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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Exposing the Brain Activity in an EEG Performance: the Case of Fragmentation - a Brain-Controlled Performance</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alberto Novello</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>History of Brainwave Performances</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute of Sonology</institution>
          ,
          <addr-line>Koninklijk Conservatorium, Juliana van Stolberglaan, 1, 2595CA, Den Haag</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Most brainwave-based performances adopt spectral decomposition of the EEG signal into several frequency bands to control different soundsynthesis variables. The performer is stable, usually sitting in a meditative way. It is rather difficult for the audience to determine what the performer is actually controlling and in which way. Traditionally, the audience witnesses a performance based on the telekinetic dream of brain-control but yet this is not externalized in an objective way. I believe it is possible to extend these performative limits by using a gamification paradigm and developing analytical tools that go beyond spectral analysis, allowing a more responsive and clear control of the variables involved in the performance for both the performer and the viewer. In this paper I present the qualitative results obtained using these approaches in Fragmentation - a brain-controlled performance. From the informal feedback of the audience after the performance, it appears evident how the public is able to experience several aspects of the brain of the performer: predicting his intentions, sensing effort and struggle, and spotting his mistakes. These aspects create a strong experience and involvement for the audience during the performance.</p>
      </abstract>
      <kwd-group>
        <kwd />
        <kwd>brainwave</kwd>
        <kwd>EEG</kwd>
        <kwd>audiovisual performance</kwd>
        <kwd>bio-feedback</kwd>
        <kwd>crosscorrelation</kwd>
        <kwd>time-analysis</kwd>
        <kwd>gamification</kwd>
      </kwd-group>
    </article-meta>
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    <sec id="sec-1">
      <title>-</title>
      <p>
        In most of the past and recent brainwave performances, the performers lie with
some EEG sensor on his their head, in a static pose, while music is played from
loudspeakers [
        <xref ref-type="bibr" rid="ref1 ref12 ref7">1, 7, 12</xref>
        ]. Despite the claim that the music is controlled from the brain
activity, and the initial intentions to manifest the internal realities of the performer, it is
hard for the audience to imagine what the performer is going through, what the brain
is actually controlling and in what extent. As a direct consequence of the
dematerialization of instrumental gestures, the music produced is completely abstracted from
any visible cause-effect relationship, leaving no cues for the audience to understand
what is being controlled.
      </p>
      <p>
        The way control is achieved is a fundamental aspect of every brainwave
performance. Past performances principally used the electro encephalogram (EEG) signal and
its different bands (alpha, beta, delta gamma) to control different parameters of the
sound synthesis (spectral analysis) [
        <xref ref-type="bibr" rid="ref1 ref2 ref3">1, 2, 3</xref>
        ]. Alvin Lucier was the first to use the EEG
signal in a music context in his Music for Solo Performer (1965) [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The alpha waves
of the performer at 12 Hz were amplified enormously to create large vibrations in the
loudspeaker cones, which were coupled with gongs and drums. The brain signal of the
performer was in this way amplified to play an entire percussion set. With In Tune
(1968), Richard Teitelbaum used a different approach: the signal of the brain activity
of a performer was fed into the architecture of a Moog synthesizer’s, thus letting the
EEG signal directly modify few sound parameters, while the composer could freely
improvise with higher structural decisions. Alpha and beta waves were used for their
simplicity to be extracted from the background spectral noise [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In the 70s,
Rosenboom analyzed the possibilities and limitations of the extraction of features from an
EEG signal for the purposes of modeling brain functionalities towards a conscious
control of generative music rules and formalized such investigation in several papers
[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In particular, he focused on the time features of brain signal: through at-the-time
established psychological practices, he realized that stimuli would consistently
produce attention peaks in the brain signal after predictable time intervals. He could use
an estimation of the performers' attention to control the compositional development of
the performance.
      </p>
      <p>
        Because of the complexity of brain analysis and Rosenboom's approach,
contemporary practice [
        <xref ref-type="bibr" rid="ref12 ref5 ref6 ref7">5, 6, 7, 12</xref>
        ] still follows the early examples of brainwave performance
and relies on spectral decomposition in performances. The results are often difficult to
understand and visualize for the audience. Contemporary literature [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] shows how
this result is a consequence of the difficulty for the performers to rationally control
their brain spectrum. In recent years Miranda underlined in several papers the
fundamental importance that extracting meaningful descriptors from the EEG signal has for
the purpose of extending the expressive possibility of EEG in music improvisation [
        <xref ref-type="bibr" rid="ref10 ref8 ref9">8,
9, 10</xref>
        ] and the need to extend the analytical tools beyond standard spectral analysis.
Despite the suggestions of analytical methods and strategies for a more direct and
reliable brain control, the approach of Miranda has only been published in papers, and
its practical demonstrations seem still expressively limited to be adopted for an
extended performative application [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>My recent research addressed the EEG's issues of direct control and performativity
in order to achieve a deeper involvement of the audience during a brainwave-driven
performance. In Fragmentation: a brain-controlled performance, I adopted
artificialintelligence algorithms using cross-correlation to:
• train the system: by storing in a set of templates the signal of brain states
associated with specific thoughts,
• measure the likelihood that the incoming signal of the performer during the show is
matching one of the stored templates.
2</p>
      <p>Present Approach: Fragmentation – a Brain-Controlled
Performance
The performance is an allegory of the modern man: exposed to aggressive stimulation
and overwhelming data streams, he is daily asked to take quick decisions and be able
to switch from several environments, in which he plays different roles subjected to
varying rules and degrees of responsibility. The aim of the piece is to let the audience
experience different degrees of mental stress, stimulation and saturation through a
physiological live-scan of the performer’s brain, exposed to few extreme but common
everyday situations. In this way, Fragmentation tries to bring the audience deeper in
contact to the performer's brain through the exposure of his mind activity in form of
individual thoughts. Throughout the piece, music and visuals are used in various ways
to become a translation (a sort of visual-sonification) of the brain activity.</p>
      <p>On a technical point of view, my approach is a continuation of Rosemboom's early
experiments and Miranda's proposition. Instead of using spectral decomposition,
which has proven to be difficult to rationally control by the performer, the techniques
utilized in Fragmentation investigate the temporal domain of the brain signal. The
main idea is to observe when a pattern reoccurs in the brain signal. If thoughts have a
consistent translation into an electrical impulse, then repeating thoughts would
generate electrical patterns, thus signals. Hence, analyzing pattern reoccurrence is a way of
tracking reoccurring thoughts. The chain could be reversed: the performer could be
trained to generate thoughts in an exact way and the system could be trained to
recognize those at every instance.</p>
      <p>The first important step of pattern recognition is the extraction of reliable patterns
for matching. Patterns are calculated by asking the performer to concentrate on
specific thoughts, while recording EEG inputs. From the spectral analysis of the signal,
onsets are detected to isolate relevant parts. Because noise is uncorrelated by
definition, while the signal is not, adding several of the signal parts creates a destructive
interference of noise and strengthens the relevant parts, thereby letting the relevant
signal emerge. It took several attempts to find the proper set of 'thoughts' that
triggered reliable brain states; especially stable are 'kinetic thoughts': e.g., imagining
moving specific parts of the body, such as left and right limbs.</p>
      <p>Cross-correlation was used to compare how much the incoming signal matches the
set of pre-stored patterns in the system. Cross-correlation is a measure of similarity
between two waveforms as a function of a time lag applied to one of them. It is
commonly used for searching a long-duration signal for a shorter, known feature.
Considering two waveforms f and g, where f is the short stored pattern and g is a longer
signal representing the real time samples of EEG, the cross-correlation at the sample n
would be:
(1)
where n and m are sample positions and
is the complex conjugate of f.
a)
b)
c)</p>
      <p>This pattern-recognition approach through cross-correlation demonstrated to be
relatively solid but very restrictive. The performance of the system was evaluated on
the recognition of three thoughts out of 100 trials. The system could correctly
recognize 60% of the generated thoughts. However the algorithm was very unstable when
trying to identify more than three thoughts. As a consequence, the whole system had
to be conceived with direct control on only three variables; and because from a
signaldetection perspective it is unclear what is a combination of two thoughts (and it is still
debatable whether it is possible for humans to generate two thoughts simultaneously),
the system could detect changes in only one variable at a time. It became immediately
evident how important for the performance was the choice of the mapping strategy: to
reliably connect three variables to generate music parameters and still achieve a
reasonable degree of expressivity for the performer.
3</p>
      <p>Mapping
The mapping of the control variables was conceived to achieve both a visible and
reliable control of the sound engine while allowing the performer to control several
high-level parameters of the composition. I followed two directions, by splitting the
signal analysis chain in two parts. The first part could sample in real time parts of the
brain signal and loop them to create a direct sonification of the brain. I call this the
soloist brain and it’s activated in specific parts of the structure of the piece.</p>
      <p>The second approach aimed at achieving a control on the overall structure of
different stochastic instruments. I called this the brain-conducted orchestra,
accompanying the soloist brain. For this approach I used the previously described techniques of
pattern recognition to reduce the possible control variables from the complex input
sensor data to three variables. I then used the paradigm of terrain exploration: the
performer drives an avatar through a computer-generated maze in search for the exit,
in a video-game paradigm. The performer uses three thoughts to turn left, turn right
and move forward the avatar. The maze is simultaneously projected on screen for the
audience and onto stage for the performer so that he can physically follow his avatar
while performing. The visuals projected onto the performer and stochastic music
loops are triggered and modified by the avatar's position in the maze. The time and
structure of the composition is thus entirely determined by the choices and
concentration of the performer. Despite the distracting surroundings, the glitchy sound and
flickering visuals, the performer must remain paradoxically calm in order to generate
the correct states of mind that would let him navigate his avatar out of the maze.</p>
      <p>This approach introduce a convergent mapping that brings simplicity of control,
which is required to stabilize the intrinsic noisiness of the EEG. Still, in order to
obtain some expressivity, I needed to map the few control parameters to the multiple
synthesis and structural parameters in the music through a divergent mapping. The
result is hybrid mapping in which the pattern recognition is an intermediate phase to
clean the signal from noise and select few stable control parameters.
The use of time analysis allows the performer to rapidly and reliably control the
avatar with his brainwaves. The system is also quite rigid in nature, allowing the control
of only three variables non-simultaneously. This aspect imposes heavy restrictions on
the expressivity and conception of the piece. A degree of noise is present in the
system, making the task of the performer more difficult. Future improvements of the
hardware and software can reduce the present noise to create a solid system for brain
control. The system is still quite basic in the number of variable that can be controlled
and future studies are needed to investigate on how to extend such limitations. The
ease of control compared to spectral approach allows a more direct display of the
procedures, which generates a higher involvement of the audience. The feedback from
the public demonstrates the success of such intention, as interviewed members have
declared they could perceive the intentions of the performer, his mistakes, effort and
struggle, thus contributing to form a stronger experience and involvement during the
performance. Such effect is not only produced by the analytical tools used in the
performance, but it is also conveyed through the video-game paradigm used for the
performance.</p>
      <p>Links
http://www.jestern.com/</p>
    </sec>
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