical scores representing the stimuli used in the tonal
experiment. At the top, stave is the tonal stimulus in the key of C major,
which is the initial and same conditions, respectively. In the middle is the
stimulus in the key of F# major, which is the distant condition. At the
bottom is the stimulus in no obvious key
1
Brain–Computer Music Interfacing …
19
conditions), and right-click the mouse button when they heard a
change to no key (atonal condition). As the participants were non-
musicians, the task was explained as clicking in response to a given type of
change so as to avoid misunderstandings of the meaning of the terms
‘tonal’, ‘atonal’ and ‘key’. That is, they were instructed to indicate any
change from one key to another by clicking on the left button of a mouse
and a change towards a sequence with no key by clicking on the right
button. Subjects were given an initial practice period in order to ensure
that they understood the task.
The results of the behavioural tasks are shown in Table 1.3, which
gives the percentage of trials that contained a left- or right-click for each
condition. Second-level one-way analysis of variance (ANOVA) was
performed for the left-click and right-click results, respectively, across all
participants. Distant, close and initial conditions had a significantly higher
number of left-click responses than for conditions same and atonal.
Conversely, the atonal condition had a significantly higher amount of right
mouse clicks than for distant, same and atonal conditions. These results
confirm that the participants were able to perform the behavioural task
satisfactorily and show that the participants had some awareness of the
tonal
structure of the stimuli.
As for the fMRI scanning, functional volumes were collected with 3
Tesla
scanner using echo planar imaging. A more detailed description of the
data
acquisition procedures and analysis methods is beyond the scope of
this chapter. In summary, each stimulus block lasted 8 s and was
immediately followed by the next stimulus block. Analysis was performed
with a general linear model (GLM)
(Friston et al. 2006).
Group analysis revealed a cluster of fMRI activation around the
auditory cortex (especially in the left hemisphere) showing a systematic
increase in blood-oxygen-level-dependent (BOLD) amplitude with
increasing distance in key. We have found a number of significant active
neural clusters associated with the processing of tonality, which represent a
diverse network of activation, as shown in Table 1.4 and Fig. 1.9.
We note the strong presence of medial structures, in particular
cingulate cortex (label 5 in Fig. 1.8 and Table 1.4) and caudate nucleus
(label 4 in Fig. 1.8 and Table 1.4) in response to key changes. Also
significant is the bilateral activation for key changes of the transverse
temporal gyrus also known as Heschl’s gyrus (labels Table 1.3 Behavioural
results, showing the percentage of trials that contained a left- or right-click
aggregated over all participants in the experiment
Condition
Left-click
Right-click
Distant
89.453
11.328
Close
83.594
0.7812
Same
26.563
3.5156
Initial
68.62
4.2969
Atonal
14.193
83.984
20
E.R. Miranda
Table 1.4 Anatomical results of GLM analysis contrasting conditions
with and without a key change
Anatomical name
X
Y
Z
Cluster
(1) Left transverse temporal gyrus
−51
−18
11
981
(2) Right insula
36
17
13
948
(3) Right lentiform nucleus
24
−1
1
750
(4) Right caudate
14
−4
22
1,443
(5) Left anterior cingulate
−1
41
11
2,574
(6) Left superior frontal gyrus
−12
50
36
2,241
(7) Right transverse temporal gyrus
51
−17
10
1,023
These active clusters preferentially favour key change stimuli. X, Y
and Z are Talairach coordinates for plotting scans onto a standard template
after normalisation of brain size and shape across the subjects 1 and 7 in
Fig. 1.8 and Table 1.4), which contains the primary auditory cortex. The
activation curves for the bilateral activation of the transverse temporal
gyrus show strongest activity for the distant key changes, slightly less, but
still significant Fig. 1.8 Examples of
clusters of activation for the
contrast distant and close key
versus same key, including
bilateral activation of
transverse temporal gyrus for
which the activation curves
are shown in Table 1.4
1
Brain–Computer Music Interfacing …
21
Fig. 1.9 Activation curves in
left (top graph) and right
(bottom graph) transverse
temporal gyri for distant
condition (plot on the left
side), close condition (plot in
the middle) and same
condition (plot on the right
side)
activity for the close key changes, and much less activity for no key
changes
(Fig. 1.9). It should be emphasised that this occurred across a variety
of different stimuli, all of equal amplitude and with very similar basic
auditory features, such as envelope and broad spectral content. Both left and
right transverse temporal gyri showed very similar response curves
highlighting the robust nature of these results.
This might suggest that these areas may not be limited to low-level
single note processing as commonly thought, but also are involved in some
higher-order
sequence processing. This is significant for my research as it could
constitute a potential source of control information for a BCMI, associated
with tonality and modulation. However, more testing needs to be developed
in order to probe this.
1.8.1 Towards a BCMI for Controlling Tonality
The results of the tonality experiment suggest that it might indeed be
possible to design a BCMI controlled with auditory cortex activity
correlated to tonality.
However, despite ongoing attempts at using fMRI for BCI (Weiskopf
et al. 2004),
22
E.R. Miranda
fMRI still is impractical for this purpose: fMRI scanning is simply too
expensive to run, the equipment is not portable, and the health and safety
implications for usage outside strict laboratory conditions are fiendishly
burdensome. Moreover, fMRI
scanners produce noise during the scan, which makes it inconvenient
for a musical application. We are currently working on detecting in the EEG
equivalent activations in auditory cortex as we detected in the fMRI scans.
In the meantime, I have been developing generative music systems
suitable for
control with information representing cortical activations of tonal
processing. I teamed up with Torsten Anders, then a research fellow at
ICCMR, to implement a
prototype that generates chords sequences automatically, in the style of
the ones used as stimuli for the tonality experiments (Miranda et al. 2008).
We adopted a computational paradigm referred to as constraint
satisfaction
problem to implement a generative music system that generates
sequences of chord progressions in real time (Anders and Miranda 2011,
2010). The input to the system is a stream of pairs of hypothetic brain data,
which controls higher-level aspects of chord progressions. The first value of
the pair specifies whether a progression should form a cadence, which
clearly expresses a specific key (cadence progression), or a chord sequence
without any recognisable key (key-free progression).
Additionally, if the next progression is a cadence progression, then the
key of the cadence is specified by the second value of the pair.
Each chord progression (Fig. 1.10) consists of n major or minor chords
(in the example n = 16). Different compositional rules are applied to
cadence and key-free progressions. For instance, in the case of a cadence,
the underlying harmonic
rhythm is slower than the actual chords (e.g. one harmony per bar),
and all chords must fall in a given major scale. The progression starts and
ends in the tonic chord, and intermediate root progressions are governed by
Schoenberg’s rules for tonal harmony (Schoenberg 1986). For a key-free,
atonal progression, the rules established that all 12 chromatic pitch classes
are used. For example, the roots of
consecutive chords must differ and the set of all roots in the
progression must express the chromatic total. In addition, melodic intervals
must not exceed an
octave. A custom dynamic variable ordering scheme speeds up the
search process
by visiting harmony variables (the root and whether it is major or
minor), then the pitches’ group (or classes) and finally the pitches
themselves. The value ordering is randomized, so the system always
produces different results.
As it is, the generative system design assumes that subjects would be
able to
produce the required control information in some way or another. In
practice,
however, it is unlikely that subjects would learn to produce bilateral
activations of transverse temporal gyrus simply by imagining tonal
progressions. The challenge here is to establish effective ways to embed in
a realistic system design the theoretical understanding of neural correlates
of tonal processing and generative musical algorithms. The research
continues.
1
Brain–Computer Music Interfacing …
23
Fig. 1.10 Extract from a sequence of chord progressions generated by
our constraints-based generative system. In this case, the system produced a
sequence in C major, followed by a sequence in no particular key and then a
sequence in A major
1.9
Concluding Remarks
There has been a tremendous progress in the field of BCI in the last
decade or so, in particular on EEG signal processing aspects, which is the
focus of a number of
chapters in this volume. BCMI research is obviously benefiting from
this progress.
From the experienced I have gained with trialling the SSVEP-Music
with a patient in a hospital setting, I learned the hard way that the hardware
aspect of BCI lags behind the more theoretical advances in the field. The
EEG electrode technology that is currently commercially available is
adequate for medical diagnosis, but not for wearing on a more frequent and
ad hoc basis. Dangling wires, electrodes cap, gel, required technical support
for handling and so on need to disappear from the equation in order to pave
the way for BCMI systems into the real world of health
24
E.R. Miranda
care. The equipment must be simple to switch on, set up and operate.
Fortunately, the electronics industry is making continuing progress at this
front: wireless electrodes that do not need gel are beginning to emerge in
the market and more mobile, less conspicuous, good quality EEG amplifiers
are becoming available—albeit
good quality equipment still is not generally affordable.
From the musical side, my ICCMR team and I are continuously paving
the way
for the development of effective music algorithms for BCMI. I believe
that an
approach combining the technique developed for the BCMI-Piano and
the con-
straints-based system built after the tonality experiment is a viable way
to proceed, and I will continue working towards this goal.
The issue of harnessing the EEG for BCMI control with signals
correlated to
music cognition remains unresolved. It turns out that the most effective
control methods are those that are not at all related to music, such as the
SSVEP method. It is questionable whether the types of music cognition I
touched upon in this chapter are the way forward or not. Much research is
needed in order to make progress at this front.
1.10
Questions
1. Is voluntary control always necessary in BCI? Give some examples
to illustrate your answer.
2. What is the difference between these three approaches of BCI
control: con-
scious effort, operational conditioning and evoked potentials?
3. How does BCMI-Piano regulate the tempo and loudness of the
music?
4. Why was the BCMI-Piano system not suitable for trial in a clinical
context?
5. What are the differences between the SSVEP-Music and BCMI-
Piano systems?
Elaborate on advantages and disadvantages of both systems.
6. How many degrees of freedom are afforded by the SSVEP-Music
system?
7. The chapter described a method to generate a melody using the
SSVEP control
signal. Could you envisage how this be done differently?
8. Why was the counting task included in the active listening
experiment?
9. Given the state of the art of fMRI technology, would it be viable to
build an fMRI-based BCMI?
10. How can fMRI technology help to advance research into the design
of more
sophisticated EEG-based BCMI systems?
1.11 Appendix: Database of Musical Elements
An excerpt from a database of musical elements where CO = composer
(SCHU = Robert Schumann.), P-CLASS = pitch class, P = pitch, PCL
= pitch-
class leading, PL = pitch leading and TPE = type.
1
Brain–Computer Music Interfacing …
25
ID
SCHU-1-1-CAD
CO
SCHU
P-CLASS ((0 2 7)(0 2 4 5 7 11))
P
74
PCL
((0 4 9)(0 2 4 5 7 9 11))
PL
76
TPE
CAD
ID
SCHU-1-1-MEA-6
CO
SCHU
P-CLASS ((5 9)(0 5 7 9))
P
81
PCL
((0 2 7)(0 2 4 5 7 11))
PL
74
TPE
BAR
ID
SCHU-1-1-MEA-5
CO
SCHU
P-CLASS ((0 4)(0 4 7))
P
76
PCL
((5 9)(0 5 7 9))
PL
81
TPE
BAR
ID
SCHU-1-1-MEA-4
CO
SCHU
P-CLASS ((0 4)(0 3 4 6 7 9))
P
83
PCL
((0 4)(0 4 7))
PL
76
TPE
BAR
ID
SCHU-1-1-MEA-3
CO
SCHU
P-CLASS ((0 4)(0 3 4 6 7 9))
P
76
PCL
((2 7 11)(2 5 7 9 11))
PL
83
TPE
BAR
26
E.R. Miranda
ID
SCHU-1-1-MEA-2
CO
SCHU
P-CLASS ((2 7 11)(2 5 7 9 11))
P
83
PCL
((0 4)(0 3 4 6 7 9))
PL
76
TPE
BAR
ID
SCHU-1-1-MEA-1
CO
SCHU
P-CLASS ((0 4)(0 3 4 6 7 9))
P
76
PCL
((2 7 11)(2 5 7 9 11))
PL
83
TPE
INC
References
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Electroencephalogram-based
Brain–Computer Interface:
2
An Introduction
Ramaswamy Palaniappan
Abstract
Electroencephalogram (EEG) signals are useful for diagnosing various
mental
conditions such as epilepsy, memory impairments and sleep disorders.
Brain–computer interface (BCI) is a revolutionary new area using EEG
that is
most useful for the severely disabled individuals for hands-off device
control and communication as they create a direct interface from the brain
to the external
environment, therefore circumventing the use of peripheral muscles
and limbs.
However, being non-invasive, BCI designs are not necessarily limited
to this
user group and other applications for gaming, music, biometrics etc.,
have been developed more recently. This chapter will give an introduction
to EEG-based
BCI and existing methodologies; specifically those based on transient
and steady state evoked potentials, mental tasks and motor imagery will be
described. Two
real-life scenarios of EEG-based BCI applications in biometrics and
device
control will also be briefly explored. Finally, current challenges and
future trends of this technology will be summarised.
2.1
Introduction
Brain–computer interface (BCI) is a revolutionary field of science that
is rapidly growing due to its usefulness in assisting disabled patients as it
provides a direct mechanism of controlling external devices through simple
manipulation of brain
thoughts (Nicolas-Alonso and Gomez-Gil 2012). Disabled individuals
here could R. Palaniappan (&)
Department of Engineering, School of Science and Engineering,
University of Wolverhampton, Telford, UK
e-mail: [email protected]; [email protected]
© Springer-Verlag London 2014
29
E.R. Miranda and J. Castet (eds.), Guide to Brain-Computer Music
Interfacing,
DOI 10.1007/978-1-4471-6584-2_2
30
R. Palaniappan
be those that have lost most or all motor functions (known as ‘locked
in’ syndrome) due to progressive neuromuscular diseases like amyotrophic
lateral sclerosis (ALS) or muscular dystrophy or non-progressive such as
stroke, traumatic brain injury and spinal cord injury. The BCI approaches
for such individuals could be used in
control of wheelchair, prosthesis, basic communication etc., as shown
in Fig. 2.1.
These users could use BCI to communicate with others to express their
needs,
feelings, etc. A simple example could be of a communication BCI
system such as
brain controlled word processing software.
However, in recent years, other industries have taken interest in this
field where applications related to biometrics (Palaniappan 2008), games
(Hasan and Gan
2012), cursor control (Wilson and Palaniappan 2011) etc., have
emerged. Table 2.1
gives a non-exhaustive list of possible applications of BCI for both
disabled and healthy individuals.
In general, there are two categories of BCI: invasive and non-invasive
methods.
Invasive BCI methods such as electrocorticogram (ECoG) have shown
excellent
performance in human (Langhenhove et al. 2008) and monkey (Borton
et al. 2013).
Nevertheless, non-invasive approaches based on electroencephalogram
(EEG),
magnetoencephalogram (MEG), positron emission topography (PET),
functional
magnetic resonance imaging (fMRI) and near-infrared spectroscopy
(NIRs) are
more popular as it is safer (minimal risk of infection etc.).
Among these non-invasive methods, EEG-based BCI is preferred due
to it being
practical (i.e. cheap and portable). We will focus on EEG-based BCI
techniques
here, specifically on transient visual evoked potential (better known as
P300), motor imagery, steady-state visual evoked potential (SSVEP),
mental tasks and briefly on slow cortical potential (SCP). Figure 2.2 shows
a block diagram of the components involved in the processing of EEG data
to implement a BCI.
Fig. 2.1 Brain–computer interface applications
2
Electroencephalogram-based Brain–Computer Interface …
31
Table 2.1 Examples of possible BCI applications for disabled and
healthy individuals Disabled individuals
Healthy individuals
Restoring mobility—e.g. to control wheelchair
(Mainly control of external devices)
movement
Environmental control—e.g. to control TV,
Mouse control in PC when fingers are on the
power beds, thermostats, etc.
keyboard
Prosthetics control (motor control replacement)
Playing musical instruments by thoughts
—to control artificial limbs
Rehabilitative (assistive) control—to restore
Virtual reality
motor control (e.g.: strengthen/improve weak
Computer games (e.g. Mind Pacman)
muscle)
Flight/space control (pilots, astronauts)
Biometrics
Fig. 2.2 EEG data processing for a BCI
2.2
Electroencephalogram
Acquiring electroencephalogram (EEG) is the first step in the BCI
design. EEG is a type of oscillating electrical potential recorded from the
scalp surface. It is generated by neuronal activations in the brain (as shown
in Fig. 2.3) and is very small in amplitude (in the μV range) due to the
attenuation caused by the skull and scalp.
Evoked potentials are a specific type of EEG evoked during a stimulus
like visual, auditory, etc.
EEG is usually recorded from a number of electrodes on the scalp. A
standard
electrode (channel) configuration is the 10–20 electrode system (Jasper
1958) of 19
active electrodes and two mastoids (reference) as shown in Fig. 2.4.
However, it is common to extend this configuration and use higher number
of channels such as 32, 64, 128 and even 256. The electrode locations are
prefixed by a letter denoting the cortical area followed by a number (even
for the right hemisphere and odd for the left).
The prefix letter F stands for frontal, similarly C for central, P for
parietal and O for occipital. The electrodes (normally made with Ag/AgCl)
are used with gel to increase the conductance between scalp and electrodes
but there are more recent advances in using dry electrodes made from gold.
It is also common to re-reference the EEG using methods such as common
averaging and Laplacian (Neuper and Klimesch 2006).
32
R. Palaniappan
Fig. 2.3 Neuronal connections resulting in the generation of EEG. The
recorded EEG is normally the cumulative effect of thousands of such
neurons (Palaniappan 2010) Fig. 2.4 BCI system a a user
using BCI and b 10–20
electrode configuration
2
Electroencephalogram-based Brain–Computer Interface …
33
Fig. 2.5 a example of recorded EEG and b power spectral density of
EEG showing signal and noise frequencies
As the EEG is of very small amplitude, it is normally amplified and
converted to digital using an analog-to-digital converter. The digital
conversion using sampling rates such as 256 Hz1 is necessary to process the
EEG signal using digital devices (like computers).
The EEG is normally obtained using certain BCI paradigms (to be
discussed
later), and the first-processing step is to reduce noise such as muscle
artefacts, power line interference and other random noises from the EEG
signals. Frequency-specific filtering using digital filters is commonly
employed to filter the noise from the EEG; recently more sophisticated
methods such as principal component analysis (PCA) and independent
component analysis (ICA) have been employed.
Figure 2.5a shows an example of the recorded EEG (using the SSVEP
BCI paradigm) corrupted with power line interference. It can be seen the
occurrence of this 50 Hz noise along with the signal frequency in the power
spectral density plot of the 1 With 256 Hz sampling rate, one second EEG
will have 256 data points, other sampling rate up to 2,048 Hz is common.
34
R. Palaniappan
EEG in Fig. 2.5b. The objective of noise reduction would be to reduce
the noise as much as possible without distorting the signal contents.
The signals with noise reduced are then sent to the feature extraction
stage, where mathematical models such as autoregressive (Huan and
Palaniappan 2004) are used to extract parameters representative of the
signal. Nowadays, nonlinear methods such as Lypunov and approximate
entropy coefficients (Balli and Palaniappan 2013) are also being used to
obtain more accurate representation due to EEG signals being nonlinear.
Nevertheless, linear methods are still popular due to their simplicity and
ease of computation.
The extracted features are then classified into respective categories
depending on the application. In some BCI paradigms [such as the SSVEP
(Miranda et al. 2011)],
the classifier is relatively simple but in others, classifiers such as
neural network (Huan and Palaniappan 2004) and linear discriminant
analysis (LDA) (Asensio et al. 2011) are used. The final stage is the device
control stage where the BCI output is used to control an external device (for
example to select on-screen menus or move a wheelchair). Certain BCIs
employ feedback of the output to improve the reliability of the system.
2.3
EEG-based BCI Paradigm 1—Motor Imagery
Voluntary movement is composed of three phases: planning, execution
and
recovery. Even during imaginary movement (known as motor
imagery), there is the planning stage that causes a change in EEG. For
example, imagined movements of
left hand causes a change known as event-related desynchronisation
(ERD) in the right motor cortex area, i.e. contralaterally to the imagined
movement side and event-related synchronisation (ERS) in the left motor
cortex area. Discrimination of these ERD/ERS can be used to design a BCI.
2.3.1 ERD/ERS
ERD and ERS generally occur in mu (*8–12 Hz) and beta (*13–20
Hz) fre-
quency ranges. ERD is the EEG attenuation in primary and secondary
motor cor-
tices during preparatory stage which peaks at movement onset in the
contralateral hemisphere while ERS is EEG amplification in ipsilateral
hemisphere occurring
during the same time. ERS appears to be an evolutionary built-in
inhibitory
mechanism, which explains why it is difficult to execute dissimilar
tasks on both sides of the body simultaneously.2
In addition to mu and beta frequency ranges, sometimes there is also
an increase in EEG energy in gamma (>30 Hz) frequency range. A simple
electrode set-up for 2 This can be demonstrated using an old trick. While
sitting comfortably, lift right leg off the ground and rotate the right foot
clockwise. Now, with right hand, draw number six in the air—
what happens to the foot direction?
2
Electroencephalogram-based Brain–Computer Interface …
35
motor imagery will consist of two active channels in location C3 and
C4 (i.e. motor cortex area), and EEG is obtained during an imagined
movement (say either left or right hand). The EEG is filtered in mu and beta
bands, and the energy of EEG from channels C3 and C4 are computed to
decide on the movement class:
• if energy of C3EEG > energy of C4EEG: left hand motor imagery
• if energy of C4EEG > energy of C3EEG: right hand motor imagery
• if energy of C3
≈
EEG
energy of C4EEG: no motor imagery
But this is a crude example and the actual EEG analysis involves
several stages such as determining the appropriate electrode locations,
spectral range and use of features such as band powers and classifiers to
obtain accurate detection of the class of motor imagery.
2.4
EEG-based BCI Paradigm 2—SSVEP
SSVEP is a type of EEG that occurs when the visual stimulus flashes
at a frequency higher than 6 Hz. It is maximal at the visual cortex,
specifically in the occipital region. In this paradigm, a target block flickers
with a certain frequency on screen (the flicker can also be achieved using
LEDs) and the user looks at the flashes. The frequency following effect
(sometimes known as photic response) of the brain causes EEG to oscillate
in the frequency of the flickering object. The response is spontaneous and
does not require any physical effort other than to gaze at the stimulus as
required. In a similar manner, audio-based methods are explored but the
results are not as accurate as the visual-based methods. The detection of the
frequency of the EEG is sufficient to detect the focused object, though there
is a recent study that showed the possibility of using SSVEP with eyes
closed (Lim et al. 2013).
2.5
EEG-based BCI Paradigm 3—P300 VEP
P300 visual evoked potential (VEP) is another type of EEG that is
evoked around 300–600 ms after visual stimulus onset (hence the term
P300) and is maximal in
midline locations (such as Fz, Cz and Pz). The potential is limited to 8
Hz, and hence, a low pass filter is normally used to filter VEP prior to
analysis. It is evoked in a variety of decision-making tasks and in particular,
when a target stimulus is identified, for example when a picture is
recognised. A popular paradigm is the Donchin’s speller matrix paradigm
(Donchin et al. 2000) shown in Fig. 2.6. It consists of alphanumeric
characters on screen and the rows and columns flash
randomly. The row and column containing the target (focused)
character will have a higher P300 amplitude compared to row or column
that contains the unfocused
character. However, this P300 amplitude is not normally detectable in
a single trial due to contamination from higher background EEG and hence
require averaging (or other forms of processing such as PCA and ICA) from
a number of trials.
36
R. Palaniappan
Fig. 2.6 Example of P300
VEP paradigm—Donchin’s
speller matrix
The principle is based on the oddball paradigm where the frequency of
the target stimulus is lower than the non-target stimulus. In this case, the
target frequency is one sixth since only either one row or one column
flashes at a time. A variation of this paradigm is where each alphanumeric
character flashes thereby decreasing the frequency to one thirty-six—the
lower this frequency, the higher is the P300
amplitude response, which allows easier detection, however resulting
in slower
response overall as it takes longer to complete the cycle.
2.6
EEG-based BCI Paradigm 4—Mental Task BCI
In this paradigm, users think of different mental tasks and since
different tasks activate different areas of the brain, a set of multichannel
EEG recordings will have distinct EEG patterns to differentiate the tasks,
which could be used to design a BCI.
Examples of mental tasks used are (Keirn and Aunon 1990;
Palaniappan 2006):
• Baseline task where users are asked to relax and think of nothing in
particular;
• Computation task where users do nontrivial multiplication problems;
• Mental letter task composing where users mentally compose a letter
to someone;
• Visual counting task where users visually imagine numbers written
on a board
with the previous number being erased before the next number is
written;
• Geometric figure rotation task where users imagine a figure being
rotated about an axis.
These mental tasks exhibit inter-hemispheric differences, and hence,
the EEG
pattern will be distinct (Keirn and Aunon 1990). For example,
computation task involves the left hemisphere more while the visual task
exhibits more activity in the right hemisphere. The detection of the inter-
hemispheric activity can be done using asymmetry ratio where the powers
of EEG channels in the left and right
2
Electroencephalogram-based Brain–Computer Interface …
37
hemispheres are compared to decide the activated hemisphere, which
can then be
used to design a control interface.
2.7
EEG-based BCI 5—SCP BCI
SCP are low frequency potential shifts in EEG (around 1–2 Hz) and
can last several seconds. It is possible to control SCP using feedback and
reinforcement mechanism. Different tasks can be used to control either the
positivity or negativity SCP.
For example, cognitive tasks (or even inactive relaxed states) can
generate positivity SCP while negativity SCP can be generated with tasks
such as readiness/
planning to move. Hence, it can be used to generate a binary signal,
which can be used as a control mechanism. It is not as popular as the other
EEG-based BCIs as it requires extensive training in order to give good
performance.
2.8
EEG-based BCI—A Brief Comparison of the Paradigms
Comparing the different EEG-based BCIs, it can be seen that each
method has its strengths and weaknesses. For example, motor imagery
requires user training and also the response time is slower (the imaginary
movement causes changes in EEG
to show up typically after a few seconds) but this paradigm
circumvents a visual interface and also be can run in the asynchronous
mode, thereby allowing the user to turn the system ON/OFF and also use
the control mechanism. Mental thoughts
are similar in this regard but with the brain rapidly changing over time,
such EEG-based BCIs will require frequent retraining.
SSVEP is very robust and requires only a single active channel but
require users to gaze at flashing blocks, which is only practical for short
periods of time (typically a few minutes). There is also the risk of triggering
epilepsy if the flashing frequency is set to be too low. P300 VEP also
suffers from this risk, though of a lesser degree.
Of all the EEG-based BCIs, SCP requires the most extensive training
and is less appealing for this reason but gives good performance.
2.9
Application 1—Biometrics (Password, PIN Generation)
The common biometric is fingerprint but in recent years, others such
as DNA, hand geometry, palm print, face (optical and infrared), iris, retina,
signature, ear shape, odour, keystroke entry pattern, gait, voice, etc., have
been proposed. But all these biometrics can be compromised at some stage
but biometrics based on BCI is more fraud resistant as thoughts cannot be
forged!
The P300 BCI paradigm can be used to generate a sequence of
passwords (or
personal identification number, PIN) that can be used in ATMs and
computer logins (Gupta et al. 2012). Instead of entering the password using
a keypad, the
38
R. Palaniappan
Fig. 2.7 Pass-colour biometric based on P300 VEP BCI a raw EEG b
filtered EEG
alphanumeric characters will pop on the screen and when the character
in the
password appears on screen, this evokes the P300 potential which is
not evoked
when non-password characters appear. Similarly, colours can be used
instead of
alphanumeric characters (having the advantage of being language
independent) to code a password (Gupta and Palaniappan 2013). For
example, red-green-blue-red-yellow could be the ‘pass-colour’ for
someone.
Figure 2.7a shows raw EEG signal, and Fig. 2.7b shows the filtered
P300 signal from channel Cz where the bolder line shows the focused or
target colour and the higher amplitude can be seen for the focused colour
compared to the non-focused
2
Electroencephalogram-based Brain–Computer Interface …
39
Fig. 2.8 SSVEP-based
cursor—each shaded edge
flickers with a certain distinct
frequency
colours. The detection of the colours/characters through this
mechanism overcomes problems like shoulder surfing.3
2.10
Application 2—Cursor Control
Most of the SSVEP-based BCIs focus on discrete control, for example
selecting a menu on screen. In Wilson and Palaniappan (2011), an analog
pointer was developed where instead of discrete control, the cursor on
screen moved analogously based on the phase locking index (PLI) of the
SSVEP frequency. The cursor was designed as shown in Fig. 2.8, where
each edge flickers with either 15, 12, 10
or 8.57 Hz (the frequencies were chosen based on the refresh rate of
the LCD screen of 60 Hz). The EEG was recorded from channel Oz in the
visual cortex referenced to channel PO3. Depending on which block the
user was looking at, the SSVEP
will contain the respective frequency and its harmonics which can be
detected using discrete Fourier transform (DFT) and other spectral analysis
methods. Using this frequency measure, the cursor moved accordingly—the
stronger the SSVEP
response (measured by the PLI measure from DFT), the further the
cursor moved on screen.
2.11
Challenges in BCI
The most difficult challenge at the moment for general BCI use is on
the requirement of using gel to improve the conductance though the
advances in electrode
design (such as active electrodes) have reduced the set-up time
considerably. Dry capacitive electrodes have been invented but the quality
of the EEG signals is still poor. When it comes to patient usage, most of the
advances are being tested on
healthy, abled bodied subjects and the required adaptation for disabled
people and in real noisy environments are not being studied extensively.
Asynchronous (or
self-paced) BCIs are more suitable for the disabled as these give
additional ON/OFF
3 Peeking over the shoulder to steal another person’s password.
40
R. Palaniappan
control to the users but proving to be difficult to obtain reliable
accuracies as compared to synchronous systems. The response time of BCI
systems need to be
improved for practical applications—SSVEP BCI is relatively fast
(with high bit rates of 100 bits/min (Nicolas-Alonso and Gomez-Gil 2012))
but not without issues especially as it cannot be used for long periods of
time.
2.12
Conclusion
BCI systems are certainly useful for the disabled. However, in recent
years, the focus has shifted from this original objective to other application
areas like biometrics, games, virtual reality and indeed music (brain–
computer music interface, or BCMI). EEG-based BCI still proves to be the
most practical, portable and cost-effective. The current many advances in
BCI technology—such as the advent of
non-contact electrodes—will allow mind-controlled devices to become
a reality in a decade or so, if not sooner. Imagine a thought-based speed
dial: selecting a phone number to dial just by thinking/looking at
photograph of the person using EEG
from headphones—it could become a reality before we know it!
2.13
Questions
1. BCI approaches could be categorised as invasive or non-invasive.
Discuss the advantages and disadvantages of each approach and list
examples of approaches in each case.
2. Describe the different EEG-based BCI methods and comment on the
practi-
cality of each method.
3. Explore the appropriateness of other biological signals such as those
based on electrocardiography, plethysmography, imagined speech etc., for
use in non-muscular-based control systems.
4. Figure 2.6 shows a VEP paradigm based on P300 potential. It is
based on oddball paradigm where the probability of target occurrence is
lower than nontargets. Describe other ways where the characters can be
flashed that will still evoke P300 potential in an appropriate manner for use
as BCI speller.
5. Assuming the refresh rate of LCD screen of 60 Hz, list all the
different possibilities of flicker frequencies for a SSVEP-based BCI
system?
6. Two applications using EEG-based BCI have been discussed in this
chapter.
Describe other applications that might be appropriate using an EEG-
based BCI.
7. What are the hurdles in the implementation of current BCI systems?
Suggest
possible solutions.
8. BCI system has been used in US judicial courts in place of
polygraph (i.e. as a lie detector), and there is a common fear among the
public that BCI technology
can be exploited to read the mind. Based on the current level of
technology,
discuss if this is possible or just a sci-fi scenario.
2
Electroencephalogram-based Brain–Computer Interface …
41
9. An electroencephalophone (or sometimes known as
encephalophone) uses BCI
technology to generate or modulate sounds. Suggest how such as
device could
work using EEG signals.
10. What are the ethical, legal and societal issues surrounding BCI
technology?
References
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Borton DA, Yin M, Aceros J, Nurmikko A (2013) An implantable
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Neural Eng 10(2):026021
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Nicolas-Alonso LF, Gomez-Gil J (2012) Brain computer interfaces, a
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Palaniappan R (2006) Utilizing gamma band spectral power to
improve mental task based brain computer interface design. IEEE Trans
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Palaniappan R (2008) Two-stage biometric authentication method
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brain–computer interface. J Neural Eng 8(2):025026
Contemporary Approaches to Music
BCI Using P300 Event Related
3
Potentials
Mick Grierson and Chris Kiefer
Abstract
This chapter is intended as a tutorial for those interested in exploring
the use of P300 event related potentials (ERPs) in the creation of brain
computer music
interfaces (BCMIs). It also includes results of research in refining
digital signal processing (DSP) approaches and models of interaction using
low-cost, portable
BCIs. We will look at a range of designs for BCMIs using ERP
techniques.
These include the P300 Composer, the P300 Scale Player, the P300 DJ
and the
P300 Algorithmic Improviser. These designs have all been used in
both research
and performance, and are described in such a way that they should be
reproducible by other researchers given the methods and guidelines
indicated.
The chapter is not intended to be exhaustive in terms of its
neuroscientific detail, although the systems and approaches documented
here have been reproduced by
many labs, which should be an indication of their quality. Instead,
what follows is a basic introduction to what ERPs are, what the P300 is, and
how it can be
applied in the development of these BCMI designs. This description of
ERPs is
not intended to be exhaustive, and at best should be thought of as an
illustration designed to allow the reader to begin to understand how such
approaches can be
used for new instrument development. In this way, this chapter is
intended to be indicative of what can be achieved, and to encourage others
to think of BCMI
problems in ways that focus on the measurement and understanding of
signals
that reveal aspects of human cognition. With this in mind, towards the
end of the chapter we look at the results of our most recent research in the
area of P300
BCIs that may have an impact on the usability of future BCI systems
for music.
M. Grierson (&) C. Kiefer
Embodied Audiovisual Interaction Group (EAVI), Goldsmiths Digital
Studios,
Department of Computing, Goldsmiths College, SE14 6NW London,
UK
e-mail: [email protected]
© Springer-Verlag London 2014
43
E.R. Miranda and J. Castet (eds.), Guide to Brain-Computer Music
Interfacing,
DOI 10.1007/978-1-4471-6584-2_3
44
M. Grierson and C. Kiefer
3.1
Music BCIs: The Challenges
EEG approaches have been applied in the domain of music for decades
due to
EEG’s temporal resolution when compared to other brain information
retrieval
techniques, and also because it is considerably more cost effective and
portable than the alternatives (e.g. fMRI1, fNIRS2).
One would assume contemporary EEG-based BCMIs would draw
from the state
of the art in generalisable EEG. However, neurofeedback techniques
that use
spontaneous potentials (i.e. oscillations in raw EEG signals), or what
are commonly called “Brainwave Frequencies” to understand and decode
information from the
brain are a popular method for consumer and research level BCMIs,
largely because this approach is ‘baked in’ to various BCI devices that are
commonly sold in the marketplace.
These approaches can be unreliable and challenging for users to
control, and are therefore not as prevalent in other forms of EEG research
as some other, more
accurate methods. One such method is the ERP, or Event Related
Potential tech-
nique, which is widely used in BCIs and psychology research
(Grierson et al. 2011; Miranda et al. 2004; Chew and Caspary 2011; Nunez
2006).
3.2
P300 ERP Based Music BCIs
3.2.1 What Are ERPs?
ERPs are specific brain signals that can be detected in raw EEG data
following the onset of a stimulus—for example, the beginning of a sound,
or a change in the
motion or visual appearance of an image or other sensory experience.
There are
many types of ERPs, each one thought to represent a different stage
and/or process in the unconscious and conscious encoding of events by the
brain. They can also be an indication of the way in which you are
experiencing a particular stimulus—for example, such as whether you
consciously noticed a particular event or not.
3.2.2 What Is the P300?
Under certain conditions, ERP components can be seen as amplitude
curves and
peaks derived from the raw EEG time series. They can be either
positive or negative with respect to the baseline brain signal, and happen on
or around particular points in time following a sensory input event. These
two factors—their polarity and
timing—provide the method by which they are labelled. For example,
the N100 (or N1) is a negative peak approximately 100 ms after the onset of
a sensory event that 1 functional Magnetic Resonance Imaging.
2 functional Near-Infrared Spectroscopy.
3
Contemporary Approaches to Music BCI Using P300 Event …
45
indicates the event is unpredictable in comparison to surrounding
events, with the strength of the N100 component being roughly related to
how random/unexpected
the sensory event appears to the user. The N1 is often accompanied by
the P2 or P200, which is a positive going response peaking at around 200
ms. Both these
components are usually considered lower in amplitude and therefore
slightly harder to detect than the P3, or P300, a positive-going potential,
peaking at around 300 ms.
It is thought that this component represents the moment at which an
external event, being suitably unpredictable, causes a sensory signal
considered important enough to cause a shift in attention in the brain.
Basically, it is the point at which you consciously notice something
happening—something out of the ordinary. As has
already been stated, this component has a tendency to be higher in
amplitude than many other parts of the raw EEG signal. Therefore it can
sometimes be seen in the raw data signal as a peak. However, there are also
other peaks in the signal, which makes detection complex (Fig. 3.1).
Importantly, the P300 is thought to consist of two potentials that
interrelate: the P3a and P3b. The difference between them is key. The P3a is
often called the
“oddball” response, and is detectable under conditions where you
experience a
break in a pattern, or the onset of a new type of event in a stream of
other events.
However, the P3b is thought to occur when you intend to notice
something in a
stream of events, such as when you are searching for a specific target,
such as a certain picture or letter.
In order to use the P300 ERP in the design of a BCMI, we will need to
elicit the P300 through the use of unpredictable events (often called
“oddballs”), or by some form of user-driven search task with rapid
presentation of a range of choices. This requires significant expertise in
digital signal processing (DSP) and audiovisual interaction paradigms, but
is achievable by those with appropriate maths and programming skills using
the basic methods described below and throughout this
chapter.
To make life easier for those researchers who wish to utilise existing
ERP
detection software, there are some freely available P300 detection
toolkits for Matlab (such as EEGLAB http://sccn.ucsd.edu/eeglab/), and
also excellent alternative frameworks such as openVIBE and BCI2000.
These toolkits support a range
Fig. 3.1 A graph of common
event related potential
components following a
stimulus. Note the inclusion
of approximate timings for
P3a and P3b, and the
indication of the positive area
underneath the P300 curve
46
M. Grierson and C. Kiefer
of commercial and research grade (e.g. g.Tec MOBIlab) EEG
hardware. The
outputs of these can be easily connected to sound and music
programming envi-
ronments such as PD and Max through the use of UDP networking
libraries like
open sound control (OSC) to create BCMI systems. However, no
matter what
approach you take, it is crucial to understand the basic method and its
limitations.
3.2.3 Detecting P300 ERPs Using the Averaging Method
Conventional methods for detecting ERPs represent some challenges
for those
wishing to use them in musical contexts. This is because one of the
core features of ERPs, including the P300, is that when mixed with
spontaneous EEG signals, or
what we might call background EEG, they are not very easy to spot. In
most cases, in order to detect ERPs we must remove the background noise
that masks them.
The problem is that ERPs themselves look quite a lot like the
spontaneous
potentials which make up the background noise, and occur in the same
frequency
bands. Therefore, simply filtering the signals using standard methods
will not work.
For these reasons, to remove the possibly random noise present in a
time series of EEG data, a series of stimuli are usually presented, and the
responses are averaged.
This process reduces the amplitude of random signal components, and
increases the amplitude of similar signal components—the ERPs. To test
this approach we can do an oddball task, the basic process for which is
detailed below (Fig. 3.2).
The Oddball task is a well-known P300 ERP paradigm (Polikoff et al.
1995). It is useful for testing if an EEG system with tagged stimuli is able to
elicit and detect P300s. For the oddball task, two types of stimuli are
required, for example, blue circles and red squares. The stimuli are flashed
randomly on the screen at set
intervals. If we decide that the red square is to be the less common and
therefore more unexpected stimuli, the red squares are flashed less often—
for example at a ratio of 10:2 for blue circles versus red squares. Each time
a flash is triggered, a 400 ms chunk of EEG data is stored and tagged to the
stimulus. At the end of each run, results for each stimulus type are averaged
together. Both the blue circles and the red squares will then have only one
single averaged EEG chunk that represents the average response of the
brain for when there was either a blue circle, or a red square. So in total,
there are only two averaged chunks at the end of the oddball test.
If the averaged signal contains an amplitude peak between 200 and
600 ms after
the onset of the stimulus, and the average peak is greater than that of
the averaged peak in the other signal, it is judged to be a possible P300
target signal, as the target would be the averaged signal with the highest
amplitude. In the case of the oddball task, if we know that the red square
appears less often, we’d expect it to have a higher average peak amplitude
at that point. If this doesn’t happen, it basically means either the equipment
failed, or the user blinked/moved too much, or was
thinking about something else. This sort of thing happens quite a lot,
so we need to
3
Contemporary Approaches to Music BCI Using P300 Event …
47
Fig. 3.2 The oddball paradigm. The approach represented above is
slightly more efficient than the standard approach as instead of simply
calculating which averaged chunk has the highest amplitude, here we
calculate the area underneath the curve containing the highest positive
amplitude peak (for details see Fig. 3.1), which is more robust as it helps to
reduce inaccuracies introduced by high frequency amplitude spikes and
other noise/unwanted signals
have ways to account for it, such as discounting epochs of data with
extraordinarily large peaks consistent with head movement and blinking.
Of course, if we want to be able to choose between three or more
different
possible choices, we can have a grid containing all possible choices,
and flash each choice randomly an equal number of times, whilst we ask the
user to stare at their chosen target. Success rates for this method vary wildly
depending on a range of factors, including the skill of the user, how much
they are concentrating, the quality and/or position of the electrodes, the ease
with which the stimuli can be seen, the number of times each stimulus is
flashed, which algorithms are used for detection, how the signal is analysed
prior to averaging, the accuracy of the signal baseline, and any number of
less important but still occasionally significant variables.
However, almost all of these variables also apply to all other forms of
EEG BCI.
Despite these disadvantages, ERP detection is a surprisingly accurate
method for BCI, with detection rates sometimes reaching over 90 %,
meaning that 90 % of the time, the system is able to detect which stimuli is
triggering the P300. As the method favours actual conscious attention
measured with reference to the time
when stimuli flashed, it is one of the best approaches for EEG-based
BCMI in terms of accuracy and usability. Later in this chapter we will
discuss a number of possible applications for using P300 BCI in music
contexts. In addition we will also detail ways we can significantly improve
both the speed and usability of P300 ERPs
for BCMIs.
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M. Grierson and C. Kiefer
3.3
ERPs, Delay and Musical Interaction
Now that the averaging method for ERP de-noising has been
explained, it should be clear that these sorts of techniques inherently
involve a delay. Averaging-based ERP detection accuracy improves as the
number of trials increases. For example, if a user is asked to choose from an
array of (for the sake of argument) 10 different visual items, each flashing
individually but at different times, it would be usual to require a minimum
of 10 trials (flashes) per item to be able to create a suitable averaged signal
for comparing amplitude. Given an inter-stimulus interval of
100 ms between flashes, there would be 10 flashes multiplied by 10
individual
presentations multiplied by 100 ms—a total test-time of 10 s before the
detection algorithm could assess which of the 10 final averaged chunks
contained the highest peak.
Depending on the skill/experience of the participant, the inter-stimulus
interval might be reduced to 60 ms, and the number of trials down to 7. This
would reduce the time taken to detect the user’s choice down to just over 4
s. However it would be less accurate and possibly require greater
concentration to use.
Importantly, types of time delays are not incompatible with certain
types of
musical tasks, more specifically those types of tasks that are common
to creating music with technology. It is only in the last 25 years that
electronic and computer music has become a predominantly real-time
activity, and many high quality processing techniques are still time
consuming (time domain convolution for example).
Furthermore, many crucial aspects of musical interaction do not
require real-time control. For example, composition can often be an
‘offline’ activity, requiring time for consideration and planning. In these
cases, P300 ERP detection delay times are not a significant issue.
In addition, as P300 ERP approaches provide direct, time-tagged
information
about cognition of sensory events, it can be used as a passive aid to the
composition process. That is to say, the oddball response might feasibly be
used as a measure of novelty given the right presentation paradigm. For
example, it is common for
composers and recording artists to listen to complete
performances/potential versions multiple times during production. If EEG
recordings could be easily taken during these listening sessions, EEG
responses to musical events could be used to determine how unexpected
and/or attention grabbing each musical event was at the level of
milliseconds. This approach was used in my Audiovisual Composition
Braindrop, mentioned later in this chapter.
The holy grail of ERP detection is what is referred to as ‘Single Trial’.
This
means that the ERP signal can be effectively detected and separated
from the
background EEG noise immediately, pointing directly to the element
in the auditory or visual stream which caused the attentional shift without
the need for averaging multiple tests/trials. These approaches are becoming
more possible through
machine learning, and we report results of our research in this area at
the end of the chapter.
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There are still a number of ways in which the averaging technique can
be
improved and refined for successful and fulfilling BCMI using the
P300. What is unique and exciting about this approach is that as it indicates
the brain’s cognitive processes, it allows composers and performers to use
knowledge of their own
unconscious in creative decisions, whilst simultaneously giving very
accurate
results when users wish to indicate specific actions.
What follows are descriptions of P300 based BCMI systems that have
been
prototyped as part of my continuing research at Goldsmiths. In almost
all cases the systems are created using bespoke software written in C++ for
P300 ERP detection.
In addition, the systems described use raw EEG data only, from a
range of electrode locations. The type of EEG equipment used ranges from
research grade to low-cost consumer EEG. All the approaches here are
reproducible, but it should be stressed that the cheaper the equipment, the
more challenging and creative the signal processing approach needs to be in
order to get reliable output. If in doubt, one should use a professional
research grade EEG system. Although multiple electrodes can
lead to better results, a single electrode placed at Cz is sufficient for
reasonable results for the majority of the use cases detailed below.
3.4
The P300 Composer
As has already been discussed, P300 approaches can be very accurate
even with a high number of possible targets as long as the electrode quality,
positioning and signal conditioning is adequate. Providing these caveats
have been met, the P300 Composer is the simplest form of P300-based
BCMI to create, and adequately demonstrates the power and effectiveness
of the approach. This method of creating a successful
visually controlled P300 BCI for music was first described in the 2008
paper
“Composing With Brainwaves: Minimal Trial P300b Recognition as
an Indication of Subjective Preference for the Control of a Musical
Instrument”, (Grierson 2008).
The method used (which is detailed below) was also speculated upon
by David
Rosenboom as a potential future method for BCMI (Rosenboom
1976).
The P300 composer is capable of allowing a motionless user the ability
to create a single monophonic pitched line from a range of possible pitches.
The line itself can have unlimited total duration, and can be composed of
notes of finite length, and also gaps/musical rests. The system is now much
simpler to build than in the past as it can be produced by modifying the
more-or-less standard P300 spellers (see below) available in the public
domain. Such paradigms are available in a
number of low-cost and free-to-use software libraries such as
openVIBE3 and BCI2000.4 Both these systems can be made to interoperate
with OSC5 making the creation of P300 speller-based composer systems
within reach of most researchers.
3 http://openvibe.inria.fr/openvibe-p300-speller/.
4
http://www.bci2000.org/wiki/index.php/User_Reference:P3SpellerTask.
5 http://www.opensoundcontrol.org/.
50
M. Grierson and C. Kiefer
The P300 Composer is like the P300 speller, but instead of displaying
a grid of letters, it displays a grid of possible music note-names from A1 to
G5, and addi-tionally numbers and/or spaces that can indicate rests or other
actions. Each grid element flashes an equal number of times, but in a
random order, and the P300
averaging technique described above is used to detect the grid element
having the highest average amplitude signal when compared against the
others. As previously described, the user must attend to a specific grid
element, actively noticing when it flashes. The user can do this either by
mentally counting the number of flashes, or by some other method they find
works for them.
In order to determine which note-name or rest a user is attending to
(i.e. looking at), each position on the grid needs to flash enough times for
the system to be able to compute a usable averaged signal representing each
possible choice. As already mentioned, this depends on a number of factors,
including the signal condition, the user’s skill and experience, how tired the
user is, how much they blink or move etc.
The more time the user is able to spend, the more likely they are to be
able to indicate their choice accurately, with the knock-on effect that with
42 different elements in the grid, the system can be slow to use. For
example, if each note
flashes 20 times, for a combined on/off duration of 100 ms each time,
each note-name will take 84 s to be detected. However, it will be very
accurate.
There are a number of methods for decreasing the time taken to detect
ERPs. For example, each column and row can be flashed in sequence,
which dramatically
speeds up the process. If such a method is used, each XY position on
the grid is found by flashing each row and column once in random order.
The currently
attended area of the screen is detected by comparing the average of all
rows (X) and all columns (Y) to find the highest average peaks in each,
such that they correspond to the target row and column. With this approach,
the time taken to perform each test drops to around 26 s.
One can again speed up the process by reducing the flashing speed,
and the inter-stimulus interval. For example, each flash might be fast as 50
ms (one-twentieth of a second), with a gap of 20 ms between flashes. This
would reduce the time taken to detect the correct note-name choice to
around 18 s.
Furthermore, the number of trials (flashes) can also be reduced. It is
possible for an experienced BCMI user to work with a system which uses 7
trials per grid
element or row/column in order to achieve success between 70 and 80
%. This can lead to a further improvement in speed of approximately 300
%, bringing the total test-time per note-name choice to just over 6 s if all
speed improvements are
applied.
Given the large number of potential interaction choices available to the
user with this method (42 in the matrix presented in Fig. 3.3), some of the
grid elements can be used to increase the user interaction. For example,
these effectively ‘empty slots’
can be used for setting the current note duration, for setting rests of
different durations, and also for indicating that a previous note choice
should be removed.
Additionally, play/stop functionality can be offered.
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51
Fig. 3.3 A basic P300 composer interface. In the above image, the
note-letter D3 is flashing. If the user is attending to D3 at that moment,
there should be an increase in amplitude detectable in the averaged signal
after each complete trial run. Note that although this display shows 5
octaves in the key of C, there are no restrictions in terms of which note-
pitch values and controls can be represented
In this way, different types of user interactions can be explored quite
easily
without making changes to the underlying speller paradigm. All that is
required is that each individual element in the grid be connected up to a
synthesiser note or rest in a sequence, or to a user-interaction event, for
example: play, stop, delete etc.
Through these types of approaches, the standard P300 speller approach
can be used to make a reasonably featured composition tool.
3.4.1 MusEEGk—The P300 Sequencer
An expansion of this approach is detailed in Yee Chieh (Denise)
Chew’s paper
“MusEEGk: A Brain Computer Musical Interface”, presented as work
in progress at CHI 2011 (Chew and Caspary 2011). She describes a similar
system but where P300 detection is used to indicate notes in a continuously
looping sequence. This is particularly usable in the context of electronic
music, and not unlike conventional approaches to loop-based electronic
music composition and performance.
One of the useful adaptations apparent with this technique is the way
in which the system becomes programmable whilst producing sound—that
is to say, it allows a
user to specify and play back a looping sequence, and then to iterate
through it indicating any changes they wish to make whilst it continues to
play. This mitigates
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M. Grierson and C. Kiefer
against one of the central design problems of the P300 speller
paradigm—that at some point, detection must momentarily stop and a
decision must be reached, before beginning again. We discuss a separate
solution to this problem later in this chapter.
The P300 composer is a good first step in the creation of P300 BCMIs.
However,
there are still a range of problems with the approach that users need to
be made aware of. Significantly, if the user moves, blinks, loses attention or
otherwise disturbs the signal, this will lead to inaccurate results. However, it
is very challenging for users to avoid this without practice, and can occur
even with experienced users. Various methods can be deployed to prevent
this. For example, if the signal peak is very high, this may indicate facial or
bodily movement. These trials can and should be discarded as and when
they occur, as they will otherwise bias the signal average, creating
inaccurate results.
3.5
P300 Scale Player
The P300 Scale Player is a simplification of the P300 Composer
intended to be used as a close-to-real-time improvisation and performance
system. I first used the
system in 2008 as part of a demonstration to international media, and
have used it on stage on a few occasions. The basic premise is that the
system has only three visual targets—arrows. The left arrow indicates a
drop in note pitch, the right arrow indicates an increase in note pitch, and
the middle arrow indicates that the note pitch should remain the same. The
system decides which note to play based on the outcome of a given number
of trials, and testing is more or less continuous, with a new test beginning as
soon as the previous test has completed.
The advantage of this approach is that with an experienced user, the
time it takes for the system to make a decision is greatly reduced. For
example, with a total inter-stimulus interval of 70 ms, and a total number of
trials being no more than 5,
decisions on note direction are reached in just over a second. It’s of
course accepted that this is slow when compared to playing an instrument,
but it does allow for the control of slow moving melody lines with some
reliability.
The primary disadvantages of this approach are that it only allows for
adjacent notes to be played, and only within a particular predefined scale.
So, for example, if the user is on D3, they can only choose to move to E3 or
C3, or to stay on D3.
However, it is precisely these restrictions that give the system its
speed.
Although the scale player is certainly not an instrument with the
capacity for
varied melodic output, it is at least a BCMI that can be used in real-
world scenarios, played as an instrument with an ensemble, and even to
play the occasional well-known tune (for example, the main theme from
Beethoven’s Ode to Joy).
3.5.1 Using the Scale Player as a Game Controller
This approach can be modified to allow its use as a game controller to
play simple 3D
games for example. In this context, with a reaction time of around a
second, it is
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possible to play a 3D driving game in a way that is not entirely unlike
using other kinds of controllers, depending on the user’s skill level.
Although it is of course accepted that it is not an interface that in any way
competes with a conventional game controller, it is an approach that with
machine-learning based single trial detection might begin to be usable in
such scenarios in the near future. We present results of trials carried out
using user-derived machine learning classifiers later in this chapter.
3.6
P300 DJ
Another simple modification of the speller-based approach is the P300
DJ. In many ways, this system is the most usable of the ones described here
as it assumes a specific interaction paradigm that requires little input from
the user, and wherein musical data—the sounds used by the system—have
specific restrictions.
In the use case presented here, the P300 DJ can use any audio file
providing it is trimmed to a loop. The loop can be of any length or numbers
of beats as long as they are multiples of 4. The system has the capacity to
estimate the number of beats based on basic onset detection compared to
the sample length, so long as it can assume that the audio file starts and
stops on a bar division. It can then ensure that loops of different tempi can
be synchronised.
The BCMI system is straightforward. The user has the opportunity to
queue
tracks into a playlist using the P300 Composer interface, but instead of
selecting individual notes, the user is presented with a finite list of available
tracks. The user can move back and forth, selecting or removing tracks
from the playlist, and when each track is about to complete, the next playlist
selection is beat-matched and automatically mixed in.
A different iteration of this system can be built using the P300 scale
player
interface, allowing the user to move within a long list of songs, then
deliberately selecting a specific track.
This system was created to work with my commercial audiovisual
mash-up tool,
Mabuse, which has a number of features that can be used for creating
beat-aligned interactive music and visuals. Again, as with the design of any
P300 BCMI, the
crucial approach is to find an interaction that is possible with the P300
averaging technique whilst remaining suitable for the user’s needs. I have
performed on a few occasions with this system, and it can produce as
satisfying a set as with conventional methods, as the user need only specify
something new very rarely when compared to other forms of music and
sound performance.
3.7
P300 Influenced Algorithmic Improviser
Another approach that can provide fertile ground for experimentation
is to combine the P300 selection system with an algorithmic improvisation
tool, such as a Markov model-based melody and chord generator. In
systems such as this, specific
54
M. Grierson and C. Kiefer
harmonic and melodic behaviour is encoded in a Markov model either
by creating
the model manually, or by analysis of a performed monophonic
melodic line.
A similar system was used to create the piece Braindrop, whereby
structural
elements of an algorithmic piece are presented to the user through the
use of
accompanying visual cues. The P300 response to the visual cues
causes the
structure of the music to change. In this particular piece, models of
attention are also used to gauge the performer’s interest in the current
structure, leading to a transition to the next section of music.
A similar approach was used as part of the Finn Peters project Music
of the
Mind, in collaboration with Dr Matthew YeeKing. Further details of
kinds of
approaches are detailed in our paper “Progress Report on the EAVI
BCI Toolkit for Music: Musical Applications of Algorithms for Use with
Consumer Brain Computer Interfaces”, presented at ICMC in 2011
(Grierson et al. 2011).
3.8
Developing Novel Methods for P300 Detection
Significant aspects of our research involve attempts to create further
refinements to P300 detection methods for the purposes of both increased
speed and usability of generalised P300 BCI. As part of this research we
have created novel signal processing methods that have as yet not been
applied in any other BCI context. Two examples are presented here: the
moving average method, and template matching
through machine learning of Repetitive Serial Visual Presentation
(RSVP) derived P300 features. In addition we have attempted to reproduce
these results using the lowest cost BCI hardware available, including single
dry electrode devices such as the NeuroSky MindSet. Importantly, good
results on the MindSet are difficult to achieve with these methods, but we
demonstrate these approaches can work on this hardware. Furthermore,
these methods are equally as applicable to P300 BCIs that use any hardware
that can provide access to a raw EEG signal given the caveats
mentioned at the beginning of this chapter.
3.8.1 Collecting and Conditioning Raw EEG Signals from BCI
Hardware
Almost all EEG devices are capable of providing raw untreated
signals. When
creating new approaches to BCI, it’s vital we work with these as much
as possible.
This is usually fine, particularly when deploying custom software with
research-grade devices such as g.Tech’s mobiLab.
A crucial problem for consumer devices such as the NeuroSky
MindSet and the
Emotiv Epoch is lack of flexibility concerning electrode placement.
With respect to the Neurosky, the forehead electrode is not well placed for
P300 detection. Specifically, it is not considered possible to detect the P3b
from the forehead, especially using the Mindset or similar devices.
However, we have had success in detecting
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the P3a with such devices using the average technique. Although the
P3a is less useful for creating speller-type applications, it can be used with
certain approaches where only the oddball response is required. In addition,
we have had some success in using machine learning to build a P300
classifier using the NeuroSky, and these results are presented at the end of
this chapter.
Our system is based on our generalised C++ ERP detection algorithm
previously
described in [x]. This algorithm is agnostic to hardware, providing the
same code interface for any device for which raw EEG data is available.
There are some
important aspects to the design of the algorithm which are worth
noting if you are considering engineering your own P300 solution.
When producing custom signal processing techniques for ERP
detection, it is
vital that the signal is conditioned in the correct manner. Failure to do
this will result in false and/or confusing detection rates. Providing that your
hardware is correctly configured and operating normally, the derivation of a
proper baseline for the raw EEG signal is the next priority. A good baseline
is essential before any signal processing can begin—fundamentally if there
is any positive or negative
going offset in the signal, this will cause biased results, especially
when averaging signals.
For example, if the baseline signal is positively biased, this will
introduce a higher average peak in results that have a smaller number of
signal blocks from which to derive an average. The offset will be reduced as
more signal blocks are used to derive an average, but in the case of an
oddball test, where the less common signal should contain a higher average
than the more common signal, the positive offset biases the entire result.
In order to avoid these sorts of statistical anomalies, one can either use
a high pass IIR filter, or subtract a continuous average signal made up of the
last n
samples. Neither approach is without flaws. An IIR filter may well
introduce phase shift in significant areas of the signal, whereas subtracting
the average will remove more than just the offset. This may well help rather
than hinder your ERP detection
—but either way it is a choice the reader must make for themselves.
3.8.2 The P300 Moving Average Method
Building on our baseline method, we created a modification of the
standard ERP
paradigm to allow control of directional movement within a 3D virtual
world
through continuous control. In order to achieve this, we created a
windowed
moving average algorithm that reliably detects ERP signals from raw
EEG data in a continuous fashion, eliminating the need to stop the test in
order to reach a decision.
This has many applications in BCMI, for example, where continuous
control is
required to adjust parameter values.
In cases where the hardware or signal quality is poor, for example
when using a low-cost consumer EEG system such as the NeuroSky
MindSet, this approach can
help to improve signal conditioning in a way that is more satisfying
and less time
56
M. Grierson and C. Kiefer
consuming for the user. It does this by building up a history of the last
n responses for each available choice during interaction.
Importantly, in our user test, each choice was flashed on the screen one
at a time, instead of as a grid. Currently winning choices would flash red,
providing feedback to the user. Stimuli are flashed randomly on the screen
at regular intervals. For this test, we used the P300 scale player interface
method detailed above to navigate a 3D world. Three arrows indicate left,
right and straight ahead. These are arranged parallel to the floor of the 3D
virtual environment (see Fig. 3.4). Each time a flash is triggered, a 400 ms
chunk of EEG data is stored and tagged to the stimulus. At the end of any
given number of windows (n windows), results for each stimulus are
averaged together. Following this, each time a flash is triggered, the
previous n results are averaged for each stimulus. Each stimulus therefore
always has an
averaged EEG signal associated with it representing the EEG response
to the
previous n windows. If at any time the averaged signal contains an
amplitude peak between 200 and 600 ms after the onset of the stimulus, and
the average area is greater than that of every other averaged peak area, it is
judged to be a possible P300 target signal, as the target would be the peak
with the highest average area under the peak. This target signal is judged to
be the winner, and the stimulus changes from white to red to reflect the
change in direction.
The movement system functions by increasing the amount of force in
the
direction of the current winner. In cases where subjects wish to move
in a new
direction, the system automatically cancels all force in the current
direction in favour of generating force in the direction of the new winner.
Fig. 3.4 The visual stimulus interface for the scale player (above). This
interface has the advantage of being re-usable for P300 controlled game
interactions (below). In the above example, to mitigate against distractions,
each arrow is presented one at a time. The currently selected direction
appears a different colour to provide visual feedback to the user (see 3.8)
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The speed of the system is to some extent reliant on the number of
windows used to create the moving average (n). Obviously, the greater the
value of n, the more reliable the system becomes. However, as the system
uses a first in first out (FIFO) queue, once the initial averages have been
computed, it can take significantly less time for the change in average
amplitude to bring about a change in direction.
We carried out tests with five participants in controlled conditions.
Participants were tested in a sound insulated environment with low light-
levels. We asked
participants to attempt to concentrate on the forward moving arrow.
We used this measure in order to judge how effective the system was, based
on the amount of
time that moving-average based EEG epochs relating to the forward
arrow stimulus contained the greatest average area.
Results from controlled experiments demonstrated that this test
performs as well as discrete P300 averaging approaches commonly used to
create all BCIs, including BCMIs. This is not controversial as the main
difference with our method is that a FIFO queue is used, and decisions are
made by the system continually as the user interacts. This approach has
some clear advantages for creating real-time continuous controllers for BCI
generally, and can be used in BCMI for the control of
mixers and crossfaders. For example, with two flashing arrows, one
leftgoing, one rightgoing, the user can attend to either arrow in order to
improve a continuous confidence level in any particular direction, with a
maximum confidence level being equal to n averages. This scale can be
used to assign a value to the user control, as opposed to representing a
specific decision.
3.8.3 Template Matching Through Machine Learning of Repetitive
Serial Visual Presentation (RSVP) Derived P300 Features
RSVP (Craston et al. 2006) is a variant on the oddball test. It offers the
potential for collecting much higher quality datasets for P300 classification
than the conventional oddball paradigm. In an RSVP test, the participant is
presented with a series of symbols at high rate (in this case, 10 Hz)
(Bowman et al. 2014). They must try to spot a symbol of one class in a
stream of symbols from another. When the symbol is recognised by the
participant, an ERP will occur. At the end of the test, the participant can be
asked to identify the oddball symbol they spotted. The nature of this answer
(either correct, incorrect or unsure) tells the experimenter whether the
participant was attending to the task, giving a strong indication of whether a
P300 is present in the EEG signal in the time window following the oddball
presentation.
This ground truth gives a significant improvement in data quality
compared to data from the classic paradigm where this distinction cannot
confidently be made.
An online RSVP experiment was run. Participants were asked to spot a
single
letter in a series of 30 numbers presented at 10 Hz, in repeated trials,
while wearing a NeuroSky headset. 412 trials were collected from 19
separate user sessions. The data was preprocessed as follows: trials with
bad signal quality (as reported by the headset) were rejected. The rest were
DC filtered, and then the high frequencies
58
M. Grierson and C. Kiefer
Block Size
Correctly
Incorrectly
Classified Instances
Classified Instances
10
70.3%
29.7%
3 60.6%
39.4%
Fig. 3.5 The results show that RSVP can be used successfully to build
a separable data set for training a P300 classifier. The single trial results
(Block Size 1) show 70 % accuracy were removed using a cascading FIR
filter, which was chosen to avoid phase
distortion. From successful trials, the windows from 220 ms to 440 ms
after the oddball presentation were collected (set A). Trials where the
participant was unsure or gave an incorrect answer were collected in set B.
Outliers were rejected from these sets, by removing windows that were
more than three standard deviations in Euclidean distance from the mean,
leaving 180 trails in set A and 40 trials in set B.
Data sets were created for classification, by creating each training
example as an average over a number of windows. Drawing on set A,
training sets were creating of 180 examples, using average sizes of 10, 3
and 1 (single trial). The corresponding sets of negative examples were
creating using averages of windows from random time points in set B.
These sets were used to train a bagging classifier, using a random forest as a
sub-classifier. The results from tenfold validation tests were as follows (Fig.
3.5).
These results demonstrate that using machine learning, it is possible to
create a P300 classifier using consumer hardware. This has exciting
implications for the future usability of BCI systems. Given the interaction
designs detailed in this chapter, it should be possible in the near future to
create highly accessible, low-cost BCMI systems, and it is this goal that we
continue to pursue.
3.9
Questions
1. What is an ERP?
2. How are ERPs different to spontaneous brainwave potentials?
3. How are ERPs different to SSVEPs?
4. What are the main drawbacks of the ERP technique for musical
interaction?
5. What is the purpose of the P300 averaging technique?
6. Describe one way that ERP techniques could be used to get
information about
how listeners experience music.
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Contemporary Approaches to Music BCI Using P300 Event …
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7. What are the differences between conventional averaging methods
and the
continuous moving average method?
8. What is the difference between the P3a and P3b response?
9. What does “Single Trial” mean in the context of ERP-based BCI?
10. What is the simplest, most effective electrode placement for P300
detection using research-grade BCI?
References
Bowman H, Filetti M, Alsufyani A, Janssen DP, Su Li (2014)
Countering countermeasures: detecting identity lies by detecting conscious
breakthrough. PLoS ONE 9(3):1–17. ISSN 1932-6203
Craston P, Wyble B, Bowman H (2006) An EEG study of masking
effects in RSVP [abstract].
J Vis 6(6):1016–1016. ISSN 1534-7362
Chew YC, Caspary E (2011) MusEEGk: a brain computer musical
interface. In: Extended abstract of acm conference on human factors in
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Prospective View on Sound Synthesis
BCI Control in Light of Two Paradigms
4
of Cognitive Neuroscience
Mitsuko Aramaki, Richard Kronland-Martinet, Sølvi Ystad,
Jean-Arthur Micoulaud-Franchi and Jean Vion-Dury
Abstract
Different trends and perspectives on sound synthesis control issues
within a
cognitive neuroscience framework are addressed in this article. Two
approaches
for sound synthesis based on the modelling of physical sources and on
the
modelling of perceptual effects involving the identification of invariant
sound morphologies (linked to sound semiotics) are exposed. Depending on
the chosen
approach, we assume that the resulting synthesis models can fall under
either one of the theoretical frameworks inspired by the representational-
computational or enactive paradigms. In particular, a change of viewpoint
on the epistemological position of the end-user from a third to a first person
inherently involves different conceptualizations of the interaction between
the listener and the sounding
object. This differentiation also influences the design of the control
strategy M. Aramaki (&) R. Kronland-Martinet S. Ystad
Laboratoire de Mécanique et d’Acoustique (LMA), CNRS UPR 7051,
Aix-Marseille University, Centrale Marseille, 31, Chemin Joseph Aiguier,
13402 Marseille Cedex 20, France e-mail: [email protected]
R. Kronland-Martinet
e-mail: [email protected]
S. Ystad
e-mail: [email protected]
J.-A. Micoulaud-Franchi J. Vion-Dury
Laboratoire de Neurosciences Cognitives (LNC), CNRS UMR 7291,
Aix-Marseille
University, Site St Charles, 3, Place Victor Hugo, 13331 Marseille
Cedex 3, France e-mail: [email protected]
J. Vion-Dury
e-mail: [email protected]
© Springer-Verlag London 2014
61
E.R. Miranda and J. Castet (eds.), Guide to Brain-Computer Music
Interfacing,
DOI 10.1007/978-1-4471-6584-2_4
62
M. Aramaki et al.
enabling an expert or an intuitive sound manipulation. Finally, as a
perspective to this survey, explicit and implicit brain-computer interfaces
(BCI) are
described with respect to the previous theoretical frameworks, and a
semiotic-
based BCI aiming at increasing the intuitiveness of synthesis control
processes is envisaged. These interfaces may open for new applications
adapted to either
handicapped or healthy subjects.
4.1
Introduction
In this article, we present different approaches to sound synthesis and
control issues and describe how these procedures can be conceptualized and
related to different paradigms within the domain of cognitive neuroscience.
A special emphasis is put on the notion of intuitive control and how such a
control can be defined from the identification of signal invariants obtained
both from the considerations of the physical or signal behaviour of the
sound-generating sources and the perceptual impact of the sounds on the
listeners.
Since the first sounds were produced by a computer in the late 1950s,
computer-
based (or synthesized) sounds have become subject to an increasing
attention for everyday use. In early years of sound synthesis, the majority of
applications were dedicated to musicians who learned to play new
instruments that generally offered a lot of control possibilities, but required
high skills to operate. Due to increasingly powerful computers, new
applications linked to communication, virtual reality and sound design have
made sound synthesis available for a broader community. This
means that synthesis tools need to be adapted to non-expert users and
should offer intuitive control interfaces that do not require specific training.
The construction of such intuitive synthesis tools requires knowledge about
human perception and
cognition in general and how a person attributes sense to sounds. Why
are we for instance able to recognize the material of falling objects simply
from the sounds they produce, or why do we easily accept the ersatz of
horse hooves made by the noise produced when somebody is knocking
coconuts together? Is the recognition
of sound events linked to the presence of specific acoustic
morphologies that can be identified by signal analysis? In the approach
presented here, we hypothesize that this is the case and that perception
emerges from such invariant sound structures, so-called invariant sound
morphologies, in line with the ecological approach of visual perception
introduced by (Gibson 1986). From a synthesis point of view, this
theoretical framework is of great interest, since if enables the conception of
perceptually optimized synthesis strategies with intuitive control
parameters.
Sound synthesis based on the modelling of physical sources is
generally divided in two main classes, i.e. physical models and signal
models. Physical models aim at simulating the physical behaviour of sound
sources (i.e. the physical origin of sounds), while signal models imitate the
recorded signal using mathematical representations without considering the
physical phenomena behind the sound pro-
duction. In the case of physical models, an accurate synthesis can only
be achieved when physical phenomena linked to the sound production are
well described by
4
Prospective View on Sound Synthesis BCI Control …
63
physics. This is not the case for complex sources (e.g. natural
phenomena such as wind, rain, fire, etc.). In the case of signal models, any
sound can generally be perfectly resynthesized for instance from the
analysis of real sounds, independently of the complexity of the underlying
physical phenomena of the sound source.
However, the control of such sounds is a difficult issue due to the large
number of synthesis parameters that generally are implied in such models
and to the impos-sibility to physically interpret these parameters. The
physical and signal models can also be combined to form so-called hybrid
models (e.g. Ystad and Voinier 2001).
The control of these models requires an expertise and the quality
judgment of the control is based on an error function linked to the physical
or signal precision between the model and the real vibration. Such controls
necessitate a scientific expertise apart from certain cases such as musical
applications where the control parameters correspond to physical values
controlled by the musician (e.g. pressure, force, frequency, etc.). In this
latter case, the musical expertise enables the control.
To propose efficient synthesis models that enable intuitive control
possibilities, synthesis models combined with perceptual considerations
have been developed
lately. Perceptual correlates have been sought by testing the perceptual
relevance of physical and/or signal parameters through listening tests (cf.
Sect. 4.3.2). In the case of environmental sounds, we have identified such
perceptually relevant sound
morphologies through several experiments. These experiments have
made it pos-
sible to identify sound elements, also described as sound “atoms”,
specific to given sound categories that enable definition of high-level
control parameters for real-time synthesis applications. Such synthesis tools
allow users to synthesize auditory scenes using intuitive rather than
reflective processes. Intuitive processes appeal on intuition which is a kind
of immediate knowledge, which does not require reasoning, or reflective
thought. Intuition can also be defined as the knowledge of an evident truth,
a direct and immediate seeing of a thought object (Lalande 1926). The
quality of the control strategy is in this case based on perceptual judgments
and on easily understandable control parameters on the user interface.
Therefore, we call this synthesis control, intuitive control.
When searching for perceptually relevant sound morphologies, the
understand-
ing of attribution of sense of sounds becomes essential. This issue is a
natural part of a more general research field called semiotics that consists in
studying the general theory of signs. The notion of signs has been addressed
since antiquity by the stoic philosophers (Nadeau 1999). Classically,
semiotics is divided in syntax, semantics and pragmatics. Semiology is a
part of semiotics, which concerns the
social life, and dynamic impact of signs, as language (Nadeau 1999).
For de Saussure, language constitutes a special system among all
semiological facts. In linguistics, for de Saussure, a sign is the association
of a signifier (acoustic image) and a signified (the correlated concept)
linked together in a consubstantial way (de Saussure 1955). This
consubstantial relationship is often difficult to understand.
Semiotics span over both linguistic and non-linguistic domains such as
music,
vision, biology, etc. This means that it is possible to propose a semiotic
approach of sounds, without referring to linguistic semiology. Like in de
Saussure construction of signs, one can postulate that every natural
(environmental) or social sound is
64
M. Aramaki et al.
linked to the afferent concept in the same consubstantial way. For
example, if I hear a bell, I immediately know that it is a bell, and perhaps,
but not always, I even manage to imagine the size of the bell, depending on
its spectral contents. Except for “abstract sounds”, i.e., sounds for which the
sources cannot be easily identified, one can say that each sound can be
considered as a non-linguistic sign whose origin can be described using
language, in a reflective thought. Previous studies have shown that the
processing of both linguistic and non-linguistic target sounds in conceptual
priming tests elicited similar relationships in the congruity processing (cf.
Sect. 4.5). These results indicate that it should be possible to draw up a real
semiotic system of sounds, which is not the linguistic semiology, because
pho-nemes can be considered only as particular cases of sounds.
So far, the identification of signal invariants has made it possible to
propose an intuitive control of environmental sounds from verbal labels or
gestures. An
interesting challenge in future studies would be to propose an even
more intuitive control of sound synthesis processes that bypasses words and
gestures and directly uses a BCI that records electroencephalographic
signals in a BCI/synthesizer loop.
This idea is not new and several attempts have already been made to
pilot sounds directly from the brain activity. In (Väljamäe et al. 2013), the
authors made an exhaustive review in the field of EEG sonification in
various applications (medical, neurofeedback, music, etc.) and concluded
that the type of mapping strategy
strongly depends on the applications. For instance, in the case of
musical applications, the mapping is generally determined by artistic
choices and does not
necessarily mirror a strict semiotic relation. The intuitive BCI-
controlled synthesizer that we aim at is intended for a generic context and
should enable the identification of brain activity linked to specific signal
morphologies that reflect the attribution of sense to a sound.
This paper is organized as follows. In Sect. 4.2, the methodology that
leads to intuitive sound synthesis is viewed in the light of representational-
computational and enactive perspectives. Then, in Sect. 4.3, two sound
synthesis approaches are described and related to the previously presented
perspectives. In Sect. 4.4, different control strategies emanating from the
different synthesis approaches are described.
In Sect. 4.5, some results from experiments supporting the existence of
semiotics for non-linguistic sounds are presented. Finally, in Sect. 4.6, a
prospective view on a control strategy for synthesis processes based on a
BCI is proposed.
4.2
Two Conceptions on the Way We Interact
with the Surrounding World
Sound synthesis that integrates perceptual effects from the morphology
of their signal in order to enable intuitive control to the end-user brings
forward the following questions: How do I attribute a meaning to a
perceived sound (related to the semiotics)? What effect does this sound
have on me? These questions induce a
change in our position with respect to the sound from a third-person
position
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Prospective View on Sound Synthesis BCI Control …
65
(observer) in more traditional synthesis approaches where only
acoustic considerations are taken into account, to a first-person position
(implied) in the perceptual synthesis processes. This corresponds to a
change from a representational to a
neurophenomenological point of view in the field of cognitive
neuroscience (Varela
1996). We here adopt a similar change of viewpoint to investigate the
phenomenon of sound perception as it was seminally studied in
(Petitmengin et al. 2009).
Classically, in the standard paradigm of cognitive neuroscience, there
is, on one hand, the physical object and on the other hand, the subject that
perceives this object according to his/her mental representation of the
physical reality. From this conception of representation proposed by
Descartes, a representational-computational paradigm has been developed.
This paradigm involves the existence of a
correct representation of the physical world and assumes that the
perception of the object is all the more adequate when the subject’s mental
representation matches the physical reality, considered as the reference
(Varela 1989). Less classically, in the neurophenomenological paradigm of
cognitive sciences, it is the interaction between the subject and the object,
which enables the subject to perceive an object.
F. Varela called this interaction: enaction (Varela 1989; Varela et al.
1991). In the enactive paradigm, the mind and the surrounding world are
mutually imbricated.
This conception is inspired from the phenomenological philosophy of
Husserl, who called this interaction a noetic–noematic correlation (Husserl
1950). He posited that there was a link between intentional content on the
one hand, and extra-mental
reality on the other, such that the structure of intentionality of the
consciousness informs us about how we perceive the world as containing
particular objects. In a certain manner, and quite caricatured, the physical
reality is no more the reference, and the subject becomes the reference. The
perception of the object is all the more adequate when the subject’s
perception makes it possible to efficiently conduct an action to respond to a
task. As Varela puts it (Varela et al. 1991):
The enactive approach underscores the importance of two interrelated
points: 1) perception consists of perceptually guided action and 2) cognitive
structures emerge from the recurrent sensorimotor patterns that enable
action to be perceptually guided.
and concludes:
We found a world enacted by our history of structural coupling.
In 1966, P. Schaeffer, who was both a musician and a researcher,
published the
“Traité des objets musicaux” (Schaeffer 1966), in which he reported
more than ten years of research on electroacoustic music. He conducted a
substantial work that was of importance for electroacoustic musicians. With
a multidisciplinary
approach, he intended to carry out fundamental music research that
included both Concrete1 and traditional music. Interestingly, he naturally
and implicitly adopted a phenomenological approach to investigate the
sound perception in listening
1 The term “concrete” is related to a compositional method which is
based on concrete material, i.e., recorded or synthesized sounds, in
opposition with “abstract” music which is composed in an abstract manner,
i.e., from ideas written on a score, and becomes “concrete” afterwards.
66
M. Aramaki et al.
experiences. In particular, he introduced the notion of sound object.
The proposition of P. Schaeffer naturally conducts the acoustician from the
representational-computational paradigm to the enactive paradigm, since P.
Schaeffer in line with the phenomenological viewpoint stresses the fact that
sound perception is not only
related to a correct representation of the acoustic signal. This is also
coherent with later works of Varela and the conception of perception as an
enactive process,
where the sound and the listener constitute a unique imbricated system.
The perception of the sound is modified by the intentionality of the subject
directed towards the sound, which can induce an everyday listening, which
is a source-oriented kind of listening, or musical (or acousmatic) listening,
which involves the perception of the quality of the sound (Gaver 1993a, b).
Thus, sound synthesis should not be limited to the simulation of the
physical behaviour of the sound source. In other words, it is the sound
object given in the process of perception that determines the signal to be
studied, meaning that perception has to be taken into account during the
signal reconstruction process.
In the work of P. Schaeffer, morphology and typology have been
introduced as
analysis and creation tools for composers as an attempt to construct a
music
notation that includes electroacoustic music and therefore any sound.
This typological classification is based on a characterization of spectral
(mass) and dynamical (facture) profiles with respect to their complexity and
consists of 28 categories.
There are nine central categories of “balanced” sounds for which the
variations are neither too rapid and random nor too slow or non existent.
Those nine categories include three facture profiles (sustained, impulsive or
iterative) and three mass profiles (tonic, complex and varying). On both
sides of the balanced objects in the table, there are 19 additional categories
for which mass and facture profiles are very simple/repetitive or vary a lot.
This classification reveals perceptually relevant sound morphologies and
constitute a foundation for studies on intuitive sound
synthesis.
Based on these previous theoretical frameworks from cognitive
neuroscience, we
suggest that the control of sound synthesis can be discussed in the
framework of the representational-computational and the enactive points of
view. In the approach inspired by the representational-computational
framework, we consider that the user controls physical or signal parameters
of the sound with the idea that the more actual (with respect to the physical
reality) the parameter control, the better the perception. The physical or
signal properties of sounds are considered as the reference for the sound
control. In the approach inspired by the enactive framework, we consider
that the user is involved in an interactive process where he/she controls the
sound guided by the perceptual effect of his/her action. The idea is that the
more recurrent (and intuitive) the sensorimotor manipulation, the better the
perception.
The sound control enables the perception to become a perceptually
guided action.
This is an enactive process because the sound influences the control
effectuated by the subject and the control action modifies the sound
perception. The sound as
perceived by the subject is thus the reference for the sound control.
Such enactive framework formed a theoretical basis for a recent research
community centred on the conception of new human–computer interfaces
(Enactive Network) and in a
4
Prospective View on Sound Synthesis BCI Control …
67
natural way, led to numerous interactive applications in musical
contexts (Journal of New Music Research, special issue “Enaction and
Music” 2009). A general
review on fundamental research in the field of enactive music
cognition can be
found in (Matyja and Schiavio 2013).
4.3
Sound Synthesis Processes
To date, two approaches to synthesize sounds could be highlighted:
sound synthesis based on the modelling of physical sources (from either
physical or signal perspectives) and sound synthesis based on the modelling
of perceptual effects.
Interestingly, these synthesis approaches could be linked to the two
paradigms
related to our perception of the surrounding world (i.e. approaches
inspired by the representational-computational and the enactive paradigms,
cf. Fig. 4.2) described in the previous section.
4.3.1 Two Approaches for Sound Synthesis
4.3.1.1 Modelling the Physical Sources
In the case of sound synthesis based on the modelling of
physical/vibrating sources, either the mechanical behaviour or the resulting
vibration of the sound source is simulated.
Physical synthesis models that simulate the physical behaviour of
sound sources can either be constructed from the equations describing the
behaviour of the waves propagating in the structure and their radiation in air
(Chaigne 1995) or from the behaviour of the solution of the same equations
(Karjalainen et al. 1991; Cook
1992; Smith 1992; Bilbao 2009). Physical models have been used to
simulate a large number of sound sources from voice signals to musical
instruments. Several synthesis platforms based on physical modelling are
now available, such as
Modalys that is based on modal theory of vibrating structures that
enable the
simulation of elementary physical objects such as strings, plates, tubes,
etc. These structures can further be combined to create more complex
virtual instruments
(http://forumnet.ircam.fr/product/modalys/?lang=en)n.d). Cordis-
Anima is a modelling language that enables the conception and description
of the dynamic
behaviour of physical objects based on mass-spring-damper networks
(http://www-
acroe.imag.fr/produits/logiciel/cordis/cordis_en.htmln.d).
Synthesis
models
for
continuous interaction sounds (rolling, scratching, rubbing, etc.) were
proposed in previous studies. In particular, models based on physical
modelling or physically informed considerations of such sounds can be
found (Gaver 1993a; Hermes 1998; van den Doel et al. 2001; Pai et al.
2001; Rath and Rocchesso 2004; Stoelinga and Chaigne 2007). In
particular, Avanzini et al. (2005) developed a physically based synthesis
model for friction sounds. This model generates realistic sounds of
continuous contact between rubbed surfaces (friction, squeaks,
squeals, etc.). The
68
M. Aramaki et al.
parameters of the model are the tribological properties of the contact
condition (stiffness, dynamic or static friction coefficients, etc.) and the
dynamic parameters of the interaction (mainly the velocity and the normal
force). Also, a synthesis technique based on the modal analysis of physical
objects (finite element modelling of each object for precomputation of
shapes and frequencies of the modes) was
proposed by (O’Brien et al. 2002) in the context of interactive
applications. Note that this approach presents a limitation when the physical
considerations involve complex modelling and can less easily be taken into
account for synthesis perspectives especially with interactive constraints.
Signal synthesis models that simulate the resulting vibration of the
sound source are based on a mathematical modelling of the signal. They are
numerically easy to implement and can be classified in three groups as
follows:
• Additive synthesis: The sound is constructed as a superposition of
elementary sounds, generally sinusoidal signals modulated in amplitude and
frequency
(Risset 1965). For periodic or quasi-periodic sounds, these components
have average frequencies that are multiples of one fundamental frequency
and are
called harmonics. The amplitude and frequency modulation (FM) laws
should be
precise when one reproduces a real sound. The advantage of these
methods is the potential for intimate and dynamic modifications of the
sound. Granular synthesis can be considered as a special kind of additive
synthesis, since it also consists in summing elementary signals (grains)
localized in both the time and
the frequency domains (Roads 1978).
• Subtractive synthesis: The sound is generated by removing undesired
compo-
nents from a complex sound such as noise. This technique is linked to
the theory of digital filtering (Rabiner and Gold 1975) and can be related to
some physical sound generation systems such as speech (Flanagan et al.
1970; Atal and Hanauer 1971). The advantage of this approach is the
possibility of uncoupling the excitation source and the resonance system.
The sound transformations
related to these methods often use this property to make hybrid sounds
or
crossed synthesis of two different sounds by combining the excitation
source of a sound and the resonant system of another (Makhoul 1975;
Kronland-Martinet
1989).
• Global (or non-linear) synthesis: The most well-known example of
such meth-
ods is audio FM. This technique updated by Chowning (1973)
revolutionized commercial synthesizers. The advantages of this method are
that it calls for very few parameters, and that a small number of numerical
operations can generate
complex spectra. They are, however, not adapted to precise signal
control, since slight parameter changes induce radical signal
transformations. Other related
methods such as waveshaping techniques (Arfib 1979; Le Brun 1979)
have also been developed.
In some cases, both approaches (physical and signal) can be combined
to pro-
pose hybrid models, which have shown to be very useful when
simulating certain
musical instruments (Ystad and Voinier 2001; Bensa et al. 2004).
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Prospective View on Sound Synthesis BCI Control …
69
4.3.1.2 Modelling the Perceptual Effects
In the case of sound synthesis based on the modelling of perceptual
effects, the sound generation is not merely based on the simulation of the
physical or signal phenomena. This approach enables the synthesis of any
kind of sounds, but it
necessitates the understanding of the perceptual relevance of the sound
attributes that characterize the sound category in question. Concerning
environmental sounds, several studies have dealt with the identification and
classification of such sounds (Ballas 1993; Gygi and Shafiro 2007; Gygi et
al. 2007; Vanderveer 1979).
A hierarchical taxonomy of everyday sounds was proposed by Gaver
(1993b) and is based on three main categories: sounds produced by
vibrating solids (impacts,
deformation, etc.), aerodynamic sounds (wind, fire, etc.) and liquid
sounds (drops, splashes, etc.). This classification related with the physics of
sound events and has shown to be perceptually relevant. Hence, the
perceptual relevance of these categories encourages the search for invariant
sound morphologies specific to each
category. This notion is developed in the next section.
4.3.2 Invariant Sound Morphologies
The invariant sound morphologies associated with the evocation of
sound attributes can either be linked to the physical behaviour of the source
(Giordano and
McAdams 2006), to the signal parameters (Kronland-Martinet et al.
1997) or to timbre qualities based on perceptual considerations (McAdams
1999). This means that different synthesis approaches can be closely
related, since in some cases, physical considerations and in other cases,
signal variations might reveal important properties to identify the perceived
effects of the generated sounds. In particular for environmental sounds,
several links between the physical characteristics of actions (impact,
bouncing, etc.), objects (material, shape, size, cavity, etc.) and their
perceptual correlates were established in previous studies (see Aramaki et
al. 2009; Aramaki et al. 2011 for a review). In summary, the question of
sound event recognition was subject to several inquiries (e.g. Warren and
Verbrugge 1984; Gaver
1993a, b) inspired by Gibson’s ecological approach (Gibson 1986) and
latter for-malized by McAdams and Bigand (1993). This led to the
definition of structural and transformational invariants linked to the
recognition of the object’s properties and its interaction with the
environment, respectively.
Sounds from impacted objects: Impact sounds have been largely
investigated
in the literature from both physical and perceptual points of view.
Several studies revealed relationships between perceptual attributes of
sound sources and acoustic characteristics of the produced sound. For
instance, the attack time has been related to the perception of the hardness
of the mallet that was used to impact the resonant object, while the
distribution of the spectral components (described by inharmonicity or
roughness) of the produced sound has been related to the perceived shape of
the object. The perceived size of the object is mainly based on the pitch. A
physical explanation can be found in the fact that large objects vibrate at
lower eigenfrequencies than small ones. Finally, the perception of material
seems to be
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M. Aramaki et al.
linked to the damping of the sound that is generally frequency-
dependent: high
frequency components are damped more heavily than low frequency
components.
In addition to the damping, the density of spectral components, which
is directly linked to the perceived roughness, was also shown to be relevant
for the distinction between metal versus glass and wood categories
(Aramaki et al. 2009, 2011).
Sounds from continuous interactions: Based on previous works
described in
Sect. 4.3, invariant sound morphologies related to the perception of
interactions such as rubbing, scratching and rolling were investigated
(Conan et al. 2013a, b; Thoret et al. 2013). An efficient synthesis model,
init. An efficient synthesis model, initially proposed by (Gaver 1993a) and
improved by (van den Doel et al. 2001), consists in synthesizing the
interaction sounds by a series of impacts that simulates the successive
micro-impacts between a plectrum and the asperities of the object’s surface.
Therefore, it has been highlighted that a relevant sound invariant
morphology allowing the discrimination between rubbing and scratching
interactions was the temporal density of these impacts, i.e., the more
(respectively, the less) impacts that occur, the more the sound is associated
to rubbing (respectively, to scratching) (Conan et al. 2012). For the rolling
interaction, it has been observed, from numerical simulations based on a
physical model, that the temporal structure of the generated impact series
follows a specific pattern. In particular, the time intervals between impacts
and associated amplitudes are strongly correlated. Another fundamental
aspect supported by physical considerations is the fact that the contact time
of the impact depends on the impact velocity. This dependency also seems
to be an important auditory cue responsible for the evocation of a rolling
interaction (Conan et al. 2013).
These studies related to such interaction sounds led us to address the
perceptual relation between the sound and the underlying gesture that was
made to produce the sound. Many works highlighted the importance of the
velocity profile in the production of a movement and its processing may be
involved at different levels of perception of a biological movement both in
the visual and in the kinaesthetic
system ((Viviani and Stucchi 1992; Viviani et al. 1997; Viviani 2002)
for a review).
Based on these findings, we investigated whether the velocity profile,
in the case of graphical movements, was also a relevant cue to identify a
human gesture (and
beyond the gesture, the drawn shape) from a friction sound. Results
from a series of perceptual experiments revealed that the velocity profile
transmits relevant information about the gesture and the geometry of the
drawn shape to a certain extent.
Results also indicated the relevance of the so-called 1/3-power law,
defined from seminal works by Viviani and his colleagues and translating a
biomechanics constraint between the velocity of a gesture and the local
curvature of the drawn shape, to evoke a fluid and natural human gesture
through a friction sound (cf. Thoret et al.
2013, 2014 for details and review).
Other environmental sounds: For other classes of environmental
sounds such
as wave or aerodynamic sounds, physical considerations generally
involve complex modelling and signal models are then useful. From a
perceptual point of view, these sounds evoke a wide range of different
physical sources, but interestingly, from a signal point of view, common
acoustic morphologies can be highlighted across
these sounds. We analysed several signals representative of the main
categories of
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Prospective View on Sound Synthesis BCI Control …
71
environmental sounds as defined by Gaver and we identified a certain
number of
perceptually relevant signal morphologies linked to these categories
(Gaver 1993a, b).
To date, we concluded on five elementary sound morphologies based
on impacts,
chirps and noise structures (Verron et al. 2009). This finding is based
on a heuristic approach that has been verified on a large set of
environmental sounds. Granular synthesis processes based on these five
sound “atoms” then enabled the generation of various environmental sounds
(i.e. solid interactions, aerodynamic or liquid sounds).
Note that this atom dictionary may be completed or refined in the
future without compromising the proposed methodology.
A first type of grain is the “tonal solid grain” that is defined by a sum
of
exponentially damped sinusoids. Such a grain is well adapted to
simulate sounds produced by solid interactions. Nevertheless, this type of
grain cannot alone
account for any kind of solid impact sounds. Actually, impact sounds
characterized by a strong density of modes or by a heavy damping may
rather be modelled as an exponentially damped noise. This sound
characterization stands for both perceptual and signal points of view, since
no obvious pitch can be extracted from such
sounds. Exponentially damped noise constitutes the second type of
grain, the socalled “noisy impact grain”. Such a grain is well adapted to
simulate crackling sounds. The third type of grain concerns liquid sounds.
From an acoustic point of view, cavitation phenomena (e.g. a bubble in a
liquid) lead to local pressure variations that generate time-varying
frequency components such as exponentially
damped linear chirps. Hence, the so-called “liquid grain” consists of an
exponentially damped chirp signal. Finally, aerodynamic sounds generally
result from
complicated interactions between solids and gases and it is therefore
difficult to extract useful information from corresponding physical models.
A heuristic
approach allowed us to define two kinds of aerodynamic grains: the
“whistling
grain” (slowly varying narrow band noise) and the “background
aerodynamic
grain” (broadband filtered noise). Such grains are well adapted to
simulate wind and waves.
By combining these five grains using an accurate statistics of
appearance, var-
ious environmental auditory scenes can be designed such as rainy
ambiances, sea-coast ambiances, windy environments, fire noises, or solid
interactions simulating solid impacts or footstep noises. We currently aim at
extracting the parameters corresponding to these grains from the analysis of
natural sounds, using matching pursuit like methods. Perceptual evaluations
of these grains will further allow us to identify or validate signal
morphologies conveying relevant information on the
perceived properties of the sound source.
4.4
Control Strategies for Synthesis Processes
The choice of synthesis model highly influences the control strategy.
Physical
synthesis models have physically meaningful parameters, which might
facilitate the interpretation of the consequence of the control on the
resulting sound. This is less so for signal models obtained from
mathematical representations of sounds.
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M. Aramaki et al.
Perceptual considerations might, however, be combined with these
models to
propose intuitive control strategies as described in the following
sections.
4.4.1 Control of Synthesis Parameters
Although physical models can produce high-quality sounds that are
useful for
instance for musical purposes, this approach is less adapted to
environmental
sounds, when the physics of such sound sources is not sufficiently well
understood or the existing models are not real-time compatible. In such
cases, signal models that enable the simulation of the sound vibrations
through mathematical models are useful. The control of these models
consists in manipulating physical or signal parameters. Practically, these
approaches might involve the control of physical variables (for instance,
characterizing the tribological or mechanical properties of the source) or a
high number of synthesis parameters (up to a hundred) that are generally
not intuitive for a non-expert user. This means that a certain scientific (or
musical) expertise is needed to use such models (expert control). In fact, the
calibration of the control of these models is based on an error function that
reveals the difference between the model and the actual physical sound
vibration (cf. Fig. 4.2).
4.4.2 Control of Perceptual Effects
Common to all the previous approaches described in Sect. 4.4.1 is the
lack of perceptual criteria. Actually, since the timbre of the resulting sound
is generally related to the synthesis parameters in a non-linear way, the
control process can quickly become complicated and non-intuitive. The
design of a control of perceptual effects may lead to the definition of an
intuitive control strategy. In particular, based on the identification of
invariant sound morphologies (cf. Sect. 4.3.2),
control processes mediating various perceptual evocations could be
designed. In line with the previous definitions of structural and
transformational invariants, the framework of our control strategy is based
on the so-called {action/object} paradigm, assuming that the produced
sound can be defined as the consequence of an
action on an object. This approach supports the determination of sound
morphol-
ogies that carry information about the action and the object,
respectively.
Here we present several synthesis tools that we have developed for
generating
and intuitively controlling sounds. These synthesis models make it
possible to
relevantly resynthesize natural sounds. In practice, we adopted
hierarchical levels of control to route and dispatch the parameters from an
intuitive to the algorithmic level. As these parameters are not independent
and might be linked to several signal properties at a time, the mapping
between levels is far from being straightforward.
Sounds from impacted objects: We have developed an impact sound
synthe-
sizer offering an intuitive control strategy based on a three-level
architecture (Aramaki et al. 2010a) (cf. Fig. 4.1). The top layer gives the
user the possibility to define the impacted object using verbal descriptions
of the object (nature of the
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73
Fig. 4.1 a Top layer (semantic labels describing the perceived material
and shape of the object), b middle layer (acoustic descriptors) and c bottom
layer (synthesis parameters of the signal model) designed for the control of
the impact sound synthesizer
perceived material, size and shape, etc.) and the excitation (force,
hardness of the mallet, impact position, etc.). The middle layer is based on
perceptually relevant acoustic descriptors linked to the invariant sound
morphologies (cf. Sect. 4.3.2).
The bottom layer consists of the set of synthesis parameters (for expert
users). Two mapping strategies are implemented between the layers (we
refer to (Aramaki et al.
2010a) for more details). The first one focuses on the relationships
between verbal
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M. Aramaki et al.
Fig. 4.2 General didactic synopsis including two approaches inspired
by the representational-computational and enactive paradigms from
cognitive neuroscience, the associated viewpoints for sound synthesis
(modelling of physical sources and modelling of perceptual effects) and
sound control (expert and intuitive control). A prospective view on the use
of BCI in the context of sound synthesis control is also illustrated
descriptions of the sound source and the sound descriptors (damping,
inharmonicity, roughness, etc.) characterizing perceptually relevant sound
morphologies. The
second one focuses on the relationships between sound descriptors and
synthesis parameters (damping coefficient, amplitude and frequency of the
components).
Sounds from continuous interactions: Control strategies for the
synthesis
processes of such sounds have recently been developed. In particular,
an intuitive control strategy adapted to a non-linear friction sound model
(producing phenomena such a creaky door, a singing glass or a squeaking
wet plate) has been
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75
proposed. Inspired from Schelleng’s diagrams, the proposed control is
defined from a flexible physically informed mapping between a dynamic
descriptor (velocity,
pressure), and the synthesis parameters, and allows coherent
transitions between the different non-linear friction situations (Thoret et al.
2013). Another intuitive control strategy dedicated to rolling sound
synthesis has also been proposed (Conan et al.
2013). This strategy is based on a hierarchical architecture similar to
that of the impacted object sounds (cf. previous paragraph). The high-level
controls that can be manipulated by the end-user are the characteristics of
the rolling ball (i.e. size, asymmetry and speed) and the irregularity of the
surface. The low-level parameters (e.g. impacts’ statistics, modulation
frequency and modulation depth) are modified accordingly with respect to
the defined mapping. Recently, a control strategy
enabling to perceptually morph between the three continuous
interactions, i.e.
rubbing, scratching and rolling, was designed. For that purpose, we
developed a synthesis process that is generic enough to simulate these
different interactions and based on the related invariant sound morphologies
(cf. Sect. 4.3.2). Then, a perceptual “interaction space” and the associated
intuitive navigation strategy were defined with given sound prototypes
considered as anchors in this space (Conan
et al. 2013).
Finally, in line with the action/object paradigm, the complete synthesis
process has been implemented as a source-filter model. The resulting sound
is then obtained by convolving the excitation signal (related to the nature of
the interaction) with the impulse response of the resonating object. The
impulse response is implemented as a resonant filter bank, which central
frequencies correspond to the modal frequencies of the object.
Immersive auditory scenes: An intuitive control of the sound
synthesizer
dedicated to environmental auditory scenes was defined. The control
enables the design of complex auditory scenes and included the location
and the spatial
extension of each sound source in a 3D space so as to increase the
realism and the feeling of being immersed in virtual scenes. This control is
particularly relevant to simulate sound sources such as wind or rain that are
naturally diffuse and wide. In contrast with the classical two-stage
approach, which consists in first synthesizing a monophonic sound (timbre
properties) and then spatializing the sound (spatial
position and extension in a 3D space), the architecture of the proposed
synthesizer yielded control strategies based on the overall manipulation of
timbre and spatial attributes of sound sources at the same level of sound
generation (Verron et al.
2010).
The overall control of the environmental scene synthesizer can be
effectuated
through a graphical interface where the sound sources (selected among
a set of
available sources: fire, wind, rain, wave, chimes, footsteps, etc.) can be
placed around the listener (positioned in the centre of the scene) by defining
the distance and the spatial width of each source. The sources are built from
the elementary grains defined previously in Sect. 4.3.2. A fire scene is for
instance built from a combination of a whistling grain (simulating the
hissing), a background aerodynamic grain (simulating the background
combustion) and noisy impact grains
(simulating the cracklings). The latter grains are generated and
launched randomly
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M. Aramaki et al.
with respect to time using an accurate statistic law that can be
controlled. A global control of the fire intensity, mapped with the control of
the grain generation
(amplitude and statistic law), is then designed. A rainy weather sound
ambiance can be designed with a rain shower, water flow and drops, each of
these environmental sounds being independently spatialized and
constructed from a combination of the previous grains (see Verron et al.
2009 for more details). In case of interactive uses, controls can be achieved
using either MIDI interfaces, from data obtained from a graphical engine or
other external data sources.
4.5
Evidence of Semiotics for Non-linguistic Sounds
To propose an even more intuitive control of sound synthesis that
directly uses a BCI, a relationship between the electroencephalogram
(EEG) and the nature of the underlying cerebral processes has to be
investigated. We here present results of several experimental studies aiming
at supporting the existence of semiotics for non-linguistic sounds. In these
studies, we used either synthetic stimuli using
analysis/transformation/synthesis processes or sounds of a specific kind
called
“abstract” sounds promoting acousmatic listening (cf. Sect. 4.2). The
participants’
responses and reaction times (RTs) provided objective measurements
to the pro-
cessing of stimulus complexity.
Electrophysiological data: When appropriate, we also investigated the
neural
bases of the involved brain processes by analysing the EEG with the
method of event-related potentials (ERP) time-locked to the stimulus onset
during the various information processing stages. The ERP elicited by a
stimulus (a sound, a light, etc.) are characterized by a series of positive (P)
and negative (N) deflections relative to a baseline. These deflections (called
components) are defined in terms of their polarity, their maximum latency
(relative to the stimulus onset), their distribution among several electrodes
placed in standard positions on the scalp and by their functional
significance. Components P100, N100 and P200 are consistently activated
in
response to the auditory stimuli (Rugg and Coles 1995). Several late
ERP components (N200, P300, N400, etc.) are subsequently elicited and
associated with specific brain processes depending on the experimental
design and the task in hand.
4.5.1 Perceptual Categorization of Sounds from Impacted
Materials
In this experiment, we studied the perception of sounds obtained from
impacted
materials, in particular, wood, metal and glass (Aramaki et al. 2010a;
Aramaki et al.
2010b; Aramaki et al. 2011). For this purpose, natural sounds were
recorded, analysed, resynthesized and tuned to the same chroma to obtain
sets of synthetic sounds representative of each category of the selected
material. A sound-morphing process (based on an interpolation method)
was further applied to obtain sound
continua simulating progressive transitions between materials.
Although sounds
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77
located at the extreme positions on the continua were indeed perceived
as typical exemplars of their respective material categories, sounds in
intermediate positions, which were synthesized by interpolating the acoustic
parameters characterizing
sounds at extreme positions, were consequently expected to be
perceived as
ambiguous (e.g. to be neither wood nor metal). Participants were asked
to cate-
gorize each of the randomly presented sounds as wood, metal or glass.
Based on the classification rates, we defined “typical” sounds as
sounds that
were classified by more than 70 % of the participants in the right
material category and “ambiguous” sounds, those that were classified by
less than 70 % of the
participants in a given category. Ambiguous sounds were associated
with slower
RTs than typical sounds. As might be expected, ambiguous sounds are
therefore
more difficult to categorize than typical sounds. This result is in line
with previous findings in the literature showing that non-meaningful sounds
were associated with longer RTs than meaningful sounds.
Electrophysiological data showed that
ambiguous sounds elicited more negative ERP (a negative component,
N280,
followed by a negative slow wave, NSW) in fronto-central brain
regions and less positive ERP (P300 component) in parietal regions than
typical sounds. This difference may reflect the difficulty to access
information from long-term memory. In addition, electrophysiological data
showed that the processing of typical metal sounds differed significantly
from those of typical glass and wood sounds as early as 150 ms after the
sound onset. The results of the acoustic and electrophysiological analyses
suggested that spectral complexity and sound duration are relevant cues
explaining this early differentiation. Lastly, it is worth noting that no
significant differences were observed on the P100 and N100 components.
These components
are known to be sensitive to sound onset and temporal envelope,
reflecting the fact that the categorization process occurs in later sound-
processing stages.
4.5.2 Conceptual Priming for Non-linguistic Sounds
In language, a comprehensible linguistic message is for instance
conveyed by
associating words while respecting the rules of syntax and grammar.
Can similar links be generated between non-linguistic sounds so that any
variation will change the global information conveyed? From the cognitive
neuroscience point of view, one of the major issues that arises from this
question is whether similar neural networks are involved in the allocation of
meaning in the case of language and that of sounds of other kinds. In a
seminal study using a priming procedure, Kutas and Hillyard (Kutas and
Hillyard 1980) established that the amplitude of a negative ERP component,
the N400 component, increases when final sentence words are
incongruous (e.g. The fish is swimming in the river/carpet). Since
then, the N400
has been widely used to study semantic processing in language. In
recent studies, priming procedures with non-linguistic stimuli such as
pictures, odours, music and environmental sounds have been used (e.g.
Holcomb and McPherson 1994; Castle et al. 2000; Koelsch et al. 2004;
Daltrozzo and Schön 2009; Van Petten and Rheinfelder 1995; Orgs et al.
2006). Although the results of these experiments
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M. Aramaki et al.
mostly have been interpreted as reflecting some kind of conceptual
priming
between words and non-linguistic stimuli, they may also reflect
linguistically
mediated effects. For instance, watching a picture of a bird or listening
to a birdsong might automatically activate the verbal label “bird”.
Therefore, the conceptual priming cannot be taken to be purely non-
linguistic because of the implicit naming induced by the processing of the
stimulus. Such conceptual priming might imply at least language,
generation of auditory scenes, and mental imaging, at various
associative (non specific) cortex area levels. This might probably
activate large neural/glial networks using long-distance synchronies, which
could be investigated by a synchronous EEG activity measurement
(Lachaux et al. 1999).
The aim of our first conceptual priming study (Schön et al. 2010) was
to attempt to reduce as far as possible the likelihood that a labelling process
of this kind takes place. To this end, we worked with a specific class of
sounds called “abstract
sounds”, which physical sources cannot be easily recognized, meaning
that verbal labelling is less likely to take place (Merer et al. 2011). We then
conducted conceptual priming tests using word/sound pairs with different
levels of congruence between the prime and the target. Subjects had to
decide whether or not the prime and the target matched. In the first
experiment, a written word was presented
visually before the abstract sound, and in the second experiment, the
order of
presentation was reversed. Results showed that participants were able
to assess the relationship between the prime and the target in both
presentation orders (sound/
word vs. word/sound), showing low inter-subject variability and good
consistency.
The presentation of a word reduced the variability of the
interpretations of the abstract sound and led to a consensus between
subjects in spite of the fact that the sound sources were not easily
recognizable. Electrophysiological data showed the occurrence of an
enhanced negativity in the 250–600-ms latency range in
response to unrelated as compared to related targets in both
experiments and the presence of a more fronto-central distribution in
response to word targets and a more centro-parietal distribution in response
to sound targets.
In a subsequent study (Aramaki et al. 2010b), we avoided the use of
words as primes or targets. Conceptual priming was therefore studied using
impact sounds (also used in the categorization experiment previously
presented), as both primes and targets. As described in Sect. 4.5.1, these
impact sounds were qualified as either typical or ambiguous with respect to
a material category depending on their score in the categorization
experiment. 3° of congruence were investigated through various
combinations of typical and ambiguous sounds as prime and target: related,
ambiguous and unrelated. The priming effects induced in these conditions
were compared with those observed with linguistic sounds (spoken words)
in the same group of
participants. Results showed that N400-like components were also
activated in a sound–sound design. This component may therefore reflect a
search for meaning that is not restricted to linguistic meaning. Moreover,
ambiguous targets also elicited larger N400-like components than related
targets for both linguistic and non-linguistic sounds. These findings showed
the existence of similar relationships in the processing of semiotics of both
non-linguistic and linguistic target sounds. This study clearly means that it
is possible to draw up a real language for non-linguistic sounds.
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4.6
Towards a Semiotic-Based Brain Computer Interface (BCI)
BCIs provide a link between a user and an external electronic device
through his or her brain activity, independently of the voluntary muscle
activity of the subject.
Most often BCIs are based on EEG recordings that allow for non-
invasive mea-
surements of electrical brain activity. As substitutional devices, BCIs
open interesting perspectives for rehabilitation, reducing disability and
improving the quality of life of patients with severe neuromuscular
disorders such as amyotrophic lateral sclerosis or spinal cord injury
(Wolpaw et al. 2002). Such interfaces, among many other possibilities,
enable patients to control a cursor, to select a letter on a computer screen, or
to drive a wheelchair. In addition to medical and substitutional applications,
BCIs as enhancing devices can be used with healthy subjects. For
example, in the field of video games, BCIs could capture the cognitive
or emotional state of the user through the EEG to develop more adaptive
games and to increase the realism of the gaming experience (Nijholt 2009).
To date, two approaches to BCI could be highlighted: “explicit (or active)
BCI” and “implicit (or passive) BCI”
(George and Lécuyer 2010). These two classes of BCI could be linked
with the two approaches inspired from the paradigms of cognitive science
(described in
Sect. 4.2) and the two approaches for sound synthesis (described in
Sect. 4.3).
4.6.1 Explicit BCI
The explicit BCI is based on the principles of operant conditioning, the
basic
learning concept in experimental psychology, which assumes that the
probability of occurrences of an animal or human behaviour is a function of
a positive or negative reinforcement during the subject’s learning process
(Micoulaud-Franchi et al.
2013). Thus, the explicit BCI requires a learning period (George and
Lécuyer
2010). In practice, the subject intentionally tries to control his/her
cognitive activity to change his/her EEG activity and control an external
electronic device. The EEG
signal is recorded, processed in real time to extract the information of
interest (e.g.
spectral power EEG, slow cortical potential or ERP). This information
is related to a cognitive activity that the subject intentionally produces. This
information is further transmitted to the external electronic device using
specific mapping that leads to the control of the device in the desired
direction. The positive reinforcement (and the success rate) is determined
by the capacity of controlling the external electronic device to achieve a
given task.
This configuration fits with traditional neurofeedback therapeutics
where the
subject learns to intentionally control EEG through visual or auditory
positive reinforcement, without any control of external device (Micoulaud-
Franchi et al.
2013). In this context, the positive reinforcement could be an increase
of a number of points, an advance of an animation on a computer screen, or
a modification of a sound. When the EEG is related to symptoms of a
disease, it has been shown that neurofeedback techniques can have a
therapeutic effect, as is the case with attention
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deficit disorder with hyperactivity (Micoulaud-Franchi et al. 2011) or
epilepsy (Micoulaud-Franchi et al. 2014).
4.6.2 Implicit BCI
In contrast with explicit BCI, the implicit BCI is not based on the
principle of operant conditioning. The feedback in implicit BCI is used to
optimize the interaction with an external device by directly modulating the
brain activity and the cognitive activity of the subject (George and Lécuyer
2010). Implicit BCI does not require a learning period. In practice, the
subject does not have to try to control intentionally his EEG. The EEG
signal is recorded, processed in real time to extract the information of
interest (e.g. power spectral EEG or ERP) corresponding to the subject’s
cognitive activity, and transmitted to the external electronic device to
modulate and optimize the interaction between the device and the user.
This configuration fits with some non-traditional neurofeedback
therapeutics that do not require specific cognitive tasks and are supposed to
directly modulate the brain activity of the subject in order to optimize brain
dynamics, although this remains largely hypothetical. Thus, unlike
traditional neurofeedback approaches presented in the previous section,
these non-traditional neurofeedback approaches have a very low level of
therapeutic and clinical evidence (Micoulaud-Franchi et al.
2013).
4.6.3 Towards an Intuitive Control Using Semiotic-Based BCI
From the two approaches inspired by previous theoretical frameworks
from cog-
nitive neuroscience (Sect. 4.2), we propose a prospective view on a
sound synthesis control strategy based on BCI. We reflect on whether EEG
BCI would be helpful to increase the intuitiveness of control with the sound
synthesizer. For a didactic perspective, we suggest to describe explicit and
implicit BCI, respectively, from the representational-computational and
from the enactive points of view.
We stress that in the explicit BCI, the user controls the external
electronic device (positive reinforcement) as if it was an external object. In
some way, there is a gap between the information of interest extracted from
the recorded EEG activity and the positive reinforcement. The information
feedback could be given to the subject by any kind of signal. The positive
reinforcement mainly is useful for the learning process and for determining
a success rate and is close to an error function
(Sect. 4.4.1). We think that in many cases, explicit BCI does not permit
to create recurrent sensorimotor patterns (from the enactive point of view)
that enable action to be guided by the direct perception of the stimulus,
which could be a limitation in the intuitiveness of BCI controllability.
We stress that in the Implicit BCI, the user and his/her brain is
involved in an enactive process. In some way, there is a direct link between
the information of interest extracted from the recorded EEG and the
feedback. This feedback is not a
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positive reinforcement as defined by the operant-conditioning model.
In fact, the aim of the feedback is not to inform the subject about the
cognitive strategies that he/she develops during the learning process, but to
directly influence the brain activity (and thus the EEG). Any kind of
feedback cannot be used, but only those with the desired effect on the brain
and the cognitive activity in order to enhance the interaction and the
intuitiveness of the system.
Therefore, in the context of sound synthesis, a control strategy
involving the use of explicit or implicit BCI would necessitate different
mapping strategies. From a conceptual point of view, we stress that explicit
and implicit BCI involve different levels of semiotic relation, i.e., the
relation between the feedback and the meaning that the subject attributes to
a sound. These two scenarios are discussed in the following paragraphs.
In the case of explicit BCI as defined above, the subject would have to
control his/her cognitive activity to change his/her EEG and thus to control
a specific parameter of the sound synthesizer. No semiotic relation between
the EEG, the
effect of the synthesized sound on the EEG, and the sound perception
is therefore needed. In other words, the subject has to do something that is
not necessarily related to the semiotics of the perceived synthesized sound
to control the synthesizer. More so, an external algorithm is used to
interpret the information of interest extracted from the EEG and to control
the electronic device. For example, paying attention to a target to produce a
P300 component that will be processed by the BCI and arbitrarily
associated with a control parameter according to the output of the algorithm
and to a success rate (Fig. 4.2). This situation that necessitates a certain
expertise acquired during a learning period seems to be quite close to sound
synthesis based on the physical or signal modelling of sound vibrations
(Sect. 4.3).
In the case of implicit BCI as defined above, the aim would be to
enhance the
quality and the intuitiveness of the sound synthesizer by taking into
account the EEG induced by the sound. Thus, a strict semiotic relation
between the EEG and
the influence of sounds on the EEG should be known. In other words,
we need to
understand the neural bases of sound semiotics (“electrophysiological
data” in
Fig. 4.2) to implement this information in an implicit BCI process
dedicated to the sound synthesizer. We propose to call it “semiotic-based
BCI”. In this context, the results obtained from previous EEG experiments
presented in Sect. 4.5 constitute an interesting starting point for the design
of such a mapping strategy. This
approach seems to be quite close to sound synthesis based on the
modelling of
perceptual effects, which does not necessitate a learning period (Sect.
4.3). This intuitive control implies that perceptual and cognitive aspects are
taken into
account in order to understand how a sound is perceived and
interpreted. As shown in Fig. 4.2, a loop is thus designed between
perception and action through the intuitive control of the sound synthesizer
(Sect. 4.2). Implicit BCI offers the possibility of a second loop, between the
sound effect on the EEG and the sound synthesizer that is likely to optimize
the sound effect on both the perceptual
judgment and the Implicit BCI.
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4.7
Conclusion
To date, the design of a control strategy of sound synthesis processes
that uses a BCI is still a challenging perspective. As discussed in (Väljamäe
et al. 2013), a synthesis control of sounds directly from the brain through
the measurement of its cerebral activity is still in its early stages. In
particular, the mapping between electrophysiological signal features and
synthesis parameters is generally validated on the basis on different metrics
depending on applications. However, the definition of such metrics implies
a given conception on the way we interact with the surrounding world.
To broach this issue, we introduced two conceptual approaches
inspired from the representational-computational and the enactive
paradigms from cognitive neuroscience. In light of these paradigms, we
revisited the existing main approaches for synthesis and control of sounds.
In fact, the viewpoints adopted to synthesize
sounds are intricately underpinned by paradigms that differ in the
epistemological positions of the observer (from a third or a first-person
position) and have a substantial consequence on the design of a control
strategy (cf. Figure 4.2). On one hand, synthesis processes based on the
modelling of physical sources (from either the mechanical behaviour or the
resulting vibration) are controlled by physical or signal parameters. This
approach is based on the existence of a correct representation of the
physical world and introduces the notion of an error function between the
model and the physical reality as a quality criterion. Therefore, it requires a
certain expertise from the end-user. On the other hand, synthesis processes
based on the modelling of perceptual effects involve the identification of
invariant sound morphologies specific to given perceptual attributes of the
sound source. This
approach assumes the emergence of an embodied auditory world from
an enactive
process. The perceptual judgments are considered as a quality criterion
for the model, leading to the design of a more intuitive control.
By associating these conceptual and pragmatic considerations, we
proposed a
prospective view on the methodology to be used to design a BCI
control. For the sake of illustration, we treated limited aspects of BCIs by
addressing explicit BCI from the representational-computational point of
view and implicit BCI from the enactive point of view. Actually, we are
aware that the frontier between explicit and implicit BCI might be difficult
to establish and less didactic than what this article presents. Indeed, the
implicit communication channel might sometimes be used in an explicit
way (George and Lécuyer 2010), and inversely brain plasticity can enable
the participant to make use of the training experienced from the explicit
BCI to generate implicit recurrent sensorimotor patterns (Bach-y-Rita and
Kercel 2003).
With current apparatus performances, the rate of transfer information
between the BCI and the device is quite limited and the final task has to be
defined accordingly.
While this technique may represent a restricted interest for healthy
users (in some cases, it would be easier to directly control the device
manually), it constitutes a relevant medium for medical applications and
can be used as a substitutional device for diseases. In the implicit BCI, the
control is included in an optimization system in
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83
which the electrophysiological data supplies further information about
the way the user perceives the sound (beyond verbal labels or gestures for
instance). In contrast with the explicit BCI, this configuration is well
adapted to intuitive synthesis control. Therefore, we suggested a “semiotic-
based BCI” founded on identified
links between the brain activity and invariant signal morphologies
reflecting the attribution of sense to a sound that may enhance the
interactivity and the intuitiveness of the system.
4.8
Questions
1. What are the characteristics of the representational-computational
paradigm of perception?
2. What are the characteristics of the enactive paradigm of perception?
3. What is the difference between physical and signal sound synthesis
models?
4. What are the main limitations of the use of physical models for
sound
synthesis?
5. How can the invariant sound morphologies be determined?
6. Which invariant sound morphologies are related to the perception of
material in an impact sound?
7. Which aspects should be taken into account in the design of a
control strategy based on a representational-computational or an enactive
paradigm?
8. What are the characteristics of explicit (or active) BCI?
9. What are the characteristics of implicit (or passive) BCI?
10. What is the purpose of offering intuitive control of sound synthesis
processes using BCI?
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Machine Learning to Identify Neural
Correlates of Music and Emotions
5
Ian Daly, Etienne B. Roesch, James Weaver and Slawomir J. Nasuto
Abstract
While music is widely understood to induce an emotional response in
the
listener, the exact nature of that response and its neural correlates are
not yet fully explored. Furthermore, the large number of features which
may be
extracted from, and used to describe, neurological data, music stimuli,
and
emotional responses, means that the relationships between these
datasets
produced during music listening tasks or the operation of a brain–
computer
music interface (BCMI) are likely to be complex and
multidimensional. As such,
they may not be apparent from simple visual inspection of the data
alone.
Machine learning, which is a field of computer science that aims at
extracting
information from data, provides an attractive framework for
uncovering stable
relationships between datasets and has been suggested as a tool by
which neural correlates of music and emotion may be revealed. In this
chapter, we provide an introduction to the use of machine learning methods
for identifying neural
correlates of musical perception and emotion. We then provide
examples of
machine learning methods used to study the complex relationships
between
neurological activity, musical stimuli, and/or emotional responses.
5.1
Introduction
It is widely understood that music is able to induce a wide range of
emotions in the listener. What is not so well understood is the specific
neurological mechanism by which this process takes place.
I. Daly (&) E.B. Roesch J. Weaver S.J. Nasuto
School of Systems Engineering, University of Reading, Reading RG6
6AY, UK
e-mail: [email protected]
© Springer-Verlag London 2014
89
E.R. Miranda and J. Castet (eds.), Guide to Brain-Computer Music
Interfacing,
DOI 10.1007/978-1-4471-6584-2_5
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In order to allow a brain-computer music interface (BCMI) to interact
with, and allow control of musical stimuli, it is first necessary to understand
the relationships between music, the emotion(s) induced or perceived, and
neurological activity. For this purpose, it is necessary to identify both neural
correlates of the emotions induced by particular musical stimuli and neural
correlates of the perception of music.
However, the feature space that may be extracted from—and used to
describe—
the brain may be very large, complex, and high dimensional. For
example, the
electroencephalogram (EEG) provides a time series of discrete
measures of elec-
trical activity recorded from the surface of the scalp and, due to high
sampling rates, may be very large and described by a multitude of features.
Similarly, functional magnetic resonance imaging (fMRI) provides a
detailed three-dimensional measure of oxygen consumption by neurons
throughout the brain resulting in a much higher-dimensional time series,
which may also be described by a multitude of features.
Therefore, there is a need for advanced analysis methods to uncover
relation-
ships between cognitive processes and their corresponding neural
correlates, which may not be immediately apparent.
Machine learning describes a set of methods which attempt to learn
from the data (Alpaydin 2004). For the purposes of brain–computer
interfacing and the study of the brain, this commonly takes the form of
learning in which brain activation
patterns are associated with particular cognitive processes or
differentiate groups of processes.
Machine learning provides a data-driven approach to understanding
relationships between neurological datasets and their associated cognitive
processes. For
example, it may allow the uncovering of complex neural correlates of
specific
emotions or music perception, which are not immediately apparent via
other
analysis techniques.
This chapter provides an introduction into the use of machine learning
methods
in the context of identifying neural correlates of emotion and music
perception. We first introduce models of emotion and empirical measures of
emotional responses, which are required by machine learning methods to
allow training on labelled data.
We then go on to review features which may be extracted from
neurological data
and audiological signals to describe relevant or interesting properties.
Finally, machine learning methods are described and examples are provided
to illustrate
their use in uncovering neural correlates of emotion and music
perception.
5.2
Measuring Emotion
5.2.1 Models of Emotion
Models of emotion differ significantly in the way they conceptualise
the determinants of the emotional experience, the way they envision the
neural mechanisms
that give rise to this experience, and the predictions they formulate for
the
accompanying symptoms. Particularly, the landscape of emotion
theories spans
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Machine Learning to Identify Neural Correlates …
91
so-called discrete emotion theories and dimensional and appraisal
theories, among others, which constitute many theoretical lenses through
which results from psychology and neuroscience can be interpreted (see
Chap. 6 for an introduction, and Cornelius 1996 for an accessible and
comprehensive review).
Discrete emotion theories or basic emotion theories originated after
Charles
Darwin’s seminal work on emotional expression. This theoretical
tradition con-
ceptualises emotions as differentiated entities that possess unique
properties, distinguishing one emotion from the others. In this lens, each
emotion is mediated by separate and distinct neural substrates, which are
the result of evolutionary pressure.
A basic emotion occurs rapidly, and automatically, upon perception
and classification of a stimulus as belonging to a specific class of events
(Tomkins 1962; Ekman 2003; Izard 2007).
Dimensional theories and appraisal theories are cousin traditions,
which con-
ceptualise affective phenomena as the result of the integration of a
number of
separate processes. Unlike basic emotion theories, these theoretical
traditions attempt the description of mechanisms common to most, if not all
emotions.
Whereas appraisal theories focus on the mechanisms antecedent to the
emotional
experience (Scherer et al. 2001; Roesch et al. 2006; Fontaine et al.
2007),
dimensional theories place the emphasis on the correlates of this
experience, in the brain and the behaviour, and represent emotion in a low-
dimensional space.
In the context of our understanding of the neural correlates underlying
the
emotional experience of music, the theoretical tradition that one
chooses to depart from will have strong consequences for the design of
empirical work and the
practical decisions that researchers have to make for the analysis of
their data. In particular, this choice will have consequences when
attempting to capture the
subjective experience of a participant placed in a specific context, as
well as when choosing neural features of interest and implementing analysis
of the data.
5.2.2 Self-reporting Felt Emotion
There are a wide variety of methods available for individuals to report
their felt emotional response, all of which aim to accurately identify the
emotional state of an individual. Techniques commonly focus on identifying
one property of the induced affective state such as the intensity of the
response (affect intensity measure, AIM) (Larsen and Diener 1987), the
valence (profile of mood states, POMS) (Albrecht and Ewing 1989), or how
aroused the individual is (UWIST mood adjective checklist) (Matthews
1990). Most of these methods rely on participants accurately interpreting
descriptive emotive terms as well as having an adequate level of
emotional intelligence (Salovey and Pizarro 2003) to be able to assess
their own affective state.
To avoid any semantic misunderstanding of the adjective descriptions
as well as the difficulty of reflecting them to one’s emotional state, many
researchers use the
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I. Daly et al.
self-assessment manikin (SAM) (Bradley and Lang 1994). SAM is
comprised of descriptive visual images that range across a nine-point rating
scale for pleasure, arousal, and intensity, respectively. This tool for
reporting emotional response has been extensively used to label emotionally
loaded stimuli for a range of databases such as the International Affective
Picture System (IAPS) (Lang et al. 2008),
International Affective Digital Sounds (IADS) (Bradley et al. 2007),
and the dataset for emotional analysis using physiological signals (DEAP)
(Soleymani et al. 2012).
However, one downside to the use of SAM and other self-assessment
tools when
exploring the influence of music is that they only provide information
of the
individuals’ affective state at a discrete time, post-stimulus in most
experimental paradigms. As such, there is a growing interest in emotional
research for a tool which provides the participant the ability to continuously
report how they feel in an easy, quick, and accurate manner. Current tools
available to researchers include FEELTRACE (Cowie and Douglas-Cowie
2000) and EMuJoy (Hevner 2007), both of which allow the subject to
position and navigate their affective state through two-dimensional
emotional models.
5.3
Measuring Neurological Activity
There are three broad groups of feature types that may be extracted
from neuro-
logical data: those based upon the amplitude of the recorded signals,
those based in the frequency content, and those based upon the phase
content (Lotte et al. 2007; Hwang et al. 2013). Additionally, combinatorial
features, which combine two or more feature types, may also be considered.
For example, time-frequency activity maps may be used to describe
changes in the amplitude and frequency distribution of the EEG or
magnetoencephalogram (MEG) over time.
Amplitude-based features may include measures such as event-related
potential
(ERP) amplitude, peak latency, statistical measures of the distribution
of the data, measures of relationships within the data (e.g. correlation),
voxel strength in specific regions of interest (ROIs) in a magnetic resonance
imaging (MRI) map, etc. Frequency-domain features are used to describe
how the frequency content of the data changes with specific control tasks or
over time. This can include measures of the magnitude of specific
frequencies, the distribution of frequencies across the power spectra (power
spectral density; PSD), coherence measures, or the relative power of
specific frequencies (Wang et al. 2011). Phase-domain features are used
much less frequently in BCI research (Hwang et al. 2013), but nonetheless
show some promise, particularly when used in the investigation of
relationships between different spatial regions during specific tasks (Daly et
al. 2012). Combinatorial features are being used in an increasing proportion
of BCI research (Hwang et al. 2013). This is most likely due to the
increasing interest in hybrid BCIs (hBCIs), in which paradigms or signal
types are combined (Pfurtscheller et al. 2010; Müller-Putz et al. 2011).
Figure 5.1 provides a taxonomy of feature types which may be used to
describe neurological signals, including examples of each type.
5
Machine Learning to Identify Neural Correlates …
93
Fig. 5.1 Taxonomy of
feature types used to describe
neurological datasets
5.4
Measuring Music
Musical properties and structure may be described by a number of
models or
methodologies. However, many of these methods rely on specific
descriptions of
musical pieces, which are often grounded in specific musical styles or
cultures. For example, descriptions of chord structures in a piece of music
stem from European musical history (Christensen 2002) and may not apply
equally well to music from other cultural backgrounds.
An alternative view of music is to treat it as a complex time-varying
set of
sounds. From this view, music is merely a label one may apply to a set
of complex sounds with specific structural properties. Thus, one may take
acoustic properties of a recording of a piece of music and use them as
alternate descriptors of the music.
The advantage of such an approach is that it allows one to describe all
sounds in the same manner. Thus, music from any cultural background,
genre, or style may all be described in the same manner and via the same
framework of features. In
addition, non-musical sounds such as speech, environmental noise,
animal cries, etc., may also be described under the same framework.
A very large number of feature types may be extracted from a piece of
sound
(Mitrovic et al. 2010). These may be broadly grouped into six types:
temporal-domain features, frequency-domain features, cepstral features,
modulation fre-
quency-domain features, eigen-domain features, and phase space
features.
Temporal- and frequency-domain audio features are analogous to EEG
features.
Cepstral-domain features are heavily used in speech analysis (Liu and
Wan 2001) and attempt to capture timbre and pitch information by taking
frequency-smoothed representations of the log magnitude spectrum of the
signal. Modulation frequency features capture low-frequency modulation
information; sounds induce different
hearing sensations in human hearing (e.g. rhythm) (Tzanetakis and
Cook 2002).
Eigen-domain features describe long-term information in the audio
signal, such as statistical markers of noise versus structured sound (Mitrovic
et al. 2010). Finally, phase space features attempt to capture nonlinear
properties of the auditory signal, such as turbulence introduced by the vocal
tract (Kokkinos and Maragos 2005).
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5.5
Machine Learning
Machine learning refers to the science of getting a computer to learn a
rule
describing the regularity of patterns embedded in data without having
to explicitly program it. Instead, machine learning systems attempt to
identify generalisable rules directly from the data. The identified rules
should be applicable to previously unseen data and may be used to partition
them via appropriate decision boundaries or translate it into some more
appropriate space (Alpaydin 2004; Müller et al.
2004).
For example, given a set of neurological measurements, it may be
desirable to
identify a rule which relates them to measures of musical stimuli from
a piece of music played to the participant. Alternatively, one may uncover
neural correlates of emotion by identifying a rule which relates neurological
activity to participants’
self-reported emotions.
Rule identification often amounts to identification of decision
boundaries which may be applied to the data. For example, given EEG
recorded during two tasks (e.g.
listening to music vs. listening to noise), rule identification may
amount to identifying a rule for finding whether a new EEG segment
corresponds to piece of music or a noisy auditory stimulus.
More formally, a two-class problem classification learning may be
expressed as
the process of identifying a function f : RN ! f1; þ1g from a function
class
F using a set of training data such that f will classify unseen examples
with minimum error. For problems with more than two classes, f is
modified appropriately.
Machine learning methods can be broadly described as either
supervised or
unsupervised. Supervised machine learning methods use labelled data
as a part of the learning process, whereas unsupervised methods do not.
5.5.1 Unsupervised Machine Learning Methods
Unsupervised machine learning does not use labelled data and hence
concentrates on removing redundancy in the dataset or on emphasising
components of the data
which may be of interest, for example, components of high variance.
This means
unsupervised machine learning methods are often used for
dimensionality reduc-
tion, for example, principal component analysis (PCA) (Smith 2002;
Lee and Seungjin 2003), for identifying advantageous translations that may
be applied to the data, for example, independent component analysis (ICA)
(Comon 1994; Qin et al.
2005), or for identifying hidden structure in the data, for example,
clustering algorithms (Guyon and Elisseeff 2003; Dy 2004) or Markov
modelling (which may be used for either clustering or classification)
(Obermaier et al. 2001). They may use translations or transformations to
reduce the dimensionality of the dataset and hence select subsets of the data
that may better illustrate or highlight features or structures of interest.
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Machine Learning to Identify Neural Correlates …
95
To illustrate the ways in which unsupervised machine learning
methods can be
applied to uncover neural correlates of musical perception or emotions
induced by listening to music, a set of case studies is described below.
5.5.1.1 Case Study 1: PCA for Uncovering EEG Dynamics During
Music
Appreciation
In work by Lin et al. (2009), PCA was used to help uncover neural
correlates of emotions during a music listening task. EEG was recorded
from 26 participants
who listened to 16 different musical segments, selected to induce
particular emotional responses. Power spectral densities (a frequency-
domain feature) were then estimated from 1-s non-overlapping windows
over 30 s of EEG recorded during
each of the musical clips. This was done for each of the traditional
EEG frequency bands (delta: 1–3 Hz, theta: 4–7 Hz, alpha: 8–13 Hz, beta:
14–30 Hz, and gamma: 31–50 Hz), forming an initial feature set containing
2,400 features per subject (5 frequency bands × 30 time windows × 16
musical clips) per channel. The final feature set was then produced by
taking the spectral differences between left and right hemisphere channel
pairs for all channels from the International 10/20 system (e.g. Fp1-Fp2
etc.). 1 The final feature set is denoted as X where each element Xi;k
denotes a feature k extracted from the EEG recorded while the participant
listened to a piece of music i.
PCA attempts to identify an orthogonal transformation that translates a
set of
potentially correlated variables into a set of linearly uncorrelated
variables. These new variables are referred to as the principal components
(PCs) (Smith 2002).
PCA operates by first subtracting the mean from the data to centre it.
Thus, in our case study, Lin and colleagues took their original feature set X
and derived a new, zero-mean, feature set X by subtracting the mean from
X.
The covariance matrix of the feature set X is then used to measure the
strength of the relationships between all rows of X. This is defined as the
matrix C where each element Ci;j denotes the covariance between rows i
and j (corresponding to musical pieces i and j) in the feature set X.
Pn
C
k¼1ðXi;k Xi;:ÞðXj;k Xj;:Þ
i;j ¼
ð5:1Þ
ðn 1Þ
where Xi;k and Xj;k denote the kth features from different musical
pieces i and j, and Xi;: denotes the mean over a feature vector for an
individual piece of music i.
Eigen decomposition is then applied to analyse the structure of this
covariance matrix. The covariance matrix is decomposed into a matrix of
eigenvectors and a vector of eigenvalues. This may be defined as
Cu ¼ ku;
ð5:2Þ
1 Please refer to Chap. 2 for an introduction to EEG electrode
placement systems.
96
I. Daly et al.
where u denotes an eigenvector of the covariance matrix C and λ
denotes the
corresponding eigenvalue.
The eigenvalues identified for C may be ranked in increasing value
with the
corresponding eigenvectors containing projections of the feature set
onto principal components, which are placed in the order of decreasing
variance. Thus, the
eigenvector corresponding to the largest eigenvalue contains a
projection of the feature set X which has the greatest variance over the
selection of musical pieces played. This eigenvector may then be used to
classify musical pieces with high
accuracy with respect to their emotional valence while using a subset
of the data.
Lin et al. (2009) select a set of the first few eigenvectors calculated
from the EEG such that they contain more than 80 % of the variance of the
feature set. These eigenvectors are then used as features in a classification
stage, which is reported to produce classification accuracies of up to 85 %.
A similar approach can also be seen in (Ogawa et al. 2005) in which
PCA and canonical discriminant analysis (CDA) are each used to identify
features that may be extracted from the EEG. These methods are applied to
EEG to attempt to
identify metrics for the identification of pieces of music for use in
music therapy.
5.5.1.2 Case Study 2: ICA to Identify Neural Correlates of Music
ICA is used by Cong et al. (2013) to identify feature sets which are
able to identify neural correlates of perception of long pieces of naturalistic
music. EEG was
recorded from 14 participants, while they listened to an 8.5-min-long
piece of music (modern tango by Astor Piazzolla), via 64 electrodes.
ICA is based upon the assumption that the recorded neurological data
are
derived from recording a mixture of statistically independent sources.
This may be explained by an analogy of a cocktail party. In a party, you
may be able to hear several people talking at the same time. Specifically,
although the sounds produced by each speaker may be independent of one
another, the sound you hear contains a linear mixture of each of the
speakers. Thus, in order to attend to what one specific speaker is saying,
you must attempt to separate this linear mixture of sounds into their original
sources.
ICA attempts to solve this problem by identifying a linear
transformation from
the recorded multichannel EEG data x to a set of independent neural
sources s. It does so by imposing the assumption that the neural sources are
statistically independent of one another and identifying a transformation
matrix which, when
applied to the EEG, results in maximally independent estimated
sources. This may be defined as
s ¼ A1x;
ð5:3Þ
where A−1 denotes the transformation matrix, to translate the EEG
into the estimated sources s and may be inverted to reconstruct the recorded
EEG from the
estimated sources,
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Machine Learning to Identify Neural Correlates …
97
x ¼ As:
ð5:4Þ
After application of ICA decomposition to the 64-channel EEG
recorded from
their participants, Cong and colleagues produced spatial maps of the
projections of each independent component (IC) onto the scalp.
The musical piece played to the participants was then decomposed into
a set of
temporal and spectral features. Features were selected that attempted
to describe the tonal and rhythmic features of the music. The ICs identified
from the EEG were
then clustered and used as the basis for a neural feature set, which was
observed to significantly correlate with the acoustical features extracted
from the musical piece.
5.5.2 Supervised Machine Learning Methods
In contrast to the unsupervised methods, supervised techniques need
information about data class membership in order to estimate the function f
:RN ! f1; þ1g,
effectively amounting to learning the class membership or inter-class
decision
boundary. This information comes in the form of a labelled training
dataset where each datum, representing in the feature space the object of
interest, is accompanied by the label denoting the class to which this object
belongs. The class information can be used either explicitly or implicitly in
construction of the class membership function.
The methods may use labels explicitly if the latter are represented by
numeric
values, typically −1 and 1 for a binary classification problem. In this
case, the entire training set, data, and their labels are used in training the
classifier. Typically, this is performed by feeding the data into the classifier
with randomly initialised parameter and comparing the classifier output
representing the proposed class membership
with the data class labels. The discrepancies between obtained and the
true labels are accumulated and form the basis of an error cost function.
Thus, the classifier training is cast as an optimisation problem—traversing
the classifier parameter space in order to find the optimal parameter
configuration, such that the error cost function is minimised.
In classification methods based on implicit use of class membership in
training, the class labels need not be numeric and are not used explicitly to
adjust the classifier parameters during traversing the parameter space.
Rather, the class information is used by grouping data belonging to an
individual class and extracting relevant
information groupwise in the process of constructing the classifier
decision boundary.
There are different ways in which classifiers can be categorised.
Discriminative classifiers need to use information from both classes in their
training as they learn by differentiating properties of data examples
belonging to different classes. In contrast, generative classifiers assume
some functional form of the class models which are then estimated from the
training set and subsequently used in order to perform the classification.
The additional benefit of such an approach is that the models can also be
used to construct new data with properties consistent with the class
description. The discriminative methods do not afford such a use but
construct decision boundary making somewhat less explicit assumptions.
98
I. Daly et al.
Classifiers can also be differentiated with respect to the nature of the
data. Most standard classifiers are applied to categorise objects. This
typically amounts to representing objects as points in an appropriately
dimensional feature space, which typically is a Euclidean vector space.
However, it is also possible to use classification approach to analyse
processes rather than objects. Data from such processes typically come in
the form of time series.
Although it is possible to unfold time series in time and use the highly
dimensional vector space representation and hence static classifiers,
there have been also a number of dynamic classification techniques
developed to deal with temporal dynamics of processes.
Another way to categorise classifiers considers the nature of the
decision
boundary they can construct. Linear classifiers construct hyperplanes
as their
decision boundaries, whereas nonlinear classifiers can generate more
flexible
hypersurfaces in order to achieve class separation.
Once the decision boundary is constructed, using explicit or implicit
class
membership information, the unseen data can be fed into classifier
which will then suggest the most likely class for a given datum (i.e. on
which side of decision boundary it falls).
The subsequent classification performance will depend on the nature
of the
decision boundary a given classifier architecture can realise, on the
properties of the training set and how the training process was conducted.
Any finite training set will by necessity contain only limited information
about the data class structure. This is because of the inherent error and
incompleteness of the representation of classified objects in the feature
space, as well as finite data size. Moreover, the dataset may actually contain
some peculiar characteristics which is specific to only this finite sample
rather than representative of the entire class. Thus, the training of the
classifier must be monitored in order to arrive at a decision boundary that
represents true class information rather than overfitting to the specific
dataset. At the same time, how well the true decision boundary can be
captured depends on the classifier complexity. These conflicting constraints
can be formalised within the framework of mean square cost error where
the latter can be shown to decompose into three terms corresponding,
respectively, to the noise, bias, and variance, where only the bias (the
constraints implied by a particular type of the decision boundary class
supported by the classifier) and variance (the dependence on the training set
used) can be minimised. Unfortunately, the bias–variance trade-off implies
it is actually typically not possible to minimise both simultaneously; the
increase of classifier flexibility from enlarging the class of the boundary
decision functions it can represent typically makes it more prone to
overfitting. On the other hand, more robust classifiers that are not sensitive
to the peculiarities of the data tend to have low complexity (highly
constrained decision boundary form).
In order to strike the balance implied by the bias–variance trade-off
dilemma, the preparation of the classifier is often performed in stages
supported by splitting the data into several sets, with the training subset
used to adjust the classifier parameters, validation set used to monitor
classifier progress or complexity, and testing used for the finally selected
classifier.
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99
Many authors use machine learning techniques to analyse EEG for
BCI appli-
cations, and the number of studies investigating automated emotion
recognition is growing (Lin et al. 2010, 2011; Wang et al. 2013; Sohaib et
al. 2013).
The following two cases studies will illustrate the use of the supervised
machine learning methods used to study emotional responses to music
using EEG.
5.5.2.1 Case Study 3: SVMs for Identifying Neural Correlates
of Emotion
Sohaib et al. (2013) used the support vector machine as a method for
automatic emotion recognition from the EEG. The increased use of
computer technology by
humans and hence raise in prominence of human computer interaction
motivates
incorporating automated emotion recognition into such technologies.
The authors used the IAPS as emotional stimuli. Images in the IAPS
database were tagged with their emotional content along dimensions of
valence, arousal, and dominance,
although the authors only considered valence and arousal in their
study. EEG was recorded while the subjects viewed the images and
assessed their emotion using a self-assessment manikin.
The EEG was recorded at 2,048 Hz from 6 channels—Fp1, Fp2, C3,
C4, F3, and
F4—and referenced to Cz and were preprocessed using ICA in order to
remove
artefacts. Four features for each channel (minimum, maximum, mean,
and standard deviation) were obtained forming 24-dimensional feature
vectors which were then used to train the classifiers.
The support vector machine belongs to the family of discriminative
classifiers. It is also a member of the so-called kernel methods, because of
its use of kernel
functions which allow it to form a map of the input data space into a
feature space where the classification is attempted. The mapping is only
done implicitly, and hence, the computational costs are associated with the
dimensionality of the input space, even though the classification is
performed in the potentially highly
dimensional feature space. Additionally, because of this feature
mapping, although the decision boundary in the input data space is
nonlinear, it is an image (via feature mapping) of the decision boundary
which is a linear hyperplane in the feature
space. The strength of the SVM comes from using this kernel trick—as
the problem is formulated as linear classification yet whether the actual
classification is linear or not and what kind of nonlinearities are involved
depends on the choice of the
kernel. Moreover, the problem of finding a hyperplane in the feature
space is
formulated as a constrained optimisation where a hyperplane is sought
that maximises the separation margin between the classes. This also gives
rise to the selection of the data which are important for ultimate
construction of the optimal separating hyperplane, the support vectors,
which lend the name to the entire classifier.
Sohaib et al. (2013) report that their SVM obtained classification rates
of over 56 % on the binary classification problem (negative/positive
arousal/valence),
higher than four other classifiers used. The classification rate was
raised to an average of over 66 % when the 15 subjects were split into 3
equal groups and each group classified separately.
100
I. Daly et al.
5.5.2.2 Case Study 4: Classifying Discrete Emotional States
Murugappan et al. (2010) used two classifiers, K nearest neighbour
(KNN) and linear discriminant analysis (LDA), for classification of discrete
emotional states from audio-visual stimuli. They used video clips from the
international standard emotional clips set (Yongjin and Ling 2005). They
collected EEG from 62 channels and used a surface Laplacian (SL) filter to
remove the artefacts. They then extracted both standard (signal power,
standard deviation, and variance) and novel features from each channel
based on a discrete wavelet decomposition into 3 frequency
bands: alpha, beta, and gamma. The wavelet features were functions of
the relative contribution of energy within a frequency band to the total
energy across the three bands.
The KNN classifier takes a new data point and assigns it to the most
frequent
class among a group of the k labelled training examples. The LDA
works by
identifying a decision boundary hyperplane which maximises the inter-
class dis-
tance, while simultaneously minimising within-class variance. The
authors report the highest classification accuracy for discrete wavelet
power-derived features (83 % for KNN and 75 % for LDA) on the entire set
of 62 channels with the
classification accuracy dropping to 72 % for KNN and 58 % for LDA
on a subset of 8 channels. The traditional features provided consistently
worse results.
Machine learning methods have been used in very diverse ways
ranging from
generic approaches to increase machine “intelligence” (Warwick and
Nasuto 2006),
to analysis of pictorial (Ruiz and Nasuto 2005) or numeric data, such
as EEG time series for BCI applications (Aloise et al. 2012; Rezaei et al.
2006; Daly et al. 2011).
Lotte et al. (2007) provide an extensive discussion of supervised
approaches used in brain–computer interfaces.
5.6
Summary
Neurological data may be described in a large multitude of ways by a
range of
different feature types. Therefore, often relationships between
neurological data and relevant measures of behaviour, stimuli, or responses
may not be immediately
apparent. Such relationships may in fact be complex and comprised of
multiple,
potentially weakly interacting components.
Machine learning provides a statistically sound framework for
uncovering these
relationships. It has, therefore, been proposed by a number of authors
as a suitable mechanism for identifying neural correlates of music
perception and emotional
responses to music.
We suggest that in order to construct a brain-computer music interface
(BCMI)
based upon the interaction of the brain and a musical generator, an
understanding of these relationships is required. Machine learning provides
a suitable framework through which such an understanding may be
acquired.
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Machine Learning to Identify Neural Correlates …
101
5.7
Questions
1. How can the theoretical landscape of emotion theories be described?
2. What are the predictions about the emotional experience evoked by
music that one can formulate from a discrete emotion perspective? From a
dimensional
perspective? From an appraisal perspective?
3. What are the practical implications of favouring one theory over an
other for the application of machine learning techniques to neural signals in
the emotional experience evoked by music?
4. What are the advantages of using the self-assessment manikin for
assessing
emotional states of individuals? Are there any disadvantages?
5. Describe an experimental paradigm which would benefit more from
a contin-
uous self-assessment tool than a discrete approach, explain your
reasons?
6. What information you would need to collect during experiments
aimed at
assessing EEG correlates of emotional states in order to use supervised
tech-
niques to learn to recognise the brain emotional states?
7. What class of the machine learning techniques is suitable for EEG
analysis if one does not have objective information about the emotional
states of the
subject?
8. What are the advantages of generative classifiers over the
discriminative ones?
Can you list also some of their disadvantages?
9. An EEG experiment is conducted to measure neurological activity
during a
music listening task. The experimental hypothesis is that listening to
music
with a faster tempo may increase the power spectral density in the
alpha
frequency band recorded from the prefrontal cortex. Describe the types
of
features that may be extracted from (1) the EEG and (2) the music, to
test this hypothesis.
10. How might ICA be applied to identify neural correlates of
emotional responses to stimuli in the EEG?
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Emotional Responses During Music
Listening
6
Konstantinos Trochidis and Emmanuel Bigand
Abstract
The aim of this chapter is to summarize and present the current
knowledge about music and emotion from a multi-disciplinary perspective.
Existing emotional
models and their adequacy in describing emotional responses to music
are
described and discussed in different applications. The underlying
emotion
induction mechanisms beside cognitive appraisal are presented, and
their
implications on the field are analyzed. Musical characteristics such as
tempo,
mode, loudness, and so on are inherent properties of the musical
structure and
have been shown to influence the emotional states during music
listening. The
role of each individual parameter on emotional responses as well as
their
interactions is reviewed and analyzed. Different ways of measuring
emotional
responses to music are described, and their adequacy in accounting for
emotional responses to music is discussed. The main physiological
responses to music
listening are briefly discussed, and their application to emotion
recognition and to emotion intelligence in human–machine interaction is
described. Music
processing in the brain involves different brain areas and several
studies
attempted to investigate brain activity in relation to emotion during
music
listening through EEG signals. The issues and challenges of assessing
human
emotion through EEG are presented and discussed. Finally, an
overview of
problems that remain to be addressed in future research is given.
K. Trochidis (&) E. Bigand
Department of Cognitive Psychology, University of Burgundy, Dijon,
France
e-mail: [email protected]
E. Bigand
e-mail: [email protected]
© Springer-Verlag London 2014
105
E.R. Miranda and J. Castet (eds.), Guide to Brain-Computer Music
Interfacing,
DOI 10.1007/978-1-4471-6584-2_6
106
K. Trochidis and E. Bigand
6.1
Introduction
Music by its nature has the ability to communicate strong emotions in
everyday life.
Given the important role of emotion in music, the topic of music and
emotion has recently become an expanding field of research with up-to-date
developments.
The aim of this chapter is to summarize and present the current
knowledge about music and emotion from a multi-disciplinary perspective.
We intended to make this chapter accessible to a wide range of readers
from
different disciplines including computer science, engineering,
musicology, music information retrieval, and brain–computer interfaces.
The chapter is organized into eight sections. The first section consists
of this introduction, which describes the objectives of the chapter and its
structure.
The first issue raised in the research on music and emotion is the
modeling and representation of emotions. Section 6.2 focuses on the
existing emotional models and their adequacy in modeling emotional
responses to music. The two main
approaches, discrete and dimensional, and their variants are described
and discussed in different applications. A comparison between the two
approaches is presented, and the advantages and drawbacks of each
approach are analyzed.
How music evokes emotions? A fascinating question that still remains
open. To
explain how music can induce strong emotions in listeners is of great
importance for numerous disciplines including psychology, musicology, and
neuroscience. All these years, however, it was assumed that musical
emotion can be studied without necessarily knowing the underlying
induction mechanisms. In Sect. 6.3, the existing approaches are reviewed
and state-of-the-art proposed mechanisms beside cognitive appraisal are
presented and discussed.
Musical characteristics such as tempo, mode, loudness, and so on are
inherent
properties of the musical structure and have been shown to influence
the emotional states during music listening. Although affective associations
of both tempo and mode are fairly well established, relatively little is
known about how these musical parameters interact. In Sect. 6.4, the role of
each individual parameter on emotional responses as well as their
interactions is reviewed and analyzed.
Section 6.5 discusses and compares different ways of measuring
emotional responses. Emotions are subjective phenomena, and therefore,
their measurement is a difficult task. Measurement of emotional responses
is closely related to the
existing emotional models. When using discrete models, distinct labels
are
employed such as happiness, anger, etc. In contrast, when dimensional
models
are used, rating scales of valence and arousal are employed. Both
approaches are mainly based on “subjective” self-reports. Physiological
responses to music offer an
“objective” alternative for measuring emotional responses to music.
Emotional responses during music listening are related to
physiological
responses. To understand the relationship between the two is not an
easy task and has been the subject of intensive investigation. In Sect. 6.6,
the main physiological responses to music listening are briefly discussed
and their application to emotion recognition and to emotion intelligence in
human–machine interaction is described.
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Music processing in the brain involves different brain areas and several
studies attempted to investigate brain activity in relation to emotion during
music listening through EEG signals. Furthermore, a growing interest has
been recently developed to build brain-computer music interfaces (BCMI)
that use real-time brain signals to communicate with the environment.
Recent research in BCMI aims at the ability to access the user’s brain
activity to gain insight into the user’s emotional state.
Deeper understanding of the influence of the emotional state on brain
activity
patterns can allow the BCMI to adapt its recognition algorithms, so
that the
intention of the user is correctly interpreted in spite of deviations
caused by the subject’s emotional state. Furthermore, the ability to
recognize emotions can be used to provide the user with more ways of
controlling the BCMI through affective modulation. In Sect. 6.7, the issues
and challenges of assessing different human emotions through EEG are
presented and discussed.
Finally, Sect. 6.8 provides an overview of the chapter and focuses on
problems that remain to be addressed in future research.
6.2
Models of Musical Emotions
The first problem raised in the research of music emotion is a model of
emotions.
There are different approaches as to how emotions can be
conceptualized and
described. The two main approaches that have strongly influenced
research in the area are the discrete or categorical approach and the
dimensional approach.
6.2.1 Discrete Emotion Models
According to the discrete model, all emotions can be derived from a
limited number of basic universal emotions such as fear, anger, disgust,
sadness, and happiness (Ekman 1992a, b, 1999; Panksepp 1998). Each
emotion is independent of the others in its behavioral, psychological, and
physiological manifestation, and each arises from activation of independent
neural systems. In studies investigating music and emotion, the discrete
model has been modified to better represent the emotions
induced by music. Emotions such as disgust are rarely expressed by
music and
therefore have been replaced by tenderness, which is more suitable in
the context of music (Balkwill and Thompson 1999; Gabrielsson and Juslin
1996). Although the number of basic emotions has been a matter of debate,
the discrete model has
proven robust against cross-cultural, neural and physiological studies
(Panksepp
1992). The discrete model has found so far applications in music
psychological (Dalla Bella et al. 2001), physiological (Baumgartner et al.
2006), and neurological studies (Peretz et al. 1998).
Basic emotions have been investigated by exploring peripheral
physiological
responses, and it was assumed that each basic emotion is associated
with a specific physiological pattern. It was found, however, that basic
emotions are not associated
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with specific patterns of autonomic activation (Cacioppo et al. 2000).
Moreover, listeners may experience both sad and happy feelings at the same
time depending on the stimulus (Hunter et al. 2008). It was also proposed
that each basic emotion is associated with a characteristic facial expression.
This assumption, however, has not been confirmed. Certain facial
expressions are often associated with more than one emotion (smile, for
example, is associated with both happiness and pride).
It was argued that the basic emotions of the discrete model are not
adequate to capture the richness of musical emotion (Zentner et al. 2008).
Therefore, a new model was proposed based on a study that used self-
reports of the listeners. The listeners were asked to list how frequently
perceived a group of affective terms related to music. Principal component
analysis of the results showed that affective responses can be grouped into
nine categories. The resulted Geneva Emotion Music Scale model (GEMS)
includes wonder, transcendence, tenderness, nostalgia,
peacefulness, power, joyful activation, tension, and sadness. Zentner et
al. (2008) compared GEMS model with the discrete and dimensional
emotion models by
asking listeners to rate music-induced emotions in a list containing all
emotions.
The results of this comparison showed that the listeners preferred to
describe the emotions induced in terms of GEMS rather than the other two.
Moreover, the most effective discrimination of musical excerpts was
obtained using the terms provided by GEMS. Although it was reported that
GEMS model outperformed both discrete
and dimensional models, the results have to be further investigated and
tested on larger collections including various music genres.
6.2.2 Dimensional Emotion Models
The alternative to discrete models is the dimensional approach (Fig.
6.1). While the discrete approach focuses on the distinct characteristics that
distinguish emotions from each other, in the dimensional models, emotions
are expressed on a plane
along two axes such as valence and arousal. In contrast to basic
emotion concept, dimensional models suggest that an interconnected
neurophysiological system is
responsible for all affective states.
The circumplex emotion model (Russel 1980) proposes that emotions
can be expressed in terms of two dimensions, one related to arousal
(activation-deactiva-tion) and valence (pleasure-displeasure) that are
orthogonally situated in the
affective plane. Thus, all emotions can be considered as varying
degrees of both valence and arousal. Although Russell’s model has found
wide application and is the dominant model in emotion research other
potential variants of two-dimensional models have been proposed. Thayer
(1989) proposed a different two-dimensional model. He suggested that the
two affective dimensions are two separate arousal
dimensions: energetic arousal and tension arousal. According to this
model, valence can be explained as varying combination of energetic and
tension arousal.
Another variant of the circumplex model is the Tellegen–Watson
model (Watson
and Tellegen 1985). This model extends the two-dimensional models
by
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109
Fig. 6.1 Schematic diagram
Arousal +
of the dimensional emotion
Tension +
Energy +
model
−
Valence +
−
−
−
Russell’s circumplex model
Thayer’s model
emphasizing the value of a hierarchical perspective of emotional
expressivity. It analyzes a three-level hierarchy incorporating at the highest
level a general bipolar happiness versus unhappiness dimension, an
independent positive affect versus
negative affect dimension at the second-order level below it and
discrete expressivity factors (joy, sadness hostility, fear) at the base. The
key to this hierarchical structure is the recognition that the general bipolar
factor of happiness and independent dimensions of positive affect (PA) and
negative affect (NA) are better
viewed as different levels of abstraction within a hierarchical model,
rather than as competing models at the same level of abstraction. Thus, the
hierarchical model of affect accounted for both bipolarity of pleasantness–
unpleasantness and the independence of PA and NA effectively.
Both circumplex and Tellegen-Watson models have gained empirical
support,
and their advantages and drawbacks have been actively debated in the
literature (Watson et al. 1999; Russel and Caroll 1999).
The dimensional models have been criticized in the past that fail to
differentiate between emotions such as anger and fear that are very close on
the affect plane.
Many studies using valence and arousal showed that two-dimensional
models
cannot capture all the variance in music-induced emotions (Collier
2007). In a multi-dimensional scaling approach used to explore the
underlying structure of
emotional responses to music, it was found that in addition to the two
dimensions, a third dimension related to kinetics is necessary (Bigand et al.
2005).
Over the years, three-dimensional models with different dimensions
have been
proposed. Wundt (1896) proposed a three-dimensional model with the
three dimensions of pleasure–displeasure, arousal–calmness, and tension–
relaxation.
Schlossberg (1954) proposed a three-dimensional model with three
main dimensions related to arousal, valence, and control. The most known
three-dimensional model is a modification of Russell’s model with a
Thayer’s variant having three
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axes, valence, energetic arousal, and tension arousal (Schimmack and
Grob 2000; Schimmack and Rainer 2002).
Recently, Eerola and Vuoskoski (2011) systematically compared
discrete and dimensional models by evaluating perceived musical emotions.
The results showed that the overall ratings between discrete and
dimensional models did not reveal substantial differences when using large
music collections. The discrete models, however, exhibited lower resolution
efficiency in rating ambiguous emotion compared to dimensional models.
Moreover, the comparison between different
dimensional models revealed that two dimensions are sufficient to
describe emo-
tions in music. This finding is in contrast to existing studies supporting
the need for three-dimensional models (Schimmack and Reisenzein 2002).
The discrete and dimensional models coexist for a long time in music
and
emotion research. Discrete models are closer to listener’s experience
because the labels used (happiness, anger, sadness, etc.) are familiar from
everyday life. On the other hand, dimensional models appear to be related
to the underlying mechanisms of emotion generation and therefore exhibit
higher resolution in cases of ambiguous emotions.
6.3
How Does Music Evoke Emotions?
Although the dominant view in the field of music and emotion is that
music is able to induce real emotions, there were music philosophers who
challenged the existence of music-evoked emotions (Kivy 1990; Konenci
2008). The so-called cognitivists argued that listeners refer to a music piece
as happy or sad because the music piece expresses happiness or sadness and
not because music actually makes them feel happy or sad. In contrast,
“emotivists” argue that music evokes real
emotions to the listeners (Davies 2001). There is growing experimental
evidence that musical emotions can be reflected in physiological measures,
supporting the emotivist position that musical emotions are felt emotions
(Krumhansl 1997; Nyklicek et al. 1997; Witvliet and Vrana 2007;
Lundqvist et al. 2009). Even if it is accepted that music induces emotions,
the fascinating question of how music evoke emotions is still a matter of
controversy. The answer to this question is a key issue with implications for
future research on the field of music and emotion.
6.3.1 Appraisal Theory
The most common discussed mechanism of music emotion elicitation
is cognitive
appraisal (Ekman 1992a, b; Scherer 1999). Appraisal theory suggests
that emotions result on the basis of a person’s subjective evaluation or
appraisal of an event. One person feels sad, for example, by hearing the
news of death of a beloved person or feels happy by hearing the news of a
great success. The result of the appraisal is an emotion, which is expressed
or externalized in physiological response symptoms.
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Appraisal theory has been criticized to have little relation to music-
evoked emotions because most reactions to music do not involve
implications of life goals (Juslin et al. 2010). In a recent study, listeners
were asked to indicate what might have caused their emotion by choosing
among different proposed mechanisms (Juslin
et al. 2008). The above study investigated different mechanisms
evoking musical emotions in daily life. The results show that cognitive
appraisal was the least important.
Emotions are often considered as a multi-componential phenomenon
including
physiological, behavioral, subjective, expressive, and cognitive
components related to different organismic subsystems. It is argued
(Scherer and Zentner 2001) that the most salient criterion for an emotion
event is the degree of synchronization of all organismic subsystems
involved through rhythmic entrainment. If music can
influence one of the components, peripheral mechanisms can be
triggered to cause spread to other emotions components. Rhythmic
entrainment is the process where
an emotion is induced by a piece of music because the powerful
external rhythm of music interacts and synchronizes to an internal
biological rhythm of the listener such as heart rate or respiration. The
synchronized heart rate may then spread to other emotional components
through proprioceptive feedback, causing increased
arousal (Juslin and Sloboda 2010). Existing research suggests that
coupling of internal biological oscillators (heart rate, respiration) and
external stimuli exists (Boiten et al. 1994). Such coupling could provide an
explanation of emotion-inducing effect of music. Rhythmic entrainment,
however, has not been so far
systematically investigated with respect to musical emotion. In order
to answer the question of whether music induces emotion, all pertinent
indicators in the respective organismic subsystems need to be accurately
measured and the degree of their
synchronization assessed using reliable mathematical techniques.
Recent research provides some evidence that the mechanism of rhythm
entrainment causes
increased arousal during visual stimulation (Valenza et al. 2012).
6.3.2 The BRECVEM Model
Research on the possible mechanisms for music emotion induction was
mainly
limited on one or a few mechanisms (Berlyne 1971; Meyer 1956;
Scherer and Zentner 2001). There was no attempt, however, to develop a
general framework including several induction mechanisms. Recently, a
novel theoretical framework for music-induced emotions was proposed
(Juslin and Västfjäll 2008; Juslin et al. 2010).
This framework was based on both existing research (Berlyne 1971;
Meyer 1956) as well as on recent research (Juslin et al. 2008). It is
suggested that seven physiological mechanisms are involved in the
induction of musical emotions, in addition to cognitive appraisal: (1) brain
stem reflex, (2) rhythmic entrainment (3) evaluative conditioning, (4)
emotional contagion, (5) visual imagery, (6) episodic memory, and (7)
musical expectancy.
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Brain stem reflex is the process of emotion induction by music because
one or
more acoustical characteristics of music are taken by the brain stem to
signal an important event.
Rhythmic entrainment is the process whereby an emotion is induced
by a piece
of music because the external rhythm of music interacts with and
synchronizes to an internal physical rhythm of the listener such as heart rate
or respiration (Clayton et al. 2005). The synchronized heart rate may then
spread to other components of emotion through proprioceptive feedback
producing increased emotional arousal
(Juslin and Sloboda 2010).
Evaluative conditioning is a mechanism of emotion induction by a
piece of
music because this piece has been repeatedly paired with other positive
or negative stimuli.
Emotional contagion is a process whereby an emotion is induced
because the
listener perceives an emotion and then mimics it internally.
Visual imagery refers to the mechanism whereby images evoked by
music act as
cues to emotion.
Episodic memory is the mechanism whereby a piece of music is
associated with
a particular event of the listener’s life, which in turn is associated with
a particular emotion. When the memory is evoked, the emotion associated
with the memory is
also induced.
Finally, musical expectancy is an induction mechanism whereby the
listener’s
expectations of music are confirmed, violated, or suspended.
The above-described mechanisms are considered to be distinct brain
functions
with different origins and different characteristics. The mechanisms are
not mutually exclusive but rather complementary ways of music emotion
induction. What
mechanisms may be activated depends on several factors including
music style, the listener and the circumstances of listening. The co-
activation of different mechanisms is possible leading to complicated
interactions among the mechanisms. On
the other hand, it cannot be excluded that the mechanisms can be
activated in
isolation from each other since they are related to different brain
regions and process different types of information. All these issues,
however, have to be
resolved by further research.
6.3.3 Implications
A deeper understanding of the mechanisms underlying music emotion
induction has important implications on both theoretical research in the
field of music and
emotion as well as on applications including multimedia, health care,
and music therapy. Further experimental studies are needed to test the
mechanisms of both componential arousal and BRECVEM model.
In the first case, multivariate techniques have to be used in a consistent
and
accurate methodological way. Significant progress has been achieved
using mul-
tivariate approaches. It seems, however, that multivariate approaches
should be
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broadened to include subjective emotion ratings (self-reports), facial
activity (EMG), autonomic responses (heart and respiration rate, skin
conductivity), and brain activity (EEG). The observed responses should be
linked to particular features of the musical structure to see which features
are responsible for the observed phenomena. The tests should also include
powerful mathematical modeling to asses the degree of synchronization
between the biological subsystems involved.
As far as the BRECVEM model concerns, it could help resolve the
debate
between “cognitivists” and “emotivists,” remove existing
disagreements in the field and provide answers in a series of open issues.
One issue is about which emotions music can induce. This is of importance
for emotional models used for decades in music and emotion research.
Some researchers argue that music can induce basic
emotions, while others argue that can induce both basic and complex
emotions. It seems that which emotions can be induced depends on the
mechanism activated.
Furthermore, the proposed framework allows the induction of mixed
emotions
when two or more mechanisms are activated simultaneously. Another
issue is
whether music emotions are different from other emotions in everyday
life. It
appears that the emotions evoked by music are similar to other
emotions since the mechanisms involved are to some extend common.
Another implication concerns
physiological responses to music. Most studies investigated musical
emotions by trying to establish links between music and physiological
measures without considering the underlying mechanisms. Better
understanding of the relationship
between physiological data and emotions, by considering the
mechanisms involved, will help the interpretation of physiological and
brain imaging data.
It is widely accepted that music has positive health effects and is used
to regulate emotions and mood which in turn positively influences reactions
and stress. The understanding of the underlying mechanisms will contribute
to music therapy
practice by highlighting the processes involved in different therapy
techniques.
6.4
The Role of Musical Structure on Emotion
Musical characteristics, such as tempo, mode, loudness, pitch, timbre,
and so on, are inherent properties of the structure of music, and it has been
shown to influence emotional responses to music (Juslin and Sloboda
2010). The relation between characteristics of musical structure and
emotional responses during music listening has been the subject of
investigation for decades (see Gabrielson and Lindstroem
2010 for a review).
6.4.1 Effect of Mode and Tempo
The most widely investigated musical characteristics are mode and
tempo. The
pioneering work of Hevner (1935, 1937) was the first to demonstrate
that both tempo and mode affect the emotional response to music. Short
pieces of tonal music
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K. Trochidis and E. Bigand
were selected, and variations of the original pieces by mode (a piece in
major was also played in minor) and tempo (fast versus slow) were
constructed. Clusters of adjectives were given, and the listeners were
instructed to mark adjectives they found appropriate for each piece of
music. Hevner concluded that faster tempi were associated with happiness,
whereas sadness was associated to slow tempi. Rigg
(1940a, b) studied the effect of music structure including mode and
tempo on emotional responses. Music phrases supposed to express
pleasant/happy and sad/
serious emotional states were composed, and they were then
systematically mod-
ified regarding tempo and mode. The listeners rated their perceived
emotion by
choosing between these two categories. The results showed that shifts
an octave upward makes the phrase happier and faster tempo results in
happier ratings. Since these pioneer works, numerous studies demonstrated
that mode manipulations are
strongly associated with happiness and sadness, indicating that mode is
a reliable indicator of mood (Peretz et al. 1998). Even among 8-years-old
children, the major mode is associated with happiness and joy, whereas
minor mode is associated with sadness (Dalla Bella et al. 2001).
It is generally agreed that music stimulates wide networks across the
brain and that specific areas of the brain appear to be involved for the
perception of different aspects of music such as melody, rhythm, and timbre
(Zatorre and Samson 1991,
see also Sect. 6.6 in this chapter). In that vein, Tsang et al. (2001)
investigated the effect of mode and tempo separately on music emotion
using EEG recordings in the frontal region. They reported that both tempo
and mode in the happier direction resulted in greater relative left frontal
activity, whereas changes in both tempo and mode in the sadder direction
resulted in greater relative right frontal activation, in agreement with the
hemispheric specialization of emotional valence (Davidson
1988). There are few studies that investigated the effect of mode and
tempo on brain activity using fMRI. Khalfa et al. (2005) used the
manipulation of mode and tempo in musical excerpts to test the
lateralization of brain regions involved in the recognition of negatively and
positively valenced musical emotion. They found that the minor mode (sad
excerpts) involved the left frontal cortex, which does confirm the valence
lateralization model. In the same line, Green et al. (2008) investigated the
effect of mode on emotional responses to music. Although the reported
results are in some cases contradictive, minor mode melodies were
evaluated as sadder
than major melodies and caused increased activity in limbic structure.
6.4.2 Interactive Effects
All the above-described studies investigated the affect of tempo and
mode on
musical emotion separately without considering possible interactive
effects between these parameters. Therefore, little is known about how
tempo and mode interact.
Scherer and Oshinsky (1977) studied emotional responses to musical
excerpts with varying tempo and mode of Beethoven melodies but no
interaction effects between tempo and mode were reported. Husain et al.
(2000) studied the effect of tempo and
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mode on arousal and mood. A Mozart sonata was manipulated to
produce four
versions that varied both in tempo and mode. The results show that
tempo
manipulation affected arousal but not mood, whereas mode
manipulation affected
mood but not arousal. Furthermore, musical excerpts that have fast or
slow tempo were judged to be happy or sad, respectively. Cagnon and
Peretz (2003), although they were not interested in the interaction between
mode and tempo, reported that happy–sad conditions were influenced more
strongly by tempo than they were by
mode. The results confirm that both mode and tempo determine the
“happy–sad”
judgments with tempo being more salient. Webster and Weir (2005)
investigated systematically the effect of tempo, mode, and texture on
emotional responses to music. They concluded that the effects of mode,
tempo, and texture were interactive in nature. Major modes presented at fast
tempi were positively valenced, whereas minor modes presented at slow
tempi were negatively valenced. Recently, the
combined influence of mode and tempo on emotional responses to
music was
studied (Ramos et al. 2011). Three musical pieces composed in the
Ionian mode and then played in the remaining six Greek modes without
affecting the melodic
contour were used. The resulted musical excerpts were then played at
three different tempi. The reported results showed some interactive effects
between tempo and
mode but the effect of the two parameters was mainly additive. The
research
reported so far in the interaction between musical characteristics of
mode and tempo provided contradictory results. On the one hand, it has
been shown that fast tempo music excerpts increase valence and arousal up
to a certain degree of happiness, and on the other hand, it has been found
that tempo increases decrease the effect of happiness on major mode and
support happiness appraisal on minor mode.
The main body of the research on the effect of mode and tempo on
emotional
responses to music was primarily based on self-reports instead of
physiological responses or a combination of both. Physiological responses,
compared to self-reports, provide unbiased responses and are able to
capture changes in emotions that would be undetected in self-reports. Using
physiological responses to music stimuli including heart and respiration rate
and skin conductance, Van der Zwaag et al. (2011) studied the effect of
tempo, mode, and percussiveness on emotion.
Percussiveness can be considered as a descriptor of timbre (Skowronek
and Mc-
Kinney 2007). They found, in agreement with previous research, that
fast tempo increases arousal and tension. Minor mode, however, evoked
higher arousal
compared to major mode. This is in contradiction with existing
research. They also found interdependencies of musical characteristics in
affecting emotion. Percussiveness is strengthening the influence of either
mode or tempo on the intensity of positive feelings. Fast tempo and major
mode music are both experienced more
positively in combination with high percussiveness compared to low
percussive-
ness. The combined interactions of mode and tempo on emotional
responses to
music were recently investigated using both self-reports and EEG
activity
(Trochidis and Bigand 2013). It was reported that musical modes
influence the valence of emotion with major mode being evaluated happier
and more serene, than minor and locrian modes. In EEG frontal activity,
major mode was associated with an increased alpha activation in the left
hemisphere compared to minor and locrian
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K. Trochidis and E. Bigand
modes, which, in turn, induced increased activation in the right
hemisphere. The tempo modulates the arousal value of emotion with faster
tempi associated with
stronger feeling of happiness and anger, and this effect is associated in
EEG with an increase of frontal activation in the left hemisphere. By
contrast, slow tempo
induced decreased frontal activation in the left hemisphere.
6.4.3 Effect of Pitch, Timbre, and Loudness
The effect of pitch and rhythm on the perceived emotional content of
musical
melodies was also examined (Schellenberg et al. 2000). The pitch and
rhythm parameters were manipulated to obtain altered versions with
different pitch and rhythm. It was found that ratings were influenced more
by differences in pitch rather than differences in rhythm. Whenever rhythm
affected ratings, there was an interaction between pitch and rhythm.
Few studies investigated the effect of loudness and timbre on musical
emotion.
Loudness causes higher levels of activation and tension (Ilie and
Thompson 2006) and negative feelings (Kellaris and Rice 1993). It was
shown that with increasing loudness, arousal increases, whereas with
decreasing loudness, arousal decreases (Schubert 2004). Timbre is
considered to play a less important role on emotional affect (Blackwill et al.
2004). There is some evidence that soft timbres are associated with sadness,
whereas sharp timbres are associated with anger (Juslin 1997).
6.5
Measurement of Musical Emotions
Music has the ability to induce strong emotions to the listeners.
Emotions, however, are by their nature subjective phenomena, and
therefore, measuring a person’s
emotional state is a quite difficult task. The measures commonly used
to assess emotional responses to music fall in three main categories: self-
reports, physiological measures, and behavioral measures. In what follows,
self-reports and
physiological measures are described and their adequacy in accounting
for emo-
tional responses to music is analyzed and discussed. Behavioral
measures are not discussed because their use is rare in emotional responses
to music.
6.5.1 Self-reports
Music studies based on self-reports use either a discrete or a
dimensional approach.
The discrete emotion perspective is based on the assumption that there
is a universal set of basic emotions including fear, anger, disgust, sadness,
and happiness (for details see Sect. 6.1 of this chapter). The ratings of
emotion categories are gathered by asking participants to rate how much a
music piece expresses each emotion
category. Usually, a list of emotion terms is provided to the listener,
and the latter is
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117
asked to check terms that describe the emotion experienced or to rate
the intensity of the emotion experienced on a certain scale. A standardized
emotion scale of this kind is the Differential Emotion Scale (Izard et al.
2003). It contains 30 expressions to characterize 10 basic emotions. Most of
the researchers, however, prefer to create their own self-reports, which can
serve better the needs of a specific research. About one-third of the studies
on musical emotion research used self-reports based on the discrete emotion
model. This is due to the fact that discrete emotions are easily used in
recognition paradigms and in physiological and neurological studies.
Furthermore, discrete emotions can provide insight into mixed emotions.
The main alternative to discrete approach is the dimensional approach.
According to the dimensional approach, there are two fundamental
dimensions that describe emotional responses to music. The most common
assumed dimensions are
valence and arousal. The valence dimension contrasts states of
pleasure with states of displeasure (positive–negative), whereas the arousal
dimension contrasts states of low arousal with states of high arousal (calm–
excited). In using the dimensional approach, Russell’s circumplex model
has dominated. The listeners are asked to
rate valence (how positive or negative they feel) and arousal (low or
high excitation) independently in bipolar scales. Thus, the emotional state
of the listener is described as a point in the arousal–valence affective space.
The results obtained using the dimensional approach are reliable, easy to
analyze, and admit advanced statistical processing. A standardized scale
based on the dimensional approach is the Positive and Negative Affect
Schedule (Watson et al. 1988). In some cases, pictorial versions of rating
scales are used. The Self-assessment Manikin scale, for example, rates
pleasure and arousal by using images of human characters with
different facial expressions. Moreover, photographs or drawings of
various facial expressions are used when basic emotions are studied. The
adequacy of two-dimensional models has been questioned, and three-
dimensional models have been
proposed. The question that arises is whether dimensional or discrete
approaches are better to capture emotional responses to music. In a recent
study, discrete and dimensional models were systematically compared by
evaluating perceived musical emotions (Eerola and Vuoskoski 2011). The
results showed that the overall ratings between discrete and dimensional
models did not reveal substantial differences
when using large music collections. Moreover, the comparison
between different
dimensional models revealed that two dimensions are sufficient to
describe emo-
tions in music.
Many studies rely on self-reports because they are easy and cheap to
use and
interpret. Self-reports, however, have serious drawbacks. One of the
main draw-
backs is demand characteristics. It refers to the possibility of
transferring the experimental hypothesis to the listener and consequently
cause hypothesis influenced response. Another serious drawback is self-
presentation bias. It refers to the difficulty of a person to report and describe
emotional states that can be considered undesirable.
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6.5.2 Physiological Measures
An alternative to self-reports is physiological measures. Physiological
changes during music listening are related to the activation of the
autonomic nervous system (ANS), which is responsible for regulating a
variety of peripheral functions. There is a large amount of studies
establishing the relationship between physiological responses and musical
emotion during music listening (see Sect. 6.6 of this chapter). Physiological
measures are considered to be unbiased, more objective mea-
sures of emotional responses to music. They can be easily and
noninvasively
recorded and analyzed. They are also able to capture changes in
emotional
responses that would remain unnoticed in self-reports (Cacioppo et al.
2000).
The most commonly assessed physiological measures are
electrodermal, car-
diovascular, and respiratory responses. Electrodermal activity is
quantified in terms of skin conductance (SC), which is considered to reflect
arousal (Boucsein 1992). It has been shown that SC increases linearly with
arousal of emotional stimuli,
whereas no differences in valence were found. In general, emotionally
powerful
music tends to increase SC more than less emotional music (Rickard
2004).
The most frequently used cardiovascular measures include heart rate
(HR), blood pressure (BP), and heart rate variability (HRV). Most of the
existing studies on the effect of music on heart rate indicate that music
listening can cause changes in heart rate (Nyklicek et al. 1997; Bernardi et
al. 2006). These changes can be easily measured through ECG
(Electrocardiogram). It was shown that high arousal music
tends to increase the heart rate, whereas sedative music tends to
decrease it. On the other hand, HRV is associated with valence and has been
found to be higher during high positive valence (Cacioppo et al. 2000).
Krumhansl (1997) reported increases in HRV during sad and happy music.
Respiration is also strongly linked to emotional responses to music.
Most of the existing studies show an increase in respiration or breathing
rate during music listening (Krumhansl 1997; Gomez and Danuser 2004;
Nyklicek et al. 1997).
Breathing rate is closely related to heart rate changes during music
listening since the two systems are considered as two weakly coupled
oscillators and through this coupling respiration regulates heart rate. Recent
experiments provide evidence that both respiration rate and heart rate
entrain musical rhythm.
Muscular tension and particularly facial expressions are among the
potential
measures of emotional states. Facial expressions are measured through
electro-
myography (EMG) by placing electrodes on zygomaticus (associated
with fur-
rowing of the eyebrows) and corrugator (associated with rising of the
corners of the lips) muscles. The results of existing measurements on
zygomaticus and corrugator showed increased zygomatic muscle activity
during high arousal and positive
valence music, whereas greater corrugator activity was reported for
musical
excerpts of negative valence (Larsen et al. 2003; Witvliet and Vrana
2007). Thus, EMG activity can be considered as a promising measure of
valence. An additional important result is that using facial EMG, discrete
emotions can be recognized
(Thayer and Faith 2001; Khalfa et al. 2008). Facial expressions have
been so far
6
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119
used mainly in video applications and to a lesser degree in measuring
emotional responses to music.
It is well established that emotional processing involves activation of
wide
networks of central nervous system (Blood et al. 1999; Blood and
Zatore 2001). In that vein, several studies have used brain activity measures
to explore emotional responses to music (Koelsch 2005; Koelsch et al.
2006). An approach taken to examine emotional processing in brain are
EEG experiments during music listening (see Sect. 6.6 of this chapter). The
most commonly used measure is alpha power, which is considered to be
inversely related to cortical activation. When alpha power in the left frontal
hemisphere is contrasted with alpha power in the right frontal hemisphere,
an asymmetry is found depending on the stimulus (Davidson 1988).
This frontal asymmetry is linked to emotional valence. Pleasant music
induces
greater left frontal activity, whereas unpleasant music leads to greater
right frontal activation.
There are, however, results providing evidence that frontal asymmetry
is related to motivational direction rather than emotional valence. Using
EEG measurements, Davidson et al. (1990) found substantial evidence for
the asymmetric frontal brain activation. Since then, several EEG studies
using various sets of musical stimuli provided support for the hemispheric
specialization hypothesis for emotional
valence (Schmidt and Trainor 2001).
In summary, it appears that different measures of emotions are
sensitive to
different aspects of emotional states, and therefore, emotion cannot be
captured by a single measure. Emotions are often considered to have
different components
(cognitive, behavioral, and physiological). Therefore, multivariate
approaches
involving the investigation of various physiological responses could
differentiate among different emotions. Significant progress has been
achieved using multivariate approaches. It seems, however, that
multivariate approaches should be
broadened to include subjective emotion ratings (self-reports), facial
activity (EMG), autonomic responses (heart and respiration rate, skin
conductivity), and brain activity (EEG). Moreover, models that might
explain how various response
systems are coordinated (synchronized) should be also included.
6.6
Physiological Responses to Music
There is a large amount of studies establishing the relationship
between physiological responses and musical emotion during music
listening (see Hodges 2010 for a review). Physiological changes during
music listening are related to the activation of the ANS, which regulates a
variety of organs and controls somatic processes.
Research on physiological effects of music includes mainly changes in
heart rate (HR), respiration rate (RR), blood pressure (BP), skin
conductance (SC), finger temperature and muscle tension (EMG). Ongoing
brain activation (EEG responses)
is an important physiological response to music related to central
nervous system
120
K. Trochidis and E. Bigand
(CNS) and should be included. This topic, however, will be discussed
in a separate section of this chapter (see Sect. 6.6).
Physiological responses to music are important in many aspects. From
the
theoretical perspective, a key issue is to demonstrate whether basic
emotions
induced by music are related to specific physiological patterns
(Nyklicek et al.
1997; Lundqvist et al. 2009; Krumhansl 1997; Khalfa et al. 2008). The
relation between discrete emotions and emotion-specific physiological
response patterns
predicted by theorists, however, still remains an open problem (Scherer
2004). As far as practical applications concerns, physiological responses are
important for many applications including emotion recognition, health care,
and human–computer interfaces. They can be continuously monitored and
used as robust measures (descriptors) of emotional states. In what follows,
the main physiological responses to music listening will be briefly
discussed and their application to emotion recognition and consequently to
emotion intelligence in human–machine interaction
will be described.
6.6.1 Effect of Music on Different Physiological Processes
6.6.1.1 Heart Rate
Most of the existing studies on the effect of music on heart rate
indicate that music listening can cause changes in heart rate (Nyklicek et al.
1997; Lundqvist et al.
2000; Krumhansl 1997; Baumgartner et al. 2006; Samler et al. 2007;
Blood and Zatorre 2001; Bernardi et al. 2006). These changes can be easily
measured through ECG (Electrocardiogram). It was shown that high arousal
music tends to increase the heart rate, whereas sedative music tends to
decrease it. There are also studies reported that music caused no changes in
heart rate (Iganawa et al. 1996; Gomez and Danuser 2004). The style of
music used in existing studies was not systematically investigated and could
be one cause of the existing inconsistencies, the other being the
methodology employed. Recent studies provide evidence that tempo is the
most influential factor on heart rate. This is due to the fact that rhythm
entrainment between tempo and heartbeat seems to be the mechanism
through
which the changes are caused.
6.6.1.2 Respiration
Breathing rate is the second physiological response linked to musical
emotion.
Most of the existing studies show an increase in respiration or
breathing rate during music listening (Krumhansl 1997; Gomez and
Danuser 2004; Nyklicek et al. 1997; Thayer and Faith 2001). Few studies
reported no substantial changes in respiration during music listening (Davis
1992; Davis-Rollan and Cunningham 1987; Iganawa et al. 1996). Breathing
rate is closely related to heart rate changes during music listening. The two
systems are considered as two weakly coupled oscillators and through this
coupling respiration regulates heart rate. Recent experiments provide
evidence that both respiration rate and heart rate entrain musical rhythm.
6
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121
6.6.1.3 Skin Conductance
Skin conductance (SC) is a measure of the electrical resistance of the
skin and is frequently used as a physiological effect of music. Skin
conductance is related to emotional arousal and has been proved to be a
reliable measure of emotional
response in domains other than music. For high arousal conditions,
skin conduc-
tance increases. Most of the existing studies show a significant
increase in skin conductance during music listening (Khalfa et al. 2002;
Gomez and Danuser 2007; Lindqvist et al. 2009). There are, however,
studies indicating no substantial changes in skin conductance during music
listening (Blood and Zatorre 2001).
6.6.1.4 Blood Pressure
Blood pressure (BP) has been also used as a measure of physiological
effect of
music. It can be easily measured by a sphygmomanometer. The
existing results,
however, are contradictive. Most of the studies show an increase of
blood pressure to stimulative music and a decrease to sedative music
(Baumgartner et al. 2006; Gomez and Danuser 2004; Krumhansl 1997;
Thayer and Faith 2001). There are, however, studies where blood pressure
decreased (Yamamoto et al. 2007; Iwanaga
et al. 1996) or did not change during music listening (Davis 1992;
Davis-Rollans and Cunningham 1987).
6.6.1.5 Muscular Tension
Muscular tension and particularly facial expressions are among the
potential
measures of emotional states. Facial expressions are measured through
EMG
(Electromyography) by placing electrodes on zygomaticus, corrugator,
and orbic-
ularis oculi muscles. The results of existing measurements on
zygomaticus and
corrugator showed increased zygomatic muscle activity during high
arousal and
positive valence music, whereas greater corrugator activity was
reported for musical excerpts of negative valence (Witvliet and Vrana
2007). Thus, EMG activity can be considered as a promising measure of
valence. An additional important result is that using facial EMG discrete
emotions can be recognized (Thayer and Faith 2001; Khalfa 2008). Facial
expressions have been so far used mainly in video applications and to a
lesser degree in musical applications (music listening).
6.6.1.6 Finger or Body Temperature
Skin temperature changes have been linked to music listening in
several studies.
Most of the existing studies show an increase of skin temperature
during listening to stimulating music (Baumgartner et al. 2006; Lundqvist et
al. 2009). There are, however, cases where a decrease (Krumnhansl 1997;
Nater et al. 2006) or no changes at all (Blood and Zatorre 2001) were
observed resulting in inconsistent results.
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K. Trochidis and E. Bigand
6.6.2 Physiological Measures and Emotion Recognition
This section will emphasize the significance of physiological
responses during music listening to emotion recognition and its
applications. Music emotion recognition is of considerable importance for
many research fields including music retrieval, health applications, and
human–machine interfaces. Music collections are increasing
rapidly, and there is a need to intelligently classify and retrieve music
based on emotion. Training computers to recognize human emotional states,
on the other
hand, is a key issue toward successful realization of advanced
computer–human
interaction systems. The goal is to develop computational models that
are able to link a given physiological pattern to an emotional state.
Relatively little attention has been so far paid to physiological
responses compared to other modalities (audio–visual for example) for
emotion recognition.
A significant amount of work has been conducted showing that
musical emo-
tions can be successfully recognized based on physiological measures
such as heart rate, respiration, skin conductance, and facial expressions.
Picard et al. (2001) were the first who showed that certain affective states
can be recognized by using
physiological signals including heart rate, respiration, skin
conductivity, and muscle activity. Nasoz et al. (2003) used movie clips to
induce emotions in 29 subjects and combining physiological measures and
subjective components achieved 83 %
recognition accuracy. Wagner et al. (2005) recorded four biosignals
from subjects listening to music songs and reached a recognition accuracy
of 92 %. Kim and
Andre (2008) used music excerpts to spontaneously induce emotions.
Four bio-sensors were used during the experiments to measure
electromyogram, electro-
cardiogram, skin conductivity, and respiration changes. The best
features were
extracted, and their effectiveness for emotion recognition was tested. A
classification accuracy of 70–90 % for subject-independent and subject-
dependent classification respectively was achieved. Koelstra et al. (2011)
used a multimodal approach based on physiological signals for emotion
recognition. They used music video
clips as stimuli. During the experiments EEG signals, peripheral
physiological
signals and frontal video were recorded. A variety of features was
extracted and used for emotion recognition by using different fusion
techniques. The results show a modest increase in the recognition
performance, indicating limited complementarity of the different modalities
used. Recently, a combination of acoustic features and physiological
responses was used for emotion recognition during music listening
(Trochidis et al. 2012). The reported results indicate that by merging
acoustic and physiological modalities substantially improves participant’s
ratings of felt emotion recognition rate compared to the results using single
modalities.
One of the main problems toward assessing musical emotions using
physio-
logical measures is to extract features that are relevant. In the current
state, most studies try to extract features by simply removing non-relevant
and keeping relevant based on statistical measures. It seems that by equally
weighting features of different modalities does not lead to improved
recognition accuracy. Alternative approaches should be developed treating
valence arousal separately. To combine
6
Emotional Responses During Music Listening
123
the two modalities, one has to decide at which level the individual
modalities
should be fused. A straightforward approach is to simply merge the
features from each modality (feature-level fusion). The alternative is to fuse
the features at the decision level based on the outputs of separate single
classifiers (decision-level fusion) or to use a hybrid method. This issue
needs further investigation and new effective fusion strategies should be
developed.
6.7
Brain Responses to Music
It is generally agreed that emotional processing involves activation of
wide networks of central nervous system (Blood et al. 1999; Blood and
Zatore 2001). In that vein, several studies have used brain activity measures
to explore emotional
responses during music listening (Koelsch 2005; Koelsch et al. 2006).
An approach taken to examine emotional processing in brain are EEG
experiments during music listening. Davidson (1988) suggested that the left
frontal area is involved in the experience of positive emotions such as joy
and happiness. In contrast, the right frontal region is involved in the
experience of negative emotions such as fear, angry, and sadness. There are,
however, results providing evidence that frontal asymmetry is related to
motivational direction rather than emotional valence
(Harmon-Jones and Allen 1998). Using EEG measurements, Davidson
et al. (1990) found substantial evidence for the asymmetric frontal brain
activation. Since then, several EEG studies using various sets of musical
stimuli provided support for the hemispheric specialization hypothesis for
emotional valence. That is, musical
stimuli which are considered positive or negative in valence, elicited
asymmetric frontal EEG activity. Schmidt and Trainor (2001) investigated
patterns of EEG
activity induced by musical excerpts in a group of undergraduates.
They found
greater left and right frontal activity during music listening to pleasant
and
unpleasant music. Furthermore, they were the first to show that the
overall power of frontal activity distinguishes the intensity of musical
emotion. Moreover, faster tempi and the major mode produced greater
responses in the left hemisphere,
whereas slower tempi and minor mode were associated with greater
responses in
the right hemisphere (Tsang et al. 2001). Sammler et al. (2007)
investigated electrophysiological correlates during the processing of
pleasant (consonant) and
unpleasant (dissonant) music using both heart rate and EEG
measurements. In the EEG, they found an increase of frontal midline theta
power for pleasant music in contrast to unpleasant music. Altenmueller et
al. (2002) presented musical excerpts from four different genres to students
who provided judgments for each excerpt.
Positively valenced stimuli elicited bilateral fronto–temporal
activations predominantly of the left hemisphere, whereas negatively
valenced stimuli elicited bilateral activations predominantly of the right
hemisphere. Females showed greater
valence-related differences than males did. In consequence, the frontal
temporal lobes seem to be involved in emotional evaluation and judgment
rather than the
perceptual analysis of emotional information (Heilman 1997). Flores-
Gutierez et al.
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K. Trochidis and E. Bigand
(2007) studied emotional reactions to pleasant and unpleasant music
induced by dissimilar piano excerpts. They employed Principal Component
Analysis on fMRI
and EEG, and they reported that a left cortical network involved with
pleasant
feelings. In contrast, unpleasant emotions involved the activation of
the right frontal and limbic brain areas.
The frontal activation emotion hypothesis has been also tested across
different modalities, age groups, and measures. Davidson and Fox (1989)
found that asymmetrical frontal brain activity discriminated sweet and sour
tastes in newborns.
Schmidt et al. (2003), tested 3-month-old to 12-month-old infants
using musical excerpts of varying valence and arousal (happy, sad, and
fear). The authors suggest that taken together their findings, which showed
an emerging asymmetry of activation in the presence of an overall decrease
of EEG power, indicate maturation of cortical music processing as well as a
“calming” influence of music by the end
of the first year of life. Baumgartner et al. (2006) investigated neural
correlates of sadness, fear, and joy. They observed that auditory information
interacts with visual information in several limbic and paralimbic
structures. Activity changes in these structures were stronger during
combined presentation of fearful and joy photographs with fearful and joy
music, compared to when only visual information was present.
The research on asymmetries of EEG activity mainly focused on the
analysis of
alpha band power. Relatively few studies have examined frequency
bands other
than alpha including theta, beta, and gamma (Aftanas and
Golocheikine 2001; Sammler et al. 2007; Pizzagalli et al. 2002, 2003;
Flores-Gutierez et al. 2007). The results of these studies provide evidence
that theta band plays a more important role in emotion processing that
previously believed. Therefore, it is important to
examine other frequency bands than alpha carefully as these may
provide additional information not reflected in alpha.
6.7.1 EEG and Emotion Recognition
In addition to peripheral physiological responses to music, EEGs from
the brain gained recently great attention for emotion recognition. Estimating
the emotion from EEG is important because brain waves are generated by
the brain and are
deeply related to cognition processes. Furthermore, the ongoing brain
activity
provides noninvasive measurement with high resolution. It appears
that EEGs
provide more insight into emotional processes compared to peripheral
CAN signals.
There are an increasing number of studies on EEG-based emotion
recognition. In
these studies, different approaches with respect to both feature
extraction and classification algorithms were investigated. Most of the early
studies on EEG-based emotion recognition focused on spectral power
changes in few bands and specific brain areas. Power spectra of EEG
signals in different frequency bands were used to examine the relationship
between brain activity and emotional states. A common
indicator of musical emotion is the alpha-power asymmetry at the
anterior region of
6
Emotional Responses During Music Listening
125
the brain (Schmidt and Trainor 2001; Trochidis and Bigand 2013).
There is strong evidence that other spectral changes and brain regions are
involved in emotional responses. These include frontal midline theta power
(Samler et al. 2007), beta-power asymmetry (Schutter et al. 2008) and
gamma spectral changes at right parietal areas (Balconi and Lucchiari 2008;
Li and Lu 2009).
A variety of research studies on EEG-based emotion recognition and
classifi-
cation has been reported. These studies used different features and
classification algorithms. Ishino and Hagiwara (2003) proposed a system
based on neural networks. They applied FFT, WT, and PCA to extract
features from EEG signals.
Consequently, neural networks were applied for classification of four
emotions (joy, relax, sorrow, and anger) achieving accuracy of 67 %.
Murugappan et al. (2008) used a lifting-based wavelet transform for feature
extraction from measured EEG
signals. Next, Fuzzy C-Means clustering was employed for
classification of four emotions (disgust, happy, surprise, and fear).
Ko et al. (2009) reported an EEG-based emotion recognition system.
They divided measured EEG signals into five frequency ranges on the basis
of power
spectral density and employed Bayesian network to predict the user’s
emotional
states. Lim et al. (2010) proposed an EEG-based emotion recognition
system. Using measured EEG responses from 26 subjects during music
listening, they extracted
features related to power spectral density, to power asymmetry of 12
electrode pairs across different frequency bands and to the corresponding
rational asymmetry. They employed SVM classifiers and reported a
recognition accuracy of 82 %. The
reported results showed that features of spectral power asymmetry
across different frequency bands were the most sensitive parameter
characterizing emotional states.
Petrantonakis and Hadjileontiadis (2010) employed higher order
crossings for feature extraction from EEG signals. Using the extracted
features, four different classifiers (QDA, k-nearest neighbors, Mahalanobis
distance, and SVM) were
tested for the classification of six emotions (happiness, surprise, anger,
fear, disgust, and sadness). Depending on the classifier, recognition
accuracies from 63 to 83 %
were reported. Sourina and Liu (2011) proposed a real-time emotion
recognition and visualization system based on fractal dimension. They
applied a fractal-based algorithm and a valence–arousal emotion model.
They calculated FD values from
the EEG signals and used a SVM classifier for arousal and valence
prediction for six basic emotions.
Despite the substantial progress achieved in EEG-based emotion
recognition
many issues need to be further improved (resolved). Relatively limited
number of emotional states can be recognized using EEG. The best
performance reported so
far involves only six different emotions (Petrantonakis and
Hadjileontiadis 2010).
Another important issue is the number of electrodes needed to extract
an optimal number of features. In current research, studies a big number of
electrodes are used resulting in complications both during the experiments
and the processing of the data. Research on the best features is needed to
reduce the number of electrodes.
Solving the above constrains will allow real-time EEG-based emotion
recognition and realization of BCMI applications.
126
K. Trochidis and E. Bigand
6.8
Conclusion
In this chapter, we attempted to give an overview of the current
knowledge in the topic of music and emotion from an interdisciplinary
perspective. At the present state, the area of music and emotion has grown
and became an important field of research with implications for a number
of disciplines. Despite the progress
achieved, several issues still remain open and need to be further
explored. In what follows, a few of the main issues in the area, which
deserves particular attention for future research, will be briefly described.
The underlying mechanisms through which music evokes emotions is
one of the
main issues that remain unresolved. Better understanding of the
mechanisms
underlying music emotion induction has important implications on
both theoretical research in the field as well as on applications including
multimedia, health care, and music therapy. Recently, a novel theoretical
model of music-induced emotions was proposed (see Sect. 6.2). Further
theoretical and experimental studies are needed to test the mechanisms
featured in the model. First, the characteristics of each mechanism should
be specified to allow distinguishing among different
mechanisms. Second, well-controlled experiments should be designed
to test the
proposed mechanisms. The proposed framework allows the induction
of mixed
emotions when two or more mechanisms are activated simultaneously.
Thus,
stimuli are needed able not only to activate a certain mechanism but at
the same time to isolate the effect of others. To this end, sophisticated
acoustical techniques can be used which allows the manipulation of certain
acoustic features, while living other intact. A different approach could be to
design experiments in such a way to prevent the information processing
required for a particular mechanism to be
activated. For that purpose, new techniques such as transcranial
magnetic stimulation (TMS) could be employed to disrupt brain activity at
certain brain areas. This would prevent the activation of these brain areas by
music stimuli.
Another issue is the temporal aspect of musical emotion. Music
evolves in time, and therefore, emotional responses change in the course of
time. There is need to explore the temporal dynamics of music-induced
emotions in long pieces of music (a symphony, for example) during the
course of which one may experience different emotions. To capture the
temporal dynamics of musical emotions, continuous
measurements are needed. Most of the studies on music-induced
emotions use self-report measures. Self-reports, however, provide ratings
for short music excerpts after a stimulus has been heard. On the other hand,
physiological measures are by their nature temporal and therefore more
efficient in capturing the temporal
dynamics of music and of music-induced emotions. The use of
continuous mea-
sures is more demanding concerning both the quantity and the
complexity of the
recorded data. Therefore, extra effort and more complicated techniques
of pro-
cessing and analysis of long time series should be used.
In addition to the above issues, the efficient coupling of psychological
predictions with physiological and neuroimaging techniques is important.
Most of the
neuroimaging and physiological studies of music and emotion look for
simple,
6
Emotional Responses During Music Listening
127
direct relationships between music and physiological or brain
responses without considering the underlying physiological processes.
Deeper understanding of the relationship between physiological data and
emotions will enhance the interpretation of physiological and brain imaging
data and can constitute the psychophysiological foundation of musical
emotion.
6.9
Questions
1. What is the difference between discrete and dimensional models of
emotions?
2. How does music evoke emotions?
3. Explain the seven physiological mechanisms of the BRECVEM
model
involved in the induction of musical emotions
4. What is the role of mode and tempo on emotion induction?
5. What is the effect of pitch, timbre, and loudness on emotion
induction?
6. How do we measure musical emotions?
7. What is the difference between behavioral and physiological
measures of
musical emotions?
8. What is the effect of music on heart and respiration rate?
9. Discuss the effect of music on brain responses
10. Explain an emotion recognition system based on brain responses
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A Tutorial on EEG Signal-processing
Techniques for Mental-state
7
Recognition in Brain–Computer
Interfaces
Fabien Lotte
Abstract
This chapter presents an introductory overview and a tutorial of signal-
processing techniques that can be used to recognize mental states from
electroencephalographic (EEG) signals in brain–computer interfaces.
More
particularly, this chapter presents how to extract relevant and robust
spectral, spatial, and temporal information from noisy EEG signals (e.g.,
band-power
features, spatial filters such as common spatial patterns or xDAWN,
etc.), as well as a few classification algorithms (e.g., linear discriminant
analysis) used to classify this information into a class of mental state. It also
briefly touches on alternative, but currently less used approaches. The
overall objective of this
chapter is to provide the reader with practical knowledge about how to
analyze
EEG signals as well as to stress the key points to understand when
performing
such an analysis.
7.1
Introduction
One of the critical steps in the design of brain–computer interface
(BCI) applications based on electroencephalography (EEG) is to process
and analyze such EEG signals in real time, in order to identify the mental
state of the user. Musical EEG-based BCI applications are no exception. For
instance, in (Miranda et al. 2011), the application had to recognize the
visual target the user was attending to from his/her EEG signals, in order to
execute the corresponding musical command. Unfortunately, identifying F.
Lotte (&)
Inria Bordeaux Sud-Ouest/LaBRI, 200 Avenue de la Vieille Tour,
33405 Talence Cedex, France
e-mail: [email protected]
© Springer-Verlag London 2014
133
E.R. Miranda and J. Castet (eds.), Guide to Brain-Computer Music
Interfacing,
DOI 10.1007/978-1-4471-6584-2_7
134
F. Lotte
the user’s mental state from EEG signals is no easy task, such signals
being noisy, non-stationary, complex, and of high dimensionality (Lotte et
al. 2007). Therefore, mental-state recognition from EEG signals requires
specific signal-processing and machine-learning tools. This chapter aims at
providing the reader with a basic
knowledge about how to do EEG signal processing and the kind of
algorithms to use to do so. This knowledge is—hopefully—presented in an
accessible and intuitive
way, by focusing more on the concepts and ideas than on the technical
details.
