Drive to design the brain’s level upper
The packages below are for creating binaural beats or monaural beats. You can play these beats and generate wav files. The frequencys can be optionally selected and be tuned freely. You can choice your favorite brain wave. Each library enables you to handle your mind state by a kind of “Brain-Wave Controller” which is generally known as biaural beat or monaural beats in a simplified method.
- AccelBrainBeat : Python Package Index (PyPI)
- Immersive Brain’s Level Upper for Unity3D by Binaural Beat and Monaural Beat (Unity3D Asset Store)
- Binaural-Beat-and-Monaural-Beat-with-WebAudioAPI (GitHub)
- Accel Brain Beat (WordPress Plugin)
The function of each library is inducing you to be extreme immersive mind state on the path to peak performance. You can handle your mind state by using this library which is able to control your brain waves by the binaural beats and the monaural beats.
For Immersion into virtual reality(VR)
Immersion is one of the key factor to the successful to design virtual reality(VR) such as Unity3D’s products. The quality of VR depends on the immersion into VR which is a perception of being physically present in a non-physical world. The Immersive perception is generated by surrounding the user or the game player of the virtual environment presented images, sound or other stimuli.
I design the above packages, as enable VR system to produce or provoke the more direct effect. The function of each library is inducing the user or the game player to be extreme immersive mind state on the path to peak performance. By using my libraries and packages, the degree of immersion into your VR products can increase relatively.
Concept of Binaural beats and Monaural beats
According to a popular theory, brain waves such as Delta, Theta, Alpha, Beta, and Gamma rhythms tend to be correlated with mind states. The delta waves(1-3 Hz) are regarded as the slowest brain waves that are typically produced during the deep stages of sleep. The theta waves(4-7 Hz) are offen induced by the meditative state or focusing the mind. The alpha waves(8-12 Hz) are associate with relaxed state. The beta waves(13-29 Hz) are normal waking consciousness. The Gamma waves(30-100 Hz) are the fastest of the brain waves and associated with peak concentration and the brain’s optimal frequency for cognitive functioning.
By a theory of the binaural beats, signals of two different frequencies from headphone or earphone are presented separately, one to each ear, your brain detects the phase variation between the frequencies and tries to reconcile that difference. The effect on the brain waves depends on the difference in frequencies of each tone. For example, if 400 Hz was played in one ear and 430 in the other, then the binaural beats would have a frequency of 30 Hz.
The monaural beats are similar to the binaural beats. But they vary in distinct ways. The binaural beats seem to be “created” or perceived by cortical areas combining the two different frequencies. On the other hand, the monaural beats are due to direct stimulation of the basilar membrane. This makes it possible to hear the beats.
Please choose either binaural beets or monaural beats. If you set up 5 Hz, your brain waves and the frequency can be tuned and then you are able to be the meditative state or focusing the mind. Or what you choose to be relaxed state is the alpha waves(8-12 Hz).
Verification of the effects by Flow Theory
It is important for us not only to present an acoustic stimulus but also to verify the effect. My idea is that the effects of binaural beats or monaural beats can be verify by Flow Theory.
“Flow” is the mental state of complete immersion in an activity. The person who experiences flow is not only enjoying the moment, but is also stretching his or her capabilities with the likelihood of learning new skills and increasing self-esteem and personal complexity.
Flow states can occur in different ways for different people. There are some factors that accompany the experience of flow. For example, the activity which occur flow experience is intrinsically rewarding. The person being able to dive into a flow state has a loss of feelings of self-consciousness, a sense of timelessness or a distorted sense of time. And he or she is using your skills to the upmost.
The flow state can be entered while both perceived challenges and skills are both higher than average and in balance. The higher the level of the challene-skill balance, the deeper the flow experience will be. Only challenge level is higher than average, the person becomes anxious because of trying more difficult task or activity. Conversely, self-esteemed mind state of not higher challenge level but higher skill level brings about relaxed or boredom state. Last, on the condition that both are lower than average, the mental state is apathy.
An exsample of the verification tool
I prototyped App for the above idea.
This application enables you to measure your flow state in a simplified method. In the end of the beat, a simple form of challenge-skill points and your tasks is displayed. Out of 10 that is. You can score your relative mind state as well as the log of brain wave and your lifelog. So you are able to associate the feeling of flow or not and the frequency of brain waves that can be produced by the binaural beats or monaural beats.
References (Binaural or Monaural Beat)
- Brandy, Queen., et al., (2003) “Binaural Beat Induced Theta EEG Activity and Hypnotic Susceptibility : Contradictory Results and Technical Considerations,” American Journal of Clinical Hypnosis, pp295-309.
- Green, Barry., Gallwey, W. Timothy., (1986) The Inner Game of Music, Doubleday.
- Kennerly, Richard Cauley., (1994) An empirical investigation into the effect of beta frequency binaural beats audio signals on four measures of human memory, Department of Psychology, West Georgia College, Carrolton, Georgia.
- Kim, Jeansok J., Lee, Hongjoo J., Han, Jung-Soo., Packard, Mark G. (2001) “Amygdala Is Critical for Stress-Induced Modulation of Hippocampal Long-Term Potentiation and Learning,” The Journal of Neuroscience, Vol. 21, pp5222-5228.
- LeDoux, Joseph. (1998) The emotional brain : the mysterious underpinnings of emotional life, London : Weidenfeld & Nicolson.
- McEwen, Bruce S., Sapolsky, Robert M. (1995) “Stress and cognitive function,” Current Opinion in Neurobiology, Vol. 5, pp205-216.
- Oster, Gerald., (1973) “Auditory Beats in the Brain,” Scientific American, pp94-102.
- Radford, Benjamin., (2001) “Pokemon Contagion: Photosensitive Epilepsy or Mass Psychogenic Illness?,” Southern Medical Journal, Vol. 94, No. 2, pp197-204.
- Steward, Oswald., (2000) Functional neuroscience, Springer.
- Swann, R., et al. (1982) The Brain ? A User’s Manual, New York: G. P. Putnam’s Sons.
- Takeo, Takahashi., et al., (1999) “Pokemon seizures,” Neurol J Southeast Asia, Vol. 4, pp1-11.
- Vollenweider., Franz X., Geyer., Mark A. (2001) “A systems model of altered consciousness: Integrating natural and drug-induced psychoses,” Brain Research Bulletin, Vol. 56, No. 5, pp495-507.
- Wahbeh, Helane., Calabrese, Carlo., Zwickey, Heather., (2007) “Binaural Beat Technology in Humans : A Pilot Study to Assess Psychologic and Physiologic Effects,” The Journal of Alternative and Complementary Medicine, Vol. 13, No. 1, pp25-32.
- Westman, Jack C., Walters, James R. (1981) “Noise and Stress : A Comprehensive Approach,” Environmental Health Perspectives, Vol. 41, pp291-309.
References (Flow Theory)
- Asakawa, Kiyoshi., (2004) “Flow Experience and Autotelic Personality in Japanese College Students: How do they Experience Challenges in Daily Life?,” Journal of Happiness Studies, Vol. 5, pp123-154.
- Chou, T. J., & Ting, C. C. (2003). The role of flow experience in cyber-game addiction. CyberPsychology & Behavior, 6(6), 663-675.
- Csikszentmihalyi, Mihaly.,(1975) Beyond Boredom and Anxiety: Experiencing Flow in Work and Play, San Francisco : Jossey-Bass Publishers.
- Csikszentmihalyi, Mihaly., