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“The more strongly a user is able to re-evoke a trained thought,” Richard Warp said, “the more musical material is generated, and the closer together the intervals become. This ramps down slowly as the signal weakens. If the signal is weak, the intervals are far apart…and there are fewer of them, making for a sparse soundscape. At the same time the emotional state information is controlling playback of a sample-accurate loop, which is the ‘beat’ at either 90, 100 or 130 BPM (beats per minute), and which represents the character of the emotional state.” Excitement, he told me, sounded like you were at a club and the lighting, from 600 LEDs, bounced among hues of bright red; frustrated sounded like you were trapped in Trent Reznor’s head and magenta/violet with clashing neon yellow lights randomly flickered out of sync with the music; and finally, meditative sounded like you were getting a massage along with subtle hues of blue that slowly pulsated on and off. The team chose a 16-channel EEG headset from the neuroengineering company Emotiv, which was founded in 2003. The headset measures voltage fluctuations resulting from ionic current flows within the neurons of the brain; this way, it can detect subconscious emotional states, facial expressions and, with some training, mental commands. Paired with a backend of advanced algorithms, the headset allows developers to turn thoughts into music, or at least sound. With the Emotiv software, the group identified EEG patterns corresponding to emotional, cognitive, and facial expression states and gave them floating-point values between 0 and 1. Richard Warp streamed the results into Max/ MSP, an object-oriented programming environment that both he and Luk could use to control the sound and lights; they then matched the data points to audible sounds Richad Warp created. They focused on three emotional states–– frustration, excitement, and meditation––and developed a set of training questions. “Think about your dog,” they suggested, while playing a mid-pitch short tone. Later, users would be asked to recall the thought, which would then help to train the artificial intelligence in the software to play music following the user’s EEG patterns, a.k.a. thoughts. SciArt in America April 2014 On May 1st, 2013, NeuroDisco 1.0, as Erica Warp affectionately called it, debuted at the NeuroGaming conference in San Francisco. Despite the tech-friendly location, it wasn’t as easy as they hoped. The headsets had a steep learning curve for users, patterns were hard to elicit, and the scalp pads didn’t stick well, say, if you had too much hair. But with the upcoming release of a new version of the Emotiv headset, funded by a successful Kickstarter campaign, the team is already dreaming up NeuroDisco 2.0, which might include dancers, large-scale projections, and the addition of new collaborators. The idea of harnessing our thoughts to control the outside environment has been a mainstay in the media, from fiction to Hollywood films. With NeuroDisco, and other SciArt like it, this mind-bending reality may be fast approaching our everyday lives. Richard Warp, Chung-Hay Luk, Erica Warp. All images courtesy of Erica Warp. 39