This chapter is organized as follows: Sect. 7.2 presents the general
architecture of an EEG signal-processing system for BCI. Then, Sect. 7.3
describes the specific signal-processing tools that can be used to design BCI
based on oscillatory EEG
activity while Sect. 7.4 describes those that can used for BCI based on
event-related potentials (ERP), i.e., brain responses to stimulus and events.
Section 7.5 presents some alternative tools, still not as popular as the one
mentioned so far but promising, both for BCI based on oscillatory activity
and those based on ERP. Finally, Sect. 7.6 proposes a discussion about all
the tools covered and their perspectives while Sect. 7.7 concludes the paper.
7.2
General EEG Signal-processing Principle
In BCI design, EEG signal processing aims at translating raw EEG
signals into the class of these signals, i.e., into the estimated mental state of
the user. This translation is usually achieved using a pattern recognition
approach, whose two main steps are the following:
• Feature Extraction: The first signal-processing step is known as
“feature
extraction” and aims at describing the EEG signals by (ideally) a few
relevant
values called “features” (Bashashati et al. 2007). Such features should
capture the information embedded in EEG signals that is relevant to
describe the mental states to identify, while rejecting the noise and other
non-relevant information.
All features extracted are usually arranged into a vector, known as a
feature
vector.
• Classification: The second step, denoted as “classification,” assigns a
class to a set of features (the feature vector) extracted from the signals
(Lotte et al. 2007).
This class corresponds to the kind of mental state identified. This step
can also be denoted as “feature translation” (Mason and Birch 2003).
Classification algorithms are known as “classifiers.”
As an example, let us consider a motor imagery (MI)-based BCI, i.e., a
BCI that can recognize imagined movements such left hand or right hand
imagined movements (see Fig. 7.1). In this case, the two mental states to
identify are imagined left hand movement on one side and imagined right
hand movement on the other side.
To identify them from EEG signals, typical features are band-power
features, i.e., the power of the EEG signal in a specific frequency band. For
MI, band-power
features are usually extracted in the μ (about 8–12 Hz) and β (about
16–24 Hz)
7
A Tutorial on EEG Signal-processing …
135
Fig. 7.1 A classical EEG signal-processing pipeline for BCI, here in
the context of a motor imagery-based BCI, i.e., a BCI that can recognized
imagined movements from EEG signals frequency bands, for electrode
localized over the motor cortex areas of the brain (around locations C3 and
C4 for right and left hand movements, respectively)
(Pfurtscheller and Neuper 2001). Such features are then typically
classified using a linear discriminant analysis (LDA) classifier.
It should be mentioned that EEG signal processing is often built using
machine
learning. This means the classifier and/or the features are
automatically tuned, generally for each user, according to examples of EEG
signals from this user. These examples of EEG signals are called a training
set and are labeled with their class of belonging (i.e., the corresponding
mental state). Based on these training examples, the classifier will be tuned
in order to recognize as appropriately as possible the class of the training
EEG signals. Features can also be tuned in such a way, e.g., by
automatically selecting the most relevant channels or frequency bands to
recognized the different mental states. Designing BCI based on machine
learning (most current BCI are based on machine learning) therefore
consists of two phases:
• Calibration (a.k.a., training) phase: This consists in (1) acquiring
training EEG
signals (i.e., training examples) and (2) optimizing the EEG signal-
processing
pipeline by tuning the feature parameters and/or training the classifier.
• Use (a.k.a., test) phase: This consists in using the model (features and
classifier) obtained during the calibration phase in order to recognize the
mental state of the user from previously unseen EEG signals, in order to
operate the BCI.
Feature extraction and classification are discussed in more details
hereafter.
136
F. Lotte
7.2.1 Classification
As mentioned above, the classification step in a BCI aims at
translating the features into commands (McFarland et al. 2006; Mason and
Birch 2003). To do so, one can use either regression algorithms (McFarland
and Wolpaw 2005; Duda et al. 2001) or classification algorithms (Penny et
al. 2000; Lotte et al. 2007), the classification algorithms being by far the
most used in the BCI community (Bashashati et al.
2007; Lotte et al. 2007). As such, in this chapter, we focus only on
classification algorithms. Classifiers are able to learn how to identify the
class of a feature vector, thanks to training sets, i.e., labeled feature vectors
extracted from the training EEG
examples.
Typically, in order to learn which kind of feature vector correspond to
which
class (or mental state), classifiers try either to model which area of the
feature space is covered by the training feature vectors from each class—in
this case, the classifier is a generative classifier—or they try to model the
boundary between the areas
covered by the training feature vectors of each class—in which case
the classifier is a discriminant classifier. For BCI, the most used classifiers
so far are discriminant classifiers, and notably linear discriminant analysis
(LDA) classifiers.
The aim of LDA (also known as Fisher’s LDA) was to use hyperplanes
to
separate the training feature vectors representing the different classes
(Duda et al.
2001; Fukunaga 1990). The location and orientation of this hyperplane
are determined from training data. Then, for a two-class problem, the class
of an unseen (a.k.
a., test) feature vector depends on which side of the hyperplane the
feature vector is (see Fig. 7.2). LDA has very low computational
requirements which makes it suitable for online BCI system. Moreover, this
classifier is simple which makes it naturally good at generalizing to unseen
data, hence generally providing good
results in practice (Lotte et al. 2007). LDA is probably the most used
classifier for BCI design.
Another very popular classifier for BCI is the support vector machine
(SVM)
(Bennett and Campbell 2000). An SVM also uses a discriminant
hyperplane to identify classes (Burges 1998). However, with SVM, the
selected hyperplane is the Fig. 7.2 Discriminating two types of motor
imagery with a linear hyperplane using a linear discriminant analysis
(LDA) classifier
7
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137
one that maximizes the margins, i.e., the distance from the nearest
training points, which has been found to increase the generalization
capabilites (Burges 1998; Bennett and Campbell 2000).
Generally, regarding classification algorithms, it seems that very good
recog-
nition performances can be obtained using appropriate off-the-shelf
classifiers such as LDA or SVM (Lotte et al. 2007). What seems to be
really important is the design and selection of appropriate features to
describe EEG signals. With this purpose, specific EEG signal-processing
tools have been proposed to design BCI. In the rest of this chapter, we will
therefore focus on EEG feature extraction tools for BCI. For readers
interested to learn more about classification algorithms, we refer them to
(Lotte et al. 2007), a review paper on this topic.
7.2.2 Feature Extraction
As mentioned before, feature extraction aims at representing raw EEG
signals by an ideally small number of relevant values, which describe the
task-relevant information contained in the signals. However, classifiers are
able to learn from data which class corresponds to which input features. As
such, why not using directly the EEG signals as input to the classifier? This
is due to the so-called curse-of-dimensionality, which states that the amount
of data needed to properly describe the different classes increases
exponentially with the dimensionality of the feature vectors (Jain et al.
2000; Friedman 1997). It has been recommended to use from 5
to 10 times as many training examples per class as the input feature
vector
dimensionality1 (Raudys and Jain 1991). What would it mean to use
directly the EEG signals as input to the classifier? Let us consider a
common setup with 32 EEG
sensors sampled at 250 Hz, with one trial of EEG signal being 1 s
long. This would mean a dimensionality of 32 * 250 = 8,000, which would
require at least 40,000
training examples. Obviously, we cannot ask the BCI user to perform
each mental task 40,000 times to calibrate the BCI before he/she could use
it. A much more
compact representation is therefore needed, hence the necessity to
perform some form of feature extraction.
With BCI, there are three main sources of information that can be used
to extract features from EEG signals:
• Spatial information: Such features would describe where (spatially)
the rele-
vant signal comes from. In practice, this would mean selecting specific
EEG
channels, or focusing more on specific channels than on some other.
This
amounts to focusing on the signal originating from specific areas of the
brain.
• Spectral (frequential) information: Such features would describe how
the
power in some relevant frequency bands varies. In practice, this means
that the features will use the power in some specific frequency bands.
1 Note that this was estimated before SVM were invented and that
SVM are generally less sensitive—although not completely immune—to
this curse-of-dimensionality.
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F. Lotte
• Temporal information: Such features would describe how the
relevant signal
varies with time. In practice, this means using the EEG signals values
at different time points or in different time windows.
Note that these three sources of information are not the only ones, and
alter-
natives can be used (see Sect. 7.5). However, they are by far the most
used one, and, at least so far, the most efficient ones in terms of
classification performances. It should be mentioned that so far, nobody
managed to discover nor to design a set of features that would work for all
types of BCI. As a consequence, different kinds of BCI currently use
different sources of information. Notably, BCI based on oscillatory activity
(e.g., BCI based on motor imagery) mostly need and use the spectral and
spatial information whereas BCI based on ERP (e.g., BCI based on the
P300)
mostly need and use the temporal and spatial information. The next
sections detail the corresponding tools for these two categories of BCI.
7.3
EEG Signal-processing Tools for BCI Based on Oscillatory
Activity
BCI based on oscillatory activity are BCI that use mental states which
lead to
changes in the oscillatory components of EEG signals, i.e., that lead to
change in the power of EEG signals in some frequency bands. Increase of
EEG signal power
in a given frequency band is called an event-related synchronization
(ERS),
whereas a decrease of EEG signal power is called an event-related
desynchroni-
zation (ERD) (Pfurtscheller and da Silva 1999). BCI based on
oscillatory activity notably includes motor imagery-based BCI
(Pfurtscheller and Neuper 2001),
steady-state visual evoked potentials (SSVEP)-based BCI (Vialatte et
al. 2010) as well as BCI based on various cognitive imagery tasks such as
mental calculation, mental geometric figure rotation, mental word
generation, etc. (Friedrich et al.
2012; Millán et al. 2002). As an example, imagination of a left hand
movement leads to a contralateral ERD in the motor cortex (i.e., in the right
motor cortex for left hand movement) in the μ and β bands during
movement imagination, and to an ERS in the β band (a.k.a., beta rebound)
just after the movement imagination
ending (Pfurtscheller and da Silva 1999). This section first describes a
basic design for oscillatory activity-based BCI. Then, due to the limitations
exhibited by this design, it exposes more advanced designs based on
multiple EEG channels. Finally, it presents a key tool to design such BCIs:
the common spatial pattern (CSP)
algorithm, as well as some of its variants.
7.3.1 Basic Design for an Oscillatory Activity-based BCI
Oscillatory activity-based BCI are based on change in power in some
frequency
bands, in some specific brain areas. As such, they naturally need to
exploit both the spatial and spectral information. As an example, a basic
design for a motor-imagery
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139
Fig. 7.3 Signal-processing steps to extract band-power features from
raw EEG signals. The EEG
signal displayed here was recorded during right hand motor imagery
(the instruction to perform the imagination was provided at t = 0 s on the
plots). The contralateral ERD during imagination is here clearly visible.
Indeed, the signal power in channel C3 (left motor cortex) in 8–12 Hz
clearly decreases during this imagination of a right hand movement
BCI would exploit the spatial information by extracting features only
from EEG
channels localized over the motor areas of the brain, typically channels
C3 for right hand movements, Cz for foot movements and C4 for left hand
movements. It would
exploit the spectral information by focusing on frequency bands μ (8–
12 Hz) and β
(16–24 Hz). More precisely, for a BCI that can recognize left hand MI
versus right hand MI, the basic features extracted would be the average
band power in 8–12 and 16–24 Hz from both channels C3 and C4.
Therefore, the EEG signals would be
described by only four features.
There are many ways to compute band-power features from EEG
signals
(Herman et al. 2008; Brodu et al. 2011). However, a simple, popular,
and efficient one is to first band-pass filter the EEG signal from a given
channel into the frequency band of interest, then to square the resulting
signal to compute the signal power, and finally to average it over time (e.g.,
over a time window of 1 s). This is illustrated in Fig. 7.3.
Unfortunately, this basic design is far from being optimal. Indeed, it
uses only two fixed channels. As such, relevant information, measured by
other channels
might be missing, and C3 and C4 may not be the best channels for the
subject at hand. Similarly, using the fixed frequency bands 8–12 Hz and
16–24 Hz may not be the optimal frequency bands for the current subject.
In general, much better performances are obtained when using subject-
specific designs, with the best channels and frequency bands optimized for
this subject. Using more than two channels is also known to lead to
improved performances, since it enables to collect the relevant information
spread over the various EEG sensors.
7.3.2 Toward Advanced BCI Using Multiple EEG Channels
Both the need to use subject-specific channels and the need to use
more than two channels lead to the necessity to design BCI based on
multiple channels. This is confirmed by various studies which suggested
that, for motor imagery, eight
channels is a minimum to obtain reasonable performances (Sannelli et
al. 2010; Arvaneh et al. 2011), with optimal performances achieved with a
much larger
140
F. Lotte
number, e.g., 48 channels in (Sannelli et al. 2010). However, simply
using more channels will not solve the problem. Indeed, using more
channels means extracting more features, thus increasing the dimensionality
of the data and suffering more from the curse-of-dimensionality. As such,
just adding channels may even decrease performances if too little training
data is available. In order to efficiently exploit multiple EEG channels,
three main approaches are available, all of which contribute to reducing the
dimensionality:
• Feature selection algorithm: These are methods to select
automatically a subset of relevant features, among all the features extracted.
• Channel selection algorithms: These are similar methods that select
automati-
cally a subset of relevant channels, among all channels available.
• Spatial Filtering algorithms: These are methods that combine several
channels into a single one, generally using weighted linear combinations,
from which
features will be extracted.
They are described below.
7.3.2.1 Feature Selection
Feature selection are classical algorithms widely used in machine
learning (Guyon and Elisseeff 2003; Jain and Zongker 1997) and as such
also very popular in BCI design (Garrett et al. 2003). There are too main
families of feature selection algorithms:
• Univariate algorithms: They evaluate the discriminative (or
descriptive) power of each feature individually. Then, they select the N best
individual features
(N needs to be defined by the BCI designer). The usefulness of each
feature is
typically assessed using measures such as Student t-statistics, which
measures
the feature value difference between two classes, correlation-based
measures
such as R2, mutual information, which measures the dependence
between the
feature value and the class label, etc. (Guyon and Elisseeff 2003).
Univariate methods are usually very fast and computationally efficient but
they are also
suboptimal. Indeed, since they only consider the individual feature
usefulness, they ignore possible redundancies or complementarities
between features. As
such, the best subset of N features is usually not the N best individual
features.
As an example, the N best individual features might be highly
redundant and
measure almost the same information. As such using them together
would add
very little discriminant power. On the other hand, adding a feature that
is
individually not very good but which measures a different information
from that of the best individual ones is likely to improve the discriminative
power much
more.
• Multivariate algorithms: They evaluate subsets of features together
and keep the best subset with N features. These algorithms typically use
measures of global
performance for the subsets of features, such as measures of
classification
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141
performances on the training set (typically using cross-validation
(Browne
2000)) or multivariate mutual information measures, see, e.g., (Hall
2000; Pudil et al. 1994; Peng et al. 2005). This global measure of
performance enables to actually consider the impact of redundancies or
complementarities between
features. Some measures also remove the need to manually select the
value of
N (the number of features to keep), the best value of N being the
number
of features in the best subset identified. However, evaluating the
usefulness of subsets of features leads to very high computational
requirements. Indeed, there are many more possible subsets of any size than
individual features. As such
there are many more evaluations to perform. In fact, the number of
possible
subsets to evaluate is very often far too high to actually perform all the
evaluations in practice. Consequently, multivariate methods usually rely on
heuristics or greedy solutions in order to reduce the number of subsets to
evaluate. They
are therefore also suboptimal but usually give much better
performances than
univariate methods in practice. On the other hand, if the initial number
of
features is very high, multivariate methods may be too slow to use in
practice.
7.3.2.2 Channel Selection
Rather than selecting features, one can also select channels and only
use features extracted from the selected channels. While both channel and
feature selection
reduce the dimensionality, selecting channels instead of features has
some additional advantages. In particular, using less channels means a
faster setup time for the EEG cap and also a lighter and more comfortable
setup for the BCI user. It should be noted, however, that with the
development of dry EEG channels, selecting
channels may become less crucial. Indeed the setup time will not
depend on the
number of channel used, and the BCI user will not have more gel in
his/her hair if more channels are used. With dry electrodes, using less
channels will still be lighter and more comfortable for the user though.
Algorithms for EEG channel selection are usually based or inspired
from generic feature selection algorithm. Several of them are actually
analogous algorithms that assess individual channel usefulness or subsets of
channels discriminative power instead of individual features or subset of
features. As such, they also use similar performance measures and have
similar properties. Some other channel selection
algorithms are based on spatial filter optimization (see below). Readers
interested to know more about EEG channel selection may refer to the
following papers and
associated references (Schröder et al. 2005; Arvaneh et al. 2011; Lal et
al. 2004; Lan et al. 2007), among many other.
7.3.2.3 Spatial Filtering
Spatial filtering consists in using a small number of new channels that
are defined as a linear combination of the original ones:
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F. Lotte
X
~x ¼
wixi ¼ wX
ð7:1Þ
i
with ~x the spatially filtered signal, xi the EEG signal from channel i,
wi the weight given to that channel in the spatial filter, and X a matrix
whose ith row is xi, i.e., X is the matrix of EEG signals from all channels.
It should be noted that spatial filtering is useful not only because it
reduces the dimension from many EEG channels to a few spatially filtered
signals (we typically use much less spatial filters than original channels),
but also because it has a neurophysiological meaning. Indeed, with EEG,
the signals measured on the surface of the scalp are a blurred image of the
signals originating from within the brain.
In other words, due to the smearing effect of the skull and brain (a.k.a.,
volume conduction effect), the underlying brain signal is spread over
several EEG channels.
Therefore, spatial filtering can help recovering this original signal by
gathering the relevant information that is spread over different channels.
There are different ways to define spatial filters. In particular, the
weights wi can be fixed in advance, generally according to
neurophysiological knowledge, or they can be data driven, that is,
optimized on training data. Among the fixed spatial filters, we can notably
mention the bipolar and Laplacian which are local spatial filters that try to
locally reduce the smearing effect and some of the background noise
(McFarland et al. 1997). A bipolar filter is defined as the difference
between two neighboring channels, while a Laplacian filter is defined as 4
times the value of a central channel minus the values of the four channels
around. For instance, a bipolar filter over channel C3 would be defined as
C3bipolar ¼ FC3 CP3, while a Laplacian filter over C3 would be defined as
C3Laplacian ¼ 4C3 FC3 C5
C1 CP3, see also Fig. 7.4. Extracting features from bipolar or
Laplacian spatial filters rather than from the single corresponding electrodes
has been shown to
significantly increase classification performances (McFarland et al.
1997). An inverse solution is another kind of fixed spatial filter (Michel et
al. 2004; Baillet et al. 2001). Inverse solutions are algorithms that enable to
estimate the signals originating from sources within the brain based on the
measurements taken from the scalp. In other words, inverse solutions
enable us to look into the activity of specific brain regions. A word of
caution though: Inverse solutions do not provide more
information than what is already available in scalp EEG signals. As
such, using inverse solutions will NOT make a noninvasive BCI as accurate
and efficient as an invasive one. However, by focusing on some specific
brain areas, inverse solutions can contribute to reducing background noise,
the smearing effect and irrelevant information originating from other areas.
As such, it has been shown than extracting features from the signals
spatially filtered using inverse solutions (i.e., from the sources within the
brain) leads to higher classification performances than extracting features
directly from scalp EEG signals (Besserve et al. 2011; Noirhomme et al.
2008). In general, using inverse solutions has been shown to lead to
high classification performances (Congedo et al. 2006; Lotte et al. 2009b;
Qin et al. 2004; Kamousi et al. 2005; Grosse-Wentrup et al. 2005). It should
be noted that since the
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143
Fig. 7.4 Left channels used in bipolar spatial filtering over channels C3
and C4. Right channels used in Laplacian spatial filtering over channels C3
and C4
number of source signals obtained with inverse solutions is often larger
than the initial number of channels, it is necessary to use feature selection
or dimensionality reduction algorithms.
The second category of spatial filters, i.e., data-driven spatial filters, is
optimized for each subject according to training data. As any data-driven
algorithm, the spatial filter weights wi can be estimated in an unsupervised
way, that is without the
knowledge of which training data belong to which class, or in a
supervised way, with each training data being labeled with its class. Among
the unsupervised spatial filters, we can mention principal component
analysis (PCA), which finds the spatial filters that explain most of the
variance of the data, or independent component analysis (ICA), which find
spatial filters whose resulting signals are independent from each other
(Kachenoura et al. 2008). The later has been shown rather useful to design
spatial filters able to remove or attenuate the effect of artifacts (EOG, EMG,
etc. (Fatourechi et al. 2007)) on EEG signals (Tangermann et al. 2009; Xu
et al.
2004; Kachenoura et al. 2008; Brunner et al. 2007). Alternatively,
spatial filters can be optimized in a supervised way, i.e., the weights will be
defined in order to optimize some measure of classification performance.
For BCI based on oscillatory EEG activity, such a spatial filter has been
designed: the common spatial patterns (CSP) algorithm (Ramoser et al.
2000; Blankertz et al. 2008b). This algorithm has greatly contributed to the
increase of performances of this kind of BCI and thus has become a
standard tool in the repertoire of oscillatory activity-based BCI designers.
It is described in more details in the following section, together with
some of its variants.
7.3.3 Common Spatial Patterns and Variants
Informally, the CSP algorithm finds spatial filters w such that the
variance of the filtered signal is maximal for one class and minimal for the
other class. Since the
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F. Lotte
variance of a signal band-pass filtered in band b is actually the band
power of this signal in band b, this means that CSP finds spatial filters that
lead to optimally discriminant band-power features since their values would
be maximally different between classes. As such, CSP is particularly useful
for BCI based on oscillatory activity since their most useful features are
band-power features. As an example, for BCI based on motor imagery,
EEG signals are typically filtered in the 8–30 Hz
band before being spatially filtered with CSP (Ramoser et al. 2000).
Indeed, this band contains both the μ and β rhythms.
Formally, CSP uses the spatial filters w which extremize the following
function: wX
wC
J
1XT1 wT
1wT
CSPðwÞ ¼
¼
ð7:2Þ
wX2XT2wT wC2wT
where T denotes transpose, Xi is the training band-pass filtered signal
matrix for class i (with the samples as columns and the channels as rows),
and Ci the spatial covariance matrix from class i. In practice, the covariance
matrix Ci is defined as the average covariance matrix of each trial from
class i (Blankertz et al. 2008b). In this equation, wXi is the spatially filtered
EEG signal from class i, and wXiXTiwT is thus the variance of the spatially
filtered signal, i.e., the band power of the spatially filtered signal.
Therefore, extremizing JCSPðwÞ, i.e., maximizing and minimizing it,
indeed leads to spatially filtered signals whose band power is maximally
different between classes. JCSPðwÞ happens to be a Rayleigh quotient.
Therefore, extremizing it can be solved by generalized eigenvalue
decomposition (GEVD). The spatial
filters w that maximize or minimize JCSPðwÞ are thus the
eigenvectors corre-
sponding to the largest and lowest eigenvalues, respectively, of the
GEVD of
matrices C1 and C2. Typically, six filters (i.e., three pairs),
corresponding to the three largest and three lowest eigenvalues are used.
Once these filters obtained, a CSP feature f is defined as follows:
f ¼ logðwXXTwTÞ ¼ logðwCwTÞ ¼ logðvarðwXÞÞ
ð7:3Þ
i.e., the features used are simply the band power of the spatially
filtered signals.
CSP requires more channels than fixed spatial filters such as Bipolar or
Laplacian, however in practice, it usually leads to significantly higher
classification performances (Ramoser et al. 2000). The use of CSP is
illustrated in Fig. 7.5. In this figure, the signals spatially filtered with CSP
clearly show difference in variance (i.e., in band power) between the two
classes, hence ensuring high classification performances.
The CSP algorithm has numerous advantages: First, it leads to high
classification performances. CSP is also versatile, since it works for any
ERD/ERS BCI. Finally, it is computationally efficient and simple to
implement. Altogether this makes CSP
one of the most popular and efficient approach for BCI based on
oscillatory activity (Blankertz et al. 2008b).
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145
Fig. 7.5 EEG signals spatially filtered using the CSP algorithm. The
first two spatial filters (top filters) are those maximizing the variance of
signals from class “left hand motor imagery” while minimizing that of class
“right hand motor imagery.” They correspond to the largest eigenvalues of
the GEVD. The last two filters (bottom filters) are the opposite, they
maximize the variance of class “right hand motor imagery” while
minimizing that of class “left hand motor imagery” (they correspond to the
lowest eigenvalues of the GEVD). This can be clearly seen during the
periods of right or left hand motor imagery, in light and dark gray,
respectively
Nevertheless, despite all these advantages, CSP is not exempt from
limitations
and is still not the ultimate signal-processing tool for EEG-based BCI.
In particular, CSP has been shown to be non-robust to noise, to non-
stationarities and prone to overfitting (i.e., it may not generalize well to new
data) when little training data is available (Grosse-Wentrup and Buss 2008;
Grosse-Wentrup et al. 2009; Reuderink and Poel 2008). Finally, despite its
versatility, CSP only identifies the relevant spatial information but not the
spectral one. Fortunately, there are ways to make CSP robust and stable
with limited training data and with noisy training data. An idea is to
integrate prior knowledge into the CSP optimization algorithm. Such
knowledge could represent any information we have about what
should be a good
spatial filter for instance. This can be neurophysiological prior, data
(EEG signals) or meta-data (e.g., good channels) from other subjects, etc.
This knowledge is used to guide and constraint the CSP optimization
algorithm toward good solutions even with noise, limited data, and non-
stationarities (Lotte and Guan 2011). Formally, this knowledge is
represented in a regularization framework that penalizes unlikely solutions
(i.e., spatial filters) that do not satisfy this knowledge therefore enforcing it.
Similarly, prior knowledge can be used to stabilize statistical estimates
(here, covariance matrices) used to optimize the CSP algorithm. Indeed,
estimating
covariance matrices from few training data usually leads to poor
estimates (Ledoit and Wolf 2004).
Formally, a regularized CSP (RCSP) can be obtained by maximizing
both
Eqs. 7.4 and 7.5:
w~C
J
1wT
RCSP1ðwÞ ¼
ð7:4Þ
w~C2wT þ kPðwÞ
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F. Lotte
w~C
J
2wT
RCSP2ðwÞ ¼
ð7:5Þ
w~C1wT þ kPðwÞ
with
~Ci ¼ ð1 cÞCi þ cGi
ð7:6Þ
In these equations, P(w) is the penalty term that encodes the prior
knowledge.
This a positive function of the spatial filter w, whose value will
increase if w does not satisfy the knowledge encoded. Since the filters are
obtained by maximizing JRCSPi, this means that the numerator (which is
positive) must be maximized and the denominator (which is also positive)
must be minimized. Since P(w) is positive and part of the denominator, this
means that PðwÞ will be minimized as well, hence
enforcing that the spatial filters w satisfy the prior knowledge. Matrix
Gi is another way of using prior knowledge, in order to stabilize the
estimates of the covariance matrices Ci. If we have any idea about how
these covariance matrices should be, this can be encoded in Gi in order to
define a new covariance matrix ~
Ci which is a
mix of the matrix Ci estimated on the data and of the prior knowledge
Gi. We will present below what kind of knowledge can be encoded in P(w)
and Gi.
For the penalty term P(w), a kind of knowledge that can be used is
spatial
knowledge. For instance, from a neurophysiological point of view, we
know that
neighboring neurons tend to have similar functions, which supports the
idea that neighboring electrodes should measure similar brain signals (if the
electrodes are close enough to each other), notably because of the smearing
effect. Thus, neighboring electrodes should have similar contributions in the
spatial filters. In other words, spatial filters should be spatially smooth. This
can be enforced by using the following penalty term:
X
PðwÞ ¼
Proxði; jÞðwi wjÞ2
ð7:7Þ
i;j
where Proxði; jÞ measures the proximity of electrodes i and j, and ðwi
wjÞ2 is the weight difference between electrodes i and j, in the spatial filter.
Thus, if two electrodes are close to each other and have very different
weights, the penalty term P(w) will be high, which would prevent such
solutions to be selected during the optimization of the CSP (Lotte and Guan
2010b). Another knowledge that can be used is that for a given mental task,
not all the brain regions are involved and useful.
As such, some electrodes are unlikely to be useful to classify some
specific mental tasks. This can be encoded in P(w) as well:
PðwÞ ¼ wDwT with Dði; jÞ ¼ channel i ‘‘uselessness’’ if i ¼ j
0
otherwise ð7:8Þ
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Basically, the value of D(i,i) is the penalty for the ith channel. The
higher this penalty, the less likely this channel will have a high contribution
in the CSP filters.
The value of this penalty can be defined according to
neurophysiological prior
knowledge for instance, large penalties being given to channels
unlikely to be
useful and small or no penalty being given to channels that are likely
to genuinely contribute to the filter. However, it may be difficult to
precisely define the extent of the penalty from the literature. Another
alternative is the use data previously recorded from other subjects. Indeed,
the optimized CSP filters already obtained from previous subject give
information about which channels have large contributions on average. The
inverse of the average contribution of each channel can be used as the
penalty, hence penalizing channels with small average contribution
(Lotte and Guan 2011). Penalty terms are therefore also a nice way to
perform subject-to-subject transfer and re-use information from other
subjects. These two penalties are examples that have proven useful in
practice. This usefulness is
notably illustrated in Fig. 7.6, in which spatial filters obtained with the
basic CSP
are rather noisy, with strong contributions from channels not expected
from a
neurophysiological point of view. On the contrary, the spatial filters
obtained using the two RCSP penalties described previously are much
cleaner, spatially smoother and with strong contributions localized in
neurophysiologically relevant areas. This in turns led to higher
classification performances, with CSP obtaining 73.1 %
classification accuracy versus 78.7 % and 77.6 % for the regularized
versions (Lotte and Guan 2011). It should be mentioned, however, that
strong contributions from non-neurophysiologically relevant brain areas in
a CSP spatial filter may be present to perform noise cancelation, and as
such does not mean the spatial filter is bad per se (Haufe et al. 2014). It
should also be mentioned that other interesting penalty terms have been
proposed, in order to deal with known noise sources (Blankertz
et al. 2008a), non-stationarities (Samek et al. 2012) or to perform
simultaneous channel selection (Farquhar et al. 2006; Arvaneh et al. 2011).
Matrix Gi in Eq. 7.6 is another way to add prior knowledge. This
matrix can notably be defined as the average covariance matrix obtained
from other subjects who performed the same task. As such it enables to
define a good and stable
estimate of the covariance matrices, even if few training EEG data are
available for the target subject. This has been shown to enable us to
calibrate BCI system with 2–3 times less training data than with the basic
CSP, while maintaining classification performances (Lotte and Guan
2010a).
Regularizing CSP using a priori knowledge is thus a nice way to deal
with some
limitations of CSP such as its sensitivity to overfitting and its non-
robustness to noise. However, these regularized algorithms cannot address
the limitation that CSP
only optimizes the use of the spatial information, but not that of the
spectral one. In general, independently of the use of CSP, there are several
ways to optimize the use of the spectral information. Typically, this consists
in identifying, in one way or another, the relevant frequency bands for the
current subject and mental tasks
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F. Lotte
Fig. 7.6 Spatial filters (i.e., weight attributed to each channel) obtained
to classify left hand versus right hand motor imagery. The electrodes,
represented by black dots, are here seen from above, with the subject nose
on top. a basic CSP algorithm, b RCSP with a penalty term imposing spatial
smoothness, c RCSP with a penalty term penalizing unlikely channels
according to EEG
data from other subjects
performed. For instance, this can be done manually (by trial and
errors), or by looking at the average EEG frequency spectrum in each class.
In a more automatic way, possible methods include extracting band-power
features in multiple frequency bands and then selecting the relevant ones
using feature selection (Lotte et al. 2010), by computing statistics on the
spectrum to identify the relevant frequencies (Zhong et al. 2008), or even
by computing optimal band-pass filters for classification (Devlaminck
2011). These ideas can be used within the CSP framework in order to
optimize the use of both the spatial and spectral information.
Several variants of CSP have been proposed in order to optimize
spatial and
spectral filters at the same time (Lemm et al. 2005; Dornhege et al.
2006; Tomioka et al. 2006; Thomas et al. 2009). A simple and
computationally efficient method is worth describing: The filter bank CSP
(FBCSP) (Ang et al. 2012). This method, illustrated in Fig. 7.7, consists in
first filtering EEG signals in multiple frequency bands using a filter bank.
Then, for each frequency band, spatial filters are optimized using the
classical CSP algorithm. Finally, among the multiple spatial filters obtained,
the best resulting features are selected using feature selection algorithms
(typically mutual information-based feature selection). As such, this selects
both the
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Fig. 7.7 Principle of filter bank common spatial patterns (FBCSP): (1)
band-pass filtering the EEG signals in multiple frequency bands using a
filter bank; (2) optimizing CSP spatial filter for each band; (3) selecting the
most relevant filters (both spatial and spectral) using feature selection on
the resulting features
best spectral and spatial filters since each feature corresponds to a
single frequency band and CSP spatial filter. This algorithm, although
simple, has proven to be very efficient in practice. It was indeed the
algorithm used in the winning entries of all EEG data sets from the last BCI
competition2 (Ang et al. 2012).
7.3.4 Summary for Oscillatory Activity-based BCI
In summary, when designing BCI aiming at recognizing mental states
that involve oscillatory activity, it is important to consider both the spectral
and the spatial information. In order to exploit the spectral information,
using band-power features in relevant frequency bands is an efficient
approach. Feature selection is also a nice tool to find the relevant
frequencies. Concerning the spatial information, using or selecting relevant
channels is useful. Spatial filtering is a very efficient solution for EEG-
based BCI in general, and the CSP algorithm is a must-try for BCI based on
oscillatory activity in particular. Moreover, there are several variants of
CSP that are available in order to make it robust to noise, non-stationarity,
limited training data sets, or to jointly optimize spectral and spatial filters.
The next section will address the EEG signal-processing tools for BCI
based on evoked potentials, which are
different from the ones described so far, but share some general
concepts.
2 BCI competitions are contests to evaluate the best signal processing
and classification algorithms on given brain signals data sets. See
http://www.bbci.de/competition/ for more info.
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F. Lotte
Fig. 7.8 An example of an
Averaged ERP waveforms (electrode CZ) for
average P300 ERP after a rare
targets and non targets - S1 - Standing
4
and relevant stimulus (target).
Target
We can clearly observe the
3
Non target
increase in amplitude about
2
300 ms after the stimulus, as
compared to the non-relevant
1
stimulus (nontarget)
0
-1
-2
-3
-4
-5 0
0.1
0.2
0.3
0.4
0.5
0.6
Time (s)
7.4
EEG Signal-processing Tools for BCI Based on Event-
related Potentials
An event-related potential (ERP) is a brain responses due to some
specific stimulus perceived by the BCI user. A typical ERP used for BCI
design is the P300, which is a positive deflection of the EEG signal
occurring about 300 ms after the user
perceived a rare and relevant stimulus (Fazel-Rezai et al. 2012) (see
also Fig. 7.8).
ERP are characterized by specific temporal variations with respect to
the stim-
ulus onset. As such, contrary to BCI based on oscillatory activity,
ERP-based BCI exploit mostly a temporal information, but rarely a spectral
one. However, as for BCI based on oscillatory activity, ERP-based can also
benefit a lot from using the spatial information. Next section illustrates how
the spatial and temporal information is used in basic P300-based BCI
designs.
7.4.1 Basic Signal-processing Tools for P300-based BCI
In P300-based BCI, the spatial information is typically exploited by
focusing
mostly on electrodes located over the parietal lobe (i.e., by extracting
features only for these electrodes), where the P300 is know to originate. As
an example, Krusienski et al. recommend to use a set of eight channels, in
positions Fz, Cz, P3, Pz, P4, PO7, Oz, PO8 (see Fig. 7.9) (Krusienski et al.
2006).
Once the relevant spatial information identified, here using, for
instance, only the electrodes mentioned above, features can be extracted for
the signal of each of them. For ERP in general, including the P300, the
features generally exploit the temporal information of the signals, i.e., how
the amplitude of the EEG signal
varies with time. This is typically achieved by using the values of
preprocessed
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151
Fig. 7.9 Recommended electrodes for P300-based BCI design,
according to (Krusienski et al.
2006)
EEG time points as features. More precisely, features for ERP are
generally
extracted by (1) low-pass or band-pass filtering the signals (e.g., in 1–
12 Hz for the P300), ERP being generally slow waves, (2) downsampling
the filtered signals, in order to reduce the number of EEG time points and
thus the dimensionality of the problem, and (3) gathering the values of the
remaining EEG time points from all considered channels into a feature
vector that will be used as input to a classifier.
This process is illustrated in Fig. 7.10 to extract features from channel
Pz for a P300-based BCI experiment.
Once the features extracted, they can be provided to a classifier which
will be trained to assigned them to the target class (presence of an ERP) or
to the nontarget class (absence of an ERP). This is often achieved using
classical classifiers such as LDA or SVM (Lotte et al. 2007). More recently,
automatically regularized LDA Fig. 7.10 Typical process to extract features
from a channel of EEG data for a P300-based BCI design. On this picture,
we can see the P300 becoming more visible with the different processing
steps
152
F. Lotte
have been increasingly used (Lotte and Guan 2009; Blankertz et al.
2010), as well as Bayesian LDA (Hoffmann et al. 2008; Rivet et al. 2009).
Both variants of LDA are specifically designed to be more resistant to the
curse-of-dimensionality through the use of automatic regularization. As
such, they have proven to be very effective in practice, and superior to
classical LDA. Indeed, the number of features is generally higher for ERP-
based BCI than for those based on oscillatory activity.
Actually, many time points are usually needed to describe ERP but
only a few
frequency bands (or only one) to describe oscillatory activity.
Alternatively, feature selection or channel selection techniques can also be
used to deal with this high dimensionality (Lotte et al. 2009a;
Rakotomamonjy and Guigue 2008; Krusienski et al. 2006). As for BCI
based on oscillatory activity, spatial filters can also prove very useful.
7.4.2 Spatial Filters for ERP-based BCI
As mentioned above, with ERP the number of features is usually quite
large, with many features per channel and many channels used. The tools
described for
oscillatory activity-based BCI, i.e., feature selection, channel selection,
or spatial filtering can be used to deal with that. While feature and channel
selection algorithms are the same (these are generic algorithms), spatial
filtering algorithms for ERP are different. One may wonder why CSP could
not be used for ERP classification. This is due to the fact that a crucial
information for classifying ERP is the EEG time course. However, CSP
completely ignores this time course as it only
considers the average power. Therefore, CSP is not suitable for ERP
classification.
Fortunately, other spatial filters have been specifically designed for
this task.
One useful spatial filter available is the Fisher spatial filter (Hoffmann
et al.
2006). This filter uses the Fisher criterion for optimal class
separability. Informally, this criterion aims at maximizing the between-class
variance, i.e., the distance between the different classes (we want the
feature vectors from the different classes to be as far apart from each other
as possible, i.e., as different as possible) while minimizing the within-class
variance, i.e., the distance between the feature vectors from the same class
(we want the feature vectors from the same class to be as
similar as possible). Formally, this means maximizing the following
objective
function:
trðS
J
bÞ
Fisher ¼
ð7:9Þ
trðSwÞ
with
X
Nc
Sb ¼
pkðxk xÞðxk xÞT
ð7:10Þ
k¼1
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A Tutorial on EEG Signal-processing …
153
and
X
Nc
X
Sw ¼
pk
ðxi xkÞðxi xkÞT
ð7:11Þ
k¼1
i2Ck
In these equations, Sb is the between-class variance, Sw the within-
class variance, Nc is the number of classes, xi is the ith feature vector, v is
the average of all vectors v, Ck is the kth class, and pk the probability of
class k.
This criterion is widely used in machine learning in general (Duda et
al. 2001) and can be used to find spatial filters such that the resulting
features maximize this criterion and thus the discriminability between the
classes. This is what the Fisher spatial filter does. It finds the spatial filters
such that the spatially filtered EEG time course (i.e., the feature vector) is
maximally different between classes, according to the Fisher criterion. This
is achieved by replacing xi (the feature vector) by wXi (i.e., the spatially
filtered signal) in Eqs. 7.10 and 7.11. This gives an objective function of the
form JðwÞ ¼ w^SbwT , which, like the CSP algorithm, can be solved by
GEVD.
w^SwwT
This has been showed to be very efficient in practice (Hoffmann et al.
2006).
Another option, that has also proved very efficient in practice, is the
xDAWN
spatial filter (Rivet et al. 2009). This spatial filter, also dedicated to
ERP classification, uses a different criterion from that of the Fisher spatial
filter. xDAWN aims at maximizing the signal-to-signal plus noise ratio.
Informally, this means that xDAWN aims at enhancing the ERP response, at
making the ERP more visible in
the middle of the noise. Formally, xDAWN finds spatial filters that
maximize the following objective function:
wADDTATwT
JxDAWN ¼
ð7:12Þ
wXXTwT
where A is the time course of the ERP response to detect for each
channel (estimated from data, usually using a least square estimate) and D
is a matrix containing the positions of target stimuli that should evoke the
ERP. In this equation, the numerator represents the signal, i.e., the relevant
information we want to enhance.
Indeed, wADDT AT wT is the power of the time course of the ERP
responses after
spatial filtering. On the contrary, in the denominator, wXXT wT is the
variance of all EEG signals after spatial filtering. Thus, it contains both the
signal (the ERP) plus the noise. Therefore, maximizing JxDAWN actually
maximizes the signal, i.e., it enhances the ERP response, and
simultaneously minimizes the signal plus the
noise, i.e., it makes the noise as small as possible (Rivet et al. 2009).
This has indeed been shown to lead to much better ERP classification
performance.
In practice, spatial filters have proven to be useful for ERP-based BCI
(in particular for P300-based BCI), especially when little training data are
available. From a theoretical point of view, this was to be expected.
Actually, contrary to CSP and band power which extract nonlinear features
(the power of the signal is a quadratic
154
F. Lotte
operation), features for ERP are all linear and linear operations are
commutative.
Since BCI classifiers, e.g., LDA, are generally also linear, this means
that the classifier could theoretically learn the spatial filter as well. Indeed,
both linearly combining the original features X for spatial filtering (F =
WX), then linearly combining the spatially filtered signals for classification
(y ¼ wF ¼ wðWXÞ ¼ ^
WX) or directly
linearly combining the original features for classification (y = WX) are
overall a simple linear operation. If enough training data are available, the
classifier, e.g., LDA, would not need spatial filtering. However, in practice,
there is often little training data available, and first performing a spatial
filtering eases the subsequent task of the classifier by reducing the
dimensionality of the problem. Altogether, this means that with enough
training data, spatial filtering for ERP may not be necessary, and leaving the
classifier learn everything would be more optimal. Otherwise, if few
training data are available, which is often the case in practice, then spatial
filtering can benefit a lot to ERP classification (see also Rivet et al. (2009)
for more discussion of this topic).
7.4.3 Summary of Signal-processing Tools for ERP-based BCI
In summary, when designing ERP-based BCI, it is important to use the
temporal
information. This is mostly achieved by using the amplitude of
preprocessed EEG
time points as features, with low-pass or band-pass filtering and
downsampling as preprocessing. Feature selection algorithms can also
prove useful. It is also
important to consider the spatial information. To do so, either using or
selecting relevant channels is useful. Using spatial filtering algorithms such
as xDAWN or Fisher spatial filters can also prove a very efficient solution,
particularly when little training data are available. In the following, we will
briefly describe some alternative signal-processing tools that are less used
but can also prove useful in
practice.
7.5
Alternative Methods
So far, this chapter has described the main tools used to recognize
mental states in EEG-based BCI. They are efficient and usually simple tools
that have become part of the standard toolbox of BCI designers. However,
there are other signal-processing tools, and in particular other kinds of
features or information sources that can be exploited to process EEG
signals. Without being exhaustive, this section briefly presents some of
these tools for interested readers, together with corresponding references.
The alternative EEG feature representations that can be used include the
following four categories:
• Temporal representations: Temporal representations measure how the
signal
varies with time. Contrary to basic features used for ERP, which
simply consist in the EEG time points over time, some measures have been
developed in order
7
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155
to characterize and quantify those variations. The corresponding
features include Hjorth parameters (Obermeier et al. 2001) or time domain
parameters (TDP) (Vidaurre et al. 2009). Recent research results have even
suggested that TDP
could be more efficient that the gold-standard band-power features
(Vidaurre
et al. 2009; Ofner et al. 2011).
• Connectivity measures: They measure how much the signal from two
channels
are correlated, synchronized or even if one signal may be the cause of
the other one. In other words, connectivity features measure how the signal
of two
channels are related. This is particularly useful for BCI since it is
known that, in the brain, there are many long distance communications
between separated areas
(Varela et al. 2001). As such, connectivity features are increasingly
used for BCI and seem to be a very valuable complement to traditional
features. Connectivity features include coherence, phase locking values or
directed transfer function
(DFT) (Krusienski et al. 2012; Grosse-Wentrup 2009; Gouy-Pailler et
al. 2007; Caramia et al. 2014).
• Complexity measures: They naturally measure how complex the
EEG signal
may be, i.e., they measure its regularity or how predictable it can be.
This has also been shown to provide information about the mental state of
the user and
also proved to provide complementary information to classical features
such as
band-power features. The features from this category used in BCI
include
approximate entropy (Balli and Palaniappan 2010), predictive
complexity (Brodu et al. 2012) or waveform length (Lotte 2012).
• Chaos theory-inspired measures: Another category of features that
has been
explored is chaos-related measures, which assess how chaotic the EEG
signal
can be, or which chaotic properties it can have. This has also been
shown to
extract relevant information. Examples of corresponding features
include fractal dimension (Boostani and Moradi 2004) or multi-fractal
cumulants (Brodu et al.
2012).
While these various alternative features may not be as efficient as the
standards tools such as band-power features, they usually extract a
complementary information. Consequently, using band-power features
together with some of these
alternative features has led to increase classification performances,
higher that the performances obtained with any of these features used alone
(Dornhege et al. 2004; Brodu et al. 2012; Lotte 2012).
It is also important to realize that while several spatial filters have been
designed for BCI, they are optimized for a specific type of feature. For
instance, CSP is the optimal spatial filter for band-power features and
xDAWN or Fisher spatial filters are optimal spatial filters for EEG time
points features. However, using such spatial filters with other features, e.g.,
with the alternative features described above, would be clearly suboptimal.
Designing and using spatial filters dedicated to these alternative features are
therefore necessary. Results with waveform length features
indeed suggested that dedicated spatial filters for each feature
significantly improve classification performances (Lotte 2012).
156
F. Lotte
7.6
Discussion
Many EEG signal-processing tools are available in order to classify
EEG signals into the corresponding user’s mental state. However, EEG
signal processing is a very difficult task, due to the noise, non-stationarity,
complexity of the signals as well as due to the limited amount of training
data available. As such, the existing tools are still not perfect, and many
research challenges are still open. In particular, it is necessary to explore
and design EEG features that are (1) more informative, in order to reach
better performances, (2) robust, to noise and artifacts, in order to use the
BCI outside laboratories, potentially with moving users, (3) invariant, to
deal with non-stationarity and session-to-session transfer and (4) universal,
in order to design subject-independent BCI, i.e., BCI that can work for any
user, without the need for individual calibration. As we have seen, some
existing tools can partially address, or at least, mitigate such problems.
Nevertheless, there is so far no EEG
signal-processing tool that has simultaneously all these properties and
that is perfectly robust, invariant, and universal. Therefore, there are still
exciting research works ahead.
7.7
Conclusion
In this chapter, we have provided a tutorial and overview of EEG
signal-processing tools for users’ mental-state recognition. We have
presented the importance of the feature extraction and classification
components. As we have seen, there are
three main sources of information that can be used to design EEG-
based BCI:
(1) the spectral information, which is mostly used with band-power
features; (2) the temporal information, represented as the amplitude of
preprocessed EEG time
points, and (3) the spatial information, which can be exploited by using
channel selection and spatial filtering (e.g., CSP or xDAWN). For BCI
based on oscillatory activity, the spectral and spatial information are the
most useful, while for ERP-based BCI, the temporal and spatial information
are the most relevant. We have also briefly explored some alternative
sources of information that can also complement the 3 main sources
mentioned above.
This chapter aimed at being didactic and easily accessible, in order to
help
people not already familiar with EEG signal processing to start
working in this area or to start designing and using BCI in their own work
or activities. Indeed, BCI being such a multidisciplinary topic, it is usually
difficult to understand enough of the different scientific domains involved
to appropriately use BCI systems. It should also be mentioned that several
software tools are now freely available to help users design BCI systems,
e.g., Biosig (Schlögl et al. 2007), BCI2000 (Mellinger and Schalk 2007) or
OpenViBE (Renard et al. 2010). For instance, with OpenViBE, it is possible
to design a new and complete BCI system without writing a single line of
code. With such tools and this tutorial, we hope to make BCI design and use
more accessible, e.g., to design brain-computer music interfaces (BCMI).
7
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157
7.8
Questions
Please find below 10 questions to reflect on this chapter and try to
grasp the
essential messages:
1. Do we need feature extraction? In particular why not using the raw
EEG
signals as input to the classifier?
2. What part of the EEG signal-processing pipeline can be
trained/optimized
based on the training data?
3. Can we design a BCI system that would work for all users (a so-
called subject-independent BCI)? If so, are BCI designed specifically for
one subject still
relevant?
4. Are univariate and multivariate feature selection methods both
suboptimal in general? If so, why using one type or the other?
5. By using an inverse solution with scalp EEG signals, can I always
reach a
similar information about brain activity as I would get with invasive
recordings?
6. What would be a good reason to avoid using spatial filters for BCI?
7. Which spatial filter to you have to try when designing an oscillatory
activity-based BCI?
8. Let us assume that you want to design an EEG-based BCI, whatever
its type:
Can CSP be always useful to design such a BCI?
9. Among typical features for oscillatory activity-based BCI (i.e.,
band-power
features) and ERP-based BCI (i.e., amplitude of the preprocessed EEG
time
points), which ones are linear and which ones are not (if applicable)?
10. Let us assume you want to explore a new type of features to
classify EEG data: Could they benefit from spatial filtering and if so, which
one?
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An Introduction to EEG Source
Analysis with an Illustration of a Study
8
on Error-Related Potentials
Marco Congedo, Sandra Rousseau and Christian Jutten
Abstract
Over the last twenty years, blind source separation (BSS) has become
a
fundamental signal processing tool in the study of human
electroencephalography (EEG), other biological data, as well as in many
other signal processing domains such as speech, images, geophysics, and
wireless. This chapter introduces a short review of brain volume conduction
theory, demonstrating that BSS modeling is
grounded on current physiological knowledge. Then, it illustrates a
general BSS
scheme requiring the estimation of second-order statistics (SOS) only.
A simple and efficient implementation based on the approximate joint
diagonalization of
covariance matrices (AJDC) is described. The method operates in the
same way in the time or frequency domain (or both at the same time) and is
capable of
modeling explicitly physiological and experimental source of
variations with
remarkable flexibility. Finally, this chapter provides a specific example
illustrating the analysis of a new experimental study on error-related
potentials.
8.1
Introduction
Over the last twenty years, blind source separation (BSS) has become
a funda-
mental signal processing tool in the study of human
electroencephalography (EEG), other biological data, as well as in many
other signal processing domains such as speech, images, geophysics, and
wireless communication (Comon and Jutten
2010). Without relying on head modeling, BSS aims at estimating both
the M. Congedo (&) S. Rousseau C. Jutten
GIPSA-lab, CNRS and Grenoble University, 11 rue des
Mathématiques,
Domaine universitaire—BP 46, Grenoble 38402, France
e-mail: [email protected]
© Springer-Verlag London 2014
163
E.R. Miranda and J. Castet (eds.), Guide to Brain-Computer Music
Interfacing,
DOI 10.1007/978-1-4471-6584-2_8
164
M. Congedo et al.
waveform and the scalp spatial pattern of the intracranial dipolar
current responsible for the observed EEG, increasing the sensitivity and
specificity of the signal
received from the electrodes on the scalp. This chapter begins with a
short review of brain volume conduction theory, demonstrating that BSS
modeling is grounded on
current physiological knowledge. We then illustrate a general BSS
scheme
requiring the estimation of second-order statistics (SOS) only. A
simple and efficient implementation based on the approximate joint
diagonalization of covariance matrices (AJDC) is described. The method
operates in the same way in the time or frequency domain (or both at the
same time) and is capable of modeling explicitly physiological and
experimental source of variations with remarkable flexibility.
Finally, we provide a specific example illustrating the analysis of a
new experimental study on error-related potentials.
The AJDC method for EEG data has been reviewed and described in
details in
Congedo et al. (2008), based upon theoretical bases to be found in
Pham (2002) and Pham and Cardoso (2001). Typically, it has been used on
continuously recorded EEG (spontaneous activity, e.g., Van der Loo et al.
2007). An extension of the method to treat group EEG data and normative
EEG data has been proposed in
Congedo et al. (2010). Such group BSS approach has been used in a
clinical study on obsessive-compulsive disorder in Kopřivová et al. (2011)
and in a cognitive study on spatial navigation in White et al. (2012). The
AJDC method has also been employed for motor imagery-based brain–
computer interfaces in Gouy-Pailler et al.
(2010), showing that it can be applied purposefully to event-related
(de)synchronization data (induced activity). Extension of the method to the
analysis of
simultaneous multiple-subject EEG data is a current line of research in
our laboratory (Chatel-Goldman et al. 2013; Congedo et al. 2011, 2012).
This chapter contributes demonstrating that the AJDC method can be used
purposefully on
event-related potential (ERP) data as well (evoked activity).
8.2
Physiological Ground of BSS Modeling
It is well established that the generators of brain electric fields
recordable from the scalp are macroscopic postsynaptic potentials created
by assemblies of pyramidal cells of the neocortex (Speckmann and Elger
2005). Pyramidal cells are aligned and oriented perpendicularly to the
cortical surface. Their synchrony is possible thanks to a dense net of local
horizontal connections (mostly <1 mm). At recording distances larger than
about three/four times the diameter of the synchronized assemblies, the
resulting potential behaves as if it were produced by electric dipoles; all
higher terms of the multipole expansion vanish, and we obtain the often
invoked dipole approximation (Lopes Da Silva and Van Rotterdam 2005;
Nunez and Srinivasan 2006, Chap. 3). Three physical phenomena are
important for the argu-ments we advocate in this study. First, unless dipoles
are moving, there is no
appreciable delay in the scalp sensor measurement (Lopes da Silva and
Van
Rotterdam 2005). Second, in brain electric fields, there is no
appreciable
8
An Introduction to EEG Source Analysis …
165
electromagnetic coupling (magnetic induction) in the frequencies up to
about
1 MHz; thus, the quasi-static approximation of Maxwell equations
holds throughout the spectrum of interest (Nunez and Srinivasan 2006, p.
535–540). Finally, for source oscillations below 40 Hz, it has been verified
experimentally that capacitive effects are also negligible, implying that
potential difference is in phase with the corresponding generator (Nunez
and Srinivasan 2006, p. 61). These phenomena strongly support the
superposition principle, according to which the relation
between neocortical dipolar fields and scalp potentials may be
approximated by a system of linear equations (Sarvas 1987). We can
therefore employ a linear BSS
model. Because of these properties of volume conduction, scalp EEG
potentials
describe an instantaneous mixture of the fields emitted by several
dipoles extending over large cortical areas. Whether this is a great
simplification, we need to keep in mind that it does not hold true for all
cerebral phenomena. Rather, it does at the macroscopic spatial scale
concerned by EEG.
The goal of EEG blind source separation (BSS) is to “isolate” in space
and time the generators of the observed EEG as much as possible,
counteracting the mixing caused by volume conduction and maximizing the
signal-to-noise ratio (SNR). First explored in our laboratory during the first
half of the 1980s (Ans et al. 1985; Hérault and Jutten 1986), BSS has
enjoyed considerable interest worldwide only starting a decade later,
inspired by the seminal papers of Jutten and Hérault (1991), Comon (1994),
and Bell and Sejnowski (1995). Thanks to its flexibility and power, BSS has
today greatly expanded encompassing a wide range of applications such as
speech enhancement, image processing, geophysical data analysis, wireless
communication, and biological signal analysis (Comon and Jutten, 2010).
8.3
The BSS Problem for EEG, ERS/ERD, and ERP
For N scalp sensors and M ≤ N EEG dipolar fields with fixed location
and orien-
tation in the analyzed time interval, the linear BSS model simply states
the
superposition principle discussed above, i.e.,
vðtÞ ¼ AsðtÞ þ gðtÞ
ð8:1Þ
vðtÞ 2 <N is the sensor measurement vector at sample t, A 2 <NMis a
time-
invariant full column rank mixing matrix, sðtÞ 2 <M holds the time
course of the source components, and gðtÞ 2 <N is additive noise,
temporally white, possibly uncorrelated with sðtÞ and with spatially
uncorrelated components. Equation (8.1) states that each observation vðtÞ
(EEG) is a linear combination (mixing) of sources sðtÞ, given by the
coefficients in the corresponding column of matrixA. Neither sðtÞ
nor A is known, that is why the problem is said to be blind. Our source
estimation is given by
^sðtÞ ¼ ^BvðtÞ
ð8:2Þ
166
M. Congedo et al.
where B 2 <MN is called the demixing or separating matrix. This is
what we want to estimate in order to recover the sources from EEG.
Hereafter, the hat indicates a statistical estimation. Although this is the
classical BSS model, we need a few clarifications for the EEG case: By
gðtÞ, we model instrumental noise only. In the following, we drop the gðtÞ
term because the instrumental (and quantization) noise of modern EEG
equipment is typically low (<1 μV). On the other hand, biological noise
(extra-cerebral artifacts such as eye movements and facial muscle
contractions) and environmental noise (external electromagnetic
interference) may obey a mixing process as well; thus, they are generally
modeled as components of sðtÞ, along with cerebral ones. Notice that while
biological and environmental noise can be identified as separated
components of sðtÞ, hence removed, source estimation will be affected by
the underlying cerebral background noise propagating with the same
coefficients as the signal (Belouchrani and Amin 1998).
8.4
A Suitable Class of Solutions to the Brain BSS Problem
To tackle problem (8.2) assuming knowledge of sensor measurement
only, we need to reduce the number of admissible solutions. In this paper,
we are interested in weak restrictions converging toward condition
^sðtÞ ¼ GsðtÞ;
ð8:3Þ
where s(t) holds the time course of the true (unknown) source
processes and ^sðtÞ our estimation, and the system matrix
G ¼ ^BA KP
ð8:4Þ
approximates a signed scaling (a diagonal matrix Λ) and permutation
(P) of the
rows of s(t). Equation (8.3) is obtained by substituting (8.1) in (8.2)
ignoring the noise term in the former. Whether condition (8.3) may be
satisfied is a problem of identifiability, which establishes the theoretical
ground of BSS theory (Tong, Inouye and Liu 1993; Cardoso 1998; Pham
and Cardoso 2001; Pham, 2002). We will come back on how identifiability
is sought in practice with the proposed BSS
approach. Matching condition (8.3) implies that we can recover
faithfully the source waveform, but only out of a scale (including sign) and
permutation (order) indeterminacy. This limitation is not constraining for
EEG, since it is indeed the waveform that bears meaningful physiological
and clinical information. Notice the correspondence between the mth
source, its separating vector (mth row of ^
B), and
its scalp spatial pattern (mixing vector), given by the mth column of ^
A ¼ ^Bþ.
Hereafter, superscript + indicates the Moore–Penrose pseudo-inverse.
The mono-
dimensionality of those vectors and their sign/energy indeterminacy
implies the explicit modeling of the orientation and localization parameters
of the mth source, but not its moment. This is also the case of inverse
solutions with good source
8
An Introduction to EEG Source Analysis …
167
localization performance (Greenblatt et al. 2005). On the other hand,
when we estimate current density by EEG inverse solutions, we estimate
current flowing in the three orthogonal directions (hence, the filter is given
by three vectors, not one as here), resulting in a considerable loss of spatial
resolution. Linearity allows switching back from the source space into the
sensor space. Substituting (8.2) into (8.1) and dropping the noise term in the
latter yield BSS filtering v0ðtÞ ¼ ^AR^sðtÞ ¼ ^AR^BvðtÞ;
where R is a diagonal matrix with mth diagonal element equal to 1 if
the mth
component is to be retained and equal to 0 if it is to be removed. BSS
filtering is common practice to remove artifacts from the EEG data.
8.5
An Approach for Solving the BSS Problem Based
on Second-Order Statistics Only
It has been known for a long time that in general, the BSS problem
cannot be solved for sources that are Gaussian, independent, and identically
distributed (iid) (Darmois 1953). EEG data are clearly non-iid; thus, we
may proceed assuming that source components are all pair-wise
uncorrelated and that either (a) within each source component, the
successive samples are temporally correlated1 (Molgedey and Schuster
1994; Belouchrani et al. 1997) or (b) samples in successive time intervals
do not have the same statistical distribution, i.e., they are non-stationary
(Matsuoka et al. 1995; Souloumiac 1995; Pham and Cardoso 2001).
Provided that source components have non-proportional spectra or the time
courses of their
variance (energy) vary differently, one can show that SOS are
sufficient for solving the source separation problem (Yeredor 2010). Since
SOS are sufficient, the method is able to separate also Gaussian sources,
contrary to another well-known BSS
approach named independent component analysis (ICA: Comon and
Jutten 2010).
If these assumptions are fulfilled, the separating matrix can be
identified uniquely; thus, source can be recovered regardless of the true
mixing process (uniform
performance property: see, e.g., Cardoso 1998) and regardless of the
distribution of sources, which is a remarkable theoretical advantage. The
fundamental question is therefore whether or not the above assumptions fit
EEG, ERS/ERD, and ERP data.
• Sources are uncorrelated: This assumption may be conceived as a
working
assumption. In practice, the BSS output is never exactly uncorrelated,
but just as uncorrelated as possible. What we try to estimate is the coherent
signal of large cortical patches, enough separated in space one from the
other. BSS may be
conceived as a spatial filter minimizing the correlation of the observed
mixtures and recovering the signal emitted from the most energetic and
uncorrelated
1 Such processes are called colored, in opposition to iid processes,
which are called white.
168
M. Congedo et al.
cortical patches. For EEG data, this is an effective way to counteract
the effect of volume conduction. In fact, we have seen that the brain tissue
behaves
approximately as a linear conductor; thus, observed potentials
(mixtures) must
be more correlated than the generating dipolar fields.
• Sources are colored and/or their energy varies over time: Observed
potentials are the summation of postsynaptic potentials over large cortical
areas caused by trains of action potentials carried by afferent fibers. The
action potentials come in trains/rest periods, resulting in sinusoidal
oscillations of the scalp potentials, with negative shifts during the train
discharges and positive shifts during rest. The periodicity of trains/rest
periods is deemed responsible for high-amplitude EEG
rhythms (oscillations) up to about 12 Hz, whereas higher-frequency
(>12 Hz) low-amplitude rhythms may result from sustained (tonic) afferent
discharges
(Speckmann and Elegr, 2005). There is no doubt that an important
portion of spontaneous EEG activity is rhythmic, whence strongly colored
(Niedermeyer
2005a; Steriade 2005; Buzsáki 2006, Chap. 6, 7). Some rhythmic
waves come in more or less short bursts. Typical examples are sleep
spindles (7–14 Hz) (Niedermeyer 2005b; Steriade 2005) and frontal theta
(4– Hz) and beta (13–35 Hz) waves (Niedermeyer 2005a). Others are more
sustained, as it is the case for slow delta (1– Hz) waves during deep sleep
stages III and IV (Niedermeyer 2005b), the Rolandic mu rhythms (around
10 Hz and 20 Hz), and posterior alpha rhythms
(8–12 Hz) (Niedermeyer 2005a). In all cases, brain electric oscillations
are not everlasting and one can always define time intervals when rhythmic
activity is
present and others when it is absent or substantially reduced. Such
intervals may be precisely defined based on known reactivity properties of
the rhythms. For
example,
in
event-related
synchronization/desynchronization
(ERD/ERS:
Pfurtscheller and Lopes da Silva 1999), which are time-locked, but not
phase-locked, increases and decreases of the oscillating energy (Steriade
2005) intervals may be defined before and after event onset. On the other
hand, event-related
potentials (ERP: Lopes Da Silva 2005), which are both time-locked
and phase-locked, can be further partitioned in several successive intervals
comprising the different peaks. Such source energy variation signatures can
be modeled precisely by SOS, as we will show with the ensuing ErrP study.
8.6
Approximate Joint Diagonalization of Covariance
Matrices (AJDC)
The SOS BSS method we are considering is consistently solved by
approximate
joint diagonalization algorithms (Cardoso and Souloumiac 19932;
Tichavsky and Yeredor 2009). Given a set of covariance matrices {C C
1,
2,…}, the AJD seeks a
2 This paper does not consider SOS but fourth-order statistics;
however, the algorithms are based on approximate joint diagonalization of
matrices which are the slices of the tensor of fourth-order cumulants and
thus can be used for SOS matrices as well.
8
An Introduction to EEG Source Analysis …
169
matrix ^
B such that the products ^BC ^
^
1BT ,
BC2BT; . . . are as diagonal as possible
(subscript “T” indicates matrix transposition). Given an appropriate
choice of the diagonalization set {C C
1,
2, …}, such matrix ^
B is indeed an estimation of the
separating matrix in (8.2) and one obtains an estimate of the mixing
matrix as
^A ¼ ^Bþ. Matrices in {C C
1,
2, …} are chosen so as to hold in the off-diagonal entries
statistics describing some form of correlation among the sensor
measurement
channels; then, the AJD will vanish those terms resulting in linear
combination vectors (the rows of ^
B) extracting uncorrelated components from the observed
mixture via (8.2). More particularly, the joint diagonalization is
applied on matrices that change according to the assumptions about the
source. They are those changes, when available, that provide enough
information to solve the BSS problem. Formally, for AJDC, the
identifiability of sources discussed above, that is, matching condition (8.3),
is described by the fundamental AJD-based BSS theorem (Afsari
2008; see also Aïssa-El-Bey et al. 2008): Let matrices S1, S2, … be
the K (unknown) covariance matrices of sources corresponding to the
covariance
matrices included in the diagonalization set and sk(ij) their elements.
The diagonal elements of these matrices sk(ii) hold the source variance. The
off-diagonal elements sk iðjÞ;i 6¼ j, are null as sources are assumed to be
uncorrelated. Let
0s
1
11
ð 1Þ
. . . skð11Þ
Y¼y
ð
B.
.
.
C
1 yMÞT ¼ @ ..
.. ..
A
ð8:5Þ
s1 MM
ð
Þ
skðMMÞ
be the matrix formed by stacking one below the other row vectors y1,
y2, … yM
constructed as shown in Fig. 8.1. Each vector ym =
(s1(mm),…,sK(mm)) holds the energy profile along the diagonalization set
for each source, with m:1…M and
M the number of estimated sources. The fundamental theorem says
that the mth
source can be separated as long as its energy profile vector ym is not
collinear 3
with any other vector in Y. Said differently, the wider the angle
between ym and any other vector in Y, the greater the chance to separate the
mth source. Even if two vectors are collinear, the other sources can still be
identified.
Table 8.1 reports useful information to define an appropriate
diagonalization set so as to ensure identifiability of sources.
Importantly, the two basic theoretical frameworks for working in a
SOS
framework reported in Table 8.1, the coloration and the non-stationary,
can be combined in any reasonable way: One may estimate covariance
matrices in different blocks (and/or conditions) for different frequency
band-pass regions, effectively increasing the uniqueness of the source
energy profile. This is for instance the path we have followed for solving
the problem of separating sources generating error potentials, as we will
demonstrate here below. In fact, AJDC method can be applied 3 Two
vectors are collinear if they are equal out of a scaling factor, that is, the
energy profile is proportional.
170
M. Congedo et al.
Fig. 8.1 Graphical illustration of the construction of the source energy
profile vectors ym in different representation spaces; applying to (1) any
invertible and linearity-preserving transform T leads to
T½vðtÞ ¼ AT s
½ ðtÞ;
which preserves the mixing model. Then, solving source separation in
the trans-
formed space still provides estimation of the matrix A or of its inverse
B, which can be used directly in Eq. (8.2) for recovering the source s(t) in
the initial space. For example, the transform T may be a discrete Fourier
transform, a time–frequency
transform such as the Wigner–Ville transform or a wavelet transform.
AJDC can be easily and conveniently transposed in the frequency domain,
thence in the time–-
frequency domain, whether we perform the frequency expansion for
several time
segments.
It is important to consider that the number of matrices should be high
enough to help non-collinearity of source energy profiles. One may want to
have at least as many matrices in the diagonalization set as sources to be
estimated. On the other hand, one should not try to increase the number of
matrices indefinitely to the detriment of the goodness of their estimation,
i.e., selecting too many discrete frequencies or blocks of data that are too
shorts. In summary, the key for succeeding with BSS by AJDC is the
definition of an adequate size and content of the diagonalization set; it
should include matrices estimated on data as homogeneous as possible for
each matrix, with enough samples to allow a proper estimation, in
frequency region and time blocks when the signal-to-noise ratio is high
and with a high probability to uncover unique source energy profiles.
8
An Introduction to EEG Source Analysis …
171
as
event
ERP
in
eyes
the
such
(alpha),
frontal
vs.
peaks
etc.
to
EEG
after
with
of
close
and
spectrum
ferent
rhythms
rhythms,
bursts,
ERP)
condition
dif
according
eyes
the
mu
before
on
beta
data
oscillation
power
reactivity
data
(e.g.,
control
of
dominant
theta,
of
vs.
estimated
estimated
averaging
ERD/ERS
Examples
Spontaneous
characteristic
posterior
somatosensory
midline
•Blocks physiological oscillations open) •CM in •CM (after •Active –
is
of
not
fiability
source
energy
do
identi
the
power
variation
sources
of
for
the
source
same
SOS
to
other
the
conditions
of
of
the
any
spectrum
condition
of
or
sources
AJD
with
on
ficient
power
variation
other
blocks
experimental
Suf
The
non-proportional
spectrum
The
along
(i)
(ii)
correlate
any
based
or
methods
the
,
power
of
source
blocks
BSS
energy
the
(i)
in
ii.
the
,
source
of
is
source
in
the
file
variation
As
experimental
The
The
sources
What
pro
i.
autocorrelation
ii.
spectrum
iii.
The
energy
along
(ii)
conditions
of
a
of
fiability
(CM)
with
blocks
identi
on
matrices
time
experimental
covariance
cospectral
estimated
achieve
bank
ferent
estimated
ferent
to
CM
Lagged
Fourier
Dif
Dif
Covariance
estimation
i.
matrices,
ii.
matrices,
iii.
filter
CM
i.
data
ii.
conditions
Criteria
8.1
the
Table
Assumption
on
sources
Coloration
Non-
Stationary
172
M. Congedo et al.
8.7
A Study on Error-Related Potentials
We now turn to the illustration of the AJDC method by means of a new
study on
error-related potentials (ErrP). We show that BSS analysis increases
the specificity and sensitivity that can be obtained working at the sensor
level, increasing as a consequence the single-trial classification rate. ErrPs
are a family of event-related potential (ERP) that can be elicited after the
commission of an error, firstly reported in Miltner et al. (1997) as
associated to receiving external negative feedback after error commission.
This feedback error-related potential (ErrPf) is characterized by a negative
deflection peaking between 250 and 400 ms with a fronto-central scalp
distribution. The authors named it the feedback-related negativity
(FRN) and put it in relation to the response error-related negativity (ERN)
that had been previously reported (Felkenstein et al. 1991; Gehring et al.
1993), also characterized by a negative deflection. Initially, the ErrPf has
been studied prevalently in the case of gambling tasks with monetary gain
and loss. More recently, it has attracted much attention in the brain–
computer interface (BCI) community because its online
detection provides a unique opportunity to automatically correct
erroneous BCI
operations, effectively increasing the consistency and transfer rate of a
BCI system (Farquhar and Hill 2013). In order to do so, accurate online
single-trial ErrP
detection is necessary. Here, we contribute along this direction in two
ways: (1) We design a new experimental protocol in order to study single-
trial ErrPf detection in a controlled situation that mimics actual BCI
operation and (2) we apply the AJDC
source analysis in order to better characterize this potential, hence
increasing the accuracy of its online single-trial detection.
(1) New Experimental Protocol
In all previous studies on single-trial detection of ErrP for integration
of a control loop in a BCI system, the involvement of the participants is
very far from the
involvement of participants during BCI operation, that is, as such, they
lack ecological validity. In particular, in previous studies, the feedback is
the main focus of the subject, while in actual BCI operations, receiving
such a feedback is only a small part of a complex cognitive task.
Furthermore, previous studies have mainly returned shame feedback, that
is, feedback completely unrelated to the performance of the subject. Finally,
the subject-specific control capability of a BCI system has not been taken
into consideration. Here, we study the feedback-related potential in the case
of a memory task, with no monetary gain or loss. The feedback is returned
when the subject gives the answer, and no reward is given to the subject
except a score; thus, our participants have no other interest besides their
own performance.
Such an experimental protocol allows us to study the ErrPf in a real
“error versus correct” condition. The protocol we use is a memory task
inducing a high cognitive load. The subject is continuously engaged in a
demanding task (and not only on the feedback presentation), mimicking the
actual conditions of a BCI use, where focus, concentration, and attention
are essential requisite for successful BCI operation.
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Then, in this study, the feedback corresponds to the actual performance
achieved in the task, again approximating the actual operation of a BCI.
Finally, the memory task continuously adapts to the ability of the
participants during the whole experiment. This ensures that the cognitive
load is approximately constant across the duration of the experiment, that it
is comparable across individuals regardless of their memory span, and that
the error rate across subjects is approximately equal.
This latter point is particularly important in ErrP studies since it is
known that the error rate affects the ErrP ([8]). In this study, the adaptive
algorithm is tuned to engender an error rate of about 20 %, which amount
approximately to the reasonable accuracy of a reactive BCI operation in
real-world situations.
(2) New Multivariate Signal processing Analysis
Some of the previous studies on single-trial ErrP classification (correct
vs. error) have reached encouraging results (around 70 % of overall
accuracy) using only
little a priori knowledge on this potential. As usual, a more profound
knowledge of the electrophysiological characteristics of the ErrPf can be
used to select more relevant and robust features for the purpose of single-
trial online detection. Previous studies showed that the ErrP can be
characterized in the temporal domain both as an ERP (time- and phase-
locked event) and as an event-related synchronization, or
ERS (time- but non-phase-locked event). The ERP is characterized by
a negative
deflection, named Ne, sometimes followed by a positive one named Pe
(Gentsch
et al. 2009; Steinhauser and Kiesel 2011). The ERS is characterized by
an increased oscillatory activity in the theta frequency band-pass region (4–
7.5 Hz) occurring approximately in the same time window and spatial
location as the Ne (Trujillo and Allen 2007). Source localization of the FRN
using dipole analysis has suggested generators in the anterior cingulate
cortex (ACC) and the supplementary motor area (Gehring and Willoughby
2002; Miltner et al. 1997). Similar results have been obtained for the ErrPr.
Hereby, we propose a sharp spatial filtering approach based on the blind
source separation approach described above with the aim to disen-tangling
the sources responsible for the ERP and the ERS; if this proves feasible,
then the ERP and ERS components will yield independent features to feed
the
classifier, hence potentially increasing the online accuracy.
As a first objective, we identify the different components of the ErrP
along
dimensions time, space, and frequency by means of a multivariate
analysis both in the sensor space and in the source space. We jointly
estimate the brain sources at the origin of the ERP and ERS components
and assess their different roles in error reaction. Then, we study the role of
these components on the ErrP with respect to the expectation of
participants. Finally, we look at how these results impact on ErrP
single-trial classification, which is the essential step in integrating
ErrPs in BCI systems.
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8.8
Method
8.8.1 Participants
Twenty-two healthy volunteers participated in this experiment. All
subjects were BCI naive at the time of the experiment, and none of them
reported neurological or psychiatric disorders in their lifetime. Due to the
presence of excessive artifacts in the EEG data, three subjects were
subsequently excluded from all analyses, leaving 19 participants, of which
9 females and 10 males, with age ranging from 20 to 30
with a mean and a standard deviation of 24 and 2.52, respectively.
8.8.2 Experimental Design
The experiment involved two sessions lasting altogether approximately
half an
hour. Each session consisted of six blocks of six trials, for a total of 6 ×
6 × 2 = 72
trials. Participants seated comfortably 80 cm in front of a 21-inch
computer screen.
Nine square boxes were arranged in circle on the screen. Each trial
consisted of the same memory retrieval task: The trial started with the
display of the current score for 3,000 ms (initialized at zero), followed by a
fixation cross, also displayed for 3,000 ms (Fig. 8.2a). Then, the
memorization sequence started; each memorization comprised a random
sequence of two to nine digits appearing sequentially in
random positions, with each digit of the sequence randomly assigned
to a different box for each sequence (Fig. 8.2b). Subjects were instructed to
retain positions of all digits. At the end of the sequence, the target digit
(always contained in the previous sequence) was displayed (Fig. 8.2c) and
subjects had to click with the aid of a mouse on the box where it had
appeared. Once the subject had answered, the
interface waited for 1,500 ms in order to avoid any contamination of
ErrP by beta rebound motor phenomena linked to mouse clicking
(Pfurtscheller 1981). Then, if the answer was correct, the chosen box
background color turned into green
(“correct” feedback); otherwise, it turned into red (“error” feedback).
Subjects were then asked to report if the feedback (error/correct) matched
their expectation by a mouse click (“yes”/“no”) (Fig. 8.2d). Following this
answer, a random break of 1,000–1,500 ms preceded the beginning of the
new trial.
In order to keep the subjects motivated throughout the experiment, the
accumu-
lated score was computed at the beginning of each trial. When subjects
localized correctly the target digits, their score increased; otherwise, it
remained unchanged.
The number of digits in the sequence was always between two and
nine, fixed within blocks and updated, at the beginning of each block,
according to the change in
performance from the block just finished and the previous one, as
assessed online by means of statistical t tests. The first block started always
with four digits for all subjects. The parameters of the adaptation were set,
thanks to a pilot study and a computer simulation, and were chosen to yield
about 20 % of errors, regardless of the working memory ability. Moreover,
our learning approach is capable of adapting to
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Fig. 8.2 Screenshots from the experiment representing different steps
of the experiment.
a Fixation cross. b One digit appearing in the memorization sequence.
c Target digit appearing.
d Feedback report question: ‘Vous attendiez-vous à ce resultat’ = ’Did
you expect this result?’,
‘Oui’ = ’Yes’ and ‘Non’ = ’No’
fatigue as well as other possible nuisance intervening during the
experiment. A random rest break was allowed between blocks, during
which the boxes performed a colorful animation chosen each time at
random among four preset animations.
Between the two sessions, the screen was shut down to allow a rest
break of 2–3 min.
8.8.3 Data Acquisition
EEG recordings were acquired from 31 silver/chloride electrodes
positioned
according to the extended 10/20 system (FP1, FPz, FP2, F7, F3, Fz,
F4, F8, FT7, FC3, FCz, FC4, FT8, T7, C3, Cz, C4, T8, TP7, CP3, CPz,
CP4, TP8, P7, P3, Pz,
P4, P8, O1, Oz, O2) with the aid of a standard elastic cap. Both
earlobes, digitally linked, were used as electrical reference. The ground
sensor was positioned on the forehead. The impedance of each sensor was
kept below 5 k. The EEG was band-pass-filtered in the range 0.1–70 Hz and
digitized at 500 Hz using the Mitsar 202
DC EEG acquisition system (Mitsar Co. Ltd., Saint Petersburg,
Russia). During
recording, the stimulation program continuously sent to the Mitsar
system triggers
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to track precisely all event onsets of each trial. These triggers were
received by the Mitsar system as a logic signal, synchronized with the EEG
stream, and recorded as a supplementary data channel.
8.8.4 Preprocessing
Data were filtered in the 1–40 Hz band-pass region using an order four
Butterworth FIR filter with linear phase response in the band-pass region.
Ocular artifacts were extracted using the SOBI algorithm (Belouchrani et al.
1997) available in the EEGLAB toolbox (Delorme and Makeig 2004). One
EOG source corresponding to eyeblinks was suppressed for each subject. It
was manually selected using both the temporal shape of the source and its
topography. All other artifacts were left into the signal, so as to approximate
the conditions of online analysis of EEG data acquired during BCI
operation.
8.8.5 Analysis in the Sensor Space
The analysis in the sensor space is the traditional analysis of the signal
as recorded at each electrode. We are interested in the analysis of the error
versus correct trials.
We performed both the analysis of the event-related potential (ERP:
both time- and phase-locked: Lopes Da Silva 2005) and analysis of the
event-related synchronization (ERS: time-locked, but not necessarily phase-
locked: Pfurtscheller and Lopes da Silva 1999). ERPs were analyzed
contrasting the average potential obtained from each subject at each
electrode and time sample. ERSs were analyzed contrasting the average
time–frequency map obtained on each trial from each subject at each
electrode. In order to compute ERS, we employed a multitapering
Hanning sliding window (frequency dependent, with the taper equal to four
cycles for each frequency) over the 2–32 Hz band using a 1 Hz step, as
implemented in the Fieldtrip software (Oostenveld et al. 2011). ERSs were
computed on time window [−0.5 s 1.2 s] using a time step of 0.03 s and a
baseline defined as [−1 s 0 s] prestimulus.
The statistical analysis in the sensor space for contrasting “error”
versus “correct” trials needs to be performed for each electrode, discrete
frequency, and time segment in the case of ERS and for each electrode and
time segment for ERP data.
In order to account for the extreme multiple-comparison nature of the
test, we
employed a permutation strategy. The test chosen is a slight
modification of the supra-threshold cluster size permutation test originally
proposed for neuroimaging data by Holmes et al. (1996). Here, the statistic
is not the supra-threshold cluster size, but the supra-threshold cluster
intensity, defined as the sum of the t values within the supra-threshold
clusters. As compared to the test described by Holmes et al. (1996), such a
statistic is influenced not only by the spatial extent of the clusters, but also
by the strength of the effect. The test is sensitive to effects that are
contiguous in space (adjacent electrodes), frequency, and time, in line with
physiological considerations. The family-wise error rate for multiple
comparisons was
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set to 0.05, meaning that the probability of falsely rejecting even only
one
hypothesis is less than 0.05. All permutation tests were approximated
by the use of 5,000 random permutations.
8.8.6 Analysis in the Source Space
As we have seen that a spatial filter computes a weighted sum (linear
combination) of the signal obtained at each electrode, potentially isolating
delimited dipolar sources from each other. We apply here the method
introduced above adapting it to ERP data. Our goal is to separate the source
of the Ne (ERP) and the source for the theta ERS. We need to separate them
one from the other, but also from background EEG activity. For our
purpose, we need to include in the diagonalization set
matrices holding (a) the spatial structure of the ERP component, (b)
the spatial structure of the ERS component, and (c) the spatial structure of
the spontaneous EEG oscillations and persistent artifacts such as lateral and
horizontal eye movements, jaw muscle contractions, etc. For (a) and (b), we
compute the relevant
covariance matrices both on error trials and on correct trials so to
exploit variations of source energy between the two conditions (Table 8.1).
We define an exactly determined BSS model, that is to say, we estimate as
many sources (M in the
formula above) as electrodes (N = M = 31). For the ERP components
(a), we
estimate the covariance matrix of the average ERP in the three time
windows where the ERP analysis in the sensor space revealed significant
results (see next section).
Covariance matrices were separately computed for error and correct
conditions,
providing 3 × 2 = 6 matrices. These six matrices provide unique source
energy
profile about ERP that have different potential in error versus correct
trials. For the ERS component (b), we estimate the averaged covariance
matrix in the time–frequency region where the sensor space analysis
revealed significant results (see next section). These matrices were
computed as the covariance matrices of the EEG
filtered in the frequency band of interest. Again, matrices were
computed separately for error and correct conditions, providing two
additional matrices. These two
matrices provide unique source energy profile about ERS that display
different
power in the theta band in error versus correct trials. Notice that
matrices for the ERP and the ERS components are substantially different:
For the ERP components, EEG trials are averaged before computing the
covariance matrix (thus only both
time-locked and phase-locked signals are preserved), while for the
ERS compo-
nents, trials are averaged only after computing covariance matrices on
single-trial data (thus, non-phase-locked signals are preserved as long as
they are time-locked).
To separate possible sources of ERP and ERS from spontaneous EEG
oscillations
and artifacts (c), we include in the set all cospectral matrices
(Bloomfield 2000) of the signal during the fixation cross sequence in the
frequency range 2–20 Hz using a frequency step of 2 Hz, providing 10
additional matrices. These latter 10 matrices provide unique source energy
profile to separate all spontaneous sources having non-proportional power
spectrum (Table 8.1). In summary, our BSS algorithm
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jointly diagonalizes a total of 18 matrices. For solving the approximate
joint
diagonalization, we employ the iterative algorithm proposed by
Tichavsky and
Yeredor (2009), which is fast and in our long-lasting practice has
proven robust.
Once estimated the 31 sources, they were inspected analyzing their
ERP, ERS,
topographies, and the mutual information criterion between the source
and the error class (Grosse-Wentrup and Buss 2008). Meaningful sources
were localized in a standard brain using the sLORETA inverse solution
(Pascual-Marqui 2002) as implemented in the LORETA-Key software. This
software makes use of revisited
realistic electrode coordinates (Jurcak et al. 2007) and the head model
(and corresponding lead-field matrix) produced by Fuchs et al. (2002),
applying the boundary element method on the MNI-152 (Montreal
neurological institute,
Canada) template of Mazziotta et al. (2001). The sLORETA-key
anatomical template divides and labels the neocortical (including
hippocampus and anterior cingulate cortex) MNI-152 volume in 6,239
voxels of dimension 5 mm3, based on
probabilities returned by the Demon Atlas (Lancaster et al. 2000). The
coregis-tration makes use of the correct translation from the MNI-152 space
into the
Talairach and Tournoux (1988) space (Brett et al. 2002). Source
localization was conducted on each participant separately, normalized to
unit global current density (the input of the inverse solution is a vector
estimated by BSS up to a scale
indeterminacy) and summed up over participants in the brain space.
8.8.7 Classification of Single Trials
For classifying single trials, data were band-pass-filtered using an
order four Butterworth FIR filter with linear phase response between 1 and
10 Hz for the ERP
component and 4–8 Hz for the ERS component. Data were then
spatially filtered
using the results of the BSS analysis. Only samples corresponding to
250–750 ms were kept. For the ERP component, we used the temporal
signal down-sampled at
32 Hz, providing 16 samples (features) for the classification. For the
ERS component, we used the square of the temporal signal (power) down-
sampled at 32 Hz, providing 16 samples (features) for the classification as
well. This procedure assigns to each component equal chance for
classification. As a classifier, we employed a linear discriminant analysis
(LDA). One hundred random cross-validations were performed with the
classifier trained on a randomly selected set containing 80 % of the data
(both errors and corrects) and then tested on the remaining data.
8.9
Results
8.9.1 Behavioral Results
All subjects performed the task with a convenient error rate, with mean
(sd) = 22.2
(4) % and a quasi-equal repartition of expected and unexpected errors,
with mean (sd) = 10.4 (4.3) % and 11.8(3) %, respectively. Reaction time
was higher for error
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trials as compared to correct trials in 80 % of the subjects (all t tests
with p < 0.05).
The maximum number of digits to memorize for each subject was
highly variable,
ranging from 4 to 10, with mean (sd) = 6.5 (1.37). These results
demonstrate that our presentation software succeeded in equalizing the
cognitive load across subjects, despite the great intersubject variability of
digit memory span.
8.9.2 Sensor Space Analysis
The ERP in the error trials differed from the correct trials in three time
windows with different timing and/or electrode location (Fig. 8.3). A
significant positivity for errors was found at time window [320 ms 400 ms]
at electrode Cz (p < 0.01), a significant negativity for errors at time window
[450 ms 550 ms] at clustered
electrodes Fz, FCz, Cz (p < 0.01), and a significant positivity for errors
at time
[650 ms 775 ms] at clustered electrodes Fz, FCz (p = 0.025).
An ERS (power increase as compared to baseline) could be seen in the
theta
band in both correct and error feedback at fronto-midline locations.
This syn-
chronization unfolds from around 250–600 ms poststimulus. In some
subject, it
goes up to more than 200 % of power increase for error trials. Albeit
present in both conditions, this ERS is significantly more intense for error
trials as compared to correct ones (Fig. 8.4) in the frequency band-pass
region 5–8 Hz and time window
[350 ms 600 ms] poststimulus over the clustered electrodes Fz and
FCz (p = 0.015).
Fig. 8.3 a Grand-average (N = 19) ERP for correct (pointed line) and
error (solid line) trials.
Time windows where the difference in amplitude between the two
conditions is significant (gray panels) and b scalp topographies of t values
computed within the three significant windows. White disks show the
significant clustered electrodes
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Fig. 8.4 Grand-average (N = 19) ERS averaged at electrodes (Fz, FCz,
Cz, CPz) for error a and correct b trials. c Topographic maps of t values
averaged over the theta band and time window
[350 ms 600 ms]. White disks show the significant clustered electrodes
8.9.3 Source Analysis
BSS analysis revealed two uncorrelated sources with variable
sensitivity and
specificity, however, clearly responsible one for the ERP findings and
one for the ERS findings. The source responsible for the ERP differences
between error and
correct trials, to which hereafter we will refer to as the “Ne source,”
was significantly different in error versus correct trials in two time
windows, with a first negative peak at time window [460 ms 540 ms] (p <
0.01) and a positive peak at time [750 ms 830 ms] (p = 0.015). The grand-
average ERP of this source computed separately for error and correct trials
is displayed in Fig. 8.5a. In Fig. 8.5b, it is displayed the same grand-average
ERP when computed using the spatial filter of the source responsible for the
ERS differences between error and correct trials, to which Fig. 8.5 Grand
average (N = 19) of the ERP generated by the Ne source a and by the theta
source b for error (solid line) and correct (pointed line) trials. Time
windows where the difference in amplitude between the two conditions is
significant are highlighted by gray panels
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Fig. 8.6 Grand average (N = 19) of the ERS generated by the Ne
source a and by the theta source b for error trials
hereafter we will refer to as the “theta source”; although differences in
amplitude exist also for this latter source, they are not significant.
On the other hand, the theta source power increase was significant in
frequency band-pass region [5 Hz 8 Hz] for time window [300 ms 600 ms]
(p < 0.01). The ERS generated by this source is shown in Fig. 8.6b. In Fig.
8.6a, it is displayed the same ERS when computed using the spatial filter of
the Ne source instead; the ERS
in this case disappears. These results suggest that the Ne source and
the theta source correspond to separate phenomena generated by different
brain structures with
different dynamics. The source responsible for the ERS (theta source)
appears more specific.
We can now illustrate the advantage brought upon from the BSS
analysis with
these data. Compare Fig. 8.5a to 8.3 and Fig. 8.6 to 8.4. Although in
both cases, results in the sensor space are computed for the optimal cluster
of electrodes, in both cases, it is clear that working in the source space
allows a better sensitivity and specificity: In both cases, the difference
between the error and correct trials is highlighted.
8.9.4 Source Localization
The BSS source responsible for the ERP (Ne source) difference
between correct and error trials was localized by sLORETA in the anterior
cingulate gyrus (BA 24). The BSS source responsible for the ERS (theta
source) was localized close to the supplementary motor area (BA 6) (Fig.
8.7). Keeping in mind the approximation of a source localization method
applied on a standard head model, these anatomical results are in line with
results reported by previous studies (Gehring and Willoughby 2002;
Herrmann et al. 2004; Nieuwenhuis et al. 2003).
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Fig. 8.7 a Ne source sLORETA localization. The source is localized in
BA 32. b Theta source sLORETA localization. The source is localized in
BA 6. For each image, from left to right are the axial, sagittal, and coronal
views across the maximum. The images a and b are scaled to their own
maximum. The activity is color-coded with black representing the
maximum and transparent representing zero. Legend A = anterior; P =
posterior; S = superior; I = inferior; L = left; R = right 8.9.5 Error
Expectation
We then studied the impact of the error expectation on the two
identified sources identified (Ne and ERS). Each trial could outcome one
out of four results: unexpected errors (UE), expected errors (EE), expected
corrects (EC), and unexpected corrects (UC). Since most subjects reported
no trials from the UC condition, we only studied the first three outcomes.
Only subjects providing at least four trials for each condition were kept.
Three further subjects were therefore excluded from this analysis. For each
component, a one-way repeated-measure ANOVA with factor
“outcome feedback” at three levels was applied i) to the temporal
signal averaged over time window [450 ms 520 ms] for the Ne source and
ii) to the power signal
filtered between 5 and 8 Hz and averaged over significant time
window [300 ms
600 ms] for the theta source. For the Ne source, no significant result
was found. For the theta source, the means of the three outcomes were not
all equal (F = 4.75; p = 0.0138). All pair-wise post hoc tests corrected by
Bonferroni method showed
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that the ERS engendered by this source is in this relationship:
ERS(UE) > ERS
(EE) > ERS(EC), with both inequality signs indicating a significant
difference (p < 0.05).
8.9.6 Classification of Single Trials
The Ne source alone leads to better accuracy in classifying error trials
as compared to the theta source alone (p < 0.01). The theta source leads to
better accuracy for classifying correct trials (p = 0.028). These corroborate
the conclusion that the ERP
and ERS represent different phenomena of the ErrP. When looking at
the average
classification rate (Te + Tc)/2, with Te the classification rate of error
trials and Tc the classification rate of correct trials, one see that the use of
both components leads to better results for 14 subjects out of 19. The use of
both components increases the mean classification rate on the 19 subjects
from 67 % up to 71 %. We performed a repeated-measure two-way
ANOVA with factor “type” (error vs. correct) and
“feature” (Ne source ERP, theta source ERS, both). It revealed a main
effect on the
“type” factor (p < 0.01) with correct trials being better classified than
error trials and a “type” x “feature” interaction (p = 0.013), demonstrating
that the use of both the ERP feature and the ERS feature in the source space
improves the performance of single-trial classification. It should be noticed
that with a total of 72 trials per subject, training set included only a mean of
17 single trials for the error condition; thus, the classification task for this
data set is hard since the training sets include very few examples of error
trials.
Knowing that the error expectation has an influence on the theta ERS,
we have
looked at classification results for expected and unexpected errors, for
the theta ERS
components, and the Ne ERP components. Classification performance
is higher for unexpected errors (mean Te = 62 %) than for expected errors
(mean Te = 47 %)
(p = 0.011) when using the theta ERS component. On the other hand,
results are
equivalent (mean Te = 63 % for unexpected errors and mean Te = 64
% for
expected errors) using the Ne ERP component for classification. Thus,
classification using the theta ERS component performs poorly on error
trials only for expected errors. As a consequence, in the case of a system
where errors are unexpected, the classification using the theta ERS
component as compared to using the Ne ERP
component would allow similar results for error trials and better results
for corrects trials, leading to a better average classification accuracy.
8.10
Conclusions and Discussion
We have described a blind source separation approach requiring only
estimation of second-order statistics of data, that is, covariance matrices.
The method, which is well grounded on current theory of volume
conduction, is consistently solved by means of approximate joint
diagonalization of a set of covariance matrices, whence
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the name (AJDC). AJDC is simple, fast, and flexible, allowing explicit
modeling of physiological and experimental a priori knowledge. We have
argued that the success of the source separation depends solely on
• An appropriate choice of covariance matrices to form the
diagonalization set;
• Their appropriate estimation.
To fulfill the first requirement, we have provided guidance for the
analysis of continuously recorded EEG, event-related (de)synchronizations
(ERS/D), and ERP.
While studies for the first two cases are already available and well
established, we have here presented for the first time the use of AJDC for
ERD. We have conducted a source analysis by means of BSS of the
feedback ErrP in high cognitive load
conditions. In this experiment, we have used conditions that resemble
those one can find on real BCI experiments. Our results showed that the
feedback-related potential observed here shares the same characteristics as
the FRN observed in gambling
tasks and the ERN observed in reaction time tasks. Indeed, all three
error potentials are notably characterized by a negative deflection generated
by the dorsal ACC, but with different time of activation. A sharp analysis in
the source space by means of approximate diagonalization of covariance
matrices has allowed the identification of three main components
accounting for the differentiation between error and
correct trials. Two temporal (ERP) characteristics were identified: a
first sharp negativity (Ne) and a broad positivity (Pe). One frequential
(ERS) characteristic was identified as theta ERS at the same time that the
Ne. This observation is in accordance with previous findings (Luu et al.
2004; Trujillo and Allen 2007) which also pointed to the implication to
oscillations in the theta band as an indicator of response error-related
potentials. Luu et al. (Luu et al. 2004) reported that the theta band (4–7 Hz)
is responsible for most variability of the ERN (57 %); meanwhile, Trujillo
and Allen (2007) reported a power increase in the theta band at a time
course similar to the Ne for erroneous responses. In this paper, we have
observed that the ErrPf is characterized by an important ERS in the theta
band. This ERS
seems to occur at the same time as the negative evoked potential. This
observation leads to the question of the independence of these two
components. Indeed, even if they occur simultaneously, they may represent
different manifestation of the same neuronal process. Blind source
separation coupled with source localization (sLORETA) has allowed the
identification of two spatially distinct sources, one
accounting for the temporal component (BA24) and the other for the
frequency
component (BA6). Statistical analysis at source level validated this
separation with a significant temporal activity only for the first source
exhibiting a significant ERP
at the time of Ne and Pe and a significant ERS only for the second
source in the theta band. The fact that these two sources are uncorrelated
and spatially segregated suggests that these two phenomena do not reflect
the same neuronal process. This point is of great interest for BCI
applications and for the online detection of the ErrPf since they may
therefore provide independent information for classification.
In fact, up to now in BCI, only the negative wave (Ne) has been used
as a feature for classifying the ErrPf. Our results suggest that one could use
both the ERP
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component and the ERS component. Indeed, our classification results
showed that the theta ERS brings independent information and allows better
classification
results (as compared with using the ERP alone). It has to be noted that
while the Ne was clearly identifiable in all subjects, the Pe was not strong
enough to be clearly identified in some subjects. This might explain why
our BSS approach has not been successful in finding separated sources for
the Pe peaks (poor signal-to-noise ratio and/or high interindividual
variability).
Interestingly, we have found that the expectation of the outcome has a
direct
impact on the theta ERS, but not on the Ne; the more the error is
expected, the weaker is the theta ERS. To our knowledge, no such effect has
been reported so far.
We conclude that the error-related potential may depend on two
factors: the value of the observation (erroneous or correct) and the
expectation of the outcome. Thus, the error-related potential may be the
combination of two reactions, one to the error and the other to the
surprising character of the observation. Further studies may now try to
investigate this new aspect of the error-related potential and try to
determine whether these two components are physiologically separated or
inter-laced. Within the frame of a BCI application, the more accurate the
BCI is, the more unexpected the error will be. Classification results showed
that when using theta component, performance is higher for unexpected
errors as compared to expected
errors. If the subject is concentrated and performs well the task, the
occurrence of an error will be less expected, since it would result mainly
from a nuisance such as an artifact decreasing the signal-to-noise ratio.
Under these circumstances, the theta ERS component will be more efficient
in detecting errors coming directly from the interface. In order to improve
ErrP recognition in a real BCI system, the performance of the system
should be maximized, so that the ErrP can be more easily
detected. We conclude that the theta ERS will be stronger for high-
performance
BCIs and therefore that the error can be more easily detected for high-
performance BCI. This fact should be taken into consideration in ensuing
attempts to integrate a control loop based on ErrP detection in a BCI. More
in general, the error potential should not be seen as a panacea for correcting
BCI operation errors, since a high number of errors will lead to a poor
detection of ErrP.
In conclusion, the AJDC method proves at the same time flexible and
powerful.
We hope that it turns out useful for extracting meaningful information
to be used in the studies at the crossroad of music and brain
electrophysiology.
8.11
Questions
1. What are the physical generators of brain electric fields recordable
from the scalp?
2. Why a linear mixing model is a good approximation for the genesis
of
observable scalp potentials?
3. What is the relation between the mixing matrix and the demixing
matrix?
186
M. Congedo et al.
4. List the main sources of instrumental, biological, and environmental
noise
affecting EEG recordings
5. What is an error-related potential (ErrP)?
6. The ERS associated with the ErrP is temporally related to a positive
or to a negative evoked potential?
7. What are the advantages of a source-level analysis via blind source
separation as compared to a sensor-level analysis?
8. Why the blind source separation method is said to be “blind”?
9. Create an experimental design where a blind source separation
method
exploiting source non-stationary would be appropriate for data
analysis.
10.
Why error-related potentials are of interest in the field of brain–
computer
interface?
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Feature Extraction and Classification
of EEG Signals. The Use of a Genetic
9
Algorithm for an Application
on Alertness Prediction
Pierrick Legrand, Laurent Veźard, Marie Chavent,
Fre´deŕique Faı¨ta-Aı¨nseba and Leonardo Trujillo
Abstract
This chapter presents a method to automatically determine the
alertness state of humans. Such a task is relevant in diverse domains, where
a person is expected
or required to be in a particular state of alertness. For instance, pilots,
security personnel, or medical personnel are expected to be in a highly alert
state, and this method could help to confirm this or detect possible
problems. In this work,
electroencephalographic (EEG) data from 58 subjects in two distinct
vigilance
states (state of high and low alertness) was collected via a cap with 58
electrodes.
Thus, a binary classification problem is considered. To apply the
proposed
approach in a real-world scenario, it is necessary to build a prediction
method that requires only a small number of sensors (electrodes),
minimizing the total cost and maintenance of the system while also
reducing the time required to
P. Legrand (&) L. Vézard M. Chavent
IMB, UMR CNRS 5251, INRIA Bordeaux Sud-Ouest, University of
Bordeaux,
Bordeaux, France
e-mail: [email protected]
L. Vézard
e-mail: [email protected]
M. Chavent
e-mail: [email protected]
F. Faïta-Aïnseba
University of Bordeaux, Bordeaux, France
e-mail: [email protected]
L. Trujillo
Instituto Tecnológico de Tijuana, Tijuana, BC, México
e-mail: [email protected]
URL: http://www.tree-lab.org
© Springer-Verlag London 2014
191
E.R. Miranda and J. Castet (eds.), Guide to Brain-Computer Music
Interfacing,
DOI 10.1007/978-1-4471-6584-2_9
192
P. Legrand et al.
properly setup the EEG cap. The approach presented in this chapter
applies a
preprocessing method for EEG signals based on the use of discrete
wavelet
decomposition (DWT) to extract the energy of each frequency in the
signal.
Then, a linear regression is performed on the energies of some of these
frequencies and the slope of this regression is retained. A genetic
algorithm (GA) is used to optimize the selection of frequencies on which
the regression is
performed and to select the best recording electrode. Results show that
the
proposed strategy derives accurate predictive models of alertness.
9.1
Introduction
Over the last decade, human–computer interaction (HCI) has grown
and matured as a field. Gone are the days when only a mouse and keyboard
could be used to
interact with a computer. The most ambitious of such interfaces are
brain–computer interaction (BCI) systems. The goal in BCI is to allow a
person to interact with an artificial system using only brain activity. The
most common approach toward BCI is to analyze, categorize, and interpret
electroencephalographic (EEG) signals, in such a way that they alter the
state of a computer.
In particular, the objective of the present work is to study the
development of computer systems for the automatic analysis and
classification of mental states of vigilance; i.e., a person’s state of alertness.
Such a task is relevant to diverse domains, where a person is expected or
required to be in a particular state. For instance, pilots, security personnel,
or medical staffs are expected to be in a highly alert state, and a BCI could
help confirm this or detect possible problems.
It is possible to assume that the specific topic presented in this chapter
lies outside the scope of this book, entitled “Guide to Brain-Computer
Music Interfacing.” Nevertheless, from our point of view, many tasks have
to be accomplished before any interaction between a person’s brain and
music can be done by using
EEG signals. Suppose that we wish to develop a musical instrument
that can
generate music that is specifically related to the alertness of a subject.
For such a system, a first objective should be to classify the EEG signals of
a subject based on different levels of alertness. In order to reach this
objective, informative features have to be extracted, particularly since
processing raw EEG data is highly
impractical, and then proceed to a final classification step using
relevant mathematical concepts. However, this problem is by no means a
trivial one. In fact, EEG
signals are known to be highly noisy, irregular, and tend to vary
significantly from person to person, making the development of general
techniques a very difficult scientific endeavor. Then, it is important to find a
method that is adaptable to different persons and that it provides a rapid and
accurate prediction of the alertness state. For instance, a similar problem is
presented by Lin et al. (2010), the authors developed a feature extraction
and classification approach to classify emotional states and build an
immersive multimedia system, where a user’s mental states
influences the musical playback. Examples such as these illustrate the
importance of
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Feature Extraction and Classification of EEG Signals …
193
developing efficient and accurate recognition systems that can
automatically
interpret the mental state of a person through EEG measurements.
9.1.1 Electroencephalographic Signals and Previous Works
The electrical activity of the brain is divided into different oscillatory
rhythms characterized by their frequency bands. The main rhythms in
ascending order of
frequency are delta (1–3.5 Hz), theta (4–8 Hz), alpha (8–12 Hz), and
beta
(12–30 Hz). Alpha waves are characteristic of a diffuse awake state for
healthy subjects and can be used to discern the normal awake and relaxed
states, which is the topic of this experimental study. The oscillatory alpha
rhythm appears as
visually observable puffs on the electroencephalogram, especially over
the occipital brain areas at the back of the skull, but also under certain
conditions in more frontal recordings sites. The distribution of cortical
electrical activity is taken into account in the characterization of an
oscillatory rhythm. This distribution can be compared between studies
reported in the literature through the use of a conventional electrode
placement; the international system defined by Jasper (1958) and shown in
Fig. 9.1.
Furthermore, the brain electrical activity is non-stationary, as specified
in Subasi et al. (2005); i.e., the frequency content of EEG signals is time
varying. EEG
signals are almost always pre-treated before any analysis is performed.
In most cases, the Fourier transform or discrete wavelet decomposition
(DWT) are used (see Sect. 9.4.1). In Subasi et al. (2005), authors use a
DWT to pick out the wavelet sub-band frequencies (alpha, delta, theta, and
beta) and use it as an input to a neural networks classifier. In Hazarika et al.
(1997), coefficients of a DWT are used as features to describe the EEG
signal. These features are given as an input to an artificial neural network.
In Ben Khalifa et al. (2005), the EEG signal is decomposed in 23
bands of 1 Hz (from 1 to 23 Hz) and a short term fast Fourier
transformation (STFFT) is used to calculate the percentage of the power
spectrum of each band. In Cecotti and Graeser (2008), a Fourier transform
is used between hidden layers of a convolutional neural network to switch
from the time domain to the frequency domain analysis in the
network.
To predict the state of alertness, the most common method is neural
networks
[see for example Subasi et al. (2005) or Vuckovic et al. (2002)].
However, the disadvantage of this approach is that it requires having a large
set of test subjects relative to the number of predictive variables. To avoid
this problem, the authors of Subasi et al. (2005) and Vuckovic et al. (2002)
split their signal into several segments of a few seconds, called “epochs.”
Other approaches use different statistical methods. For example, Yeo et al.
(2009) uses support vector machine, Anderson and Sijercic (1996) uses
autoregressive models (AR), and Obermaier et al. (2001) use hidden
Markov chains.
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P. Legrand et al.
Fig. 9.1 Representation of the distribution of electrodes in the
international system 10/10
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Feature Extraction and Classification of EEG Signals …
195
9.1.2 Main Contributions
The aim of the work presented in this chapter was to construct a model
that is able to predict the alertness state of a human using one electrode; and
this model will be used in real time applications. That is why, the two main
objectives are:
• Reduce the time needed to install the EEG cap on a participant using
a variable selection method in order to choose the best electrode (based on
classification rate). In fact, in real-world applications, it is necessary to
reduce the number of electrodes needed because the cap installation process
has to be short. A long
installation of the EEG cap can cause a disturbance of the mental state
of the
person that we want to study (pilots or surgeons for example).
• To obtain a model (decision rule) that is able to give a reliable
prediction of the alertness state of a new participant.
To achieve these objectives, we apply a wavelet decomposition as a
preprocessing step and a new criterion for state discrimination is proposed.
Then, several standard methods for supervised classification (binary
decision tree, random forests, and others) are used to predict the state of
alertness of the participants. The criterion is then refined using a genetic
algorithm (GA) to improve the quality of the prediction.
Finally, this work presents results that are part of a broader research
program that is being investigated by the lead authors, focusing on the
development of BCIs. In particular, this chapter contains a detailed
description of the system originally presented in Vézard et al. (2014), where
critical aspects were not discussed in detail.
The remainder of this chapter proceeds as follows. The data
acquisition protocol is precisely detailed in the Sect. 9.2. The validation of
the data is described in the Sect. 9.3. A data preprocessing is proposed in
Sect. 9.4 and a feature extraction is performed Sect. 9.5 in order to compute
a first attempt of classification of EEG signals.
Section 9.6 contains the general principles of a GA and presents how
this stochastic optimization method improves the results obtained in the
previous section. Finally, Sect. 9.7 presents a summary of this work and
discusses our main conclusions.
9.2
Data Acquisition
This work is based on real data that we have collected. This section
will describe the data acquisition and data validation steps.
9.2.1 Participants
This work uses 44 participants, with ages between 18 and 35, all are
right-handed, to avoid variations in the characteristics of the EEG due to
age or handedness linked to a functional interhemispheric asymmetry.
196
P. Legrand et al.
Fig. 9.2 Experimentation
rooms. a Control room.
b Room of the participant. 1
Recording computer. 2
Computer devoted to the
relaxation process. 3 Control
computer linked to the control
camera. 4 Participant. 5
Control camera
9.2.2 Procedure
The experiment was conducted individually in a soundproof room,
where the
participant was comfortably seated in front of the computer screen (see
Figs. 9.2
and 9.4).
It takes approximately 2 h and a half to place the EEG cap, to perform
the
experiment and to have a final explanatory interview with the
participant. This interview occurred at the end of the whole data acquisition
procedure to not affect EEG records. Data collection was controlled by the
acquisition system Coherence 3NT (Deltamed, http://www.natus.com/). The
data acquisition procedure is composed of five steps which are represented
in Fig. 9.3:
1. First EEG: the participant has to look at a cross (fixation point) at
the center of the screen to reduce eye movements. This first recording
corresponds to the
reference state, considered as the normal vigilance state of the
participant. A photograph of a member of our team, took to represent the
conditions of an EEG
recording, is given in Fig. 9.4.
Fig. 9.3 Diagram of the data acquisition procedure
9
Feature Extraction and Classification of EEG Signals …
197
Fig. 9.4 Photograph that represents the conditions during an EEG
recording
2. Attentional task devoted to collect contingent negative variation
(CNV): the participant was instructed to press the space bar as quickly as
possible after each time the cross was replaced by a square on the screen.
For each appearance of
this square, a warning sound (beep), presented 2.5 s before, allowed
the par-
ticipant to prepare his response. The experimental session included 50
pairs of stimuli (S1: beep, S2: square), with a random amount of time
elapsing between
each pair. The purpose of this task is specified in Sect. 9.3.1.
3. Relaxation session: the participant was fully guided by a soundtrack
broadcast through loudspeakers placed in the room. The soundtrack
suggested the participant to perform three successive exercises of self-
relaxation, based on
muscular relaxation and mental visualization. The first exercise is the
autogenic training (Schultz 1958). In this exercise, the participant has to
mentally repeating some sentences such as “I am calm” or “my arms and
legs are heavy.” The
second exercise is the progressive relaxation (Jacobson 1974). It
consists in tense and unflex some muscles of the body. The last exercise is
the mental
visualization. The participant imagines that he is moving in a familiar
and lovely place. The purpose of this relaxation session is to try to bring the
participant to a lower level of vigilance, qualified as the “relaxed” state.
4. Second EEG recording: 3 min of EEG were recorded with the same
protocol as
in the step 1. This second recording should reflect the relaxed state of
the
participant’s brain if it was reached in the prior step.
5. Second CNV task: CNV is collected using exactly the same protocol
as in step 2.
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P. Legrand et al.
9.3
Data Validation
9.3.1 Contingent Negative Variation Extraction
For a given participant, the CNV analysis will allow us to determine
whether the relaxation step was effective. CNV extraction has been
performed by applying the event-related potentials (ERPs) method
(Rosenblith 1959). It consists, in the present experimental design, on
averaging the electrical activity recorded in synchrony with all warning
signals (S1: beep) until the response stimulus (S2: square). Such
average allows event-related brain activity components, reflecting
stimulus processing, to emerge from the overall cortical electrical activity,
unrelated to the task performed. Thus, in our paradigm, a negative
deflection of the averaged waveform, called CNV, is obtained (Walter et al.
1964). This attentional component has the property of decreasing in
amplitude when the participant is less alert, either because he is distracted
(Tecce 1979), is deprived of sleep (Naitoh et al. 1971), or is falling asleep
(Timsit-Berthier et al. 1981). This fundamental result is shown in Fig. 9.5.
In this Figure, the CNV is plotted as a dotted line for an alert participant
and as a solid line for a participant which is less alert. The amplitude of the
CNV is proportional to the alertness of the subject.
That is why, although the instruction given to the participant during
CNV
acquisition was to press the space bar as quickly as possible after the
square
appearance, the reaction time is not investigated in this study.
However, the way the participant prepares to perform the task is observed.
The comparison of the amplitude of the CNV between tasks performed
in steps 2
and 5 is used to determine whether the alertness of a participant has
changed. It allows us to know if he is actually relaxed. Only the positive
cases, for which the amplitude of the CNV has significantly declined, were
selected for comparative
analysis of their raw EEG’s (stages 1 and 4). Their EEGs were then
tagged,
respectively, as “normal” or “relaxed” state. An example of a
participant kept after studying his CNV is shown in Fig. 9.6 and an example
of a rejected participant is given in Fig. 9.7.
In these Figures, the solid curve represents the CNV recorded during
step 2 and the dotted curve represents the CNV recorded in step 5. The solid
vertical lines correspond to warning signals (S1: beep, S2: square). The area
between the curve Fig. 9.5 Representation of
the amplitude variation of the
CNV with respect to the
V(
alertness of a participant
edutil 100 300
participant less alert
p
Time (ms)
malangiS)
participant more alert
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100
80
60
40
S1
S2
20
T1
T2
0
−20
−40
Signal amplitude (V)
−60
−80
−100
0
200
400
600
800
1000
1200
1400
1600
1800
2000
2200
Time (ms)
Fig. 9.6 Representation of CNV recorded on participant 4 during steps
2 (solid curve) and 5
(dotted curve). The solid vertical lines correspond to warning signals
(S1: beep, S2: square). This participant is kept because the solid curve is
mainly below the dotted curve between T1 and T2
(framed by the dotted vertical lines)
100
80
60
40
S1
T1
T2
S2
20
0
−20
−40
Signal amplitude (V)
−60
−80
−100
0
200
400
600
800
1000
1200
1400
1600
1800
2000
2200
Time (ms)
Fig. 9.7 Representation of CNV recorded on participant 9 during steps
2 (solid curve) and 5
(dotted curve). The solid vertical lines correspond to warning signals
(S1: beep, S2: square). This participant is rejected because the solid curve is
mainly above the dotted curve between T1 and T2
(framed by the dotted vertical lines)
and the x-axis is calculated between T1 and T2 (section framed by the
dotted
vertical lines). A participant is kept if the area calculated with the CNV
recorded in step 5 is lower than the area calculated with the CNV recorded
in step 2. To
facilitate this validation step an allow a visual inspection of the curves,
a graphical user interface was created. This interface is given in Fig. 9.8.
Using this interface,
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Fig. 9.8 Graphical user interface for the CNV display
an user can easily plot the CNV curve for a given participant. The top
right of Fig. 9.8 is a topographic map. At a given period, it represents the
electrical activity recorded on the scalp of a participant. It allows to view
the appearance of the CNV
on the scalp and thus to locate brain regions involved in the CNV
appearance.
The study of CNV was performed on the 44 participants of the study
and 13
participants were kept for further analysis. Thus, an important number
of participants are rejected. The stress due to the experiment and the
duration of the
installation of the cap may be factors that deteriorate the efficiency of
the relaxation session. To limit the duration of the cap wearing, the
relaxation session is relatively short. Thus, it is possible that the duration of
the relaxation session (20 min) is too short to achieve fully relax these
subjects. The participants selected are those that have special abilities to
relax in stressful conditions and in a relatively short period of time. Those
points can explain the high proportion of rejected participants in our study.
9.3.2 Data
Finally, the data consist of 26 records of 3 min of raw EEG signals
from the 13
selected participants (one “normal” EEG and one “relaxed” EEG for
each partici-
pant). Each record contains variations of electric potential obtained
with a sampling frequency of 256 Hz with 58 active electrodes placed on a
cap (ElectroCap). Using this sampling frequency, each signal recorded by
an electrode for a given subject in a given alertness state contains 46,000
data points. A representation of the data matrix is given in Fig. 9.9.
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Feature Extraction and Classification of EEG Signals …
201
Fig. 9.9 Representation of
the data matrix. There are
three dimensions: one for the
participants, one for the time
(46,000 points corresponding
to the number of points in
each 3 min EEG signals
e
recorded using a sampling
frequency of 256 Hz), and
ed stat
one for the electrodes
Relax
9.4
Data Preprocessing
The data is specified in 3 dimensions (time, electrodes, and
participants). The proposed approach is to extract a feature in 2 dimensions
to implement common
classification tools. To do this, the signal energy, obtained by the
wavelet
decomposition, is considered.
9.4.1 Wavelet Decomposition
Wavelet decomposition (Daubechies 1992; Mallat 2008) is a tool
widely used in signal processing. Its main advantage is that it can be used to
analyze the evolution of the frequency content of a signal in time. It is
therefore more suitable than the Fourier transform for analyzing non-
stationary signals.
R
A wavelet is a function w 2 L2ðRÞ such that R wðtÞdt ¼ 0. The
continuous
wavelet transform of a signal X can be written as:
Z1
1
tb
Xða; bÞ ¼ pffiffiffi
XðtÞw
dt
ð9:1Þ
a
a
1
where a is called the scale factor that represents the inverse of the
signal frequency, b is a time-translation term and function ψ is called the
mother wavelet. The mother wavelet is usually a continuous and
differentiable function with compact support.
Several families of wavelet mother exist such as Daubechies wavelets
or Coiflets.
Some wavelets are given in Fig. 9.10.
It is also possible to define the discrete wavelet transform, starting
from the previous formula and discretizing parameters a and b. Then, let a =
aj0, where a0 is the resolution parameter such as a
j
0 > 1 and j 2 N and let b = kb0a0, where k 2 N
and b0 > 0. It is very common to consider the “dyadic” wavelet
transform which
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P. Legrand et al.
Fig. 9.10 Some wavelets. a Haar. b Daubechies4. c C3 Coiflet. d S8
Symmlet
corresponds to the case where a0 = 2 and b0 = 1. In this case, j = 1, 2,
…, n, where n is the base-2 logarithm of the number of points forming the
signal and
k = 1, 2, …, 2j−1. Then, the dyadic discrete wavelet transform is:
Z1
xj;k ¼ 2j2
XðtÞwð2jt kÞdt
ð9:2Þ
1
where j is the decomposition level (or scale) and k the time lag. The
maximal
number of decomposition levels, n, is the log2 of the number of points
forming the signal. The discrete wavelet transform is faster than the
continuous version and also allows for an exact reconstruction of the
original signal by inverse transformation.
The dyadic grid provides a spatial frequency representation of discrete
dyadic
wavelet transform (see Fig. 9.11). In this Figure, the x-axis
corresponds to time, the y-axis represents the frequencies, and the circles
correspond to the wavelet coefficients xj,k. The signal points are
represented below the last level of decomposition.
At each additional level, the frequency is doubled.
The dyadic grid allows us to visualize the frequency content of the
signal and to see when these frequencies appear. For example, Fig. 9.12
represents a signal and his DWT computed by the toolbox FracLab (Levy
Vehel and Legrand 2004),
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Feature Extraction and Classification of EEG Signals …
203
Fig. 9.11 Representation of
Time
the dyadic grid with 4 levels
of decomposition (4 scales)
Frequency
Signal
points
Fig. 9.12 A signal generated
with the toolbox FracLab
(Top). The dyadic grid,
containing the absolute value
of the discrete wavelet
coefficients of the signal
(Bottom). The large
coefficients are in red and the
smallest values in blue
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P. Legrand et al.
http://fraclab.saclay.inria.fr/. Below, the dyadic grid is presented,
containing the absolute value of the discrete wavelet coefficients of the
above signal. The high coefficients values are in red and the low values in
blue. In Fig. 9.12, the second level of decomposition, related to low
frequencies, contains high absolute coefficients values on the complete
signal. The fifth scale contains mid-range value
coefficients in the last part of the signal. Finally, the last scale allows
to visualize the high frequency content appearing at the beginning and at
the end of the signal.
9.4.2 Signal Energy
Wavelet decomposition can also be used to calculate the energy of a
signal for each level of decomposition. Thus, the energy e2j of the signal X
in the scale j is given by: X
2j1
e2j ¼
x2j;k; 8j 2 f1; . . .2j1g
ð9:3Þ
k¼1
In other words, from the dyadic grid, the energy associated with the
scale
j (decomposition level j) is equal to the sum of the squares of the
coefficients of the line j. The use of signal leads to a loss of the temporality
information. It is also possible to obtain this result using a Fourier
transform; however, the DWT provides more opportunities for further work.
For example, the wavelet decomposition could be useful if the temporal
evolution of the frequency content of signals is investigated in a future
work.
9.5
Examples of Feature Extraction
9.5.1 Slope Criterion
For a given participant i(i = 1, …, 13) in a given state (normal or
relaxed), each electrode m(m = 1, …, 58) provides a signal Xm. A discrete
dyadic wavelet
decomposition
is
performed
on
this
signal
by
considering
15
scales
(15 ¼ blog2ð46; 000cÞ, where 46,000 is the number of points in each
3 min EEG
signals and where b:c is the integer part). From the coefficients
obtained, the energy of the signal is calculated for each scale. Figure 9.13
presents these energies as a function of frequency.
The Alpha waves are between 8 and 12 Hz. Thus, according to the
literature,
only the energies calculated for 4, 8, and 16 Hz are used (black circles
in Fig. 9.13).
Then, a simple regression is performed (dotted line in Fig. 9.13), and
the slope is retained. This coefficient is representative of the evolution of
signal energy in the frequency considered. By repeating this process for
each electrode, a feature of 58
coefficients (one per electrode) is obtained for an individual in a given
state. Thus, a matrix of size 26 × 58 is obtained, representing the slope
criterion.
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Feature Extraction and Classification of EEG Signals …
205
7
Fig. 9.13 Representation of
x 10
the energy of signal Xm
obtained using a discrete
6
dyadic wavelet decomposition
as a function of frequency. To
calculate the slope criterion, a
5
simple regression is
performed (dotted line) on the
4
energies calculated for 4, 8,
and 16 Hz (circles)
3
Energy
2
1
0
1/64
1/16
1/4
1
4
16
64 128
Fréquency (Hz)
Figure 9.14 gives a representation of the data matrix after a dimension
reduction.
On the left, the data obtained after a discrete wavelet transform. There
are still three dimensions: one for the participants, one for the 15
frequencies, and one for the electrodes. Compared to Fig. 9.9, we switched
between time (46,000 points) and frequencies (15 scales). On the right, after
the calculus of the slope coefficient, only two dimensions are remaining:
one for the participants and one for the electrodes.
To construct a model able to predict the alertness state, some usual
classification tools (classification and regression trees or k nearest
neighbors for example) will be applied on this matrix in 2 dimensions.
Fig. 9.14 Representation of
the data matrix after a
dimension reduction. On the
left, the data obtained after a
discrete wavelet transform.
There are still three
dimensions: one for the
participants, one for the 15
frequencies, and one for the
electrodes. On the right, after
the calculus of the slope
coefficient, only two
dimensions are remaining:
one for the participants, one
for the electrodes
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9.5.2 Ho¨lder Exponent Criterion and Alpha Criterion
Previously, other approaches to obtain a summarized data matrix in
two dimensions have been tested on similar signals (Vézard 2010). The
goal was to obtain an approach which allows separating the two alertness
states and reducing the interindividual variability observed. One of these
approaches was based on the use of the Hölder regularity of the signal. The
Hölder exponent, (Jaffard and Meyer 1996,
Levy Vehel and Seuret 2004), is a tool to measure the regularity of a
signal at a given point. The smaller the Hölder exponent (respectively,
large) is, the more irregular (respectively, smooth) is the signal. The Hölder
exponent was estimated as defined in Legrand (2004). The aim was to
summarize the signal recorded by an electrode in its global regularity. An
average of Hölder exponents for each point of the signal provided by an
electrode was calculated.
Another approach was to analyze the alpha wave content in signals.
Alpha
rhythm is the classical EEG correlate for a state of relaxed
wakefulness. When the person is relaxed, the neurons are synchronized and
operate at a particular and identical rhythm. This rhythm appears to be
responsible for the more pronounced appearance of Alpha waves
(Niedermeyer and Lopes da Silva 2005). When the person is forced to
perform a task that can break the relaxed state, the functioning of neurons
vary widely. They seem to act by groups which do not work at a similar
rhythm. Alpha waves are then masked by the more pronounced
appearance of other
waves (such as Beta waves). Thus, the idea was to measure the
proportion of alpha waves in the signal (alpha waves divided by the sum of
all waves: alpha, beta, theta, and delta).
These two approaches gave a data matrix in two dimensions like that
obtained
with the slope criterion. However, they did not seem to work as well as
the matrix of slopes to discriminate the two states of vigilance (Vézard
2010). Therefore, the slope criterion is investigated in this book chapter.
9.5.3 Preliminary Results
The relevance of the slope criterion is illustrated in Figs. 9.15 and
9.16. Figure 9.15
provides for each participant, in his state of “normal” alertness and his
state of
“relaxed” alertness, the sum of the slope criterions on all electrodes. It
appears that for a given individual, the slope criterion is almost always
lower when the individual is in the normal state than when he is in the
relaxed state. Thus, by comparing, for a given individual, the values of the
slope criterion for the normal and relaxed states it is possible to effectively
distinguish the two states. However, for a new individual, a single record is
known and the problem remains unsolved.
Figure 9.16 shows for each electrode the sum of the slopes of the
participants in a
“normal” alertness state and participants in a “relaxed” state. The
previous observation is also true at the electrode level. In fact, for a given
electrode, the slope criterion is higher when considering the record obtained
by this electrode after the
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207
9
Fig. 9.15 Slope criterion
x 10
1
summed over all electrodes
for each of 13 participants
0.5
0
−0.5
−1
−1.5
normal state
relaxed state
Slope calculated between 4 and 16 Hz
−2 0
2
4
6
8
10
12
14
Participant number
8
Fig. 9.16 Slope criterion
x 10
2
summed over all participants
for each of 58 electrodes
0
−2
−4
−6
−8
normal state
Slope calculated between 4 and 16 Hz
relaxed state
−10 0
10
20
30
40
50
60
Electrode number
relaxation. Thus, the slope criterion can effectively discriminate the
two states of alertness for an individual. However, a strong inter-individual
variability can be observed in Fig. 9.15. Because of this strong individual
variability, we cannot plot a line on Fig. 9.15 which separates the two
alertness states (represented by cross and circles). Then, for a given subject
with two EEG records, the slope criterion allows determining which record
corresponds to the record done in the relaxed state.
However, when only one record is known (new subject), we cannot
classify it
effectively.
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P. Legrand et al.
●
60
50
40
30
20
K nearest neighbors Binary decision tree
Random forests
Discriminant PLS
Discriminant sparse PLS
Fig. 9.17 Correct classification rate for the classification methods on
the slope criterion Common classification methods were initially used on
the slope matrix to predict the alertness state of the participants. Predictive
performance of k nearest neighbors
[presented in Hastie et al. (2009)], binary decision tree (Breiman et al.
1984) (CART), random forests (Breiman 2001), discriminant PLS [by direct
extension of the regression PLS method described in Tenenhaus (1998)
recoding the variable to explain using dummy variables], and discriminant
sparse PLS (Lé Cao et al. 2008) were studied. R packages “class,” “rpart,”
“randomForest,” “pls,” and “SPLS”
were, respectively, used to test these methods. Random forests have
been applied by setting the number of trees at 15,000 and leaving the other
settings by default.
Other methods were tuned by applying a tenfolds cross-validation on
the training sample (number of neighbors for k nearest neighbors,
complexity of the tree for CART, number of components for the
discriminant PLS, number of components,
and value of the thresholding parameter for discriminant sparse PLS).
The PLS
method has been adapted for classification by recoding the variable to
predict
(alertness) using a matrix formed by an indicator of the modality
(“normal” or
“relaxed”). To compare the results, these methods were evaluated on
the same
samples (learning and test). A fivefold cross-validation was used to
calculate a classification rate. This operation was repeated 100 times to
study the stability of classification methods with respect to the data
partitioning. The results are given by the boxplots in Fig. 9.17.
It appears that the median correct classification rate (CCR) is very
disappointing.
It does not exceed 40 % for most methods. Table 9.1 summarizes the
means and standard deviations obtained using classification methods on the
slope criterion.
Large standard deviations reflect the influence of the data partitioning
on the results.
In the case of a binary prediction, these results cannot be satisfactory.
It is likely that the inter-individual variability observed in Fig. 9.15 has
affected the performance of the classification methods. This inter-individual
variability is very difficult to include in the classification methods with the
available data for this study.
Therefore, the preprocessing has been refined to obtain improved
classification
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Feature Extraction and Classification of EEG Signals …
209
Table 9.1 Means and standard deviations of correct classification rate
for the classification methods on the slope criterion
K nearest
Binary
Random
Discriminant
Sparse
neighbors
decision tree
forests
PLS
discriminant
PLS
Mean
37.28
33.98
32.03
40.63
36.25
Standard
10.47
5.15
6.46
8.55
7.96
deviation
rates. Specifically, a GA has been used as a feature selection process,
to determine the electrode and the frequencies that provide the best
discrimination for the slope criterion.
9.6
Feature Selection with a Genetic Algorithm
In this section, a GA is used to improve the slope criterion. So far,
previous work in the field, which suggested to focus on the alpha waves,
was used. For this reason, the regression was done using frequencies
between 4 and 16 Hz. Given the results, this approach will be refined. The
algorithm searches for the best range of frequencies (not necessarily
adjacent) to perform the regression. Similarly, so far all electrodes were
kept. However, one objective of this work is to remove some
electrodes to reduce the time required for the installation of the cap.
Thus, the best combination electrode/frequencies based on the quality of the
prediction is searched for. In this work, 58 electrodes and 15 decomposition
levels are available. Then, 58 * 215 = 1,900,544 ways exist to choose an
electrode and a frequency range. To avoid an exhaustive search, the
proposed approach is to use a GA to perform a
feature selection (Broadhursta et al. 1997; Cavill et al. 2009).
9.6.1 General Principle of a Genetic Algorithm
These optimization algorithms (De Jong 1975; Holland 1975) are
based on a simplified abstraction of Darwinian evolution theory. The
general idea is that a population of potential solutions will improve its
characteristics over time, through a series of basic genetic operations called
selection, mutation and genetic recombination or crossing. From an
algorithmic point of view, the general principle is depicted in Fig. 9.18.
The purpose of these algorithms is to optimize a function (fitness)
within a given search space of candidate solutions. Solutions (called
individuals) correspond to points within the search space, a random set of
which are generated, this seeds the algorithm with an initial Population (set
of individuals). They are represented by the genomes (binary codes or reals,
with a fixed or variable size). All individuals are
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P. Legrand et al.
Random Initial
Evaluation of
Population
Initial Population
Selection
Replacement
(Tournament)
Evaluation
Mutation
Recombination
Fig. 9.18 Evolutionary loop of a basic GA
evaluated using a problem-specific objective function called fitness.
Individuals are selected based on their fitness (using a series of
tournaments), these selected individuals are called Parents. These parents
are used to generate new individuals using two basic genetic (search)
operations, recombination (random recombination of two or more
individuals), and mutation (random modification of a single individual).
These newly generated individuals are called Offspring, since they share
(genetic) similarities with the Parents used to generate them. Finally, the
best individuals (among Parents and Offspring) are selected and replace the
initial
population. The algorithm is iterated until a stop criterion is reached;
for instance, when all individuals are identical (convergence of the
algorithm) or after a pre-specified number of iterations.
9.6.2 Algorithmic Choices
In this work, the genome is composed of 16 variables: the first, an
integer ranging from 1 to 58, characterizes the number of the electrode
selected, the 15 others are binary and correspond to the inclusion (or not) of
each frequency to compute the slope criterion. An example of a genome is
given in Fig. 9.19. Each genome defines the electrode and the frequencies
on which to perform the regression as illustrated in Fig. 9.20.
9.6.2.1 Genetic Operators
The main search operators used with the GA are crossover
(recombination) and
mutation; both are described in detail next.
Electro de number
Binary part
15
0
0
0
0
1
1
0
1
1
0
1
0
1
1
1
Fig. 9.19 Example of a genome in the GA
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Feature Extraction and Classification of EEG Signals …
211
Fig. 9.20 Relationship between the genome and the slope criterion
Crossover
To create a child, two parents are required. A tournament is used to
select candidate solutions, keeping the best individual from a randomly
selected group (the one with the highest rating based on fitness). The
tournament size is set to 2, this keeps selection pressure low and helps
maintain a high diversity in the population. The tournament selection is
repeated twice to select two parents (tournament “winners”), which are used
by the crossover operator to create a single child. The
electrode specified by the resulting child is located halfway between
the electrodes specified by both parents. The frequency information is
combined using the logical operator given in Table 9.2. This crossover is
used to balance the production of 1
and 0 s. For a given frequency, when the two parents share the same
value (1 for a selected frequency or 0 for a non-selected frequency), the
child inherits this value.
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Table 9.2 Logical operator used for the frequencies during the
crossover
Parent 1
Parent 2
Child
0
0
0
1
0
Bernð1=2Þ
0
1
Bernð1=2Þ
1
1
1
For a binary component, when the two parents do not share the same
value, a Bernoulli distribution is used to build the component of the
children
When the two parents do not share the same value, then a Bernoulli
distribution is used to build the component of the children.
Mutation
Once the child is established, a mutation is applied. Each component
of the genome of the child mutates with probability 1/8. Thus, each child is,
on average, affected by two mutations. When a mutation is applied to the
electrode number, a random
number (drawn between 1 and 58) replaces the current value. For the
binary part, a mutation is a bit-flip operation (a 0 becomes a 1 and vice
versa).
9.6.2.2 Evaluation Functions
The GA searches for the best combination of electrode/frequency
range which
achieves the highest prediction accuracy. Thus, it seems natural to rely
on the CCR.
Then, the fitness function corresponds to the CCR obtained for each
genome. These are then ranked in descending order of CCR. To compare
each genome, the same
samples are used to calculate the CCR using a fivefold cross-
validation. The
evaluation step is done for each child at each iteration. Thus, it is
necessary to use a fast classification method as evaluation function. In this
work, two methods have been tested (see algorithms 1 and 2). The first is
the single variable classification (SVC) (Guyon and Elisseeff, 2003), a
method to predict from a single variable. The average for each modality
(normal or relaxed) is calculated on the individuals in the training set for the
variable (feature). Individuals of the test sample are then assigned to the
class corresponding to the nearest average. The prediction is
compared to ground truth which gives a CCR. The second method is
the binary
decision tree (CART) (Breiman et al. 1984). Here, the algorithm is
used with a single variable which guarantees fast calculation. Then, the
fitness function for each genome x is written as:
#well classified participants of the test set
f ðxÞ ¼
ð9:4Þ
#participants in the test set
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213
The GA searches for the genome which maximizes f.
Algorithm 1 Single Variable Classifier algorithm (SVC)
Require:
x app: Value of the variable for the training set examples,
x test : Value of the variable for the test set examples,
y app: True labels of the training set examples,
y test : True labels of the test set examples,
nbtest : Number of individuals in the test set
Ensure: Calculate a threshold T using x app and a correct
classification rate (CCR) Calculus of the threshold T
( G 1 ,G 2) ← Average(x app, y app) It calculates the mean of x app
for the individuals of the first modality G 1 and the second modality G 2 .
T←G1+G2
2
Prediction and Correct classification rate
For i= 1 to nbtest do
Predi ← Predict( T, x i )
test
It predicts the class of the ith individual of the test set using the
threshold T .
end for
CCR ← CalculateCCR( Pred, y test )
It calculates the correct classification rate by comparing the prediction
and true labels.
return
T , CCR
9.6.2.3 Stop Criterion
The algorithm stops if one of the following three conditions is
satisfied:
• The number of iterations exceeds 1,000.
• Parents are the same for 10 generations.
• The number of differences among the parents is less than 3.
To calculate the number of differences for a given population, denoted
D, the
genomes of the population at iteration i are stored in a matrix, denoted
by Pi. Let Pij be the column j of the matrix Pi (where j = 1, …, 16). Then D
= Db + Delec where:
• Db is the number of differences for the binary part of Pij (columns 2–
16). The number
of
differences
for
column
Pij (where j = 2, …, 16) is
minðnumber of 0 in Pij, number of 1 in PijÞ.
•D
i
elec is the number of differences in P1 (column corresponding to the
electrode
component). Then, Delec is the number of individuals who have a
electrode
which is different from the electrode most selected in the population.
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9.6.3 Results
The algorithm, programmed using Matlab, is run 100 times for each
evaluation
method with 300 parents and 150 children. The training and test sets
are different for two different runs. Figure 9.21 gives CCR values for each
run of the GA with CART (stars) and SVC (circles).
For each run, the algorithm is launched two times (one time with
CART and the
other time with SVC). During a run, CART, and SVC use the same
training and test sets in order to obtain comparable results. The correct
classification rate obtained by CART
(mean of 86.68 % and standard deviation of 1.87 %) exceed
significantly (Mann–-
Whitney paired test with a p-value ¼ 5:57 1014) those obtained by
SVC (mean of 83.49 % and standard deviation of 2.37 %), as mentioned in
Table 9.3. At the end of the algorithm, some of the best genomes have the
same evaluation (due to the low number of individuals and the evaluation
method). It is therefore necessary to choose a genome (BEST) among those
who have the same score. Thus, the best genomes at the end of each run of
the algorithm are stored. The genome that appears most often is considered
as the BEST for the evaluation method considered. The two BEST (for
CART and
SVC) get a correct classification rate equal to 89.33 %. For CART, the
BEST is
obtained by performing regression between 1/8, 1/4, 2, 4, and 64 Hz
on electrode F4
(right frontal area on Fig. 9.1). For SVC, the BEST is obtained from
electrode F2 (right frontal area) and the regression between 1/32, 1/16, 2, 4,
8, 64, and 128 Hz (see Table 9.4). Frequencies chosen for these genomes
are more extensive than those used in the preliminary study.
Fig. 9.21 Correct
90
classification rates calculated
with CART (stars) and SVC
88
(circles) for each run of the
GA with 300 parents and 150
86
children
84
82
80
Classification accuracy rate 78
CART
SVC
760
10
20
30
40
50
60
70
80
90
100
Launch number
Table 9.3 CCR for the two
Evaluation
CCR
evaluation methods
methods
Mean
Standard deviation
CART
86.68
1.87
SVC
83.49
2.37
9
Feature Extraction and Classification of EEG Signals …
215
Algorithm 2 Classification And Regression Tree algorithm (CART)
for an unique variable
Require:
x app : Value of the variable for training set examples,
x val : Value of the variable for validation set examples,
x test : Value of the variable for test set examples,
y app: True labels of the training set examples,
y test : True labels of the test set examples,
y val: True labels of the validation set examples,
nbtest : Number of individuals in the test set
Ensure: Create a binary tree T and calculate a correct classification
rate (CCR).
Initialisation step
T←/0
The tree is initialized to the empty set.
Continue ← True
j←0
Tree growing step
while Continue do
If Current Node is terminal Then
T ← AssignNode( T, x app, y app)
It assigns a modality to each leaf of T using a majority vote.
Continue ← False
, Else
v j ← FindT hreshold(x app, y app)
FindThreshold finds the threshold on the variable x app that best
separates individuals from the two conditions.
t j ← ConstructNode( T, v j)
It constructs the node using the threshold value v j. Individuals of the
training sample are split by comparing x iapp and vi.
End if
j←j+1
T←tj
end while
n←j
Tree pruning step
[ e 1 ,e 2 ,...,en] ← CalculateError([ t 1 ,t 2 ,...,tn] , x val, y val) It
compute the error of classification for each subtree using individuals from
the validation sample.
T ← Pruning([ e 1 , e 2 ,..., en] , T )
It prunes the tree T by keeping the subtree that gives the lower
classification error ei.
T ← AssignNodes( T, x app, y app)
Prediction and Correct classification rate
For i= 1 to nbtest do
Predi ← Predict( T, x i )
test
It predicts the class of the ith individual of the test set using the tree T .
end for
CCR ← CalculateCCR( Pred, y test )
It calculates the correct classification rate by comparing the prediction
and true labels.
return
T , CCR
216
P. Legrand et al.
Table 9.4 Summary table of results for best genomes
Evaluation methods
BEST genome
Electrode selected
Frequency selected (Hz)
CCR (%)
CART
F4
1/8, 1/4, 2, 4 et 64
89.33
SVC
F2
1/32, 1/16, 2, 4, 8, 64 et 128
89.33
Figure 9.22 gives the occurrence of the electrodes in the best genome
over the 100 runs. When some genomes have the same CCR at the end of
the run, we select
the electrode chosen most often among the genomes with equal CCR.
The algo-
rithm running with CART selects the electrodes around the number 10
(FZ in
Fig. 9.1), 17 (FC1), or 30 (T4). With the SVC method, the electrodes
around the 2
(FPZ), the 11 (F2), or the 48 (T6) are mostly chosen. Finally, on
average, the
population of the evolutionary algorithm converges in less than 50
iterations for both methods. Figure 9.23 gives the number of differences
among parents for one run of the algorithm. It shows that the number of
differences among parents
decreases very rapidly and falls below the threshold of 3 differences in
less than 40
iterations. Then, one of the three stop conditions is satisfied and the
algorithm stops.
Tables 9.3 and 9.4 summarize the CCR obtained by the GA, which are
better than those obtained (see Fig. 9.17) with the criterion of the slopes
calculated for frequencies between 4 and 16 Hz (alpha waves). Moreover,
Table 9.5 shows that the GA allows for a dimension reduction. SVC
classifier cannot be used with more than one variable. Then, Table 9.5 only
shows a comparison between the results obtained in Sect. 9.5.3 and those
obtained with the GA for the CART classifier.
It also appears that it is more appropriate to use a regression on
frequencies of 1/8, 1/4, 2, 4, and 64 Hz for the signal of electrode F4 and
the CART classifier.
Then, this work allows to accurately predict the state of alertness of a
new individual. In fact, this electrode and this range of frequencies will be
used to calculate the slope criterion for this individual. The CART decision
tree, built on the sample formed by the 26 signals (13 study participants in
both states of alertness) will be used as a classifier to predict his state of
alertness.
50
Fig. 9.22 Occurrence of the
CART
electrodes in the best genomes
45
SVC
for each electrodes during the
40
100 runs of the GA with 300
parents, 150 children, and
35
CART (dash-dotted curve) or
30
SVC (solid curve)
25
20
best genomes
15
10
5
Occurrence of the electrodes in the
00
10
20
30
40
50
60
Electrode number
9
Feature Extraction and Classification of EEG Signals …
217
Fig. 9.23 Number of
800
differences among parents for
700
a run of the GA with 300
parents, 150 children, and
600
SVC
500
400
300
200
100
Number of differences among parents
00
5
10
15
20
25
30
35
40
Number of iterations
Table 9.5 Comparison between CCR obtained in the preliminary study
(1st row) and CCR
obtained with the genetic algorithm (2nd row)
Evaluation methods
Number of electrodes
CCR
in the predictive model
Mean
Standard deviation
CART
58
33.98
5.15
CART
1
86.68
1.87
9.7
Conclusions
This chapter presents a system for the automatic detection of human
mental states of alertness using EEG data and wavelet decomposition. This
contribution is also
coupled with a complete protocol of data acquisition, a data validation
procedure and a feature selection strategy. Initially, we proposed a criterion
to obtain a summarized data matrix in two dimensions. Given the
disappointing results
obtained by classifying all of the available data, a GA was used as a
feature
selection step to refine it. This allowed obtaining a reliable
classification model that achieves average of classification accuracy equal
to 86.68 % with a standard
deviation of 1.87 %. The algorithm also selects only a single electrode
from the 58
that were initially available; this greatly enhances the possibility of
applying the proposed system in real-world scenarios.
An exchange with neurobiologists now seems necessary to link the
results
obtained by the GA to human physiology. A new campaign to collect
EEG data and
increase the number of participants included in the study has been
undertaken.
Increasing the number of data should allow us to improve the precision
of the estimate of CCR and thus reduce the number of solutions that have
the same score at the end of
218
P. Legrand et al.
the GA execution. In addition, an increase of the number of
participants allows us to provide an external validation set for the CCR at
the end of the GA execution.
Moreover, it is possible to improve the GA proposed in this chapter. In
fact,
improving genetic operators and testing other evaluation criteria are all
paths that remain to be explored. A final interesting point concerns the
transformation of the prediction obtained (“normal” state of alertness or
“relaxed”) to a probability using linear discriminant analysis or logistic
regression as evaluation functions.
After refining the proposed method, future work will consider
integrating this
approach into a full user-friendly experience, where the mental state of
the user directly influences the behavior of the system. One example
application, that is relevant to the present collection, is a system that
automatically modifies the multimedia content that is presented to the user
based on his/hers mental state, to encourage a more pleasant or useful
experience.
9.8
Questions
1. What is the shape of the raw data?
2. Can we use directly the raw data to classify them?
3. In general, what are the benefits to use a wavelet transform instead
of a Fourier transform?
4. In the work presented in this chapter, could we use a Fourier
Transform?
5. How can we be sure that the data we use for learning is relevant?
6. Could you summarize in a few lines the behavior of a GA?
7. Why do we use a GA for the optimization of the frequencies and to
select the best electrode?
8. Why do we use the slope criterion as a feature?
9. Could this method be used to classify other types of mental states?
10. Suppose that you work on data from individuals in two modalities
described by a single variable. Draw a scheme explaining the behavior of
the Single Value
Classifier (SVC) algorithm and implement this algorithm.
Acknowledgments The authors wish to thank Vérane Faure, Julien
Clauzel, and Mathieu Car-pentier, who collaborated as interns in the
research team during the development of parts of this work.
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On Mapping EEG Information
into Music
10
Joel Eaton and Eduardo Reck Miranda
Abstract
With the rise of ever-more affordable EEG equipment available to
musicians,
artists and researchers, designing and building a brain–computer music
interface (BCMI) system has recently become a realistic achievement. This
chapter
discusses previous research in the fields of mapping, sonification and
musification in the context of designing a BCMI system and will be of
particular interest to those who seek to develop their own. Design of a
BCMI
requires unique considerations due to the characteristics of the EEG as
a human interface device (HID). This chapter analyses traditional strategies
for mapping control from brainwaves alongside previous research in
biofeedback musical
systems. Advances in music technology have helped provide more
complex
approaches with regard to how music can be affected and controlled by
brainwaves. This, paralleled with developments in our understanding
of
brainwave activity has helped push brain–computer music interfacing
into
innovative realms of real-time musical performance, composition and
applica-
tions for music therapy.
J. Eaton (&) E.R. Miranda
Interdisciplinary Centre for Computer Music Research (ICCMR),
Plymouth University, Plymouth, UK
e-mail: [email protected]
E.R. Miranda
e-mail: [email protected]
© Springer-Verlag London 2014
221
E.R. Miranda and J. Castet (eds.), Guide to Brain-Computer Music
Interfacing,
DOI 10.1007/978-1-4471-6584-2_10
222
J. Eaton and E.R. Miranda
10.1
Introduction
Articles on brain–computer music interfacing (BCMI) research often
open with a
sentiment on how far away we are from the science fiction like dreams
of thought explicitly controlling computers. However, the ongoing progress
in this field in the last decade alone indicates that this is becoming reality;
we are not as far away from such dreams as people tend to think.
In a climate where science and technology have the ability to translate
primitive emotional states of the brain, develop brain–computer interfacing
(BCI) for precise control of machinery and allow for non-speaking persons
to communicate by means of brain signals—or brainwaves—mediated by
brain scanning technology, it is easy to become enthused about the
potentials within neuroscience, especially when
applied to the arts (Miranda 2006).
The possibility of BCI for direct communication and control was first
seriously investigated in the early 1970s, and the notion of making music
with brainwaves (turning BCI into BCMI) is not new. Musicians and
composers have been using
brainwaves in music for almost the last 50 years. Instrumental in this
were a number of highly innovative people, the work of which is discussed
in this chapter. This period reflected a significant trend towards
interdisciplinary practices within the arts influenced by experimental and
avant-garde artists of the time and a growing
engagement with eastern music and philosophies by those in this field.
It is fair to say that brainwaves in music were initially explored by
experimental composers, and the area has been pioneered by a number of
notable non-traditional composers and technologists since, and this is
reflected in the wide range of applications and research that has been
undertaken over the last decade and a half.
Over the last twenty or so years, the world of computer music has been
waiting
for technology to interpret brainwave information in order to develop
BCMI sys-
tems. Equipment costs, portability, signal analysis techniques and
computing power has rapidly improved over recent times, alongside a
deeper understanding of how the brain functions. Now that the line between
these two areas is narrowing the playing field is becoming much larger
enabling the two to flourish together.
Brainwaves have long been considered to be one of the most
challenging of bio-
logical signals from the human body (known as bio-signals) to harness,
and
beginning to understand them through music and sound offers clinical
as well as creative rewards; for instance, BCMI systems are bound to
benefit music therapy.
This chapter focuses on the pressing problem of mapping EEG
information into
sonic and musical forms. That is, on how to use EEG to control
algorithms for
synthesising sound or to produce music. A number of mapping
methods that have
been devised to date are introduced. As we shall see further on, there
are a number of different approaches to making music with EEG and the
choice of which to use is dependent on the overall objectives of the system.
10
On Mapping EEG Information into Music
223
10.2
Mapping and Digital Musical Interfaces
The pursuit of control within musical systems controlled by the brain
has been at the forefront of research ever since it was viable. Control has
been a key driver in BCMI research as within it is the ability to convey
expression and communication through music. Mapping can be likened to a
key that unlocks the creative potentials of control. Mapping allows us to
translate an input signal so that it can be understood and used by a musical
system. Put simply, mapping is the connection of input controls (via EEG)
to an output, which in the case of a BCMI is a musical engine. In the pursuit
of enhancing user interactivity in BCMIs, mapping plays a key role in
designing creative and practical applications. Even Alvin Lucier, the first
composer to perform using EEG signals, had a desire for more
comprehensive mappings
within his system to allow for greater musical control (Lucier 1976).
Research into mappings and digital instruments has largely focused on
gestural
control and physical interaction (Miranda and Wanderley 2006).
Goudeseune (2002) presents a comprehensive framework of mapping
techniques for digital instrument design, building on the proviso that
performers can think of mappings as containing the feel of an instrument;
how it responds to the physical control. Garnett and Goudeseune (1999)
refer to the results of mapping as providing ‘consistency, continuity and
coherence’, key factors in the design of musical control systems.
Clearly, different strategies for mapping in instruments driven without
gestural input, known as integral interfaces, are needed to develop BCMI
systems (Knapp
and Cook 2005).
Mappings can be defined based on the number of connections between
the input
and output parameters; one-to-one, one-to-many and many-to-many
(combinations
of one-to-one and one-to-many) (Hunt et al. 2000). Although this
framework is useful for evaluating system design, it does not take into
account the relationship of the input control to the mapping or any
codependencies or rules a mapping may rely on. Goudeseune (2002)
recognises the intricacy involved in mapping design, coining the term high-
dimensional interpolation (HDI) to define mapping a large number of
parameters to a small number of inputs where controls can be interpolated
and connected using a variety of rules and techniques.
The investigation of sophisticated mappings in BCMIs, in comparison
with other
contemporary digital musical instruments and interfaces, has until
recently been stifled by the difficulties in eliciting control from EEG
information. On the one hand, simple mappings that exemplify EEG control
have been favoured as they suit this purpose well. Simple mappings, such
as a linear control to modulate a synthesiser’s pitch, have been designed to
be very effective to facilitate performing and composing with BCMIs for
non-musicians (Miranda et al. 2011). On the other hand, new methods of
EEG acquisition provide much more accurate real-time
control than was previously available, and as a result can
accommodate far more advanced mapping techniques leading to complex
compositional approaches.
Eaton’s The Warren, a performance BCMI piece that will be discussed
later in this chapter, provides a useful example of complex mapping
strategies.
224
J. Eaton and E.R. Miranda
As technologies for monitoring brainwave information have advanced
so too has
the field of computational music. This correlated evolution of
technologies and understanding of EEG has shaped the direction of
brainwave-controlled music.
Both fields have produced knock-on effects in this area, from the
introduction of MIDI that led to new applications of brainwaves with music
to the advancement of BCI, allowing BCMI research to shift towards its
engagement with cognitive
control of EEG.
In order to elicit control over EEG, it is essential to be able to decipher
meaning within EEG data that directly correlate with the subjective
decisions (control
choices) of a user, be it a mental state or a cognitive task. This quest
for accurate meaning in EEG information has long been at the forefront of
BCMI research, as
through precision in generating data comes accurate control. Note that
the term meaning here refers to understanding the correlation between a
user’s mental
process and an associated brainwave response. Meaning in this manner
does not
refer embedded or implied thought patterns within brainwaves (unless
otherwise
stated later on). Mappings are not necessarily dependant on control, as
generative mappings that interpret unknown EEG information can produce
interesting music,
but the two can feed off of each other in terms of complexity. When
control is
explicit, the ability to introduce complex mapping strategies for more
advanced musical control arises.
In this chapter, we use the term secondary mappings to refer to a
mapping as an aside of an input’s primary connection. A secondary
mapping may not necessarily be directly presented to a user, it may be used
for time-based data harvesting for algorithmic rule-based mapping, or it
may just not take precedence over a primary mapping.
10.3
Mapping and Approaches to BCMI
The BCMI systems presented in this chapter differ in terms of
application, cost, equipment type and signal processing, data handling and
indeed mappings, but all can be said to consist of the following elements
(Fig. 10.1):
• Stimuli This element is optional and in some cases where it is present
provides the feedback link with the system, being part of or being affected
by the musical system.
• EEG Input Electrodes placed on the scalp, either in the form of a
brain cap or a headband to fit them.
• Signal Processing Amplification of electrical activity and data
extraction to isolate meaningful information. Filtering and further data
processing/analysis/
classification are applied depending on the EEG technique used.
• Transformation Algorithm Transforming the EEG information into
parameters
within a musical system. This is where mapping of non-musical
information to
the music engine occurs. This can take various forms from a patch
cable from an
10
On Mapping EEG Information into Music
225
Fig. 10.1 The make-up of a typical BCMI system
EEG amplifier into an analogue synthesiser to a generative software
program
that triggers musical events.
• Musical Engine The musical system receiving commands from the
transfor-
mation algorithm. This may be external to the algorithm (e.g. a MIDI
instru-
ment) or built into it with the appropriate software.
Miranda et al. (2003) identify three types of BCI systems, based on
how they interact with a user. BCMIs can also be observed using this
categorisation as
systems have been developed within all three areas: user-orientated,
computer-
orientated and mutuallyorientated.
10.3.1 User-Oriented Systems
A user-orientated type of system is programmed to understand the
meaning of user input with in an attempt to adapt to its behaviour in order
to achieve control. For the piece In Tune, Richard Teitelbaum adapts his
system in response to a performer’s alpha waves as well as injecting his
own musical directions (Teitelbaum 1976).
Building user-orientated BCMIs pose difficulties with understanding
meaning
within EEG. When relying on interpretation, control can be harnessed
far better in mutually orientated systems where this problem is addressed
two way.
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J. Eaton and E.R. Miranda
10.3.2 Computer-Orientated Systems
In a computer-orientated system, the user adapts to the functions of the
computer.
The computer model stays fixed, and the success of the system relies
on the ability of a user to learn how to perform control over musical events.
A performance piece conceived in 2011 by BioMuse Trio, called Music for
Sleeping and Waking Minds,
uses this approach. The responses of performers’ brainwaves are
mapped to fixed musical parameters. Controlling their state of mind (or
sleep in this case) affects control over the music. Attempts to control
musical systems with alpha waves
using, a technique called neurofeedback, have mostly fallen into this
category as the user is required to learn how to control their EEG in certain
ways in order to
produce desired sonic results.
10.3.3 Mutually Oriented Systems
Mutually orientated systems combine the functions of both user and
computer
orientation whereby the two elements adapt to each other. This was the
approach used in Eaton’s The Warren. Here, the system requires the user to
learn how to
generate specific commands and features mappings that adapt
depending on the
behaviour of the user.
The majority of BCMIs fall into the category of computer-orientated
systems.
This allows for fixed parameters to be built that respond to known user
brain
responses. The use of mutually orientated systems allows for two
useful things.
Firstly, more sophisticated algorithms derived from EEG behaviour
can be mapped onto music. As the system learns the EEG behaviour of a
subject over time, this information can be used in series with primary
mappings and in parallel through embedding deeper secondary mappings.
Secondly, a system where user and computer adapt together increases the
likelihood of obtaining accurate EEG as both elements are effectively
calibrated to optimise the system performance.
10.3.4 Brainwave Data for BCMI
There are two types of EEG data used in the systems discussed in this
chapter:
event-related potentials (ERPs) and spontaneous EEG. ERPs are
fluctuations of
EEG measured in response to events triggered by external stimuli.
ERP data are
time locked to stimulus and are recognised as positive or negative
amplitude
deflections. ERPs are categorised by their response time post-stimuli
and are
associated with brain processing of event expectation and perception.
Systems monitoring spontaneous EEG look at ongoing EEG data,
often across
multiple frequencies for patterns or trends that correspond to specific
brain activities. This can also be time locked to external stimuli, and if so,
windows of
corresponding data are captured for analysis.
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On Mapping EEG Information into Music
227
Significant work in using brainwaves for music has been developed
with other
forms of measurement of brain activity. For instance, fMRI (functional
Magnetic Resonance Imaging) has been used to translate brain data as input
to offline musical compositions, one example of which is discussed in
Chap. 12 in this volume.
However, fMRI is currently impractical for developing a BCMI: it is
expensive, not portable and has poorer time resolution than EEG, to cite but
three encumbering factors.
10.3.5 Methods of Music Generation with Brainwaves
When looking back on research into music and brainwaves, we can
separate sys-
tems into three categories: ones for EEG sonification, ones for EEG
musification and ones for BCI control. EEG sonification is the translation
of EEG information into sound, for non-musical and predominantly medical
purposes. EEG musification is the mapping of EEG information to musical
parameters; however, the EEG
data are arbitrary and when possible can offer only loose forms of
control. BCI control is inherent in systems where direct cognitive real-time
control of music is achievable. In some systems, more than one of these
approaches can be found, and in others where one approach has been
adopted for investigation of the technique, the application could well be
applied to another approach as a result.
It should also be noted that the mapping approaches discussed in this
chapter are not wholly comparative, as it charts development in a relatively
infantile field, where, as previously mentioned, progress is heavily reliant
on the advances within neuroscience. Where considered useful, areas are
touched upon that draw parallels between systems as a way of directing the
reader through the different approaches and ideas.
Although this chapter does not attempt to explicitly categorise the
accuracy of each system, due to the wide range of disparaging technologies
and individuals
incorporated, it should be carefully acknowledged that accuracy plays
a very
important part in the derivation of meaning within EEG data, and this
is considered of high importance.
The sonification of data offers an interesting way of to listening to the
sounds of non-musical sources of information. Data harvesting allows us to
sonify a world of unlikely information, such as the stock market or even the
weather. In sonification, we are concerned with the sound of the
information relative to itself, and it is a passive process and a way of
hearing numerical or graphical data.
Sound has long been used as a way of interpreting biological
information, from
the use of the stethoscope to the steady beeping of the heart rate
monitor. Both of these are methods of hearing the body, which when used in
real time to help affect control over the signal is known as biofeedback. The
visual complexities of EEG
have given reason to sonifying its information as a method for
understanding
activity through the simplification and the natural intuition of
discernably listening to multiple elements contained within sounds. As
such, the mappings for direct data
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J. Eaton and E.R. Miranda
sonification should be straightforward in order to provide an intuitive
correlation between brain activity and sound. Control of EEG in
sonification (and some
musification) systems is largely passive, whereby the user has no
direct control over their EEG. EEG may be influenced external factors, such
as tiredness or mood, but in situations where brainwave control is not
achieved by explicit choice.
In contrast to sonification, to musify data is to map the data into
organised
musical form. This is rather different from sonification as one is not
attempting to understand the data through sonification per se, but rather
attaching it to a musical system. Therefore, musical structures are
connected to the EEG information based on the patterns or variables
apparent within the data. For example, if the EEG
delivers five distinguishable data, then these can be directly mapped to
five
parameters within a pre-designed musical piece. A common factor
within EEG
musification is the use of generative musical approaches. In
musification, BCMI systems a passive approach to EEG control are
generally used. EEG data are
generally limited in its meaning, and the shift in focus lies heavily on
mappings using advanced techniques of interpreting data in useful ways to
grant musical
success. In summary, the difference between sonification and
musification are as follows: (a) sonification produces sounds from EEG
data, and the system would
normally control a sound synthesiser; (b) sonification is not, in
principle, intended for an artistic purpose, but rather as some sort of
scientific auditory display of the EEG behaviour.
Both sonification and musification afford no explicit control of the
sound of
music, and as such, strictly speaking, they could be regarded outside of
the realms of BCI research. This is because BCI research is based on the
premise that a BCI system allows for the active control of a device and/or
software by the explicit thought of the command, and the results of the
mental activity are fed back to the user in real time (Wolpaw and Birbaumer
2006). This definition of BCI has been harnessed within BCMI to the extent
that subjective control over systems is now a realisation. Here is where the
challenge of being unable to translate musical thought into direct action has
been bypassed through embedding meaning into cognitive
processes. For example, where reading the explicit thought of ‘play the
note D#’, is not feasible, using learnt cognitive processes where a user
understands the outcomes may lead to a dedicated brainwave response that
can be mapped to play the note D#.
10.4
Observations on Musifying EEG
Musifying brainwave activity without a need for control can offer
interesting
possibilities with regard to mapping data to music. Although
musification is not really BCI, it is nevertheless a valid approach for BCMI
for artistic purposes. For instance, Miranda and Soucaret (2008) reported on
a mapping method they developed to produce melodies from the
‘topological’ behaviour of the EEG across a configuration of electrodes on
the scalp or montage. In this case, the EEG signal
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On Mapping EEG Information into Music
229
Table 10.1 The montage of
Electrode number
Electrode name
14 electrodes used in EEG
melodies
1
Fp1
2
Fp2
3
F7
4
F5
5
F4
6
F8
7
T3
8
T4
9
T5
10
P3
11
P4
12
T6
13
O1
14
O2
Fig. 10.2 The 10–20
electrode placement scheme
recommended by the
International Federation of
Societies for EEG and clinical
neurophysiology
of each individual electrode was analysed individually in order to infer
possible trajectories of specific types of EEG information across a montage
of 14 electrodes, as listed in Table 10.1; see Fig. 10.2 for placement scheme
with labels suggested by the International Federation of Societies for EEG
and Clinical Neurophysiology.
As an example, let us assume that we are interested in tracking the
behaviour of the overall EEG amplitude. Figure 10.3 plots the amplitude of
the EEG on each electrode for approximately 190 s. Each plot is divided
into 5 windows of
approximately 38 s each; the size of this window is arbitrary. The
average
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J. Eaton and E.R. Miranda
Fig. 10.3 The varying amplitude of the EEG on 14 different electrodes
for approximately 190 s amplitude is calculated for each window, and the
electrode with the highest value is singled out (shaded windows in Fig.
10.3). The example in Fig. 10.4 shows how the power of the EEG has
varied across the montage: the area with the highest EEG
power moved from electrode 2 (Fp2) to 1 (Fp1), and then, it moved to
electrode 5
(F4) followed by electrode 6 (F8), where it remained for two windows.
The method to produce melodies works as follows: we associate each
electrode
with a musical note (Table 10.2), which is played when the respective
electrode is the most active with respect to the EEG information in
question. The associations between notes and electrodes are arbitrary and
can be customised at will.
In the case of our example, the trajectory shown in Fig. 10.4 would
have generated the melody shown in Fig. 10.5. (Rhythm is allocated by
means of a Gaussian distribution function, which is not relevant for
discussion here.)
The authors reported that it was possible to produce interesting
pleasant music with the system by forging crafty associations of electrodes
and notes, combined with careful generation of rhythmic figures.
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On Mapping EEG Information into Music
231
Fig. 10.4 Tracking the behaviour of the amplitude of the EEG signal
across a montage of electrodes. In this example, the area with the highest
EEG power moved from electrode 2 (Fp2) to 1 (Fp1), and then it moved to
electrode 5 (F4), followed by electrode 6 (F8), where it remained for two
windows
A number of analyses can be performed in order to track the behaviour
of other
types of EEG information. For instance, they generated two concurrent
melodies by tracking the trajectory of alpha rhythms and beta rhythms
simultaneously. They also generated polyphonic music by tracking other
types of EEG information simultaneously, such as correlation between
electrodes or sets of them, synchronisation between one or more electrodes,
and so on.
Another example of musification was reported by Wu and colleagues.
They
harnessed EEG data generated by variations in sleep to compose music
(Wu et al.
2009). The pitch and duration of notes were derived from formulas
that mapped each EEG wave to a determinate pitch and its period to
duration. Characteristics of
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J. Eaton and E.R. Miranda
Table
10.2 Associations
Electrode number
Electrode name
Musical note
between musical notes and
the electrodes of a given
1
Fp1
A4
montage
2
Fp2
A4#
3
F7
B4
4
F5
C5
5
F4
C5#
6
F8
D5
7
T3
D5#
8
T4
E5
9
T5
F5
10
P3
F5#
11
P4
G5
12
T6
G5#
13
O1
A6
14
O2
A6#
Fig. 10.5 Melody generated
from the behaviour of EEG
power shown in Fig. 10.4
the music were explored through experiments with listeners attempting
to associate the resultant music with levels of sleep. They developed
mapping strategies in their investigations into musical representation of
mental states. Figure 10.6 shows the relationships between EEG features
and musical parameters. Here, mappings
accumulate in order to build bars of musical phrases. For example, as
time-based features of sleep stages differ, compositions derived from slow
wave sleep (where activity is high in low-frequency delta and theta
rhythms; see Chaps. 1, 2, 7 and 9
for more on EEG rhythms), are higher in amplitude and lower in pitch
than com-
positions generated from rapid eye movement EEG (where alpha
activity is more
prominent, albeit with low amplitudes) (Wu et al. 2010). This ability to
directly map time-based features, such as the prominent frequency and
amplitude, gives way for direct musical evocations of the mind’s state,
allowing a listener to hear, through music, brain states of arousal and
relaxation.
10.5
Early Research into Biofeedback and Music
In 1965, Alvin Lucier performed a piece for live percussion and
brainwaves titled Music for Solo Performer. The piece was inspired by
Luciers’ experiments, with the physicist Edmond Dewan, into controlling
bursts of alpha activity with meditative states. Brainwaves mapped to
sounds, in real time, created a neurofeedback loop, allowing Lucier to affect
sonic changes based on the feedback of the previous
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On Mapping EEG Information into Music
233
Fig. 10.6 Mapping diagram for musification of EEG proposed by Wu
et al. (2010) brainwave states as he heard them. Alpha waves, or alpha
rhythms, are the term
given to describe brain activity within the range of 8 and 13 Hz and are
commonly associated with relaxed states of attentiveness (Cahn and Polich
2006).
During the performance, Lucier amplified his alpha waves, read from
two
electrodes positioned on his forehead, through a series of loudspeakers.
As the frequencies contained in alpha waves are below the threshold of
human hearing, the loudspeakers were coupled with resonant percussive
instruments including cymbals, gongs, bass drums and timpani as a way of
musifying brainwave activity
(Lucier 1976).
This simple method of directly mapping brainwave intensity to
instrument res-
onance was the first attempt of its kind to interpret brainwave activity
in real time into a form of experimental music. The theatrical dramaturgy of
a man on a
darkened stage with wires on his head and his brain generating music
was surely impressive enough, but Lucier was considerate in his approach
applying deeper
mapping considerations to increase the sonic possibilities. The input to
the system was alpha rhythms produced in phrases of varying duration, and
this one limited parameter from the brain was carefully utilised. The
amplitude was operated by a manual control (either by an assistant or by
Lucier himself) and mixed between
individual speaker channels. The known behaviour of these three
parameters
(duration, volume and channel mixing) in response to alpha activity
was used to design the output stages of the system, or the musical engine,
instrument type, speaker placement, and the involvement of extra materials,
such as cardboard boxes or metal bins. Additionally, a threshold switch was
used for alpha above a certain amplitude level to trigger pre-recorded tape
loops of alpha activity, transposed upwards into the audible realm for the
audience to hear.
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J. Eaton and E.R. Miranda
In his reflections on the piece, Lucier recognises the importance of
how his
mapping choices are linked to musical complexity. He even goes as far
as to
identify a further mapping strategy, unavailable to him at the time. He
wished to be able to store time-encoded sections of alpha activity and map
patterns within them to speaker channel mixing; a technique possible with
today’s computing and not too dissimilar from methods used in BCMIs
discussed later in this chapter.
In contrast to Lucier’s desire to communicate the natural frequencies
of brain
activity through acoustic and tangible sound sources, Richard
Teitelbaum, a
musician in the electronic ensemble Musica Elettronica Viva (MEV)
began to
incorporate bio-signals into his electronic compositions using modular
analogue synthesisers in the 1970s. Taking inspiration from Lucier and new
advances in
synthesis technology, Teitelbaum integrated EEG signals alongside
other bio-signals into his pieces, many of which focused on the use of
meditative states of mind.
Performed throughout 1967 Spacecraft was Teitelbaum’s first use of
amplified EEG
activity as a control voltage (CV) signal for a Moog Synthesiser. Here,
the electrical activities of the brain were electronically sonified in real time,
again providing a real-time biofeedback loop for the performer (Teitelbaum
2006). Although Spacecraft was a wholly improvised composition, it
provided a foundation for his later uses of brainwaves that sought to
investigate elements of control and musical interaction.
In Tune, perhaps Teitelbaum’s most popular work, was first performed
in Rome,
1967. What stands out in later versions of the piece (referred to by the
composer as the expanded version of the piece) is the introduction of a
second performer’s EEG
within his system. Alongside other bio-signals, including heartbeat and
amplified breathe, alpha activity was measured and then split into two paths
within a modular system comprised of analogue synthesis modules, a mixer
and audio effects. Before any audio processing took place, a threshold gate
was set to allow only alpha
signals generated with eyes closed to pass; the amplitude of alpha
rhythms is
markedly increased by closing one’s eyes. This provided a simple
control switch for performers; system ON with eyes shut and system OFF
with eyes open. Precise
control within an ON state of the system’s parameters was largely
unattainable
beyond basic changes of alpha amplitude increase and attenuation.
With the gate open, the alpha of a performer was split from an envelope
follower into two
directions within the system to provide a one-to-many mapping. The
first path
allowed for a direct DC signal to be mapped to two voltage-controlled
oscillators, thus modulating a preset centre pitch for each. The second path
sent the EEG signal to an envelope generator, which allowed for variable
control of a voltage-controlled amplifier (VCA) and voltage-controlled
filter (VCF). This parallel mapping of one EEG signal allowed for real-time
modification of pitch, rhythm and amplitude of the synthesised waveforms
coupled with magnetic tape recordings being played
back through the same VCA and VCF. Again, these mapping choices
were not
arbitrary but were in keeping with Teitelbaum’s artistic aims for the
composition.
The heavy breathing and sexualised moaning sounds played back from
one tape
machine being rhythmically enveloped by the alpha were designed to
play along-
side the live breath and vocal sounds from a throat microphone
(Teitelbaum 1976).
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On Mapping EEG Information into Music
235
The method for signal processing was repeated for the second
performer whose
alpha controlled a third and fourth oscillator via a second envelope
generator for their amplification and that of a secondary tape machine (but
no subsequent filter in this path).
With two performers generating biological signals, Teitelbaum
performed the
role of conductor. He manually played the system controls (synthesis,
reverb and mixing parameters) in response to the performer’s alpha
alongside injecting his own musical intuition. Alongside, its use of
brainwave information as a control input to an electronic musical system In
Tune introduces the use of brainwaves as a collaborative musical tool for
performers and raises interesting questions regarding the potential
influences of biofeedback between individuals in shared musical
environments not just of brainwaves but from other bio-signals.
The fields of biofeedback and aesthetic experience became
increasingly popular
in the late 1960s and early 1970s. During his time at the Laboratory of
Experi-
mental Aesthetics, part of the Aesthetic Research Center of Canada,
David
Rosenboom conducted a thorough body of research into biofeedback
and the arts,
definitively recorded in his 1990 writing Extended Musical Interface
with the
Human Nervous System (Rosenboom 1990).
Other artists at this time were also experimenting with alpha, such as
Finnish
artist Erkki Kurenniemi’s instrument Dimi-T, where EEG was used to
control the
pitch of an oscillator (Ojanen et al. 2007). Manfred Eaton’s ideas for
an adaptive biofeedback instrument presented in his book Bio-Music (Eaton
1971) presented his concept of a musical brain system powered by visual
and auditory stimuli. What is significant in his idea is that the images or
sounds that are presented as stimulus for generating brainwave activity can
be semantically removed from the music as long as the corresponding brain
activity is one desired by the composer. This concept is now a common tool
in contemporary BCMI design, where stimuli are used to
generate specific brainwave information or meaning, but is unrelated
to the musical outcomes; this will be discussed in more detail further on.
The study of alpha rhythms in music offered a rich time of creative
practice.
Ultimately, musical and artistic works were restricted by the limits of
control that came with generating and analysing alpha. In order to use the
brain for more
advanced musical applications, new methods of harnessing and
interpreting brain information were required. Yet the work undertaken in
using alpha waves to control music was an important landmark in the field
of BCMI, as it suggests that the
notion of music controlled by thought was actually achievable.
In 1995, Roslaie Pratt and colleagues at the Biofeedback Research
Laboratory in Brigham Young University reported on experiments where
children with ADD and
ADHD used neurofeedback training with the aid of music containing
discernible
rhythms, to increase focused behaviour through the reduction of theta
activity (Pratt et al. 1995). These experiments provided benefits that were
still discernible 6 months later. Years later, sound and music were the focus
in Hinterberger and Baier’s body of work in providing aural elements to an
slow cortical potential
(SCP)-driven communicative tools, such as rewarding musical jingles
linked to
successful EEG control, and in their system POSER, short for
Parametric Orchestral
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J. Eaton and E.R. Miranda
Sonification of EEG Rhythms (Hinterberger and Baier 2004). Spurred
on by research indicating the superiority of audio over visual feedback in a
system with multiple inputs (Fitch and Kramer 1994), POSER applied
musical mappings to assist real-time analysis of EEG information. In initial
implementations of POSER, features of multiple brainwave rhythms were
mapped to MIDI instruments and
presented to users. Continuous sounds were modulated in pitch and
volume
according to changes within the bandwidth of a corresponding rhythm.
Reports
showed that users were able to evoke control over individual EEG
rhythms, as
successfully as 85 % during trials, using musical notes as real-time
feedback for simultaneous EEG data. This approach is later adopted in a
system that screens
EEG for dynamic characteristics (Baier et al. 2007), such as those
prominent in diseases including epilepsy and Alzheimer’s (Jeong 2002).
Here, events of interest within EEG are mapped to digital synthesis
parameters in Csound music software
(Boulanger 2000), to aid in the distinction between normal and
abnormal rhythms in patients. By connecting expected EEG artefacts to
synthesis features such as amplitude modulation and harmonic content, a
sonic real-time interpretation of
meaningful data is available. In another system, the use of sound
localisation via an array of speakers is used to reflect the horizontal
location, across the scalp, of the current activity. Further work into these
sonification techniques also addressed interaction and user acceptance
issues (de Campo et al. 2007).
10.6
Computer Music and the Brain
The mappings in early experiments with music and brainwaves were
built into the hardware that was used. They were pre-determined by the
equipment available,
they were fixed and they were difficult to change or undo. BioMuse, a
hardware and software system developed by Benjamin Knapp and Hugh
Lusted in the 1990s,
introduced a major departure from this, with the use of real-time
digital computing to process EEG data (Knapp and Lusted 1990).
BioMuse provided a portable kit for digitally processing bio-signals,
but what
was ground breaking was that it was able to convert these signals into
MIDI data.
Thus, creating a MIDI controller based on bodily responses, BioMuse
also mea-
sured eye movements, muscle movements and sound from a
microphone input.
This use of the MIDI protocol allowed for an EEG signal to be mapped
to the input of MIDI-enabled equipment, such as a synthesiser, a drum
machine or a sequencer.
Furthermore, the technology allowed for fine-tuning of input data. An
input
threshold switch and a channel sensitivity control meant that the
system could be calibrated for different users and different applications.
Adjusting the threshold allowed for amplitudes over a specified level to
trigger a specified MIDI command, and increasing the channel sensitivity
increased the number of MIDI values in a corresponding range. A
demonstration of BioMuse presented at the New Music
Seminar 1990 in New York City showcased this method of mapping
multiple bio-
signals to MIDI parameters.
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On Mapping EEG Information into Music
237
The BioMuse software provided the ability to manipulate bio-signal to
MIDI
mappings. With the large number of MIDI commands available, this
feature
allowed alpha waves to be mapped to note-specific MIDI commands,
such as Note
On or Note Off, or to affect sounds triggered by other bio-signals, such
as Control Change messages. From 1987, bursts of alpha activity were
sonified via a MIDI
synthesiser (Lusted and Knapp 1996), and again the use of opening
and closing the eyes was incorporated into compositions to generate
significant differences in alpha activity.
Earlier we mentioned the piece Music for Sleeping and Waking Minds,
which is a
more recent work using updated versions of these tools. This is an 8-h-
long composition intended for night-time listening. Four performers
wearing EEG sensors affect properties of tones using simple direct
mappings, in order to project basic changes in their brainwave activity to an
audience. Alongside alpha activity, delta rhythms and spindles are also
measured and mapped to parameters of audio. The
contrast in input parameters is reflected through the resulting sound.
Where alpha rhythms are prominent during modes of light sleep and
through closing of the eyes, delta rhythms, waves between approximately
0–4 Hz, are associated with deepest
levels of sleep. A spindle is recorded as a spike in activity between 11–
16 Hz with a duration ≥0.5 s and combines with muscle twitches during
periods before deep sleep (Babadi et al. 2012). These three classes of brain
activity associated with different stages of sleep are mapped to three
musical parameters. Within the composition are sixteen tones of differing
spectra. Each performer controls parameters relating to four of these tones.
An increase in alpha activity applies a tremolo effect to the tones,
prominent delta waves change the timbre of the tones, and spindles trigger
enveloped tones through a delay effect with feedback (Ouzounian et al.
2011). Whereas delta activity and spindles are not wholly controllable,
these three elements of brain activity are effectively communicated through
the act of watching the performers sleep as well as listening to the resulting
audio.
10.7
Event-Related Potentials and Auditory Stimuli
Research into using brainwave activity for musical purposes has not
been limited to translating alpha and other rhythms related to meditative
states. Studies into ERPs have led to BCMIs designed to measure brain
activity as a direct result of sensory, cognitive or motor responses. The
ability to actively generate brain activity using ERPs has led to BCMI
systems whereby a user has full control over the musical
outcomes.
ERPs are electrophysiological brain responses produced by perception
to stimuli that is presented to a subject. They are locked in time to the event
of the stimuli, and they are sources of controlled and visible variability in
brain activity (Donchin et al.
1978). ERPs highlight the role of anticipation within brain processing
as they can be elicited by deviation from expected events provided by, on
the whole repetitive, stimuli.
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J. Eaton and E.R. Miranda
In 1990, Risto Näätänen reported on a number of experiments in
measuring
brain activity relating to attention using auditory stimuli. Even though
attention research involving ERPs had been going on for over 50 years at
the time, Näätänen was keen to distinguish between the brain’s automatic
responses to stimuli and
responses derived from someone’s attention and their interpretation of
the heard stimuli (Näätänen 1990). The idea of a subject being able to shift
their attention at will to auditory stimuli opened up possibilities of BCMI
systems controlled by a user’s attention to elements of what they are
hearing.
Research into attention and sound has long been investigated even
before the use of EEG, and earlier research observed a phenomenon known
as dichotic listening in regard to how we focus our hearing attention.
Dichotic listening is the process of paying attention to sound from one ear
whilst ignoring sound from the opposite ear.
When asked to focus on speech arriving at one ear, subjects were often
unable to recall speech of the same volume from the opposite ear (Cherry
1953). In Näätänen’s experiments, he found that the brain reacts to
deviations from repetitive sounds automatically, even when a listener
focuses their attention away from what they are hearing. This was measured
with a P300 EEG response, where the potential begins with a positive
deflection and peaks at around 300 ms after the onset of the stimuli. This
‘oddball paradigm’ implied that when presented with recurring audio
information, the brain reacts automatically, and predictably, to deviations in
audio patterns.
Throughout the 1990s and early 2000s, further research into how the
brain
responds to auditory stimuli shed light on how the brain processes our
perceptions of music. A key area in this field is the study of meaning held
within ERPs, building upon previous research into how the brain processes
language (Besson and Macar
1987). Here, the term meaning has more depth than mere EEG
association to input.
Besson and Faïta (1995) demonstrated how different responses within
ERPs are elicited when subjects listen to musical phrases that end either
congruently or incongruently in pitch or rhythm. The results also show how
differences between musicians and non-musicians indicate that musical
expertise can influence aspects of music processing, aside from mere
perception.
In 2003, Besson and Schön reported that the P600 ERP response (a
positive
deflection peaking at around 600 ms post-stimuli) is associated with
syntactic
violations in language and music such as grammatical errors and
incongruously
ending musical phrases. Whereas increases in the N400 (negative
deflection around 400 ms) ERP are associated with unexpected semantic
violations in language, such as ‘The pizza is too hot to cry’ (Besson and
Schön 2003). The amplitude of the ERP
is relative to the degree of the violation; the more abstract the meaning
results in a potential with higher amplitude.
This research indicates that there is a separate mechanism in the brain
for processing music, and although the P600 is a slower response than the
N400, it
nonetheless provided a basis for further research into applying auditory
perception into controlling music. A difficulty in using ERPs as a control
source in BCMIs is the issue of identifying potentials amongst non-related
EEG information. To
address this, epochs of ERPs are summed and averaged from many
presentations of
10
On Mapping EEG Information into Music
239
the same stimuli in order to gauge whether the response is positive or
not. This extra time adds a delay to the signal processing, distancing control
away from real-time musical influence.
10.8
EEG Classification and Auditory Stimuli
By the early 2000s, there were several headband-based systems that
could play
music from EEG data (Miranda 2001). The majority of these provided
only two electrodes and very limited tools for interpreting the raw EEG
data. Moreover, the quality of the EEG obtained with these less costly
systems did not match the
minimum standards required to implement reliable BCI system.
Nevertheless, in
2001, Alexander Duncan, then a PhD candidate working under the
guidance of
Eduardo Miranda and Ken Sharman at the University of Glasgow,
proposed a
BCMI system based on musical focusing through performing mental
tasks whilst
listening to music, alongside EEG pattern classification (Duncan
2001). Duncan proposed a number of data classification methods for
collecting a subject’s EEG
profile to create an offline neural network classifier, which is used for
comparative analysis of EEG readings. This system could effectively be
trained to understand the brain signals of a user so that in practice there was
a built-in model to apply ‘best-fit’ rules to derive the meaning within the
EEG. Here, EEG was extracted through power spectrum analysis, instead of
ERPs. Power spectrum analysis uses Fourier
transformations to observe the amplitudes of EEG frequencies. In this
set-up, EEG
generated from external stimuli was analysed by a computer to create
classifications of patterns over multiple trials. Building such a classification
systems used artificial intelligence to create models of expected users
responses. A model is built from the averages of many practice tests of an
individual’s response to stimuli, which in effect trains the system. When the
system is then engaged in an experiment, it reads an incoming EEG signal
and classifies it against the artificial neural network stored within its
memory.
Researchers based at the Interdisciplinary Centre for Computer Music
Research
(ICCMR), University of Plymouth implemented this approach in
experiments that
combined auditory attention with data classification to analyse features
within a short epoch of post-stimuli EEG. In 2003, Miranda and colleagues
reported on three experiments that investigate methods of producing
meaningful EEG, two of which
were deemed suitable for practical musical control. The first of the two
uses the technique of active listening, and the second uses musical focusing.
In the first experiment, small epochs of EEG measured across 128
electrodes
were analysed to determine any difference between the acts of active
listening
(replaying a song in the minds ear) and passive listening (listening
without focus).
Trials were multiplied and looped to build a portfolio of EEG readings.
Musical stimuli consisted of melodic phrases being played over rhythmic
patterns. In different trials during a break between melodies, subjects were
asked to do three
different things. In the first trial to replay the tune in their heads, in a
second to try
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relax their minds without focusing on anything in particular, and in a
third to count.
Trials were carried out in a number of orders for greater disparity, and
a mental counting exercise was factored in as a test of whether musical
concentration
through active and passive listening was extrinsic to standard methods
of mental concentration focusing (Miranda et al. 2003).
The second experiment set to determine whether EEG could identify if
a subject
was engaged in musical focusing (paying particular attention to an
element of music being heard) or holistic listening (listening to music
without any effort). During the musical focusing experiments, subjects were
asked to focus attention to an instrument within the music that was
positioned either in the left or right stereo field.
These tests suggested that it might be possible to accurately measure
EEG
differentiation between someone engaged in mentally focusing on
music and
holistic listening. The second test suggested that it might be possible,
although to a lesser degree, to record whether a subject is focusing on sound
arriving in the left ear or the right ear, whilst in both experiments, the
counting exercise provided a different response in the EEG indicating that
musical focus uses different brain processing mechanisms that other forms
of concentration.
The experiments were conducted in blocks of multiple trials, and the
results were derived offline. However, their outcomes led to two initial
concepts for BCMIs. b-soloist is a BCMI system designed to detect active
and passive listening. A continuous rhythm is presented to a subject with
regular melodic phrases overlaid.
Straight after the melody is played the system looks for either an EEG
reading of active or passive listening. If the reading shows active listening
has occurred, then the next melody line will be a variation of the last. If the
reading shows passive listening occurred, then the next melody played will
be exactly the same as the last (see also Chap. 1). b-conductor was designed
to use musical focusing to affect changes in either left or right channels of
music (Fig. 10.4). When presented with music in both channels, a user
selects a channel through attentively focusing on the instrumentation it
contains. At regular intervals, the system detects the channel of attention in
the EEG, and this recognition is mapped to the music, turning up the
volume of the focused channel. After a change is made, the volume then
returns to a default value until the next command to change is received.
In 2004, Miranda and colleagues reported on a further experiment that
investi-
gates EEG derived from auditory imagery. In this, they further the
search for
distinctions between mental tasks looking for any distinguishable
differences
between active listening and tasks based on motor imagery and spatial
navigation, whereby a subject focus their attention to a physical movement
whilst remaining still (Miranda et al. 2004). Tests again used power
spectrum analysis but with three pairs of electrodes (7 in total with a
reference electrode) to determine a classification system through building a
neural network. The three extra tasks assigned were for a subject to imagine
opening and closing the right or left hand (motor) and to imagine scanning
the rooms of their home (spatial). A separate pair of electrodes read EEG
data corresponding to each task, and the voltage difference between
the pairs was derived. It was observed which pair produced EEG readings
that could be most
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easily discriminated against another. Again, results were very positive
with the largest distinction recorded between auditory imagery and spatial
imagery.
Not only did this latter test minimise the number of electrodes for
accurately
reading overall EEG, thus likely reducing interference and preparation
time, but it also narrowed the gap between BCMIs and EEG techniques
within other BCI fields
such as assistive technologies, where patients already accustomed to
motor imagery would need less training.
Importantly, these experiments indicated that subjective choices can
elicit
expected brain responses. Unlike the previous experiments with
auditory stimuli, they do not rely on the subject’s expectation or perception
of stimuli but allow for a user to impose a subjective decision that has the
possibility of becoming separate from the meaning within the music being
used. This is a crucial step in the leap towards BCI control of music through
neurofeedback.
This element of subjective control aside, the systems discussed in this
section rely on an intrinsic link between the stimuli and resultant music.
They are in effect one and the same, creating the ultimate feedback loop.
Attempting to implement
such a BCMI as an interoperable interface with musical systems
outside brain-
related activity becomes extremely difficult when using auditory
stimuli as the driver for generating EEG. Issues of attention become
prominent when a user is
required to focus on specific sounds to generate EEG, which then have
a separate effect as they produce or affect unrelated music as the result.
BCMIs designed
specifically for utilising these features, such as the b-soloist and b-
conductor ideas, rely on the use of the stimuli as the driver and the receiver
of neurofeedback.
However, to design any systems outside such a tight link, the element
of neuro-
feedback can become confused and even lost, as the cause is
disengaged from the effect. To counter this, a compromise in neurofeedback
loss is made, heavy user training is required to reassign unrelated mappings
through decision making, or as noted by Miranda et al. (2003), higher levels
of intelligence are imparted in compositional algorithms detracting from
cognitive musical control.
10.9
Towards BCI Control of Music
Currently, there are a number of systems offering EEG detection
linked to musical functions commercially available, e.g. WaveRider, g.tec,
Emotiv, to name but three.
These systems provide various methods of processing raw EEG that
can be mapped
to musical engines, in effect providing the hardware for a BCMI
system. At the time of publication, there are few systems that allow for
mapping EEG directly to
musical programs without direct access to APIs and designing bespoke
tools;
however, the Emotiv system offers the ability to map raw EEG into
open sound
control (OSC) data, and software such as Brainbay and WaveRider
provides tools
for mapping EEG to MIDI. We note however that the prices of EEG
equipment can
differ enormously. The reader should exercise caution here because
cheaper
equipment does not always match the quality of more expensive ones;
EEG requires good quality electrodes and decent amplifiers.
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To develop sophisticated systems of BCI, control relevant stimuli are
required, and unless using in-the-box methods of analysis and data
processing, the appropriate means of data acquisition and methods of
mapping to a musical engine are necessary, and this requires expertise.
In 2005, Miranda adopted the approach of designing the musical
engine of a
BCMI with sufficient artificial intelligence in order to create
sophisticated meaning from simpler EEG readings. Here, he applied a
process known as Hjorth analysis, a second method of extracting EEG
alongside power spectrum analysis. Hjorth
analysis is the extrapolation and measure of time-based features within
short
windows of EEG information. These are referred to as the activity,
mobility and complexity within the reading, and measures of each are
produced involuntarily as they lie within overall EEG data. Using these
techniques, the BCMI-Piano attempts to guess the mental state of the user
and performs real-time generative piano music in response, with features
based on the techniques of composers such as Beethoven and Schumann, as
discussed in Chap. 3.
The P300 oddball paradigm, earlier mentioned in relation to auditory
stimuli
research, was used by Grierson (2008) for a BCMI controlled by
focusing visual attention to stimuli displayed on a computer screen (See
also Chap. 3). The P300
potential was found to contain information relative to visual attention
of repetitive stimuli. In the same manner, as deviations in auditory stimuli
were found to trigger P300 responses (Näätänen 1990) as an automatic
response, the P300 could also be elicited by an unexpected interruption
within a repetitive visual pattern. In the case of P300 spelling devices that
allow a user to select letters to form words and
sentences, the deviant information contains the letter the user desires,
and as such is injected with the meaning that a BCI system can knowingly
respond to. In the first incarnation of his BCMI, Grierson replaces letters
for musical notes for a user to select via a visual interface.
Over the course of trials, Grierson recorded that four out of five
subjects were able to perform subjective decision making, with regard to
specific note selection and with no training, that were understood by the
system 75 % of the time. As ERPs are difficult to detect within EEG,
conducting multiple trials improves the reliability of the system to detect
these choices and increases the percentage of success. The downside is the
time lapse introduced from the initial cognitive decision being made to the
end of the trials and the subsequent data processing. Grierson recognises
this factor opting for a minimal trial approach in an attempt to link control
as close to cognition as possible. The stimuli in this system presented the
names of note values over three octaves. Each note name was displayed for
approximately
50 ms then removed for up to 1,800 ms, in a quasi-random order. A
subject was
asked to select a specific note and count each time it was displayed,
generating the associated ERP information in synchronisation with each
display. Experiments
recorded time delays of approximately 12 s, with one subject
successfully initiating control over approximately 7 s with less trials, where
total time = flash
time × choices × trials, e.g. 50 ms × 36 × 7 = 12.7 s.
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Although these times are lengthy in comparison to EEG response
times in other
BCMI devices, what (Grierson et al. 2011) accomplished with his
system was the ability to widen choice to a range of values. Instead of a
‘one or the other’ decision, the meaning within the stimuli was designed to
visually represent many more
choices, up to 36 in this case example. Grierson and colleagues have
since
developed a suite of BCMI applications based upon the NeuroSky
bluetooth
headset (Grierson et al. 2011).
The research into ERPs also went as far as to indicate that BCMI
control may not need to rely on a subject training their brain to act
accordingly to the intelligence of a BCMI. By relying on the ability of the
brain to respond to the focus of attention in a multi-variable environment,
no training was necessary as long as the user had the ability to recognise
visual events and perform the counting task. As a result of these factors, this
method for eliciting P300 for control was subsequently utilised by the
neurotechnology company g.tec in their commercial BCI system.
As previously mentioned, the ERP response to a single event is
problematic to
detect on a single trial basis, as it becomes lost in the noise of ongoing
brain activity. However, if a user is subjected to repeated visual stimulation
at short intervals (at rates approximately between 5 and 30 Hz), then before
the signal has had a chance to return back to its unexcited state, the rapid
introduction of the next flashing onset elicits another response. Further
successive flashes induce what is known as the steady-state response in the
brain’s visual cortex, a continuously evoked amplification of the brainwave
(Regan 1989). This removes a need for performing numerous delayed trials
as the repeated visuals are consistently providing the stimuli required for a
constant potential, translated as a consistent increased amplitude level in the
associated EEG frequency.
This technique, steady-state visual-evoked potential (SSVEP), was
adopted in a
BCMI system designed for a patient with locked in syndrome
(Miranda et al. 2011) as a tool for providing recreational music making.
Here, four flashing icons were presented on a screen, their flashing
frequencies correlating to the frequencies of corresponding brainwaves
measured in the visual cortex. The user selects an icon simply by gazing at
it, and the amplitude of the corresponding brainwave frequency increases.
Whilst EEG data are analysed constantly, the system looks for amplitude
changes within the four frequencies. The icons represent four choices,
always
available to the user at the same time. These controls are in turn
mapped to commands within a musical engine, as well as being feedback
into the display screen to provide visual feedback to the user. The
instantaneous speed of the EEG response to the stimuli finally brought real-
time explicit control to a BCMI, which required no user or system training
beyond the task of visual focusing. Please refer to Chap. 1 for more
information on this system.
As well as the selection of commands, a second dimension of control
was
gathered through the level of focused gazing. This elicited a relative
linear response within the amplitude of the corresponding brainwave. This
allows users to employ proportional control methods akin to intrinsically
analogue tasks such as pushing a fader or turning a dial. This differs from
previous selective, more digital tasks in BCMIs, such as a switch or a toggle
function. In this system, Miranda and
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colleagues utilised this control to trigger a series of defined notes
within a scale (Miranda et al. 2011).
The SSVEP-based BCMI by Miranda and colleagues broke new
ground in
BCMI research. This is the first instance of a system whereby a user
can precisely control note-specific commands with real-time
neurofeedback. It is interesting to refer back to the BCI definition of
Wolpaw and Birbaumer (2006) who may well define such systems as
outside the realm of true BCI as it relies on the EEG
interpretation of eye position and not pure thought processes. That
said, in the pursuit of real-time control of brainwaves so far SSVEP, in
comparison with motor imagery and P300 BCIs, has been found to offer the
quickest and most accurate
EEG response and with the least amount of training (Guger et al.
2011). Also, the advantages of these types of systems over previous BCMIs
are clear to see. One of the outcomes of this initial SSVEP research was the
use of BCMIs in collaborative musical applications. In terms of music used
as a real-time communicative tool
between people, this system allows a user to play along with a
musician, or
potentially, with another BCMI user. This was recognised as an
important break-
through for the potential BCMI systems in therapeutic situations and
for potentially launching the BCMI into a wider field of collaborative
musical applications.
In 2012, we reported on further mapping and compositional techniques
using
SSVEP within a BCMI (Eaton and Miranda 2012) for the composition
of The Warren, a multichannel electronic performance piece designed to
explore the
boundaries of mapping strategies in a BCMI system to generate real-
time compo-
sitional rules (Eaton 2011). Control of EEG performs generative
functions that control macro-level musical commands, such as shifts in
arrangement, tempo and
Fig. 10.7 A mapping diagram from a short section of The Warren.
Here, each icon (1–4) is assigned to a number of commands based on the
requirements of the composition
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effects over the master channel, alongside control of micro-level
functions, such as control over individual pitches or synthesis parameters
(Fig. 10.7). This approach provided a framework for addressing
performance considerations often associated with more mainstream digital
interfaces. The piece was engineered to communicate expressive musical
control and to provide a loose framework of musical elements for the
performer to navigate through selecting areas for precise manipulation. An
important feature of the design was to emulate the unpredictable nature of
performing with acoustic instruments, so often safeguarded in performances
with
electronic instruments. Slight deviations of learnt control patterns or
miscalcula-tions when navigating through the piece could result in the
wrong result, such as bringing the composition to an abrupt end or injecting
unwanted silences or dissonance into the piece. This approach forced the
concentration of the performer, underlying the importance of successfully
interpreting the meaning within the
control EEG. To achieve the desired complexities and nuances,
mapping rules were designed to suit the musical functions, a break away
from previous systems where compositional mappings were intrinsic to the
meaning of EEG. Here, the meaning
of EEG was designed through the use of the stimuli and therefore
learnt or
understood by the user. With such an abundant amount of meaningful
data, The
Warren also makes musical use of non-meaningful data to provide
deeper com-
plexity through secondary mappings. For example, ordering rules were
applied to control-specific musical parameters through monitoring the
performer’s control
behaviour. The order in which icons were selected over x amount of
control
changes would result in different generative rules being applied, the
results unbe-known to the performer who would be concentrating on the
current primary task.
This harks back to Miranda’s technique and the integration of Hjorth
analysis,
adding intelligent feedback to the system as part of the compositional
process and making the system learning between performer and computer
mutually exclusive.
When designing mappings for a structured performance piece, as
opposed to an
instrument or an improvised piece, the mappings need to adapt to the
arrangement of the composition and the functions. This reverse engineering
method of mapping design based on musical function and necessity
provides an interesting arena for creativity. As a result, the mappings
explored in The Warren vary widely depending on the compositional
choices, the sonic intentions of composer (and performer) and the
limitations of the input controls. Instead of summarising these mappings
solely in numerical terms, the nature of how the control is governed can be
presented in parallel with Dean and Wellman’s (2010) proportional-integral-
derivative (PID) model. This approach defines control as the ‘effect’ of the
input signal onto the output’s value, regardless of the number of parameters
connected. Proportional
control dictates that output values are relative to input; the output is
value X
because the input is X. Integral control provides an output value based
solely upon the history of the input, whereas derivative control gives an
output value relative to the rate of change of the input signal.
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These principles are adopted in a number of ways in The Warren, and
the
inclusion of conditional rules and variations allows for an abundance
of creative implementations. For example, in the first movement, a cello
sound can be played using the derivative measurement of the increment and
decrement of one of the four EEG input channels. Alongside this a second
input channel has an integral control to regulate a modulation index of the
cello sound processing, an example of
interpolating two different primary controls to manipulate one sound.
To add further control within these selection-based mappings, mapping
rules were applied to the four incoming EEG data streams and used at
various times during the piece
depending on the required function. Here, we look at three of these
rules, threshold values, timing and ordering.
10.9.1 Threshold Values
All four of the brainwave control signals can act as a single selector
using mappings for when the amplitude is high or low. Beyond this, each
input signal can be
assigned to elicit a number of commands. In this technique, user
control of
brainwave amplitude (of a specific channel) was mapped to a series of
functions across a range of evenly spaced threshold values scaled according
to the input
range. When the input signal passes a threshold value, a control
command is
triggered. For example, an input range of 1-25 could be treated with
the following rules:
if input == 5 play note C2
if input == 10 play note D2
if input == 15 play note E2
if input == 20 play note F2
Without further consideration, an input signal rising and falling
through this
range would excite all of the notes on the way up and on the way
down. The use of timing rules (below) provided the performer with the
ability to make specific
selections whilst avoiding triggering unwanted commands.
10.9.2 Timing
The majority of the mappings within The Warren are led by timing
rules. Calcu-
lating the time, a user takes to complete cognitive tasks allows for an
added
dimension of control. Expanding the simplified threshold example
shown above the speed at which a brainwave increases towards a threshold
value would dictate
whether the in between mapping rules are accepted or not. This allows
the per-
former to choose how many of the threshold values within one input
range to select during any one command. For example, if the time between
initial excitation and
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input signal reaching a value of 15 is greater than X, then only note E2
would be played. If the time taken was less than X and more than 1/2X,
then notes D2 and E2
would be played. Less than 1/2X then C2, D2 and E2, and so forth. In
practice, the timing rules were used like this alongside the threshold values
and also separately on their own. They were mapped to parameters ranging
from audio effects settings including delay, filter and distortion parameters
and audio playback sample chop-ping controls such as playback position,
pan position, and texture blending.
Further complexity was added through exploiting the features of using
timers. A hold-and-release function allowed for a change in control to occur
at the point of release. The time between the hold command and the release
command being
received provided selectable options. When an input value increases, a
timer begins until the value decreases. Upon this decrease, the value of time
is compared against a series of rules. In practice, the accuracy of brainwave
control can vary due to a range of factors such as tiredness, environment,
mood and electrical interference. To accommodate this instability when
attempting to sustain brainwave amplitude
through SSVEP, a further time delay rule monitors the EEG. For
example, if we
define a threshold input value of 5, so that when the input value
increases above 5 a hold command is activated. If the input stays above 5,
then the hold command stays on, and if the value decreases below 5, it is
released. To add some flexibility to this simple hold-and-release function, a
time delay of 3 s is added to the hold function.
Therefore, if the input decreases below 5 for less than 3 s and then
increases to above 5, the hold command remains on. If the input decreases
to below 5 for longer than 3 s, then the release function is activated. This
technique creates a rule whereby an icon needs to be fixated on constantly
to generate a command sent to the performance system, akin to the constant
attention required to play a sustained note on an acoustic instrument.
Deviation from this attention is allowed for a time span of up to 3 s,
allowing for the performer to utilise other input commands to manipulate
the sound via different parameters or to control other aspects of the music.
This flexibility can able help combat irregularities in the input signal. To
help performer calculate times during a performance, a digital clock display
was built into the visual interface.
10.9.3 Ordering
The mappings and structure of the The Warren were designed to allow
loose
periods for the performer to ‘play’ the system. Within this it was
unlikely that the exact manner in which the controls were used would ever
be the same twice. To add a layer of surprise and quasi-randomness to the
piece, as well as to further engage the concentration of the performer to
adapt to the system secondary mappings were dominated by applying rules
to the order in which icons were selected and which commands were
triggered. At times, these rules were mapped to stochastic musical
parameters ensuring a controlled level of unpredictability.
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The level of depth attained within these mapping strategies requires a
high level of mental concentration and awareness of time, external and in
relation to the music within a performance. Here, the mappings had to be
tested, learned, practiced and optimised for system performance and user
ability.
The Warren demonstrated that BCMI technology could be used in
place of more
traditional digital controllers as well as in a live performance setting.
In 2013s Flex (Eaton and Miranda 2013a), this idea was taken a step further
through a BCMI built using affordable hardware and open-source software.
In an effort to make music
making with brainwaves more accessible, Flex used SSVEP with an
EEG headset
by Emotiv and two laptop computers, one providing the visual
interface, EEG
signal processing and transformation algorithms and the other the
musical engine.
The gap between compositional and mapping design used in The
Warren was
disregarded here as the two elements were intertwined. Flex is
designed to be
between approximately 10–15 min long depending on the how the
controls are
found and used. The composition combines sound sources recorded in
surround
sound, ranging from fairground ambience to bell chimes, with
synthesised and
heavily processed sounds. A key aim of the performance is to convey
the narrative of the composition whilst attempting to engage an audience
with the control tasks being undertaken by the performer.
Flex uses the idea of control as a key theme. Instead of merely
providing control, Flex hides control and moves it around forcing the
performer to adapt to the system and learn control before it is taken away
again. In effect, the controls corresponding to the icons are randomised;
different elements of the composition are presented without any way of the
performer knowing in advance. Built-in rules allow for the presence of
mappings corresponding to the current sounds being played, but the
choice of parameters is selected at random from an array of
predetermined func-
tions. Performed in quadraphonic sound, mapping rules mix the sounds
across the four channels as well as control the arrangement of the piece.
Additional mapping rules control micro-level functions such as audio
sample playback and audio effects (Fig. 10.8).
Indeed, there are more mappings available that can be used in any one
perfor-
mance, which helps make every performance different. The line
between active and passive control becomes somewhat blurred here due to
the manner in which control is attained. Control in Flex can be difficult to
establish, and this brings elements of the unexpected and even the undesired
into a performance. Again, hidden secondary mappings are also built into
add elements of surprise, in effect further flexing the rigidity of control
throughout the piece. Overall, the mapping system is designed for control to
be manageable, and where control becomes lost, it is relatively easy to
recover. As such, certain safety features are implemented in order to prevent
complete chaos. Performing Flex becomes a musical game, where the aim
and reward are control (although the success rate of control is not a
primary
concern) and where the audience is rewarded with the resulting music
and
performance.
One of the main issues with performing with a BCMI system is what
could be
considered as a lack of obvious ‘performance’. EEG measurement
requires
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Fig. 10.8 The system components for Flex built using consumer grade
EEG hardware, two laptop computers and open-source software
motionless concentration, and the use of visual stimuli requires staring
at a computer screen, both of which offer a rather disengaging spectacle for
viewing however sophisticated the underlying processes are. We are
fortunate to now be at a stage where the technology is no longer the only
focus of attention, yet we need to be mindful of how we communicate the
practices of BCMI to an audience and the
aesthetic effects of the tools we choose. This has led recent work to
move away from brainwave control over electronic sounds towards
integrating brainwave
control and external musical bodies, including acoustic instruments
and musicians.
In 2013, Eaton and Miranda reported on Mind Trio, a proof-of-concept
BCMI
that allowed a user to control a musical score in real time, choosing
from short pre-composed musical phrases (Eaton and Miranda 2013b).
SSVEP provides choice over fours phrases during a window of time. These
windows are synchronised with a metronome and dynamic score presented
to a musician via a computer monitor.
Within each window, the user selects the phrase that is displayed at the
next sync time. The musician is presented with the current phrase and is
shown the next
phrase shortly before it becomes active. This extension of brainwave
control
designed to accommodate the involvement of a third party is the basis
of Activating Memory, an experimental composition for a string quartet and
a BCMI quartet. It uses the same principle as Mind Trio for users to choose
phrases of music that a corresponding musician then performs. All four
systems are synchronised via a
master clock across two movements. Activating Memory’s debut
performance was
at the 2014 Peninsula Arts Contemporary Music Festival, Plymouth,
UK.
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10.10 Concluding Discussion
BCMI research has come a long way in recent years. Meaning in EEG
is becoming
more understood and easier to detect, as the necessary technologies
and computer processing speeds have allowed. However, difficulties in
retrieving useful EEG data still remain and pose significant problems for
systems intended to be used outside of the laboratory. Signal interference
from external sources, unpredictable EEG
information, and noise from other physiological input are issues
widely reported in BCMI research. These factors affect the stability and
performance of a system and need to be taken into account when designing
and testing a BCMI.
The progress in BCMI research has brought us to a very healthy and
pivotal
stage. We find ourselves in a climate where constructing a BCMI has
become a
relatively simple and affordable task. New systems of finite control
have provided a strong foundation for integrating BCMIs within wider
areas of musical composition and performance, perhaps realised through
musical collaborations or interactions with live, external sources, such as
dance, acoustic music or other forms of media.
Wider research into neurofeedback is also possible through assessing
the affects of multiple users of a single BCMI, or multiple BCMIs being
played together. Now
that the appropriate tools are available, we anticipate an increase in
research activity across a wider playing field, with a particular emphasis on
compositional integration. We are slowly beginning to see brainwave
control creep into everyday tech culture, and as in all successful
interdisciplinary areas, we expect it to be prominent in all of the clinical,
therapeutic and recreational interpretations of what a BCMI is.
Events bringing researchers and practitioners together have produced
fruitful
experiments in the past, as evident in programs such as eNTERFACE
(Arslan et al.
2006; Benovoy et al. 2007). In the current climate of expansion in
BCMI research, the dissemination of ideas and collaboration between
practitioners linking BCMI research and related areas together is an
opportunity to be embraced to further accelerate work in this field and
should not be ignored.
It can still be argued that more meaning within EEG is needed, not
only in BCMI research but also in our overall understanding of the brain.
As we have seen,
meaning leads to control and in turn complexity, and advances in this
offer exciting prospects. One area of research that promises to widen the
scope of interpreting meaning in EEG is the study of emotional responses in
brain activity, and evolving research in this field is already uncovering very
direct links with emotional
responses and music (Crowley et al. 2010; Kirke and Miranda 2011).
The use of modern BCMI systems for performance in concert settings
has
marked the arrival of more accessible, responsive and sophisticated
platforms for designing and building successful BCMI systems, bringing
brainwave control and
music full circle. In place of Lucier’s percussive instruments are
dynamic scores and complex musical engines. And instead of bursts of
alpha activity there are
layers of sophisticated EEG control on offer. The importance of
considering
mapping strategies in the development of BCMI systems can be traced
all the way back to Alvin Lucier and his Music for Solo Performer, an
interface that offered
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such a unique and tangible interaction with brainwaves, from such
limited input.
With this, and the availability of today’s tools, in mind, we hope to see
a rise in the creative applications of brainwaves in music coming from
composers as well as
researchers through approaches applying the complexity in
compositional and
mapping strategies that have now become a reality.
10.11 Questions
1. What were the first type of brainwaves used for musical control and
how were they controlled by a subject?
2. What is the difference between the sonification and the musification
of brainwave signals?
3. What is the function of the transformation algorithm in a BCMI
system?
4. With todays technology in mind, consider an approach to
modernising the
mappings in Alvin Lucier’s Music for Solo Performer. How could the
piece be
reworked?
5. What features of ERPs make them useful for mapping to musical
functions?
6. Design a concept for a BCMI that uses two techniques of EEG
extraction as
input signal. Do the techniques you have chosen fit the concept well?
Could
other techniques be used instead?
7. What are the benefits of a user-orientated BCMI over a computer-
orientated
BCMI?
8. Compare the mappings of the two pieces Music for Sleeping and
Waking
Minds and In Tune. How would each piece differ if the systems were
swapped
for both performances?
9. What are the main differences between the P300 and SSVEP
techniques and
how do they affect musical control?
10. Consider a musical extension of a BCMI. How could integrate
BCMI into
another type of musical interface of your choice?
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ONE 4(6):e5915
Retroaction Between Music
and Physiology: An Approach
11
from the Point of View of Emotions
Pierre-Henri Vulliard, Joseph Larralde
and Myriam Desainte-Catherine
Abstract
It is a well-known fact that listening to music produces particular
physiological reactions for the auditor, and the study of these relationships
remains a wide
unexplored field of study. When one starts analyzing physiological
signals
measured on a person listening to music, one has to firstly define
models to
know what information could be observed with these signals.
Conversely, when
one starts trying to generate some music from physiological data, in
fact, it is an attempt to create the inverse relationship of the one happening
naturally, and in order to do that, one also has to define models enabling the
control of all the parameters of a generative music system from the few
physiological information
available, and in a coherent way. The notion of emotion, aside from
looking
particularly appropriate in the context, reveals itself to be a central
concept allowing the articulation between musical and physiological
models. We suggest
in this article an experimental real-time system aiming at studying the
interactions and retroactions between music and physiology, based on
the
paradigm of emotions.
P.-H. Vulliard (&) J. Larralde M. Desainte-Catherine
University of Bordeaux, LaBRI, UMR 5800, Bordeaux, Talence,
France
e-mail: [email protected]
J. Larralde
e-mail: [email protected]
M. Desainte-Catherine
CNRS, LaBRI, UMR 5800, Bordeaux, Talence, France
e-mail: [email protected]
© Springer-Verlag London 2014
255
E.R. Miranda and J. Castet (eds.), Guide to Brain-Computer Music
Interfacing,
DOI 10.1007/978-1-4471-6584-2_11
256
P.-H. Vulliard et al.
11.1
Introduction
The experimental software setup presented in this article, called
MuZICO (french acronym for Zen Music and Brain Computer Interface),
allows the approach of
interactions between music and physiology from two points of view:
The first, the low-level one, is based on the sonification of physiological
signals produced by the autonomous nervous system, thus creating a direct
link between the unconscious
manifestation of a physiological state and the production of acoustic
vibrations. The second point of view, the high-level one, introduces an
abstraction layer dealing with the recognition of vigilance states (vigilance,
relaxation, sleep) and/or emotional states of the listener and allows to
control the generative music system parameters in real time according to
these states.
Until now MuZICO has been tested with two different devices for
physiological
signals capture. The first is the Thought Technologies ProComp5
infinity bio-
feedback system, a five inputs box for various compatible sensors. The
following Thought Technologies sensors have already been used with
MuZICO:
• abdominal/thoracic breath sensor
• skin conductivity sensor
• electrocardiograph
• electroencephalograph
The other system we are mainly using is an Emotiv EPOC headset,
which is a
sixteen electrodes wireless EEG headset. However, the signals coming
from this
headset can be analyzed either as EEG signals, or as muscular signals.
In the following sections, we describe the evolution of our work on
sonification and interaction between vigilance states and musical synthesis
then we propose a generalization of vigilance states to emotional states and
its validation in the context of a collaboration with experts on emotions
expressed by body postures. Finally, we inspect prospects offered by the
synthesis of these experiences for the study of interactions and retroactions
between music, perceived emotions, and physiology.
11.2
Processing of Physiological Signals from the Energetics
Approach
11.2.1 Sonification: Direct Mapping
In our case, sonification is used to catch the listener’s attention and to
help him understand the link between the manifestations of his autonomous
nervous system, usually unintentional, and the music they generate. The
energy deployed by the
internal organs and sampled by the sensors is directly translated into
sound energy, thus leading to a synesthesic perception phenomenon.
11
Retroaction Between Music and Physiology …
257
In specific terms, we compute in real time the variation speeds of the
data flows coming from all sensors, except the signals coming from the
EEG electrodes. These variation speeds are translated into energy by a
direct control of the volume,
spectral richness, or pitch of a sound. As regards the heart and breath
sensors, the frequency of the cycle is evaluated (heart rate or inhalation-
exhalation period), and the variations of this frequency are also translated
into volume, spectral richness, or pitch variations. Concerning the signals
from the EEG electrodes, the evolution of energy ratios between wave
bands reflecting typically vigilance states is sonified in the same way.
11.2.2 Interaction Between Vigilance and Musical Synthesis
In addition to the production of sound directly from physiological
signals, the energetics approach also involves a higher level of abstraction
by analyzing the listener’s arousal in order to generate a musical flow, using
harmonic, rhythmic, and spectral rules. The idea here is to control the
dynamism of this musical flow
according to the listener’s arousal.
All the physiological data are therefore integrated into one continuous
parameter representing the listener’s arousal, and this parameter is then
redistributed over the whole set of musical generation parameters. It is a M
! 1 ! N mapping.
A study carried out by Pierrick Legrand and Frédérique Faïta Ainseba
(Vezard
et al. 2011) shows the link between specific musical composition
parameters, the energy evoked by the resulting generated music, and the
arousal level induced by its listening.
These parameters, as they are used in the MuZICO environment, have
either
discrete or continuous values and are either defined by adjectives
(classes) or by numerical values. For example, the spectrum of a sound can
take values from muted to bright, which corresponds to specific energy
values that are measurable in the signal and are linked to its spectral
centroid. The other parameters related to energy in music are as follows: the
tempo of the music, the attack of the notes’ dynamic envelope, the pitch of
the notes, the number of instruments playing simultaneously, the more or
less “natural” sound of the instruments, the percussive or sustained aspect
of sounds, as well as the number of simultaneous notes (Livingstone et al.
2010).
All these parameters are characterized by bounded intervals used by
MuZICO to
generate music.
Let be VEmin and VEmax the bounds of the intervals of values taken
by musical
parameters, corresponding to low and high energies evoked by the
music, respec-
tively (see Table 11.1). The parameters that have undefined units are
translated by MuZICO into various units according to the algorithms used
to produce the sounds (synthesis, sample playing, audio-effect control). For
example, one can translate the brightness of a sound by a particular setting
of the modulation index in a FM
258
P.-H. Vulliard et al.
Table 11.1 An excerpt of MuZICO’s musical parameters intervals
Parameter (unit)
VEmin
VEmax
Tempo (bpm)
[0.1; 60]
[144; 300]
Spectrum
Muted
Bright
Notes attack slope (ms)
[100; 1000]
[1; 30]
Notes pitch (Hz)
[110; 220]
[440; 880]
Instrumental sounds
Natural
Synthetic
Nature of sounds
Percussive
Sustained
Number of voices
1
Many
Notes density
Low
High
synthesis algorithm, or by the control of the cutoff frequency of a low-
pass filter applied to a sample player.
11.2.3 Applications
The MuZICO system has already been presented to various audiences
in artistic
(use in concert as a generative musical accompaniment) and scientific
mediation (presentation during workshops and as an interactive station)
contexts. Its applications can therefore be artistic, educational, or
therapeutic.
In the artistic context, MuZICO has been used in two configurations:
One,
strongly implying one of the authors as a saxophone player, consists in
generating the accompaniment from the breath, heart rate, or EEG sensors,
as an improvisation support for the musician. Concretely, this configuration
has been used during
electroacoustic music concerts organized by the SCRIME [at the
Marché de Lerme
in Bordeaux (see Fig. 11.1), and at the Hôtel de Région d’Aquitaine],
or during performances (at the Cap Sciences scientific museum and at the i-
boat club in
Bordeaux). The other has been set up in the context of the ANR Care
project and allows a dancer (Gaël Domenger) to generate the music
supporting his dance
improvisation thanks to a motion-capture suit (see Fig. 11.2). A public
show involving this configuration took place at the Casino de Biarritz in
March 2011.
In a more educational context, various sessions introducing the
MuZICO system
have been presented to the public on an ad hoc basis: Workshops were
held during the Eurêka days of the Fête de la Science 2011 at the Hôtel de
Région d’Aquitaine, and during the Semaine du Son 2012 at Cap Sciences.
In a more sustained way, an interactive station allowing to test the system
was set up in Cap Sciences during the exhibition Numériquement Vôtre
(from march to December 2011). The public
could interact with MuZICO thanks to a skin conductivity sensor that
was inte-
grated to the station.
Concerning the therapeutic domain, the potential usefulness of music
in the field of relaxation techniques has already been discussed (Ganidagli
et al. 2005; Loewy et al. 2005; Zhang et al. 2005; Peretz et al. 1998;
Sammler et al. 2007; Trainor and
11
Retroaction Between Music and Physiology …
259
Fig. 11.1 Pierre-Henri
Vulliard at the Marché de
Lerme
Fig. 11.2 Gaël Domenger
using eMotion and MuZICO
softwares
Schmidt 2003). Some exploratory experiments have been carried out
from the start of the project by one of the authors, involving professionals
such as masseurs and hypnotists.
11.3
Interaction Between Emotions and Synthesis of Music
11.3.1 Representation of Emotions
We propose here a generalization of vigilance states to emotional states
in order to increase the expressive potential of the musical generation, by
adding a second
260
P.-H. Vulliard et al.
Fig. 11.3 Ekman’s primary
emotions placed in the
bidimensional space of
emotions
dimension to the first dimension of vigilance. There are many
definitions and
representations of emotions in the psychological field of study, but
nowadays, few of them are used in computer science.
We chose to use the same model as in Livingstone et al. (2010) and
Wallis et al.
(2008), commonly used in psychology under the name of Plutchik’s
emotions wheel (Russel 1980). It is a bidimensional space defined by two
axes corresponding to excitation (which we consider to be the same as
vigilance in the context of music generation), and to valence
(pleasure/unpleasure), in which we can place Ekman’s primary emotions
(Ekman 1992) (see Fig. 11.3).
11.3.2 Care Project—eMotion Software
Our collaboration in the context of the Care project (Clay et al. 2011)
with a team studying motion-based emotions recognition allowed us to test
the generation of music using the bidimensional space of emotions.
For the interactive dance show that was presented as the conclusion of
this
project, we generated all the music and sounds in real time with
MuZICO.
11.3.3 Validation of the System by the Audience
The audience that came to see the second representation of the Care
project’s end show was given questionnaires in order for the scientific team
to collect feedback from them (Clay et al. 2012): The second representation
of the show was presented in front of an audience of about 120 people.
Upon their arrival, we distributed them questionnaires for collecting
feedback about the show. We collected 97 questionnaires
11
Retroaction Between Music and Physiology …
261
(i.e. roughly an 80 % return rate). For a non-researcher, it is quite
difficult to apprehend the scientific world. This show presented scientific
results in a both artistic and playful way; scientists were also directly in
front of the audience, which the audience appreciated. All those factors
made the audience enjoy the show. Then, to answer the question “What did
you like?” 90 % of the people who gave a feedback cited
the innovative or even magical aspects of the show. The audience
found, however, that the generated music expressed too frankly the emotion
being portrayed (75 % of the audience) and that the music should have
taken more distance with the expressed emotions and leave more
interpretation from the spectator. This criticism is interesting as it validates
the parameters we chose for music generation, but pinpoint the fact that
more artistic choices would have been more relevant. Finally, when asked
about the potential improvements that could be made, 98 % of the people
stated that they wished to witness the evolution of the show, should it be in
the scientific content, the cho-reography, the sound generation, and/or the
graphical choices. The audience hence had a very strong interest in
following this collaboration between art and science; this interest went
further, as it sparkled reaction from medias in the form of articles and an
interview on local television.
11.3.4 Valence and Musical Complexity
According to Livingstone et al. (2010), the musical parameters related
to the valence of emotions evoked by music are tonality and complexity.
We propose here harmonic, rhythmic and melodic generative models, as
well as a description of their parameters from the point of view of musical
complexity.
The way these models (implemented as modules in MuZICO)
communicate
between each other is explained by Fig. 11.4.
11.3.4.1 Pitch Scales
We suggest a model of generative pitch scales base on the following
sequence:
V
U
nmodðmþ1Þ
nþ1 ¼
Un x h
U0 xp
ð11:1Þ
where U0 ¼ ff ; and p 2 Nþsuch that U0\Unþ1\x U0
where x is the octave ratio, h the number by which the octave is
divided to get the temperament, ff the root frequency of the generated scale,
V a m-dimensional vector, and Vi;i2½1::m the ith component of V.
We consider that the complexity of a pitch scale depends on the
number of
iterations needed to generate it, and on the values of x, h, and V.
For example, let us consider the case where x ¼ 2, h ¼ 12 (tonal
occidental
music).
Let be V = (7) (generation of the pitch scale by iterating through steps
of fifths), and N the number of iterations. This gives:
262
P.-H. Vulliard et al.
Fig. 11.4 Communication between MuZICO modules
• the pentatonic scale or the Maj 6/9 chord for N = 4
• the diatonic scale for N = 6
• the chromatic scale for N = 11
These scales have an increasing harmonic complexity. Scales of
different
complexities can also be generated by varying V: Let V = (4) and N =
2, we then generate a pitch scale corresponding to an augmented chord. Let
V = (3) and N = 3, we then generate a pitch scale corresponding to a
diminuated chord. Let V = (3, 4, 4, 3) and N = 6, we then generate the
ascending melodic minor scale.
11.3.4.2 Chords Sequences
In MuZICO, the chords sequences are generated by a grammar that
takes the
context into account to oversee the transpositions related to the
modulations. The complexity of a chord depends on several factors that we
identified:
• the number of notes that make it up
• the complexity of the scale on which it is built
• the order of appearance of its notes in the building of this scale by
iterations The complexity of a chords sequence also depends on several
factors:
• the complexity of the chords that make it up
11
Retroaction Between Music and Physiology …
263
• the number of different chords in the sequence
• the harmonic complexity of the chords series, mainly taking into
account the
cadences and resolutions in the context of modern modal and tonal
music, and
the modulations in the context of the latter.
11.3.4.3 Rhythmic Patterns
The rhythmic patterns are created by layering various iterative
rhythmic patterns, all synchronized to the same underlying pulse, each
pattern being defined by an offset from the common initial pulse and by a
rhythmic density (number of pulses
between two onsets in the pattern). The superimposition is done by a
logical OR
operation, considering the superimposed patterns to be bit vectors, a
value of 1
representing an onset, and a value of 0 no onset.
Let m be the rhythmic patterns length, q the number of superimposed
patterns,
ofi the offset from the initial pulse of pattern number i, and di the
rhythmic density of pattern number i.
Let us consider that a bit vector is equivalent to a finite set of integer
numbers, each number of the set representing a positive bit at the index
corresponding to its value in the vector, a rhythmic pattern R created by
superimposition of patterns Pi can thus be defined by:
R ¼ [qi¼0Pi
ð11:2Þ
where Pi ¼ [EððmofÞ=dÞ
n¼0
ðofi þ di mÞ
As regards rhythmic complexity, we use a model based on Toussaint’s
com-
plexity measure or other techniques of rhythmic complexity evaluation
that assign each pulsation a weight (see Fig. 11.5).
11.3.4.4 Melody Generation
In order to generate melodies, MuZICO has a module taking as input
the current
pitch scale and several rhythmic patterns generated using the
techniques explained in the previous section. Each note has a weight
corresponding to its apparition order in the process of building the current
pitch scale. For each onset in the rhythmic pattern, a note is chosen
randomly using a Gaussian probability density varying according to the
corresponding rhythmic weight. An initial melodic profile is thus obtained,
which will be subsequently developed in a musical way by various
algorithms such as the Probabilistic Suffix Tree (PST). This profile is
then modified according to the modulation information sent by the grammar
which generates the chords, resulting in the final melody to be plaid.
The complexity of such a melody can be evaluated and depends on the
Gaussian
probability densities, as well as the PST configuration parameters.
264
P.-H. Vulliard et al.
Fig. 11.5 Weight of the pulses in a rhythmic pattern of length 16
11.3.5 Seeking Valence in EEG Signals
Although valence as a musical concept is widely documented and has
long been
discussed by music theorists, valence as a component of felt emotions
is a more ill-defined notion. The latest research activities led by our team
mainly focus on this problem. Following a number of discussions with
researchers at Numediart Institute in Mons, Belgium, in the context of a
collaboration with a movie director on an interactive cinema project, our
former intentions of seeking clues for valence
estimation in the study of inter-hemispheral EEG activity were
confirmed by our discovery of the work of Louis A. Schmidt and Laurel J.
Trainor (Schmidt and
Trainor 2001):
…positively valenced musical excerpts elicited greater relative left
frontal EEG activity, whereas negatively valenced musical excerpts elicited
greater relative right frontal EEG
activity… In addition, positively valenced (i.e., joy and happy) musical
excerpts elicited significantly less frontal EEG power (i.e., more activity)
compared with negatively valenced (i.e., fear and sad) musical excerpts,
and there was significantly less frontal EEG
power (i.e., more activity) in the left compared with the right
hemisphere across valence.
Furthermore, we also consider interpreting the electric signals coming
from the headsets as a measure of the face’s muscular activity. By applying
different filtering and analysis techniques to the same signals, we may
define new independent
variables which could help characterize the valence, as in standard
facial emotion recognition.
11.3.5.1 Experimental Setup
We attempt to characterize and detect valence states and variations in
EEG signals, therefore we must use stimuli which will influence the
valence of the subjects so that we are able to measure it.
As this is a hot research topic shared by a community of people,
standards have already been defined, at least regarding the media allowed to
be used in these
experiments from a medical point of view. We will of course use the
provided
databases so that our results remain compatible and comparable with
the ones
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obtained by other teams. We are currently finalizing an experimental
setup based on the use of the IAPS (Lang et al. 1999) and IADS (Bradley
and Lang 2007) databases. Each file in these databases is annotated with
mean and standard deviation values for valence, arousal, and dominance
components. These values were
obtained by asking subjects to rate each file from the three points of
view. Mean and standard deviation were then computed from these ratings
for each file.
IAPS and IADS are reference databases on which we can rely to
validate our
analysis of valence by comparing the results of our estimations to their
original valence mean and standard deviation values in these databases.
We also plan to do the same with video excerpts, as video stimuli
greatly differ from static pictures stimuli. To the best of our knowledge, no
such database has been established so far.
11.3.5.2 Hardware
The first headset we started working with is a ProComp, a driver of
which was
formerly written by our team. In the context of the interactive cinema
project
initiated by Marie-Laure Cazin, we also got several wireless Emotiv
EPOC headsets and started experimenting with them. These headsets come
with a SDK which
allows to get a grab on the raw electrodes data.
11.3.5.3 Software
We are currently developing several complementary software parts:
One is a client that gets the raw electrodes data from the SDK, analyzes it,
and sends both raw and analyzed data to any network via the Open Sound
Control (OSC) (Wright 2005) protocol. This is an alternative driver for the
headsets, rewritten in order to precisely fit our needs, also integrating the
older driver for the ProComp.
Another part is an application allowing to play audio and video
stimuli, display pics, and optionally record video footages of the
experiences. This software is controlled in real time from other
applications, via OSC.
Finally, the central software we use for the experiments is INRIA’s
OpenVibe
(Renard et al. 2010), an open-source project dedicated to the analysis
of electroencephalographic signals, which includes a powerful python
scripting interface.
These scripting capabilities easily allow one to enable bidirectional
OSC communication and for example, define scenarios that will control the
stimulation software, or drive MuZICO’s musical generation algorithms.
OpenViBE can keep track of
EEG recording sessions into binary files containing the signals and the
stimulations sent via OSC. The recorded experiences can then be replayed
if desired, and one can focus on particular moments of them afterward for
in-depth analysis.
11.3.5.4 Experimental Setup
The experiments we defined in order to validate valence recognition
algorithms take place in three phases: During the first one, while
simultaneously recording raw and preprocessed EEG signals from the
subject, OpenViBEs successively sends control messages to the application
that displays IAPS pictures, and for each displayed
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picture writes a stimulation in the recorded EEG signal stream
corresponding to a
“positive” or “negative” tag, basing itself on a displaying scenario and
the IAPS
database.
These tags are used for classification purpose: During the second
phase, we feed a linear discriminant analysis (LDA) classifier with the file
containing the signals and the tags. The classifier then builds rules to
recognize positive or negative valence artifacts in the signals from this
information. This occurs “offline,” and no EEG signals are recorded during
this phase (Fig. 11.6).
The third phase is the validation phase: We do the same as during the
first phase with a new picture displaying scenario, but this time, the LDA
runs in analysis mode, so it continuously gives an estimation of the current
valence from the subject’s incoming EEG signals. We can compare this
estimation with the corre-
sponding valence values in the IAPS database (Fig. 11.7).
In a previous work, TCTS laboratory had already assessed the quality
of Emotiv
EPOC headsets, by comparing their performance in the framework of a
P300-based
brain–computer interface with the performance reached using a
medical EEG
system [on the basis of the same electrode configuration, of course
(Duvinage et al.
2012). Figure 11.8 illustrates that, albeit giving worse results than
those obtained with the medical system, Emotiv EPOC headsets are usable
for BCI applications.
Fig. 11.6 First phase of the
IAPS valence experiment
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267
Fig. 11.7 Third phase of the
IAPS valence experiment
Fig. 11.8 Average and
standard error values of
classification rates obtained
with a medical EEG system
(ANT) and the Emotiv EPOC
headsets under sitting and
walking conditions. The
chance level is 25 %
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11.4
Conclusion and Discussion
MuZICO proved its pertinence, on the one hand by its ability to
generate music
based on the physiological measure of vigilance, on the other hand in
the generation of music based on emotions represented in a two-
dimensional space, the axes of
which correspond to the notions of arousal and valence.
In the near future, we will thus be able to generate music as a function
of
emotions not only expressed by the listener, but also felt by this one,
and by this way optimize in a significant manner the retroaction, improving
the music’s power of evocation together with its aesthetic qualities.
Another upcoming stage is to refine our sound synthesis engine by
putting in
correspondence in a more precise way emotions and lower level
musical parameters (corresponding to the perceptive parameters of
generated sounds and used sound
samples), and by a better bounds management, conforming to a URL
like name-
space as is the case in the Open Sound Control protocol.
An alternative track for the validation of the project is to use
reinforced machine learning algorithms (Le Groux and Verschure 2010) in
order to determine the most evocative parameter combinations for particular
emotions. Some experiments have been carried out in this direction using
this family of algorithms.
11.5
Questions
1. How does MuZICO process emotions?
2. How is the IAPS system used in the experiments on emotion
recognition?
3. What emotional components does MuZICO use as dimensions of its
emotional
space?
4. Which musical parameters does the result of arousal analysis
control?
5. According to Schmitt, how could valence be seen in EEG
brainwaves?
6. According to Livingstone, which musical parameters are related to
valence?
7. What is sonification?
8. How does the LDA algorithm work?
9. What is the difference between emotions computed from an EEG
headset and
emotions computed from a motion-capture suit?
10. In the Eq. (11.1), what values of x, h, V, and how many iterations
are needed to build a diatonic scale?
Acknowledgments This research was carried out in the context of the
SCRIME (Studio de Création et de Recherche en Informatique et Musique
Electroacoustique, scrime.labri.fr) project which is funded by the DGCA of
the French Culture Ministry, the Aquitaine Regional Council.
SCRIME project is the result of a cooperation convention between the
Conservatoire of Bordeaux, ENSEIRB-Matmeca (school of electronic and
computer scientist engineers) and the University of Sciences of Bordeaux. It
is composed of electroacoustic music composers and scientific researchers.
It is managed by the LaBRI (laboratory of research in computer science of
the University of Bordeaux, www.labri.fr). Its main missions are research
and creation, diffusion and
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269
pedagogy thus extending its influence.We would like to thank Pierre
Héricourt, system engineer at LaBRI, for developing the EEG headsets’
drivers, allowing us to interface the headsets with all the software parts, and
thus to set up our experiments for real.
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Creative Music Neurotechnology
with Symphony of Minds Listening
12
Eduardo Reck Miranda, Dan Lloyd, Zoran Josipovic
and Duncan Williams
Abstract
A better understanding of the musical brain combined with technical
advances in biomedical engineering and music technology is pivotal for the
development of
increasingly more sophisticated brain–computer music interfacing
(BCMI)
systems. BCMI research has been very much motivated by its potential
benefits
to the health and medical sectors, as well as to the entertainment
industry. However, we advocate that the potential impact on musical
creativity of better scientific understanding of the brain, and the
development of increasingly sophisticated
technology to scan its activity, should not be ignored. In this chapter,
we introduce an unprecedented new approach to musical composition,
which combines brain
imaging technology, musical artificial intelligence and
neurophilosophy. We
discuss Symphony of Minds Listening, an experimental composition
for orchestra
in three movements, based on the fMRI scans taken from three
different people,
while they listened to the second movement of Beethoven’s Seventh
Symphony.
E.R. Miranda (&) D. Williams
Interdisciplinary Centre for Computer Music Research (ICCMR),
Plymouth University, Plymouth PL4 8AA, UK
e-mail: [email protected]
D. Williams
e-mail: [email protected]
D. Lloyd
Department of Philosophy, Program in Neuroscience, Trinity College,
Hartford
CT 06106, USA
e-mail: [email protected]
Z. Josipovic
Psychology Department, New York University, 6 Washington Place,
Room 482a, New York, NY 10003, USA
e-mail: [email protected]
© Springer-Verlag London 2014
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E.R. Miranda and J. Castet (eds.), Guide to Brain-Computer Music
Interfacing,
DOI 10.1007/978-1-4471-6584-2_12
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E.R. Miranda et al.
12.1
Introduction
BCMI research has been very much motivated by its potential benefits
to the health and medical sectors, as well as to the entertainment industry.
Yet, advances in the field tend to be assessed in terms of medium, rather
than content. For instance, let us consider the field of music technology.
Much has been said on the improvement of technology for music recording
and distribution, from vinyl records and K7 tapes to CDs and the Internet.
However, not much is said on the impact of these media to creative
processes. Have these media influenced the way in which music is
composed? Likewise, not much has been said on the creative potential of
BCMI
technology. Might it lead to new ways to make music, or to the
emergence of new kinds of music?
We believe that the potential impact on musical creativity of better
scientific understanding of the brain, and the development of increasingly
sophisticated
technology to scan its activity can be huge. Musicians have an
unprecedented
opportunity today to develop new approaches to composition that
would have been unthinkable a few years ago.
In this chapter, we introduce an unprecedented new approach to
musical com-
position, which combines brain imaging technology (Bremmer 2005),
musical artificial intelligence (AI) (Miranda 2000), and new philosophical
thinking emerging from neurophilosophy (Churchland 2007). The first
outcome of this approach is Symphony of Minds Listening, an experimental
composition for
orchestra in three movements, based on the fMRI scans taken from
three different people, while they listened to the second movement of
Beethoven’s Seventh
Symphony: a ballerina, a philosopher (co-author Dan Lloyd), and a
composer
(co-author Eduardo R. Miranda). In simple terms, we deconstructed
the Beethoven movement to its essential elements and stored them with
information representing their structural features. Then, we reassembled
these elements into a new composition with a twist: the fMRI information
influenced the process of reassembling the music.
The chapter begins with a discussion on the philosophical ideas behind
the work.
Next, before delving into more technical details, it gives an overview
of the
compositional approach we have been developing. It follows with an
introduction to the brain scanning and data analysis methods. Then, it
introduces MusEng, the system that we developed to deconstruct and
recompose music and demonstrate the core processes behind the
composition of Symphony of Minds Listening.
12.2
Neurophilosophy of Music
The human brain is allegedly the most complex object known to
mankind: it has
circa one hundred billion neurones forming a network of an estimated
one qua-
drillion connections between them. The amount of information that
circulates
through this network is huge. The operation of individual neurones is
fairly well
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understood nowadays, but an important piece of the jigsaw is missing:
the way they cooperate in ensembles of millions has been fiendishly
difficult to understand. This piece of the puzzle is important because it most
probably holds the key to unlock our understanding the origins of the mind.
There has been a school of thought, which considered that the mind is
divorced
from the brain. What is more, it has been suggested that minds would
not even need brains to exist. Although the separation between mind and
brain still has currency in some circles, nowadays it is common sense to
consider the mind as resulting from the functioning of the brain. However,
we do not have a clear understanding of how brain activity actually gives
rise to the mind.
Much research is being developed from a number of approaches all
over the
globe to understand how the brain gives rise to the mind. Our research
is looking into establishing a musical approach to understand the brain. We
believe that the brain can be viewed as a colossal, extraordinarily large
symphonic orchestra and the mind as a correspondingly complicated
symphony. The ‘mind as music’ hypothesis
is explored in length in Lloyd (2011).
At Plymouth University’s Interdisciplinary Centre for Computer Music
Research, we are looking into the relationship between music and a
specific aspect of our mind: emotions. We hope to be able to determine
which aspects of a musical composition elicit specific emotions on listeners.
The hypothesis is that if one can predict which musical features are likely to
cause the feeling of, say, joy or sadness, then it might be possible to build
technology that would allow new music to steer our emotions more
effectively. For example, it would be highly beneficial for
humankind if physicians could have the option to prescribe a musical
composition as part of the treatment to help take a patient out of depression.
Not unlike chemists, future musicians could be trained with the skill to
compose with specific musical ingredients aimed at inducing particular
affect in listeners. Our work is aimed at making this ambitious dream a
reality, but the challenges to achieve this are not trivial.
Similar to the fact that we have unique fingerprints, which differ from
person to person, our brains are also unique. Indeed, the mechanisms
whereby we make sense of music differ from person to person. Even though
all human brains share a
common basic plan, the detailed neurological circuitry differs from one
person to another. Unlike our fingerprints, however, our brain circuits are
continually
changing and this makes scientific research into unveiling how the
brain functions rather challenging. Paradoxically, it seems that the more we
study the brain, the more difficult it becomes to draw firm conclusions. A
balance needs to be established between identifying the commonalities and
acknowledging the differences of our brains. Symphony of Minds Listening
is inspired by the later: it is an artistic expression of how different brains
construct their own unique reality.
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12.3
An Overview of the Approach
Functional magnetic resonance imaging (fMRI) is a procedure that
measures brain activity by detecting associated changes in blood flow. The
measurements can be presented graphically by colour-coding the strength of
activation across the brain.
Figure 12.1 shows a typical representation of an fMRI scan of a person
listening to music, displaying the activity of the brain at a specific window
of time. In this case, Fig. 12.1 A typical representation of an fMRI scan,
showing 14 slices of the brain. The actual scanning for this project
comprised 36 slices’ snapshots taken every 2 s
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Fig. 12.2 An artistic 3D
rendering of an fMRI scan
each time window lasts for two seconds. The figure shows 14 planar
surfaces, or slices, from the top to the bottom of the brain, and the
respective activity detected in these areas. Figure 12.2 is an example of an
artistic 3D rendition of such an fMRI scan. It shows different areas of the
brain, represented by different colours (that is, shades of grey), responding
in a coordinate manner to the music.
Each scanning session generated sets of fMRI data, each of which
associated
with a measure of the second movement of Beethoven’s seventh
symphony. This is
shown schematically in Fig. 12.3.
Firstly, the movement was deconstructed by means of MusEng, a piece
of
software, which extracted information about the structure of the
Beethoven piece.
Then, we programmed MusEng to use this information and the fMRI
data to
generate new musical passages.
During the compositional phase, the fMRI information was used on a
measure-
by-measure basis to influence the composition. This procedure, which
is shown
schematically in Fig. 12.4, involved diverse modes of data processing
and transformation of Beethoven’s music. The resulting musical passages
bore varied
degrees of resemblance to the original.
Not surprisingly, the fMRI scans differed among the three listeners.
Therefore, brain activity from three different minds yielded three different
movements in the resulting composition that resemble the original in varied
ways. The instrumentation is the same as for Beethoven’s original
instrumentation, and each movement is named after the respective person
who was scanned:
• 1st Movement: Ballerina
• 2nd Movement: Philosopher
• 3rd Movement: Composer
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Fig. 12.3 The result of a scanning section is a set of fMRI data for each
measure of Beethoven’s piece
Fig. 12.4 The fMRI data inform the reassemblage of the piece
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12.4
Brain Scanning: Materials and Methods
The brain images were collected using equipment and parameters that
are typical in cognitive neuroscience. The scanner was a Siemens Allegra 3-
T head-only scanner with a head coil. (‘T’ stands for Tesla, a measure of
magnetic field strength.
Contemporary scanners range from 1.5 to 7 T.) A T2-sensitive echo
planar imaging (EPI) pulse sequence was used to obtain blood oxygenation
level-dependent
(BOLD) contrasts: TR = 2,000 ms, TE = 30 ms, 36 axial slices, 3 × 3 ×
3 mm,
64 × 64 matrix in a 192 × 192 mm FOV. That is, each full-brain image
took two
seconds to collect, to yield 36 image slices of the brain. Each slice
comprised 64 × 64 picture elements, known as voxels or volume pixels.
Thus, each image
comprised approximated 150,000 continuously varying voxels.
Subjects heard the second movement of Beethoven’s Seventh
Symphony twice.
The subjects were instructed to attend to the music with their eyes
closed. The fMRI recording began with 30 s without music, then 460 s of
Beethoven, then 18 s
without music and finally the same 460 s of Beethoven previously
heard. Thus,
each run generated 484 images.
12.5
fMRI Analysis
The raw fMRI scans were first preprocessed following usual
procedures for func-
tional neuroimaging. These included correcting for head motion,
morphing the
individual brains to conform to a standard anatomical atlas, and spatial
smoothing, which is a procedure that reduces random fluctuations by
calculating a moving
average of each voxel in the context of its spatial neighbours. These
preprocessing steps were implemented using Statistical Parametric Mapping
software (Ashburner et al. 2013).
Each of the 484 images produced 150,000 voxels, which are very
complex for
direct analysis. Instead, the image series were further processed with
independent component analysis, abbreviated as ICA (Stone 2004).
Informally, ICA separates ensembles of voxels that oscillate in unison.
These are unified as supervoxels
representing temporally coherent networks of brain activity. The
coloured patches in Fig. 12.2 are examples of independent components. A
total of 25 components were calculated for the three subjects in the
experiment.
In order to select which of these components might be musically
significant, the activity of each component during the first pass through the
Beethoven listening was compared to that same component during the
second pass. If these two segments of a component time series were
correlated, we hypothesised that the activity was at least partly musically
driven, since the stimulus, that is, the music, would be identical at the
corresponding time points in the two passes through the music.
Although 25 independent component time series were identified, only
the strongest 15 were selected to influence the compositional process. The
order of strength of the selected 15 ICA components is as follows: 25, 15,
14, 8, 5, 10, 11, 18, 6, 2, 4, 1,
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Table 12.1 The values of the strongest 5 ICA components for the first
10 measures of Beethoven’s music yielded by the subject ‘composer’
Beethoven measure
ICA 25
ICA 15
ICA 14
ICA 8
ICA 5
1
7
5
5
5
2
2
5
5
8
5
8
3
7
3
5
5
6
4
5
8
3
5
2
5
5
7
4
4
4
6
6
6
4
5
3
7
7
8
5
6
3
8
4
6
3
4
3
9
6
6
4
5
4
10
5
7
5
5
3
17, 16 and 13. The time series were normalised to range from 0 to 9.
As a last step, the varying components were resampled to match the timing
of the Beethoven score measure by measure. Thus, each time point was
indexed to a measure of the
Beethoven score. The movement comprises 278 measures; therefore,
each ICA
component comprises a time series of 278 values, ranging from 0
(meaning lowest fMRI intensity) to 9 (highest fMRI intensity). As an
example, Table 12.1 shows the values of the first 5 strongest ICA
components (that is, 25, 15, 14, 8 and 5) for the first 10 measures of
Beethoven’s music, yielded by the fMRI of the subject
‘composer’ during the first listening pass in the scanner.
To accompany the premiere of Symphony of Minds Listening, the ICA
data were
animated on a large screen projection behind the orchestra. The whole
brain
appeared as a transparent frame, derived from a standard anatomical
template.
Within this image, each component was assigned a distinct colour, and
brightened and faded according to the intensity of component activity at
each time point. The animations were created using MATLAB software
(MathWorks 2014), using custom-made functions. The remaining of this
chapter focuses on the compositional process and the MusEng software.
12.6
The Compositional Process
The actual composition of Symphony of Minds Listening is primarily
the work of
the first co-author and involved a number of creative stages and
practices, some which were not systematically documented. That is to say,
the compositional
process involved manual and computer-automated procedures.
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There generally are two approaches to using computer-generated
materials in
composition, which we refer to as the purist and utilitarian approaches,
respectively. The purist approach to computer-generated music tends to be
more con-
cerned with the correct application of the rules programmed in the
system, than with the musical results per se. In this case, the output of the
computer tends to be considered as the final composition. The composer
would not normally modify the music here, as this would meddle with the
integrity of the model or system. At the other end of the spectrum is the
utilitarian approach, adopted by those composers who consider the output
from the computer as raw materials for further work. Here, composers
would normally tweak the results to fit their aesthetic preferences, to the
extent that the system’s output might not even be identifiable in the final
composition. Obviously, there is a blurred line dividing these two
approaches, as practices combining aspects of both are commonly found.
Symphony of Minds Listening
tends towards the utilitarian approach.
The composition of the piece evolved in tandem with the development
of Mu-
sEng. MusEng was programmed with artificial intelligence to learn
musical
information from given examples and use this information to generate
new music.
Incidentally, a few of MusEng’s functionalities were firstly applied
manually to compose a section of the piece, before they were implemented
in software to aid the composition of other sections. Indeed, a number of
compositional processes did not make it into the software on time. The
symphony had a deadline to be delivered for its premiere in February 2013,
at Peninsula Arts Contemporary Music Festival, in Plymouth, UK. The
software development, however, is still in progress. And other pieces are
planned, and the compositional approach is being refined as we write this
chapter; for instance Corpus Callosum, for a chamber group of 25
musicians.
For a discussion on how science and technology can inform and
inspire the act
of musical composition, the reader is referred to Miranda (2013, 2014).
Both references advocate the use of computers as assistants to the creative
process, rather than as autonomous composing machines.
For the composition of Symphony of Minds Listening, the first step
was to
deconstruct the score of Beethoven’s piece into a set of basic materials
for processing. These materials were subsequently given to MusEng as
input for a machine learning phase, which will be explained in more detail
in the next section of this chapter.
First of all, Beethoven’s piece was divided into 13 sections:
• Section 1: from measure 1 to measure 26
• Section 2: from measure 26 to measure 50
• Section 3: from measure 51 to measure 74
• Section 4: from measure 75 to measure 100
• Section 5: from measure 101 to measure 116
• Section 6: from measure 117 to measure 138
• Section 7: from measure 139 to measure 148
• Section 8: from measure 149 to measure 183
• Section 9: from measure 184 to measure 212
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E.R. Miranda et al.
• Section 10: from measure 213 to measure 224
• Section 11: from measure 225 to measure 247
• Section 12: from measure 248 to measure 253
• Section 13: from measure 254 to measure 278
The 13 sections informed the overarching form of the 3 movements of
the new
symphony. This provided a template for the new piece, which
preserved the overall form of the original Beethoven movement. Indeed,
MusEng did not learn the whole Beethoven piece at once. Rather, it was
trained on a section-by-section basis and the musical sequences for the
respective new sections of the new movements were
generated independently from each other. For instance, Section 1 of
the movement Ballerina has 26 measures and was composed based on
materials from the first 26
measures of Beethoven’s music. Next, Section 2 has 24 measures and
was com-
posed based on materials from the next 24 measures (26–50) of
Beethoven’s music, and so on.
A block diagram portraying the compositional procedures is shown in
Fig. 12.5.
The blocks with thicker lines represent procedures that can be
influenced and/or controlled by the fMRI. After the segmentation of the
music into 13 sections, the flow of action bifurcates into two possibilities:
manual handling of the segments (left-hand side of Fig. 12.5) and
computerised handling with MusEng (right-hand side of Fig. 12.5). A
discussion of manual handling is beyond the scope of this chapter, but as an
example we can show the transformation of Section 1 of Beethoven’s
original into the opening section of Ballerina. Figure 12.6 shows the first 10
measures of Beethoven’s music focusing on the parts of the violas,
violoncellos and double basses. Figure 12.7 shows how those measures
were recomposed to Fig. 12.5 Block diagram of
Segment original
the overall compositional
music into 13 sections
process
Segment Section n
Train MusEng
into measures
with Section n
Manipulate
MusEng generates
measures
new Section n
Produce
MusEng transforms
new Section n
new Section n
Orchestrate
new Section n
Write new Section n
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Fig. 12.6 The first 10 measures of Section 1 of Beethoven’s music,
showing the viola, violoncello and double bass parts
Fig. 12.7 Ten measures from the opening of Ballerina, the first
movement of Symphony of Minds Listening, showing the viola, violoncello
and double bass parts
form 10 measures for the opening of the first movement of the new
symphony. Note the visible rhythmic transformation of measures 4, 6, 8 and
10.
The path on the right-hand side of the block diagram in Fig. 12.5
represents the computer handling of the segments with MusEng. This will
be explained in more
detail in the next section.
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Table 12.2 Mapping ICA
activation values onto musical
dynamics
Finally, once a new segment has been generated, it is orchestrated and
appended to the respective score of the new movement accordingly. The
fMRI occasionally
influenced the instrumentation and the orchestration. For instance, in
Philosopher, the second movement, different ICA components were
associated with groups of
instruments of the orchestra (e.g. ICA 25 = violins and violas, ICA 15
= trumpets and horns, ICA 14 = oboes and bassoons and so on); these
associations changed
from section to section. Then, for example, if the flute is to play in a
certain measure x of Philosopher, the ICA activation value of the respective
component in measure x of Beethoven’s music would define how the flute
player should produce the notes.
We defined various tables mapping ICA activations to instrumental
playing tech-
niques and other musical parameters. For instance, Table 12.2 shows a
mapping of ICA activations onto musical dynamics.
As a hypothetical example, let us consider a case where the flutes
would play the sequence shown in Fig. 12.8 in measures 5, 6 and 7 of the
third movement: Composer. If we assume that the flute is associated with
ICA 8, then according to the values shown in Table 12.1, the activations for
measure 5, 6 and 7 are equal to 4, 5 and 6, respectively. Thus, the dynamics
attributed to these 3 measures would be as shown in Fig. 12.9.
Fig. 12.8 Three new measures for the flutes
Fig. 12.9 The measures from Fig. 12.8 with added dynamics informed
by fMRI information
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12.7
The Musical Engine: MusEng
MusEng has three distinct phases of operation: a learning phase, a
generative phase and a transformative phase.
The learning phase takes a musical score and analyses it in order to
determine a number of musical features. A dataset comprising these
features and rules representing the likelihood of given features appearing in
the data is then stored in memory. At the generative phase, these data
inform the generation of new
sequences, which should ideally resemble the sequences that were
used to train the system in the first phase. Finally, at the transformative
phase, the outcome from the generative phase is modified according to a
number of transformation algorithms. It is in this final phase that the fMRI
information is used to influence the resulting music. Note that we are not
interested in a system of rules that reproduces an exact copy of the original
music. Rather, we are interested in producing new music that resembles the
original. Hence, the transformative phase was added to further
modify the results from the generative phase. The role of fMRI
information is to control the extent of the transformations. Essentially,
stronger activity in a given ICA component of the fMRI data results in
larger amounts of transformation in the musical outcome.
MusEng reads and outputs musical scores coded in the MIDI format.
Musical
instrument digital interface (MIDI) is a protocol developed in the
1980s, which allows electronic instruments and other digital musical tools
to communicate with one another. Music notation software normally has an
option to save and read files in this format. This is useful because it is
straightforward to make a MIDI file representing the Beethoven symphony
to train the system. MusEng outputs can be
loaded into any suitable music notation software for further work and
adjustments.
MusEng only processes monophonic musical sequences, that is,
sequences of
one note at a time. Obviously, Beethoven’s movement is a polyphonic
orchestral
symphony. To circumvent MusEng’s monophonic limitation, we
developed two
approaches to process the music. In the first approach, we train the
system with the part of one instrumental voice of the orchestra at a time
(violins, violoncellos, etc.), and then, we generate sequences for those
respective parts individually. In the second approach, we reduce the
orchestral music to one monophonic voice and then generate various
monophonic sequences, which are subsequently orchestrated.
12.7.1 Learning Phase
MusEng implements an adapted version of iMe (short for Interactive
Musical
Environments), a system developed at Plymouth University’s
Interdisciplinary
Centre for Computer Music Research with Marcelo Gimenes (Miranda
and Gim-
enes 2011). MusEng takes a MIDI file as an input and extracts the
following 5
features from the encoded music:
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Table 12.3 Musicodes for the first two measures of the musical
sequence in Fig. 12.10
1
2
3
4
5
6
7
8
9
Melody direction
0
−1
+1
−1
0
+1
+1
−1
−1
Melody interval
0
5
2
4
0
1
1
1
1
Event duration
120
120
120
120
60
60
120
60
60
Note pitch
E5
G#4
B5
E4
B5
C5
D5
C5
B5
Modality
E Maj
A min
A harmonic min
C Maj
The rows correspond to the event number or, in this case, number of
notes in the sequence: the first two measures comprise a total of 9 notes
Fig. 12.10 An example of a musical sequence
• Pitches of the notes
• Melody directions between successive notes in a sequence
• Melody intervals, i.e. the amount of change between the pitches of
successive notes in a sequence
• Note durations
• Modalities implied by groups of notes in a sequence
These features are stored as event-based vectors, referred to as
musicodes.
Table 12.3 shows the musicodes for the first two measures of the
musical excerpt shown in Fig. 12.10.
Melody direction can be −1, 0, or +1, referring to descending,
motionless or
ascending movement. The current note in a sequence is compared with
the previous note; the very first note in a sequence therefore returns a value
equal to 0. Melody intervals are represented in terms of half steps, which
are also calculated with reference to the current note’s distance from the
previous note. Again, the first note in the sequence returns a value equal to
0. With note durations, the value 240 is assigned to quarter notes, and other
durations are calculated with reference to this value; for example, half notes
are equal to 480 and eighth notes are equal to 120.
Values for pitches are readily extracted directly from the corresponding
MIDI code, for instance, MIDI 21 = Note A0, MIDI 23 = Note B0, MIDI
24 = Note C1 and so
on.
In general, the number −2 is used to represent the absence of data in a
musicode vector. Thus, the note pitch musicode for a musical rest would be
equal to −2. With respect to the implied modality of segments, the system
creates a label specifying a tonal pattern and indicates when the estimation
is ambiguous. For example, in the first measure of the music shown in Fig.
12.10, the system sees E, G# and B, as an E Major chord, but the G# has
also implied A harmonic minor.
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As we shall see below, MusEng builds a musical memory in terms of
small
segments of music. Ideally, the system would segment the music based
on per-
ceptual criteria. The original iMe system sported such a method,
inspired by Gestalt psychology (Eysenck and Keane 2005). However, for
this project, we programmed MusEng to segment the music according to a
user-specified number of measures,
for instance, every measure, or every two measures, or every three and
so on. The rationale for this decision is that we wanted to synchronise the
fMRI analysis to the input score by handling the fMRI data on a measure-
by-measure basis, as it was
shown schematically in Figs. 12.3 and 12.4. Therefore, it made more
sense to establish the measure as a reference value to segment the music.
MusEng’s memory consists of a series of Feature Tables (FTs), which
comprise
vectors of musicodes for material that the system has been exposed to.
As the
musicodes are extracted from incoming measures, the system may or
may not create new FTs, depending on whether the respective musicodes
have already been seen
by the system. If a certain vector of musicodes is identical to one that
has been previously seen by the system, then the system updates the
relevant FT by
increasing a weighting factor, represented by the variable ω (Eq. 12.1).
This variable is generated by summing the total number of FTs and then
dividing the
number of instances of each individual FT by the total. In essence, this
becomes a simple moving average. In Eq. (12.1), the value of ω indicates
the weighting factor associated with a given FT. The variable x represents
the number of instances of a given FT in the series, and n the total number
of FTs in the series.
P FT
x
ðxÞ
ðxÞ ¼ P
ð12:1Þ
FTðnÞ
This moving average has the effect of lowering the value of ω for
vectors of
musicodes that do not appear as often as more frequent ones, in the
same way that it raises the value of ω for more commonly used vectors, to a
maximum value of 1.0.
The value of ω informs the probability of a given musical segment
being generated later on by the system. Typically, a decrease in the value of
ω causes the system to
‘forget’ to utilise the corresponding FT entry in the subsequent
generative phase.
In order to illustrate how MusEng’s memory is built, let us examine a
hypo-
thetical run through the sequence previously shown in Fig. 12.10,
commencing with an empty memory. The first measure (Fig. 12.11) is
analysed, and the respective musicodes are generated. For the sake of
clarity, this example will focus on three of the five features: melody
direction (dir), melody interval (int) and event duration (dur).
MusEng creates in its memory the first feature table, FT1, with
musicodes
derived from the first measure of the training sequence (Fig. 12.11) as
follows: Fig. 12.11 The first measure for the example analysis
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Fig. 12.12 The second measure for the example analysis
Fig. 12.13 The third measure for the example analysis
dir ¼ f0; 1; þ1; 1g
int ¼ f0; 5; 2; 4g
dur ¼ f120; 120; 120; 120g
x ¼ 1=1 or 1:0
Then, the system creates FT2 with musicodes extracted from the
second measure
of the training sequence (Fig. 12.12) as follows:
dir ¼ f 0; þ1; þ1; 1; 1g
int ¼ f 0; 1; 1; 1; 1g
dur ¼ f60; 60; 120; 60; 60 g
x ¼ 1=2 or 0:5
Next, MusEng creates FT3, with musicodes from the third measure of
the
training sequence (Fig. 12.13) as follows:
dir ¼ f 0; þ1; 0 g
int ¼ f 0; 1; 0 g
dur ¼ f120; 120; 240 g
x ¼ 1=3 or 0:33
The fourth and fifth measures are processes next, but MusEng does not
create
new FTs in these cases because they are repetitions of previous
measures; that is, their respective musicodes have already been seen by the
system. In this case, only the values of ω for the respective FTs are adjusted
accordingly. Thus, at this point of the training phase, the ω values for each
FT are as shown in Table 12.4.
MusEng’s memory after the training phase, complete with 3 FTs, is
shown in
Table 12.5. It is important to stress that particular FTs gain or lose
perceptual Table 12.4 Values of ω after three FTs have been created and
stored in memory, calculated by dividing the number of instances of a given
FT by the total number of FTs analysed FT1
FT2
FT3
ω
1/5 = 0.2
2/5 = 0.4
2/5 = 0.4
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Table 12.5 MusEng’s memory after being trained with the musical
sequence shown in Fig. 12.5
dir
int
dur
ω
FT1
0, −1, +1, −1
0, 5, 2, 4
120, 120, 120, 120
0.2
FT2
0, +1, +1, −1, −1
0, 1, 1, 1, 1
60, 60, 120, 60, 60
0.4
FT3
0, +1, 0
0, 1, 0
120, 120, 240
0.4
importance depending on how often the system is exposed to them.
Notice,
therefore that FT2 and FT3 have higher ω values than that of FT1,
because they
appeared twice.
12.7.2 Generative Phase
At the generative phase, MusEng generates new FTs by mutating the
musicodes of
an existing FT towards those of another FT in memory. This process is
influenced by the values of ω: FTs with larger ω values are selected more
often than FTs with smaller ω values. Note that we wrote ‘tend to be
selected’. This is because MusEng uses a Gaussian distribution function to
make this selection.
The very first measure of a newly generated structure is typically
informed by
the first FT in memory (FT1). Let us consider this as the source FT for
the mutation.
A second FT, the target FT, is selected from memory according to the
values held in memory for the variable ω, as mentioned above, and FTs
with higher ω values tend to be selected as targets more often than FTs with
lower ω values.
The generative process is illustrated below by means of a simple
example using
the memory from the previous learning phase, but considering a
mutation on a
single musicode only: melodic direction (dir). Therefore, let us assume
the memory scenario shown in Table 12.6.
In order to generate a new measure, the dir musicode of the source
FT1 will be
mutated towards the respective musicode values of a target FT. In this
case, both FT2 and FT3 have the same ω so there is an equal chance of FT2
or FT3 being
selected as the target FT, and a smaller chance of FT1. Let us assume
that FT2 is selected as the target. Thus, FT2’s dir musicode is applied to
FT1’s dir musicode to produce a mutation (represented in bold) as follows:
f0; þ1; þ1; 1; 1g þ f0; 1; þ1; 1g ¼ f0; 0; þ1; 1; 1g:
Note that the dir musicode has outlying maximum and minimum
values of +1
and −1; hence, only the second value is actually mutated (+1) + (−1) =
0. Therefore, the newly generated FT contains a dir musicode of {0, 0, +1,
−1, −1}.
Table 12.6 A memory scenario with three FTs
FT1
FT2
FT3
dir
0, −1, +1, −1
0, +1, +1, −1, −1
0, +1, 0
ω
0.2
0.4
0.4
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Fig. 12.14 The musical rendering of the new FT that was generated by
mutating the dir musicode from FT1 and FT2
Mutating other musicodes (melody interval, event duration, note pitch,
etc.)
would yield more variation. Mutations are possible across all
musicodes in a similar manner, with the only exception being mutations in
modality. These are accomplished by a process of transformation whereby
the intervals between successive absolute pitches in the given FTs are
forced to conform to preset intervals for major, minor or diminished modes.
Finally, the new FT is rendered into a musical measure (Fig. 12.14)
and saved into a MIDI file.
The above example only showed the generation of a single measure.
For longer
musical sequences, further FTs are generated by using the next FT in
memory as the source FT and mutating it with a target FT that again is
selected according to the value of the variable ω of all other FTs stored in
memory.
12.7.3 Transformative Phase
The transformative phase comprises a number of transformation
algorithms that
modify a given musical sequence, three of which will be explained in
this section.
Although there are some differences in the specific processing
undertaken by
each algorithm, the basic signal flow is quite similar for all of them.
The generated input signal is modified towards values given by one of the
transformation algorithms. With most of the transformation algorithms, the
amount of modification is scaled according to the fMRI data. The fMRI
data, or more specifically the data extrapolated from the fMRI scans by ICA
analysis, are referred to as the
fMRI_index. These data are provided to MusEng on a ten-point scale
with values
between 0 and 9. In order to use the fMRI index as a control signal
(CS) for the transformation algorithms, MusEng first scales the data to a
range between 0.1 and 1.0. The system applies the following simple scaling
process to the value of the fMRI_index (Eq. 12.2).
CS ¼ fðfMRI index þ 1Þ 0:1g
ð12:2Þ
A difference value d between the input and the transformed musicodes
is also
calculated. This difference is then multiplied by the CS to give a final
scaled modifier value (SMV). The SMV is summed with the input signal to
directly
transform the output. This gives a degree of fMRI-controlled
variability in each transformation: a high fMRI_index value will result in
larger transformations to the music, whereas a low fMRI_index value will
result in smaller transformations.
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Below are examples of three of the transformation algorithms, which
illustrate the effect of varying the fMRI_index: pitch inversion, pitch
scrambling and pitch delta.
12.7.3.1 Pitch Inversion Algorithm
Given an input musical sequence, the pitch inversion algorithm creates
a new
sequence, which is effectively the input sequence turned upside down.
For instance, a sequence rising in pitch would descend in pitch after being
passed through this transformation. In order to illustrate this, let us consider
the measure produced in generation phase example, as shown in Fig. 12.14.
Incidentally, this measure will be used as the starting point for the following
two transformation examples as well.
The melody interval musicode for this measure is {0, 0, 3, 2, 1}, and
the note
pitch musicode is {B4, B4, D5, C5, B4}. In this case, the MIDI values
are 71, 71, 74, 72 and 71, respectively; MIDI uses a range of 128 pitch
values. There are a variety of ways to accomplish a pitch inversion,
including diatonic and chromatic options, or inversions around a specific
sounding pitch. MusEng processes pitch inversion simply by subtracting the
current MIDI pitch value from 128, and
substituting in the resulting natural number as the new pitch value. For
instance, the transformed pitch values for our example created using this
technique would be as follows: (128 − 71 = 57), (128 − 71 = 57), (128 − 74
= 54), (128 − 72 = 56) and (128 − 71 = 57).
The resulting MIDI values are 57, 57, 54, 56 and 57, yielding the
following pitch sequence {A3, A3, F#3, G#3, A3}. Note that the inverted
sequence maintains the
original melody interval musicode of {0, 0, 3, 2, 1}, while giving an
upside down melody, as shown in Fig. 12.15.
The example above assumed a maximal fMRI index value of 9, which
once
scaled to create a CS gives 1.0. However, as mentioned in the
introduction to this section, varied degrees of transformations are also
possible by scaling the amount of transformation according to the value of
the fMRI_index. The difference between the input and the transformed
pitches is multiplied by the CS, before being summed with the input to
create the final transformed output value (Eq. 12.3).
New pitch ¼fInput pitch þ ððInput pitch transf pitchÞ
ð12:3Þ
½ðfMRI index þ 1Þ 0:1Þg
Let us examine what happens if we assume an fMRI_index equal to 5,
which
yields a CS equal to 0.6. In this case, we would expect an output
approximately halfway between the original pitch and the inversion, in
other words an almost
neutral set of intervals. First, the difference d between the maximal
inversion and the input signal for each of the musicode values needs to be
calculated as follows: Fig. 12.15 Newly inverted sequence, after
transformation of measure in Fig. 12.14
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Fig. 12.16 Sequence after inversion with fMRI_index = 5, giving a
nearly neutral set of pitch intervals
d ¼ f 57
ð 71Þ; ð5771Þ; ð5474Þ; ð5672Þ; ð5771Þg
d ¼ f14; 14; 20; 16; 14g
Then, the scaled modifier values are calculated by multiplying the
difference
values by the value of CS:
SMV ¼ fð14 0:6Þ; ð14 0:6Þ; ð20 0:6Þ; ð16 0:6Þ; ð14 0:6Þg
SMV ¼ f8:4; 8:4; 12; 9:6; 8:4g
Finally, the SMV values are summed with the original input to give a
trans-
formed set of output values:
New pitches ¼ fð71 8:4Þ; ð71 8:4Þ; ð7412Þ; ð72 9:6Þ; ð71 8:4Þg
New pitches ¼ f62:6; 62:6; 62; 62; 62:6g
Pitch values are rounded up to the nearest whole number as per the
MIDI
standard, giving a transformed set of pitch values equal to {63, 63, 62,
62, 63}, which is rendered as {D#4, D#4, D4, D4, D#4}, as shown in Fig.
12.16.
12.7.3.2 Pitch Scrambling Algorithm
In simple terms, the pitch scrambling algorithm orders the pitch values
of the input signal into a numerical list, which is then reordered randomly.
This provides a stochastic component to the transformation algorithm.
Using the same measure as for the previous example (Fig. 12.14) as a
starting point, let us examine the result of applying this transformation. The
process is as follows:
• Input pitches: {71, 71, 74, 72, 71}
• Order pitches in ascending order: {71, 71, 71, 72, 74}
• Scramble the order of pitches randomly: {74, 72, 71, 71, 71}
• Output pitches: {74, 72, 71, 71, 71}
In this case, the output would be rendered as {D5, C5, B4, B4, B4}.
Rerunning
the transformation a further three times would give further variants, for
example
{72, 74, 71, 71, 71}, {71, 74, 72, 71, 71} and {71, 74, 71, 72, 71},
rendered as {C5, D5, B4, B4, B4}, {B4, D5, C5, B4, B4} and {B4, D5, B4,
C5, B4}, respectively, as illustrated in Fig. 12.17.
As with the pitch inversion algorithm, the value of fMRI_index can be
used to
create a control signal with which the amount of transformation can be
varied. In
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Fig. 12.17 The result from applying the pitch scrambling algorithm
four times on the same input order to illustrate this, let us assume an
fMRI_index equal to 3. This gives a CS
value of 0.4.
Considering the same input measure as before (Fig. 12.14) and the
transformed values from the first pitch scramble shown in Fig. 12.17, the
value of d, between the first scramble and the input signal, is calculated as
follows:
d ¼ fð7471Þ; ð7271Þ; ð7174Þ; ð7172Þ; ð71 71Þg
d ¼ f3; 1; 3; 1; 0g
The scaled modifier values are then calculated by multiplying the
difference
values by CS = 0.4:
SMV ¼ fð3 0:4Þ; ð1 0:4Þ; ð3 0:4Þ; ð1 0:4Þ; ð0 0:4Þg
SMV ¼ f1:2; 0:4; 1:2; 0:4; 0g
Finally, the SMV values are summed with the values of the original
input to give a transformed set of output values:
New pitches ¼ fð71 þ 1:2Þ; ð71 þ 0:4Þ; ð74 1:2Þ; ð72 0:4Þ; ð71 0Þg
New pitches ¼ f72:2; 71:4; 72:8; 71:6; 71g
As before, pitch values are rounded up to the nearest whole number as
per the
MIDI standard, giving a transformed set of pitch values equal to {72,
71, 73, 72, 71}, which is rendered as {C5, B4, C#5, C5, B4}, as shown in
Fig. 12.18. Note that the output is significantly closer in overall structure to
the unscrambled input than the first scrambled transformation shown in Fig.
12.17, with only the first and third notes having changed here.
Fig. 12.18 Transformed output created by pitch scrambling algorithm
assuming fMRI_index = 3
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12.7.3.3 Pitch Delta Algorithm
Pitch delta represents the rate of change in the pitch values in each
measure. The algorithm works by calculating the difference between the
initial pitch and the successive pitch in each pair of notes. The pitch delta
value is then used to transform the input pitch by summing the two values
together (Eq. 12.4).
New pitch ¼ fðsuccessive pitch initial pitchÞ þ initial pitchg
ð12:4Þ
Assuming the same input as for the previous examples (Fig. 12.14),
with a string of note pitch values equal to {71, 71, 74, 72, 71}, the delta
values for this transformation are calculated as follows:
1. Delta 1 ¼ f 71
ð 71Þ þ 71g
Delta 1 ¼ 0
New pitch 1 ¼ 71ðno changeÞ
2. Delta 2 ¼ f 71
ð 71Þ þ 71g
Delta 2 ¼ 0
New pitch 2 ¼ 71ðno changeÞ
3. Delta 3 ¼ f 74
ð 71Þ þ 74g
Delta 3 ¼ 3
New pitch 3 ¼ 77
4. Delta 4 ¼ f 74
ð 72Þ þ 74g
Delta 4 ¼ 2
New pitch 4 ¼ 76
5. Delta 5 ¼ f 72
ð 71Þ þ 72g
Delta 5 ¼ 1
New pitch 4 ¼ 73
The transformed output would therefore comprise a pitch string of {71,
71, 77,
76, 73}, which is rendered as {B4, B4, F5, E5, C#5}, as shown in Fig.
12.19. Thus, the application of the pitch delta algorithm gives the effect of
exaggerating the melodic intervals from a given measure; large intervals
become even larger, while melodies with little or no interval between
successive notes remain unchanged.
Fig. 12.19 Transformed output created by the pitch delta algorithm
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As with the previous cases of transformations, the above example
assumed a
maximal fMRI_index value, but the effect of the transformation can be
mediated by reducing the value of the fMRI_index. This is illustrated in the
following example.
Let us assume the case of fMRI_index = 2. This gives a CS value of
0.3. With
such a low value for the control signal, we should expect only a small
amount of pitch delta transformation.
As before, we will use the input signal shown in Fig. 12.14, this time
with the transformed values from the full pitch delta transformation shown
in Fig. 12.19, to the difference d, as follows:
d ¼ f 71
ð 71Þ; ð7171Þ; ð7774Þ; ð7672Þ; ð7371Þg
d ¼ f0; 0; 3; 4; 2g
The scaled modifier values are then calculated by multiplying the
difference
values by the CS value, which is equal to 0.3:
SMV ¼ fð0 0:3Þ; ð0 0:3Þ; ð3 0:3Þ; ð4 0:3Þ; ð2 0:3Þg
SMV ¼ f0; 0; 0:9; 1:2; 0:6g
Finally, the SMV values are summed to the original input to give a
new
sequence of pitch values:
New pitches ¼ fð71 þ 0Þ; ð71 þ 0Þ; ð74 þ 0:9Þ; ð72 þ 1:2Þ; ð71 þ
0:6Þg
New pitches ¼ f71; 71; 74:9; 73:2; 71:6g
As with the previous transformation examples, pitch values are
rounded up to
the nearest whole number, giving a transformed sequence of pitch
values of {71, 71, 75, 73, 72}, which is rendered as {B4, B4, D#5, C#5,
C5}, as shown in
Fig. 12.20. The exaggerating effect of the pitch delta has been radically
mediated by the value of CS, with a much smaller amount of change seen in
the transformed
output than in the full pitch delta transformation shown in Fig. 12.19.
The generative potential of a composition system that incorporates
transforma-
tive processes, such as that offered by MusEng, is high.
Fig. 12.20 Transformed output created by pitch delta algorithm with a
relatively low fMRI_index value of 3
294
E.R. Miranda et al.
12.8
Concluding Remarks
Research into BCMI often is devoted to technical aspects of building
BCMI sys-
tems, which is not surprising giving the plethora of technical
difficulties that need to be addressed to implement a decent system. In this
chapter, however, we ventured to explore the creative potential of the
science and technology behind BCMI
research: music neurotechnology.
We introduced an approach to music composition informed by the
notion that
the neural patterns and the corresponding mental images of objects and
events
around us are creations of the brain prompted by the information we
receive
through our senses. In the case of music, even though humans have
identical
mechanisms for processing the basics of sound, music as such is a
construction of the brain. Indeed, there is increasing hard evidence that this
construction differs from person to person. When we listen to music, sounds
are deconstructed as soon as they enter the ear. Different streams of
neuronally coded data travel through distinct auditory pathways towards
cortical structures, such as the auditory cortex and beyond, where the data
are reconstructed and mingled with data from other
senses and memories, into what is perceived as music.
Metaphorically speaking, the compositional approach that we
developed to
compose Symphony of Minds Listening did to the Beethoven score
what our hearing system does when we listen to music: sounds are
deconstructed as they enter the ear and are relayed through various
pathways towards cortical structures, where the data are then reconstructed
into what is perceived as music.
We would like to highlight that the composition of the piece evolved in
tandem
with the development of the MusEng software. Some of MusEng’s
functionalities
were firstly applied manually to compose a section of the piece, before
they were implemented in software to aid the composition of other sections.
The compositional practice therefore informed the design of the software,
and the design of the software influenced the compositional practice. We
believe that this is an important shift of paradigm from most scenarios of
using computers in music. A piece of
software is often developed from abstract specifications and tested
only after it has been almost fully implemented. Moreover, composers are
often confronted with
software that does not always do what it needs to do. Our paradigm to
systems
development may not be as cost-effective as more standard methods,
as it requires much more time to develop. However, it opens a significant
opportunity for
composers to actively participate in the design process. As we continue
developing this work, more and more procedures emerging from the left-
hand side of the block diagram in Fig. 12.5 will certainly make its way to
the right-hand side.
We believe that Music Neurotechnology provides musicians with an
unprece-
dented opportunity today to develop new approaches to music that
would have been unthinkable a few years ago. This chapter unveiled only
the tip of the iceberg.
12
Creative Music Neurotechnology with Symphony …
295
12.9 Questions
1. How would you define the emerging field of Music
Neurotechnology?
2. What do you understand by the ‘mind as music’ hypothesis?
3. Explain the metaphor that Symphony of Minds Listening is intended
to express artistically.
4. What is the point of composing each movement of the symphony
based on the
fMRI scan of a different person?
5. Explain what ICA is and its role in the project presented in this
chapter.
6. What are the approaches to using computer-generated materials in
musical
composition discussed in this chapter? Discuss the differences between
them,
and the advantages and disadvantages of each approach.
7. Can you envisage an approach to use computers in music beyond
the ones
discussed in this chapter?
8. What is the rational for dividing Beethoven’s piece into 13 sections
before
processing it with MusEng?
9. Why does MusEng apply transformations to the music?
10. Create a new kind of transformation for MusEng and explain it in
detail.
References
Ashburner J, The FIL Methods Group at UCL (2013) SMP8 Manual.
Insitute of Neurology, University College London, London. Available
online at http://www.fil.ion.ucl.ac.uk/spm/.
Assessed on 04 Nov 2013
Bremment JD (2005) Brain imaging handbook. W. W. Norton & Co,
London
Churchland P (2007) Neurophilosophy at work. Cambridge University
Press, Cambridge Eysenck MW, Keane MT (2005) Cognitive psychology: a
student’s handbook. Psychology Press (Taylor and Francis), Hove and New
York
Lloyd D (2011) Mind as music. Frontiers in psychology 2:63.
doi:10.3389/fpsyg.2011.00063
MathWorks (2014) Matlab: The Language of Technical Computing.
http://www.mathworks.co.uk/
. Assessed on 04 Nov 2013
Miranda ER (ed) (2000) Readings in music and artificial intelligence.
Routledge, Abingdon Miranda ER (2013) On computer-aided composition,
musical creativity and brain asymmetry. In: Collins D (ed) The act of
musical composition. Ashgate, Farnham
Miranda ER (2014) Thinking Music. University of Plymouth Press,
Plymouth
Miranda ER, Gimenes M (2011) An ontomemetic approach to musical
intelligence. In: Miranda ER (ed) A-life for music: music and computer
models of living systems. A-R Editions, Middleton, pp 261–286
Stone JV (2004) Independent component analysis: a tutorial
introduction. The MIT Press, Cambridge
Passive Brain–Computer Interfaces
13
Laurent George and Anatole Lécuyer
Abstract
Passive brain–computer interfaces (passive BCI), also named implicit
BCI,
provide information from user mental activity to a computerized
application
without the need for the user to control his brain activity. Passive BCI
seem
particularly relevant in the context of music creation where they can
provide
novel information to adapt the music creation process (e.g., user
mental
concentration state to adapt the music tempo). In this chapter, we
present an
overview of the use of passive BCI in different contexts. We describe
how
passive BCI are used and the commonly employed signal processing
schemes.
13.1
Introduction
In traditional brain–computer interfaces (BCI), called active BCI, the
user deliberately tries to control his/her brain activity in order to send
desired commands to the applications. One limitation of this approach for
the design of BCI systems that are not targeted for special or medical
scenarios is its relatively low performance compared to other control
devices such as a keyboard. Indeed, BCI systems usually provide an
information transfer rate below 25 bits/min (Wolpaw et al. 2002).
The recent passive BCI approach is less affected by this transfer rate
limitation as it does not require a high bit rate (Coffey et al. 2010). Indeed,
passive BCI do not try to replace traditional motor inputs but act as a
complementary input providing L. George (&) A. Lécuyer
INRIA, Rennes, France
e-mail: [email protected]
A. Lécuyer
e-mail: [email protected]
© Springer-Verlag London 2014
297
E.R. Miranda and J. Castet (eds.), Guide to Brain-Computer Music
Interfacing,
DOI 10.1007/978-1-4471-6584-2_13
298
L. George and A. Lećuyer
valuable information that reflects the user mental states (Cutrell and
Tan 2007; Girouard 2009; Zander et al. 2009).
In passive BCI, the user does not try to control his/her brain activity,
and he/she can remain mainly concerned by his/her primary task. The brain
activity is analyzed to read out the user mental state which is used to adapt
the interaction rules or the content of the application.
In this chapter, we present an overview of the use of passive BCI in
different
contexts: adaptive automation, multimedia content tagging, video
game adaptation, error correction, etc. We describe how implicit BCI are
used and the commonly
employed signal processing schemes.
13.2
Passive BCI Definition
Cutrell and Tan were the first to introduce the expression “passive
BCI.” In Cutrell and Tan (2007), they wrote “We think there is a potential to
use brain sensing in a more passive context, looking beyond direct system
control to make BCI useful to the general population in a wide range of
scenarios.” Girouard (2009) referred to the work of Cutrell and Tan and
defined the term “passive BCI” as “Passive BCI are
interfaces that use brain measurements as an additional input, in
addition to standard devices such as keyboards and mice.” By developing
passive BCI, her aim was to use the brain activity information to create
“applications that pay attention to the user” by adapting them to user’s
mental state. Another point of view is presented by Zander et al. (2009)
who defined passive BCI as “BCI based not on intended actions of the user,
but instead on reactive states of the user’s cognition automatically induced
while interacting in the surrounding system.” Recently, Makeig et al.
(2012) described passive BCI as “BCI that produce passive readout of
cognitive state variables for use in human–computer applications without
requiring the user to perform voluntary control that may restrict
performance of and attention to concurrent tasks.” To summarize brain–
computer interface (or interaction) could be categorized as:
• active BCI (explicit brain–computer interaction): The user
deliberately tries to control his/her brain activity;
• passive BCI (implicit brain–computer interaction): The user does not
try to
control his/her brain activity, he/she is mainly concerned by his/her
primary task.
It should be noted that there is no consensus about the integration of
passive BCI in the BCI definition. Indeed, some researchers use a
somewhat restrictive definition of BCI. For example, Pfurtscheller and
Scherer defined a BCI as a commu-
nication system where a “brain signal that the user can intentionally
modulate” is used for sending control commands (Pfurtscheller and Scherer
2010). This definition does not include passive BCI. However, the BCI
community seems to accept
passive BCI more and more as a new extension of BCI (Makeig et al.
2012).
13
Passive Brain–Computer Interfaces
299
13.3
Mental States Used in Passive BCI
Brain activity measurements, specifically EEG techniques, provide
signals that can be used to read out user mental state. These signals and
related mental states could be categorized into signals related to user
emotional state, signals related to user’s task, signals related to error
potentials, and signal related to user’s mental workload.
In the following section, the EEG markers that could be used to read
these different mental states are described.
13.3.1 Emotional State
Some EEG patterns have been shown to be correlated with user’s
emotional state
(Onton and Makeig 2009; Heraz and Frasson 2007; Molina et al.
2009). These can be patterns over time (e.g., EEG rhythms) but emotional
state can also influence punctual patterns (e.g., P300). In the following, we
mainly refer to the works
reported in Molina et al. (2009).
Lang et al. show that some rhythmic EEG patterns can be correlated to
emotional state; it seems possible to detect dominance, arousal, and
pleasure1 using EEG
signals (Heraz and Frasson 2007). Lang et al. (1997) use the
International Affective Picture System which is a set of pictures that are
known to cause specific emotions and measure EEG activity when
presenting the pictures to the user. A correlation between different EEG
rhythms and the three emotional states has been observed:
• pleasure: negative correlation with delta, theta, and beta rhythms2
(highly for beta);
• arousal: positive correlation with theta and beta rhythms (highly for
theta) and positive correlation with alpha rhythms;
• dominance: negative correlation with delta, theta, and beta (highly
negative for beta) and a positive correlation with alpha rhythms.
Numerous works also seem to reveal a relation between frontal activity
and
emotion. A difference of symmetry has, for example, been shown
between the left and the right frontal hemisphere in the alpha frequency
band during emotion (Coan and Allen 2004).
Gamma band and emotion have also been found to be related to
emotional
process (Gemignani et al. 2000, Onton and Makeig 2009). Studies
revealed an increase in gamma band over left frontal hemisphere during
negative emotional
stimuli (Gemignani et al. 2000). Onton and Makeig (2009) also
describe a negative correlation between pleasure of imagined emotion and
gamma power in occipital
region.
1 Emotional state can be represented into a three-dimensional space
where the axes are pleasure (from unpleasant to pleasant), arousal (from
calm to excited), and dominance (i.e., control) (Lang et al. 1997).
2 Beta is considered to be frequency above 12 Hz in this study.
300
L. George and A. Lećuyer
The event-related potentials (ERP) also seem to be modulated by the
emotional
state of the user. Olofsson et al. provide a survey of this modulation in
Olofsson et al. (2008). For example, pleasant stimulus helps to induce larger
P300 amplitude, compared to an unpleasant one.
13.3.2 Task-Related State
The brain activity measurement could also provide information
concerning the user mental state related to an interaction task. In the
following text, works that show markers related to user’s perceived
difficulty of the task and differentiation of tasked based on EEG activity are
presented.
Lee and Tan (2006) found some differences in EEG patterns between
different kinds of video game interactions3 (relaxation without playing,
playing without enemies, and playing with enemies). This work does not
induce any modification of the game based on the acquired data. It reveals
the feasibility of this kind of task differentiation by providing an average
classification accuracy of 92.4 %.
Girouard et al. (2009) have also explored the differentiation of task
during interaction with video game. They measure the blood oxygenation in
cortical region of a user playing a Pacman-like video game. Their BCI
system was able to distinguish between difficulty level and also active state
versus passive state (user not playing). We can note that the difficulty level
measured, as explained by Girouard, reflects the difficulty sensed by the
user, not the difficulty of the game (the user can work hard and performs
poorly).
Reuderink and colleagues observed brain activity related to frustration
during
video game interaction. They record EEG during a modified version of
Pacman
called affective Pacman (Reuderink et al. 2009). In affective Pacman,
the game voluntary induced frustration by adding errors into movements
(the key pressed did not always induce the same character movement). This
experiment and the preliminary analysis reveal differences between normal
and frustrated states. The
authors propose to continue to explore the effect of frustration on EEG
activity.
They also propose to use the level of frustration as an interaction input
to switch, for example, between an easy mode (where the character is
controlled by a keyboard) and a difficult mode (where the user uses an
explicit BCI to control the character).
13.3.3 Error-Related Potentials
Error-related potentials (ErrP) are a certain type of event-related
potentials that can be measured in the EEG activity when the user is aware
of erroneous behavior. Four kinds of ErrP have been identified (Ferrez and
Millán 2007):
3 Halo, first person shooter game produced by Microsoft.
13
Passive Brain–Computer Interfaces
301
• “response ErrP” follow incorrect motor action (e.g., wrong key
press). It is a negative potential (error negativity ERN) in the EEG 80–100
ms after the
incorrect movement followed by a positive peak between 200 and 500
ms.
• “feedback ErrP” follow the presentation of a stimulus that reflects
incorrect performance (e.g., system presents a feedback that tells the user he
has done an error). It is a negative deflection in the EEG 250 ms after the
stimulus.
• “observation ErrP” follow the observation of errors made by an
operator during choice reaction task where the operator needs to respond to
stimuli. It is a
negative deflection 250 ms after an incorrect response of the operator
was
observed.
• “interaction ErrP” appear when the user interacts with an application
that does not respond in the expected way. It is composed of a positive peak
200 ms after the feedback, a negative peak after 250 ms, a second larger
peak after 320 ms, a larger negative peak after 450 ms, and a late peak after
600 ms.
Interaction ErrP can, for example, be used to detect error in a P300
speller (see Sect. 13.4.2).
13.3.4 Mental Workload
Real-time measurement of mental workload could present benefits in
different
contexts as suggested in Blankertz et al. (2010) and Coffey et al.
(2010). For instance, it could be used for safety purpose (e.g., raising alert),
for improving human effectiveness and reducing errors (e.g., modifying
task demands or activating assistance in times of cognitive overload), or as
an objective measure in usability evaluation of new products.
Two relevant markers are used to estimate mental workload: ERP and
EEG
oscillatory activity (Van Erp et al. 2010). ERP have been shown to be
affected by the user’s mental workload, whereas EEG rhythmic activity is
correlated with
mental workload levels.
There are no obvious best markers to estimate user’s mental workload.
As
reported by Berka et al. (2007), the requirement of an electing stimulus
into real-world tasks to elicit the potentials is a limitation of the ERP-based
approach.
Oscillatory rhythmic activity-based estimators show the advantage of
being able to be used without disrupting the primary mode of interaction of
the user. Indeed, unlike ERP-based estimators, they do not require any
external stimulus. They could be used in a completely passive BCI context.
The combination of the two techniques has shown improvement of the
mental workload estimator accuracy
(Brouwer et al. 2012).
302
L. George and A. Lećuyer
13.4
Applications of Passive BCI
In this section, our aim is to present existing applications of passive
BCI. These applications can be categorized into four categories: implicit
multimedia content tagging, error correction, adaptive aiding and
automation, and virtual environment applications as displayed in Table
13.1.
13.4.1 Implicit Multimedia Content Tagging
Passive BCI have been used for tagging multimedia contents (Shenoy
and Tan
2008; Kapoor et al. 2008; Koelstra et al. 2009). Shenoy and Tan used
EEG activity to classify images (Shenoy and Tan 2008). They used ERP
that occur in EEG
activity after image presentation. Their system was able to classify
images matching to human faces versus inanimate objects with a 75.3 %
accuracy. For a three-class classification (human faces vs. animals vs.
inanimate objects), an average accuracy of 55.3 % was obtained. Kapoor et
al. (2008) used these results and proposed to combine BCI with a more
classical recognition system. The experiment yielded
significant gains in accuracy for the task of object categorization. In
the two aforementioned works, users were not aware of the classification
task. They were assigned “distractors task” to force them to look at the
display. No feedback about the classification task was provided. This
reinforces here the implicit property of the interaction.
Video content tagging has also been explored (Koelstra et al. 2009).
Koelstra et al. proposed to use EEG brain activity to implicitly validate
video tags. They demonstrated that incongruent tags could be successfully
distinguished by EEG
analysis. Recently, Moon et al. (2012) proposed to automatically
extract interesting parts of video clip by using EEG activity. They used the
commercial Emotiv device and one of the proprietary EEG index related to
user emotional state named long-term excitement. In another study related
to multimedia content, Scholler et al.
(2012) proposed to use EEG activity and specifically P300
components to determine whether a change in video quality of multimedia
clip occurred (the process is done off-line).
13.4.2 Error Detection and Correction
The detection of ErrP provides a promising possibility to correct errors
in different contexts. For instance, the detection of ErrP has been used to
correct error during classical computer interaction task (Parra et al. 2003)
and to increase performance of active BCI (Ferrez and Millán 2008; Dal
seno et al. 2010).
Parra et al. (2003) use the detection of error potentials in brain activity
to correct errors in a visual discrimination task. In this study, the users had
to push buttons corresponding to visual stimuli. The user sometimes failed
and perceived error
13
Passive Brain–Computer Interfaces
303
)
al.
)
al.
)
al.
et
et
al.
and
et
al.
al.
2008
al.
et
and
al.
al.
et
(2007
et
(2008
)
)
et
)
án(
)
)
)
)
)
)
Seno
et
et
al.
Ref
Shenoy
Tan
Kapoor
(2008
Moon
(2012
Pope
(1995
Kohlmorgen
et
Ferrez
Mill
Dal
(2010
Parra
(2003
Mhl
(2010
Bos
(2010
Girouard
(2013
Zander
(2009
a
’s
task
of
errors
avatar
after
after
P300
the
high
system
by
of
error
predicted
user
interaction
parts
of
’s
the
activity
activity
when
the
made
perceived
form
’s
s
to
’
system
implicit
task
a
brain
brain
erroneous
a
errors
user
of
presentation
presentation
interesting
automation
out
controllability
music
task
whether
avatar
’s
fect
Usage
Analyze
image
Analyze
image
extract
video
Adapt
Disable
workload
Filter
responses
Correct
speller
Correct
Af
Shift
Adapt
user
Detect
perceived
based
control
improve
losing
for
to
time
extraction
relax
of
to
fication
clip
engagement
BCI
BCI
task
activity
reaction
performance
feeling
capabilities
capabilities
classi
video
’s
low
player
brain
mental
explicit
explicit
user
immersion
immersion
user
brain
fication
brain
user
Goal
Use
classi
Use
automatic
Automatic
on
Enhance
Maintain
Improve
Improve
Improve
Challenge
Enhance
Enhance
Detect
power
power
band
band
BCI
Features
ERP
ERP
Band
ratios
Band
Errp
Errp
Errp
Alpha
power
Alpha
power
Blood
oxygenation
(fNIRS)
Errp
passive
task
and
task
using
looking
looking
watching
(Bacteria
(Tetris)
(RLR)
motor
P300
Task
Image
task
Image
task
Video
Tracking
Driving
distractors
BCI
imagery
BCI
speller
Visual
discrimination
task
Game
Hunt)
Game
(AlphaWow)
Game
Game
systems
Existing
content
aiding
13.1
correction
automation
Table
Application
Multimedia tagging
Adaptive and
Error
Virtual environments
304
L. George and A. Lećuyer
shortly after the action. The system could then identify error potentials
and correct user’s actions.
The use of error potential was also proposed to correct errors in active
BCI
systems (Ferrez and Millán 2008; Dal seno et al. 2010). Ferrez and
Millàn (2008) used error potential detection to filter out erroneous
responses of a BCI based on motor imagery. Dal seno et al. (2010)
addressed the automatic detection and correction of the errors made by a
P300 speller. Schmidt et al. (2012) also used an online detection of ErrP to
increase the spelling speed of a visual p300 speller (increase of 29 %).
13.4.3 Adaptive Aiding and Adaptive Automation
Passive BCI have been used in several studies for off-line monitoring
of workload during different tasks such as reading, writing, surfing,
programming, mathematical tasks, and memory tasks (Berka et al. 2007). A
few studies aim at using passive BCI for monitoring mental workload in
online context (Heger et al. 2010; Berka et al. 2007). A commercial
application system (B alert) based on EEG activity has also been proposed
(Berka et al. 2007). B alert is an online monitoring system of mental
workload and alertness that can provide an index of mental workload.
Passive BCI systems based on mental workload (or similar
information) were
also used for online adaptation purpose. Pope et al. (1995) proposed a
brain-based adaptive automation system based on EEG activity. In their
system, the allocation between human and machine of a tracking task is
done based on an engagement
index calculated using user’s EEG indices. Ratios between the beta,
alpha, and theta band power were used. An experiment conducted with 6
subjects shows the
operability of such a system.
More recently, Wilson et al. (2007) proposed to use EEG data (F7, Fz,
Pz, T5, O2) coupled with electro-oculographic and electrocardograph data
to adapt an
aiding system based on an online index of mental workload (more
precisely, task demand level) during a complex aerial vehicle simulation.
Two different task difficulties (high and low) were used. The mental
workload index model was com-
puted during the first task using artificial neural network. The mental
workload model was then used online on the same task to adapt the aiding
system that
consists in providing more time to the subject to evaluate target
stimuli. The aiding system was enabled when the user presented a high
workload. This system allowed to improve operator’s performance by
approximately 50 %. Randomly presented
aiding does not show the same level of performance improvement
(approximately
15 % of performance improvement in random aiding condition).
Passive BCI based on mental workload have also been used to reduce
workload by
interrupting secondary tasks. Kohlmorgen et al. (2007) presented a
passive BCI that measures mental workload in the context of a real car-
driving environment. The user is engaged in a task mimicking interaction
with the vehicle’s electronic warning and information system. This task is
suspended when high mental workload is detected.
This experiment showed better reaction times on average using the
passive BCI.
13
Passive Brain–Computer Interfaces
305
13.4.4 Passive BCI and Virtual Environments
Passive BCI have also been used, but scarcely, in virtual environments
and video games. Several video games that use implicit interaction have
been already
developed. Some of them use implicit information to adapt the way the
system
responds to commands. It is the case of the game “Bacteria Hunt” in
which the
controllability of the player’s character is impaired by considering the
level of alpha power which is correlated here to relaxed wakefulness (Mhl
et al. 2010).
Some other games adapt the avatar’s characteristics based on implicit
infor-
mation. In “AlphaWoW” (Bos et al. 2010, Nijholt et al. 2009), which
is based on the famous game World of Warcraft, the user’s avatar form is
updated (from elf to wolf) according to the measured level of alpha activity.
Another way to use implicit information for games consists in adapting the
game environment (e.g., background music). Girouard et al. (2013)
described an experiment in which the user is engaged in two successive
tasks watching a video and playing a Tetris game. The application was able
to predict in which task the user was engaged in, based on measurement of
the brain activity. This allowed to adapt the background music accordingly
(e.g., increasing tempo). This adaptation was found to lead to a positive
impact on user’s satisfaction (Girouard et al. 2013).
Last, some video games can use implicit information to check whether
the user
has perceived specific game information. In the game developed by
Zander et al.
(2009), the user has to rotate a letter correctly, as fast as possible.
Errors are introduced by the system. A passive BCI is used to detect
whether the user’s mental state reveals that the user has perceived the
errors. In this case, the speed of rotation is increased. A false positive (a
perceived error when there is none) slows the rotation down.
We can notice that these games combine the use of classical devices
(e.g.,
keyboard) with a passive BCI. One of them also uses an explicit BCI
together with a passive BCI (Mhl et al. 2010).
13.5
Conclusion
In this chapter, we proposed an overview of related work on the use of
passive BCI (also named implicit BCI) for interacting with computer
applications. We discussed the definition of passive BCI; then, we presented
the different brain patterns that seem to be relevant for this kind of
interaction. Finally, we presented the different applications of passive BCI.
The passive BCI approach holds good potential for BCMI. For
instance, the
detection of auditory error response could be used in order to create
music systems that would be aware of the user’s perception of music. An
other example could be the evaluation of the user’s mental state in order to
create or select a musical playlist that matches the user’s emotional state.
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L. George and A. Lećuyer
13.6
Questions
1. What is the difference between active and passive BCI ?
2. List three contexts where passive BCI have been used.
3. List three mental states that could be used in passive BCI.
4. What kind of EEG patterns has been shown to be related to the
user’s emotional states?
5. What are ErrP?
6. How error-related potentials could be used to improve an active BCI
system?
7. How a passive BCI could be used to enhance the immersion of the
user in a
video game?
8. The conclusion hinted on two possible musical applications of
passive BCI. Can you envisage a passive BCMI for generating music?
Please describe how your
idea would work.
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Index
A
BCMI (Brain-Computer Music Interfacing),
Acousmatic, 66
1–6, 9, 11, 13, 15–17, 21, 23, 24, 43,
Activating memory (musical composition), 249
45, 47, 49, 50, 52, 53, 56–58, 89,
Active BCI, 79, 173, 297, 298, 302, 304
221–228, 235, 237–244, 248–250, 271,
Active listening, 2, 13, 14, 16, 17, 239, 240
272, 293
Additive synthesis, 68
BCMI-Piano (system), 4, 5, 9, 11, 13,
Affective Pacman, 300
24, 242
AFIM (Association Française d’Informatique
Beethoven, Ludwig van, 5, 9, 10, 114, 242,
Musicale), xii
272, 275, 277, 278, 280, 283, 294
AI (Artificial Intelligence), 5, 242, 272, 279
Berger, Hans, 2
AIM (Affect Intensity Measure), 91
Biofeedback, 227, 235
AJDC (Approximate Joint Diagonalization of
Biofeedback loop, 234
Covariance), 163, 164, 168–170, 172,
Biomedical Engineering, 271
184, 185
Biometric(s), 29–31, 37, 38
Alexander Duncan, 239
BioMuse (system), 226, 236, 237
Alpha band, 124, 303
Bipolar filter, 142
Alpha rhythm, 5, 6, 9, 168, 193, 231, 233–235,
Blood pressure, 118, 119, 121
299
BMI (Brain-Machine Interfacing), xi
Alpha waves, 193, 204, 206, 209, 216, 225,
BOLD (Blood-Oxygen-Level Dependent), 19,
226, 233, 235, 237
277
ALS (Amyotrophic Lateral Sclerosis), 30
Brainbay, 241
Alvin Lucier, 223
Brain injury, 13, 30
Alzheimer’s disease, 236
Brain stem reflex, 111, 112
Anders, Torsten, 22
Brechmann, Andre, 17
ANOVA (Analysis of variance), 19, 182, 183
BRECVEM model, 111–113
Asymmetrical frontal brain activity, 124
Brigham Young University, 235
Audio effects, 247
BSS (Blind-Source Separation), 163–172, 177,
Auditory scenes, 75
178, 180, 181, 184, 185
Autoregressive models, 193
C
B
Cardiovascular measure, 118
Bayesian LDA, 152
Central nervous system, 119, 123
BCI (Brain-Computer Interfacing), 3, 4, 6, 21,
Cepstral domain features, 93
23, 29–40, 44, 47, 49, 54, 56–58, 62,
Chaos theory-inspired measure, 155
64, 76, 79–83, 90, 92, 99, 100, 107,
Circle-of-fifths, 17
125, 133–144, 147, 149–156, 172–174,
Classical LDA, 152
176, 184, 185, 192, 222, 224, 225, 227,
Classification algorithms, 136
228, 239, 241, 242, 244, 297–305
Classification task, 15, 16, 183, 302
© Springer-Verlag London 2014
309
E.R. Miranda and J. Castet (eds.), Guide to Brain-Computer Music
Interfacing,
DOI 10.1007/978-1-4471-6584-2
310
Index
Classifier(s), 34, 35, 53, 55, 58, 97–100, 123,
Emotional response(s), 89–92, 99, 105, 106,
125, 134–137, 154, 173, 178, 193, 216,
109, 113–118, 126, 250
239, 266
Emotional valence, 96, 114, 119, 123
Clustering algorithms, 94
Emotion classification, 124, 125
CNV (Contingent Negative Variation),
Emotion induction, 111, 112, 126
197–200
Emotion models, 107, 108, 117, 125
Cognitive appraisal, 105, 111
Emotion recognition, 99, 105, 120, 122, 124,
Cognitive imagery tasks, 138
125
Cognitive neuroscience, 61, 62, 65, 66, 74, 77,
Emotions, 89–91, 94, 95, 106–111, 113,
277
115–127, 255, 256, 259, 260, 261, 264,
Complexity measure, 6, 9, 155
268, 273, 299
Computational music, 224
Emotion theories, 90, 91
Computer-orientated BCI, 226, 251
Enaction, 65, 67
Connectivity measure, 155
Enactive network, 67
Conscious effort, 3
Enactive paradigms, 82
Constraint satisfaction problem, 22
Entropy coefficients, 34
Control (with BCMI), 2, 13, 21, 24, 242, 243
Epilepsy, 2, 13, 29, 37, 80, 236
Cordis-Anima, 67
Episodic memory, 111, 112
CSP (Common Spatial Pattern), 138, 143–149,
ERD (Event-Related Desynchronization ), 138
152, 153, 155, 156, 138, 143, 144
Erkki Kurenniemi’s, 235
Cursor control, 30, 39
ERP-based BCI, 152
ERP(s) (Event-Related Potential(s)), 4, 92, 150,
164, 176, 198, 226, 243, 300
D
ERS (Event-Related Synchronization), 138
David Rosenboom, 235
ErrP (Error-related Potentials), 172, 300
Decision-level fusion, 123
Evaluative conditioning, 112
Dichotic listening, 238
Explicit BCI, 79–83, 300, 303, 305
DSP (Digital Signal Processing), 43, 45
Duncan, Alex, 13
Durrant, Simon, 17
F
DWT (Discrete Wavelets Transform), 192,
Feature-level fusion, 123
193, 202, 204
Feature translation, 134
Feedback, 4, 12, 34, 37, 56, 80, 81, 111, 112,
172–175, 182, 184, 232, 236, 237, 241,
E
243, 245, 256, 260, 261, 301
Eaton, Joel, 11
Feynman, Richard, vi
ECG (Electrocardiogram), 118, 120
FFT (Fast Fourier Transform), 193
ECoG (Electrocorticogram), 30
Filter Bank CSP, 148
Eduardo Miranda, 239
Fisher’s LDA, 136
EEG (Electroencephalogram), 29–31, 76, 90
Fisher spatial filter, 152
EEG frontal activity, 115
Flex, 248
EEG musification, 227
fMRI (functional Magnetic Resonance Imag-
EEG rhythms, 236
ing), 17, 19, 21, 22, 30, 44, 90, 114,
EEG sonification, 227
124, 227, 272, 274–278, 280, 282, 283,
Electroacoustic music, 65
285, 288–293
Electric dipoles, 164
Fractal-based algorithm, 125
Electrode configuration, 32, 266
Frequency modulation (fm), 68, 93, 257
Electrodermal measure, 118
Frontal brain activation, 119, 123
Electrode system, 31
EMG (Electromyography), 121
Emotional analysis, 92
G
Emotional contagion, 111, 112
Generative classifier, 136
Emotional intelligence, 91
Generative mappings, 224
Index
311
Genetic algorithm(s), 192, 195, 209, 217
LDA (Linear Discriminant Analysis), 34, 100,
GLM (General Linear Model), 19, 20
133, 135, 136, 137, 151, 152, 154, 178,
Global (or non-linear) synthesis, 68
218, 266
Granular synthesis, 71
Linear BSS model, 165
Lithophone (musical instrument), vii
Locked-in syndrome, 9, 10, 13
H
Loudness, 6, 105, 106, 113, 116
HCI (Human-Computer Interaction), 192
Lucier, Alvin, 3, 223, 232, 250
HDI (High Dimensional Interpolation), 223
Lusted, Hugh, 236
Heart rate, 111, 112, 118–120, 122, 123, 227,
Lypunov coefficients, 34
257, 258
Hjorth’s analysis, 6, 242
Holistic listening, 240
M
HRV (Heart Rate Variability), 118
Machine learning, 48, 53–55, 57, 58, 89, 90,
Hybrid BCIs (hBCIs), 92
94, 95, 99–101, 134, 135, 140, 153
Magee, Wendy, 10
Manfred Eaton’s, 235
I
Mapping, 64, 73, 75, 79, 81, 82, 221–224,
IADS (International Affective Digital Sounds),
226, 228, 233, 234, 236, 237, 241,
92, 265
244, 245–248, 250, 251, 256, 257,
IAPS (International Affective Picture System),
277, 282
92, 99, 265–267
Markov modelling, 94
ICA (Independent Component Analysis), 33,
Maxwell equations, 165
35, 94, 96, 97, 99, 143, 167, 277, 278,
MCMI (Mind-Computer Music Interface), vi
282, 283, 288
MEG (magnetoencephalogram), 30, 92
ICCMR (Interdisciplinary Centre for Computer
Mental state, 3, 133–136, 138, 149, 154, 156,
Music Research), 1, 2, 6, 11, 17, 22, 24,
192, 193, 217, 218, 224, 232, 242, 298,
221, 239, 271
299, 305
iMe (system), 283, 285
MIDI (Musical Instrument Digital Interface), 4,
Implicit BCI, 80–82, 297, 298, 305
5, 76, 224, 225, 236, 237, 241, 283,
Integral interfaces, 223
284, 288, 289
Inter-stimulus interval, 48
MIDI-enabled piano, 4, 5, 76, 224, 225, 236,
In Tune, 225, 234
237, 241, 283, 284, 289
In Tune (musical composition), 225, 234, 235
Mind’s ear, 14
Invasive BCI, 29, 30
Mind Trio (musical composition), 249, 250,
Invoked dipole approximation, 264
257, 273, 279
Modalys, 67
Models of emotion, 90, 127
K
Montage, 228, 229–232
Khalil, Alex, vii
Morphology, 66
Kilborn, Kerry, 13
Motor imagery, 3, 29, 34, 35, 37, 134–136,
Knapp, Benjamin, 236
138, 139, 144, 145, 148, 164, 240, 241,
KNN (K Nearest Neighbour), 100
303, 304
Mozart sonata, 115
Mullen, Tim, vii
L
Multi-Layer Perceptron, 15
LaBRI (Labortoire Bordelais de Recherche en
Multivariate algorithms, 140
Informatique), 268
Muscular dystrophy, 30
Laplacian filter, 142
Muscular tension, 118, 121
Left anterior cingulate, 20
MusEng (system), 272, 275, 279, 280, 281,
Left hemisphere, 19, 36, 115, 116, 123
283, 285–289, 293, 294
Left superior frontal gyrus, 20
Musica elettronica viva (MEV), 234
Left transverse temporal gyrus, 20
Music-evoked emotion, 110, 111
Leibnitz Institute of Neurobiology, 17
Music-induced emotion, 108, 109, 111, 126
312
Index
Music for Sleeping and Waking Minds (musical
P300 oddball paradigm, 242
composition), 226, 237
P300 Speller (system), 49–52, 301, 303, 304
Music for Solo Performer (musical composi-
P600, 238
tion), 3, 232, 250
Palaniappan, Ramaswamy, 11, 29, 30, 39
Music Neurotechnology, 293, 294
Palliative care, 2
Music technology, 1, 221, 271
Passive BCI, 79, 83, 297–299, 301–306
Music therapy, 2, 96, 113, 126, 221, 222
Passive listening, 14–16, 239, 240
Musical creativity, 271, 272
PCA (Principal Component Analysis), 33, 35,
Musical emotion, 106–108, 110, 111, 113, 114,
94–96, 125, 143
116–120, 122, 123, 124, 126, 127
Perceptual effects, 61, 64, 67, 69, 72, 74, 81,
Musical expectancy, 111, 112
82
Musical focusing experiment, 240
PET (Positron Emission Topography), 30
Musical game, 248
Phenomenological philosophy, 65
Musical memory, 285
Physical models, 62, 63, 67, 71, 72, 83
Musicodes, 284–288
Physiological measures, 110, 113, 116, 118,
Musification, 221, 227, 228, 231, 233
122, 126, 127
Mutually-orientated BCI, 225
Pitch delta algorithm, 291–293
MuZICO (system), 256–258
Pitch inversion algorithm, 289, 290
Pitch scrambling algorithm, 290, 291
Plymouth University, 1, 2, 221, 271, 273, 283
N
POMS (Profile of Mood States), 91
N400, 76–78, 238
POSER (system), 235, 236
Negative feedback, 172
Positive feelings, 115
Neural network, 15, 16, 34, 125, 193, 239, 304
Power spectra, 33, 80, 92, 95, 101, 124, 125
Neurofeedback, 44, 64, 79, 80, 226, 232, 235,
Primary mapping, 226
241, 244, 250
Proportional-integral-derivative (PID), 245
Neurophenomenological, 65
Propositional music, v
Neurophilosophy of Music, 273
NIRS (Near-infrared spectroscopy), 30, 44, 303
Noetic–noematic, 65
R
Non-invasive BCI, 29
Regression algorithms, 136
Non-linear synthesis, 68
REM (Rapid Eye Movement), 232
Respiratory responses, 118
Rhythmic entrainment, 111, 112
O
Richard Teitelbaum, 225, 234
Occupational therapy, 2
Right caudate, 20
Oddball task, 46
Right insula, 20
Open Sound Control (OSC), 241
Right lentiform nucleous, 20
Open Sound Control (OSC) protocol, 268
Right transverse temporal gyrus, 20
Operant conditioning, 3, 4, 79–81
Ringing Minds (musical composition), vii, viii
Oscillatory activity-based BCI, 138, 143, 149,
Risto Näätänen, 238
152, 157
Rosemboom, David, xi
Oscillatory rhythms, 193, 301
Roslaie Pratt, 235
P
S
P300, 30, 35–38, 40, 43–46, 48–59, 76, 77, 81,
SAM (Self-Assessment Manikin), 92, 99, 101,
138, 150, 151, 153, 238, 242–244, 251,
117
266, 299, 300–304
Schaeffer, P., 65, 66
P300 Composer (system), 43, 49–53
Schoenberg’s rules, 22
P300 DJ (system), 43, 53
Schumann, Robert, 5, 24
Index
313
Schwartz Center for Computational Neurosci-
T
ence (University of California San
Taitelbaum, Richard, xi
Diego), vi
Temporal measure, 126
SCP (Slow Cortical Potential), 30, 79, 235
The Warren (musical composition), 226, 245,
Secondary mapping, 224, 226, 245, 247
247, 248
Semiology, 63
Timbre, 14, 69, 72, 75, 93, 113–116, 127, 237
Semiotic-based BCI, 62, 80, 81, 83
Tonality experiment, 17, 21, 22, 24
Semiotics, 63
Transient visual evoked potential, 30
Sharman, Ken, 13, 239
Typology, 66
Signal models, 62, 63, 70–72
Skin conductance, 115, 118, 119, 121, 122
Sonification, 3, 64, 221, 227, 228, 236, 256,
U
268
Univariate algorithms, 140
SOS (Second-Order Statistics), 163, 164, 167,
University of Bordeaux, xii
183
University of Glasgow, 13, 239
Sound attributes, 69
University of Plymouth, 239
Sound morphologies, 62, 69
User-orientated BCI, 225
Sound object, 66
Sound synthesis, 61, 62, 64, 66, 67, 69, 75, 76,
79, 81–83, 228, 268
V
Source analysis, 180, 184
Valence-arousal model, 125
Source localization, 173, 178, 181, 184
Varela, F., 65, 155
Spacecraft (musical composition), 234
VEP (Visual Evoked Potential), 30, 35
Spatial filtering, 140–142, 149, 152–154, 156,
Vidal, Jacques, 2
157, 173
Visual imagery, 111, 112
Speech analysis, 93
Visual stimulation, 111, 243
Spinal cord injury, 30, 79
Voltage-controlled amplifier (VCA), 234
Spontaneous EEG, 226
Voltage-controlled filter (VCF), 234
SSVEP (Steady State Visual Evoked Potential),
30, 138, 243, 248
SSVEP-Music (system), 10–13, 23, 24
W
SVM (Support Vector Machines), 99, 125,
Wavelet decomposition, 195, 201, 204, 217
136, 137, 151
WaveRider, 241
Stroke, 10, 30
Wilson, John, 11
Subtractive synthesis, 68
Wolpaw, Jonathan, 2, 136
Symphony of Minds Listening (musical com-
position), 272, 274, 278, 279, 294
Document Outline
Foreword
Preface
Contents
Contributors
1 Brain&hx2013;Computer Music Interfacing: Interdisciplinary
Research at the Crossroads of Music, Science and Biomedical Engineering
Abstract
1.1ƒIntroduction
1.2ƒBackground to BCMI
1.3ƒApproaches to Brain&hx2013;Computer Music Interfacing
1.4ƒBCMI-Piano
1.5ƒSSVEP-Music System
1.6ƒDiscussion: Moving Forwards
1.7ƒActive Listening Experiment
1.7.1 Towards an Active Listening BCMI
1.8ƒNeural Processing of Tonality Experiment
1.8.1 Towards a BCMI for Controlling Tonality
1.9ƒConcluding Remarks
1.10ƒQuestions
1.11ƒAppendix: Database of Musical Elements
References
2 Electroencephalogram-based Brain&hx2013;Computer Interface: An
Introduction
Abstract
2.1ƒIntroduction
2.2ƒElectroencephalogram
2.3ƒEEG-based BCI Paradigm 1---Motor Imagery
2.3.1 ERD/ERS
2.4ƒEEG-based BCI Paradigm 2---SSVEP
2.5ƒEEG-based BCI Paradigm 3---P300 VEP
2.6ƒEEG-based BCI Paradigm 4---Mental Task BCI
2.7ƒEEG-based BCI 5---SCP BCI
2.8ƒEEG-based BCI---A Brief Comparison of the Paradigms
2.9ƒApplication 1---Biometrics (Password, PIN Generation)
2.10ƒApplication 2---Cursor Control
2.11ƒChallenges in BCI
2.12ƒConclusion
2.13ƒQuestions
References
3 Contemporary Approaches to Music BCI Using P300 Event Related
Potentials
Abstract
3.1ƒMusic BCIs: The Challenges
3.2ƒP300 ERP Based Music BCIs
3.2.1 What Are ERPs?
3.2.2 What Is the P300?
3.2.3 Detecting P300 ERPs Using the Averaging Method
3.3ƒERPs, Delay and Musical Interaction
3.4ƒThe P300 Composer
3.4.1 MusEEGk---The P300 Sequencer
3.5ƒP300 Scale Player
3.5.1 Using the Scale Player as a Game Controller
3.6ƒP300 DJ
3.7ƒP300 Influenced Algorithmic Improviser
3.8ƒDeveloping Novel Methods for P300 Detection
3.8.1 Collecting and Conditioning Raw EEG Signals from BCI
Hardware
3.8.2 The P300 Moving Average Method
3.8.3 Template Matching Through Machine Learning of Repetitive
Serial Visual Presentation (RSVP) Derived P300 Features
3.9ƒQuestions
References
4 Prospective View on Sound Synthesis BCI Control in Light of Two
Paradigms of Cognitive Neuroscience
Abstract
4.1 Introduction
4.2 Two Conceptions on the Way We Interact with the Surrounding
World
4.3 Sound Synthesis Processes
4.3.1 Two Approaches for Sound Synthesis
4.3.1.1 Modelling the Physical Sources
4.3.1.2 Modelling the Perceptual Effects
4.3.2 Invariant Sound Morphologies
4.4 Control Strategies for Synthesis Processes
4.4.1 Control of Synthesis Parameters
4.4.2 Control of Perceptual Effects
4.5 Evidence of Semiotics for Non-linguistic Sounds
4.5.1 Perceptual Categorization of Sounds from Impacted Materials
4.5.2 Conceptual Priming for Non-linguistic Sounds
4.6 Towards a Semiotic-Based Brain Computer Interface (BCI)
4.6.1 Explicit BCI
4.6.2 Implicit BCI
4.6.3 Towards an Intuitive Control Using Semiotic-Based BCI
4.7 Conclusion
4.8 Questions
References
5 Machine Learning to Identify Neural Correlates of Music and
Emotions
Abstract
5.1ƒIntroduction
5.2ƒMeasuring Emotion
5.2.1 Models of Emotion
5.2.2 Self-reporting Felt Emotion
5.3ƒMeasuring Neurological Activity
5.4ƒMeasuring Music
5.5ƒMachine Learning
5.5.1 Unsupervised Machine Learning Methods
5.5.1.1 Case Study 1: PCA for Uncovering EEG Dynamics During
Music Appreciation
5.5.1.2 Case Study 2: ICA to Identify Neural Correlates of Music
5.5.2 Supervised Machine Learning Methods
5.5.2.1 Case Study 3: SVMs for Identifying Neural Correlates of
Emotion
5.5.2.2 Case Study 4: Classifying Discrete Emotional States
5.6ƒSummary
5.7ƒQuestions
References
6 Emotional Responses During Music Listening
Abstract
6.1 Introduction
6.2 Models of Musical Emotions
6.2.1 Discrete Emotion Models
6.2.2 Dimensional Emotion Models
6.3 How Does Music Evoke Emotions?
6.3.1 Appraisal Theory
6.3.2 The BRECVEM Model
6.3.3 Implications
6.4 The Role of Musical Structure on Emotion
6.4.1 Effect of Mode and Tempo
6.4.2 Interactive Effects
6.4.3 Effect of Pitch, Timbre, and Loudness
6.5 Measurement of Musical Emotions
6.5.1 Self-reports
6.5.2 Physiological Measures
6.6 Physiological Responses to Music
6.6.1 Effect of Music on Different Physiological Processes
6.6.1.1 Heart Rate
6.6.1.2 Respiration
6.6.1.3 Skin Conductance
6.6.1.4 Blood Pressure
6.6.1.5 Muscular Tension
6.6.1.6 Finger or Body Temperature
6.6.2 Physiological Measures and Emotion Recognition
6.7 Brain Responses to Music
6.7.1 EEG and Emotion Recognition
6.8 Conclusion
6.9 Questions
References
7 A Tutorial on EEG Signal-processing Techniques for Mental-state
Recognition in Brain&hx2013;Computer Interfaces
Abstract
7.1ƒIntroduction
7.2ƒGeneral EEG Signal-processing Principle
7.2.1 Classification
7.2.2 Feature Extraction
7.3ƒEEG Signal-processing Tools for BCI Based on Oscillatory
Activity
7.3.1 Basic Design for an Oscillatory Activity-based BCI
7.3.2 Toward Advanced BCI Using Multiple EEG Channels
7.3.2.1 Feature Selection
7.3.2.2 Channel Selection
7.3.2.3 Spatial Filtering
7.3.3 Common Spatial Patterns and Variants
7.3.4 Summary for Oscillatory Activity-based BCI
7.4ƒEEG Signal-processing Tools for BCI Based on Event-related
Potentials
7.4.1 Basic Signal-processing Tools for P300-based BCI
7.4.2 Spatial Filters for ERP-based BCI
7.4.3 Summary of Signal-processing Tools for ERP-based BCI
7.5ƒAlternative Methods
7.6ƒDiscussion
7.7ƒConclusion
7.8ƒQuestions
References
8 An Introduction to EEG Source Analysis with an Illustration of a
Study on Error-Related Potentials
Abstract
8.1 Introduction
8.2 Physiological Ground of BSS Modeling
8.3 The BSS Problem for EEG, ERS/ERD, and ERP
8.4 A Suitable Class of Solutions to the Brain BSS Problem
8.5 An Approach for Solving the BSS Problem Based on Second-
Order Statistics Only
8.6 Approximate Joint Diagonalization of Covariance Matrices
(AJDC)
8.7 A Study on Error-Related Potentials
8.8 Method
8.8.1 Participants
8.8.2 Experimental Design
8.8.3 Data Acquisition
8.8.4 Preprocessing
8.8.5 Analysis in the Sensor Space
8.8.6 Analysis in the Source Space
8.8.7 Classification of Single Trials
8.9 Results
8.9.1 Behavioral Results
8.9.2 Sensor Space Analysis
8.9.3 Source Analysis
8.9.4 Source Localization
8.9.5 Error Expectation
8.9.6 Classification of Single Trials
8.10 Conclusions and Discussion
8.11 Questions
References
9 Feature Extraction and Classification of EEG Signals. The Use of a
Genetic Algorithm for an Application on Alertness Prediction
Abstract
9.1ƒIntroduction
9.1.1 Electroencephalographic Signals and Previous Works
9.1.2 Main Contributions
9.2ƒData Acquisition
9.2.1 Participants
9.2.2 Procedure
9.3ƒData Validation
9.3.1 Contingent Negative Variation Extraction
9.3.2 Data
9.4ƒData Preprocessing
9.4.1 Wavelet Decomposition
9.4.2 Signal Energy
9.5ƒExamples of Feature Extraction
9.5.1 Slope Criterion
9.5.2 HF6lder Exponent Criterion and Alpha Criterion
9.5.3 Preliminary Results
9.6ƒFeature Selection with a Genetic Algorithm
9.6.1 General Principle of a Genetic Algorithm
9.6.2 Algorithmic Choices
9.6.2.1 Genetic Operators
9.6.2.2 Evaluation Functions
9.6.2.3 Stop Criterion
9.6.3 Results
9.7ƒConclusions
9.8ƒQuestions
Acknowledgments
References
10 On Mapping EEG Information into Music
Abstract
10.1ƒIntroduction
10.2ƒMapping and Digital Musical Interfaces
10.3ƒMapping and Approaches to BCMI
10.3.1 User-Oriented Systems
10.3.2 Computer-Orientated Systems
10.3.3 Mutually Oriented Systems
10.3.4 Brainwave Data for BCMI
10.3.5 Methods of Music Generation with Brainwaves
10.4ƒObservations on Musifying EEG
10.5ƒEarly Research into Biofeedback and Music
10.6ƒComputer Music and the Brain
10.7ƒEvent-Related Potentials and Auditory Stimuli
10.8ƒEEG Classification and Auditory Stimuli
10.9ƒTowards BCI Control of Music
10.9.1 Threshold Values
10.9.2 Timing
10.9.3 Ordering
10.10ƒConcluding Discussion
10.11ƒQuestions
References
11 Retroaction Between Music and Physiology: An Approach from the
Point of View of Emotions
Abstract
11.1ƒIntroduction
11.2ƒProcessing of Physiological Signals from the Energetics
Approach
11.2.1 Sonification: Direct Mapping
11.2.2 Interaction Between Vigilance and Musical Synthesis
11.2.3 Applications
11.3ƒInteraction Between Emotions and Synthesis of Music
11.3.1 Representation of Emotions
11.3.2 Care Project---eMotion Software
11.3.3 Validation of the System by the Audience
11.3.4 Valence and Musical Complexity
11.3.4.1 Pitch Scales
11.3.4.2 Chords Sequences
11.3.4.3 Rhythmic Patterns
11.3.4.4 Melody Generation
11.3.5 Seeking Valence in EEG Signals
11.3.5.1 Experimental Setup
11.3.5.2 Hardware
11.3.5.3 Software
11.3.5.4 Experimental Setup
11.4ƒConclusion and Discussion
11.5ƒQuestions
Acknowledgments
References
12 Creative Music Neurotechnology with Symphony of Minds
Listening
Abstract
12.1 Introduction
12.2 Neurophilosophy of Music
12.3 An Overview of the Approach
12.4 Brain Scanning: Materials and Methods
12.5 fMRI Analysis
12.6 The Compositional Process
12.7 The Musical Engine: MusEng
12.7.1 Learning Phase
12.7.2 Generative Phase
12.7.3 Transformative Phase
12.7.3.1 Pitch Inversion Algorithm
12.7.3.2 Pitch Scrambling Algorithm
12.7.3.3 Pitch Delta Algorithm
12.8 Concluding Remarks
Sec15
References
13 Passive Brain&hx2013;Computer Interfaces
Abstract
13.1 Introduction
13.2 Passive BCI Definition
13.3 Mental States Used in Passive BCI
13.3.1 Emotional State
13.3.2 Task-Related State
13.3.3 Error-Related Potentials
13.3.4 Mental Workload
13.4 Applications of Passive BCI
13.4.1 Implicit Multimedia Content Tagging
13.4.2 Error Detection and Correction
13.4.3 Adaptive Aiding and Adaptive Automation
13.4.4 Passive BCI and Virtual Environments
13.5 Conclusion
13.6 Questions
References
Index
Table of Contents
Foreword
Preface
Contents
Contributors
1 Brain&hx2013;Computer Music Interfacing: Interdisciplinary
Research at the Crossroads of Music, Science and Biomedical Engineering
Abstract
1.1Introduction
1.2Background to BCMI
1.3Approaches to Brain&hx2013;Computer Music Interfacing
1.4BCMI-Piano
1.5SSVEP-Music System
1.6Discussion: Moving Forwards
1.7Active Listening Experiment
1.7.1 Towards an Active Listening BCMI
1.8Neural Processing of Tonality Experiment
1.8.1 Towards a BCMI for Controlling Tonality
1.9Concluding Remarks
1.10Questions
1.11Appendix: Database of Musical Elements
References
2 Electroencephalogram-based Brain&hx2013;Computer Interface: An
Introduction
Abstract
2.1Introduction
2.2Electroencephalogram
2.3EEG-based BCI Paradigm 1---Motor Imagery
2.3.1 ERD/ERS
2.4EEG-based BCI Paradigm 2---SSVEP
2.5EEG-based BCI Paradigm 3---P300 VEP
2.6EEG-based BCI Paradigm 4---Mental Task BCI
2.7EEG-based BCI 5---SCP BCI
2.8EEG-based BCI---A Brief Comparison of the Paradigms
2.9Application 1---Biometrics (Password, PIN Generation)
2.10Application 2---Cursor Control
2.11Challenges in BCI
2.12Conclusion
2.13Questions
References
3 Contemporary Approaches to Music BCI Using P300 Event Related
Potentials
Abstract
3.1Music BCIs: The Challenges
3.2P300 ERP Based Music BCIs
3.2.1 What Are ERPs?
3.2.2 What Is the P300?
3.2.3 Detecting P300 ERPs Using the Averaging Method
3.3ERPs, Delay and Musical Interaction
3.4The P300 Composer
3.4.1 MusEEGk---The P300 Sequencer
3.5P300 Scale Player
3.5.1 Using the Scale Player as a Game Controller
3.6P300 DJ
3.7P300 Influenced Algorithmic Improviser
3.8Developing Novel Methods for P300 Detection
3.8.1 Collecting and Conditioning Raw EEG Signals from BCI
Hardware
3.8.2 The P300 Moving Average Method
3.8.3 Template Matching Through Machine Learning of Repetitive
Serial Visual Presentation (RSVP) Derived P300 Features
3.9Questions
References
4 Prospective View on Sound Synthesis BCI Control in Light of Two
Paradigms of Cognitive Neuroscience
Abstract
4.1 Introduction
4.2 Two Conceptions on the Way We Interact with the Surrounding
World
4.3 Sound Synthesis Processes
4.3.1 Two Approaches for Sound Synthesis
4.3.1.1 Modelling the Physical Sources
4.3.1.2 Modelling the Perceptual Effects
4.3.2 Invariant Sound Morphologies
4.4 Control Strategies for Synthesis Processes
4.4.1 Control of Synthesis Parameters
4.4.2 Control of Perceptual Effects
4.5 Evidence of Semiotics for Non-linguistic Sounds
4.5.1 Perceptual Categorization of Sounds from Impacted Materials
4.5.2 Conceptual Priming for Non-linguistic Sounds
4.6 Towards a Semiotic-Based Brain Computer Interface (BCI)
4.6.1 Explicit BCI
4.6.2 Implicit BCI
4.6.3 Towards an Intuitive Control Using Semiotic-Based BCI
4.7 Conclusion
4.8 Questions
References
5 Machine Learning to Identify Neural Correlates of Music and
Emotions
Abstract
5.1Introduction
5.2Measuring Emotion
5.2.1 Models of Emotion
5.2.2 Self-reporting Felt Emotion
5.3Measuring Neurological Activity
5.4Measuring Music
5.5Machine Learning
5.5.1 Unsupervised Machine Learning Methods
5.5.1.1 Case Study 1: PCA for Uncovering EEG Dynamics During
Music Appreciation
5.5.1.2 Case Study 2: ICA to Identify Neural Correlates of Music
5.5.2 Supervised Machine Learning Methods
5.5.2.1 Case Study 3: SVMs for Identifying Neural Correlates of
Emotion
5.5.2.2 Case Study 4: Classifying Discrete Emotional States
5.6Summary
5.7Questions
References
6 Emotional Responses During Music Listening
Abstract
6.1 Introduction
6.2 Models of Musical Emotions
6.2.1 Discrete Emotion Models
6.2.2 Dimensional Emotion Models
6.3 How Does Music Evoke Emotions?
6.3.1 Appraisal Theory
6.3.2 The BRECVEM Model
6.3.3 Implications
6.4 The Role of Musical Structure on Emotion
6.4.1 Effect of Mode and Tempo
6.4.2 Interactive Effects
6.4.3 Effect of Pitch, Timbre, and Loudness
6.5 Measurement of Musical Emotions
6.5.1 Self-reports
6.5.2 Physiological Measures
6.6 Physiological Responses to Music
6.6.1 Effect of Music on Different Physiological Processes
6.6.1.1 Heart Rate
6.6.1.2 Respiration
6.6.1.3 Skin Conductance
6.6.1.4 Blood Pressure
6.6.1.5 Muscular Tension
6.6.1.6 Finger or Body Temperature
6.6.2 Physiological Measures and Emotion Recognition
6.7 Brain Responses to Music
6.7.1 EEG and Emotion Recognition
6.8 Conclusion
6.9 Questions
References
7 A Tutorial on EEG Signal-processing Techniques for Mental-state
Recognition in Brain&hx2013;Computer Interfaces
Abstract
7.1Introduction
7.2General EEG Signal-processing Principle
7.2.1 Classification
7.2.2 Feature Extraction
7.3EEG Signal-processing Tools for BCI Based on Oscillatory
Activity
7.3.1 Basic Design for an Oscillatory Activity-based BCI
7.3.2 Toward Advanced BCI Using Multiple EEG Channels
7.3.2.1 Feature Selection
7.3.2.2 Channel Selection
7.3.2.3 Spatial Filtering
7.3.3 Common Spatial Patterns and Variants
7.3.4 Summary for Oscillatory Activity-based BCI
7.4EEG Signal-processing Tools for BCI Based on Event-related
Potentials
7.4.1 Basic Signal-processing Tools for P300-based BCI
7.4.2 Spatial Filters for ERP-based BCI
7.4.3 Summary of Signal-processing Tools for ERP-based BCI
7.5Alternative Methods
7.6Discussion
7.7Conclusion
7.8Questions
References
8 An Introduction to EEG Source Analysis with an Illustration of a
Study on Error-Related Potentials
Abstract
8.1 Introduction
8.2 Physiological Ground of BSS Modeling
8.3 The BSS Problem for EEG, ERS/ERD, and ERP
8.4 A Suitable Class of Solutions to the Brain BSS Problem
8.5 An Approach for Solving the BSS Problem Based on Second-
Order Statistics Only
8.6 Approximate Joint Diagonalization of Covariance Matrices
(AJDC)
8.7 A Study on Error-Related Potentials
8.8 Method
8.8.1 Participants
8.8.2 Experimental Design
8.8.3 Data Acquisition
8.8.4 Preprocessing
8.8.5 Analysis in the Sensor Space
8.8.6 Analysis in the Source Space
8.8.7 Classification of Single Trials
8.9 Results
8.9.1 Behavioral Results
8.9.2 Sensor Space Analysis
8.9.3 Source Analysis
8.9.4 Source Localization
8.9.5 Error Expectation
8.9.6 Classification of Single Trials
8.10 Conclusions and Discussion
8.11 Questions
References
9 Feature Extraction and Classification of EEG Signals. The Use of a
Genetic Algorithm for an Application on Alertness Prediction
Abstract
9.1Introduction
9.1.1 Electroencephalographic Signals and Previous Works
9.1.2 Main Contributions
9.2Data Acquisition
9.2.1 Participants
9.2.2 Procedure
9.3Data Validation
9.3.1 Contingent Negative Variation Extraction
9.3.2 Data
9.4Data Preprocessing
9.4.1 Wavelet Decomposition
9.4.2 Signal Energy
9.5Examples of Feature Extraction
9.5.1 Slope Criterion
9.5.2 HF6lder Exponent Criterion and Alpha Criterion
9.5.3 Preliminary Results
9.6Feature Selection with a Genetic Algorithm
9.6.1 General Principle of a Genetic Algorithm
9.6.2 Algorithmic Choices
9.6.2.1 Genetic Operators
9.6.2.2 Evaluation Functions
9.6.2.3 Stop Criterion
9.6.3 Results
9.7Conclusions
9.8Questions
Acknowledgments
References
10 On Mapping EEG Information into Music
Abstract
10.1Introduction
10.2Mapping and Digital Musical Interfaces
10.3Mapping and Approaches to BCMI
10.3.1 User-Oriented Systems
10.3.2 Computer-Orientated Systems
10.3.3 Mutually Oriented Systems
10.3.4 Brainwave Data for BCMI
10.3.5 Methods of Music Generation with Brainwaves
10.4Observations on Musifying EEG
10.5Early Research into Biofeedback and Music
10.6Computer Music and the Brain
10.7Event-Related Potentials and Auditory Stimuli
10.8EEG Classification and Auditory Stimuli
10.9Towards BCI Control of Music
10.9.1 Threshold Values
10.9.2 Timing
10.9.3 Ordering
10.10Concluding Discussion
10.11Questions
References
11 Retroaction Between Music and Physiology: An Approach from the
Point of View of Emotions
Abstract
11.1Introduction
11.2Processing of Physiological Signals from the Energetics Approach
11.2.1 Sonification: Direct Mapping
11.2.2 Interaction Between Vigilance and Musical Synthesis
11.2.3 Applications
11.3Interaction Between Emotions and Synthesis of Music
11.3.1 Representation of Emotions
11.3.2 Care Project---eMotion Software
11.3.3 Validation of the System by the Audience
11.3.4 Valence and Musical Complexity
11.3.4.1 Pitch Scales
11.3.4.2 Chords Sequences
11.3.4.3 Rhythmic Patterns
11.3.4.4 Melody Generation
11.3.5 Seeking Valence in EEG Signals
11.3.5.1 Experimental Setup
11.3.5.2 Hardware
11.3.5.3 Software
11.3.5.4 Experimental Setup
11.4Conclusion and Discussion
11.5Questions
Acknowledgments
References
12 Creative Music Neurotechnology with Symphony of Minds
Listening
Abstract
12.1 Introduction
12.2 Neurophilosophy of Music
12.3 An Overview of the Approach
12.4 Brain Scanning: Materials and Methods
12.5 fMRI Analysis
12.6 The Compositional Process
12.7 The Musical Engine: MusEng
12.7.1 Learning Phase
12.7.2 Generative Phase
12.7.3 Transformative Phase
12.7.3.1 Pitch Inversion Algorithm
12.7.3.2 Pitch Scrambling Algorithm
12.7.3.3 Pitch Delta Algorithm
12.8 Concluding Remarks
Sec15
References
13 Passive Brain&hx2013;Computer Interfaces
Abstract
13.1 Introduction
13.2 Passive BCI Definition
13.3 Mental States Used in Passive BCI
13.3.1 Emotional State
13.3.2 Task-Related State
13.3.3 Error-Related Potentials
13.3.4 Mental Workload
13.4 Applications of Passive BCI
13.4.1 Implicit Multimedia Content Tagging
13.4.2 Error Detection and Correction
13.4.3 Adaptive Aiding and Adaptive Automation
13.4.4 Passive BCI and Virtual Environments
13.5 Conclusion
13.6 Questions
References
Index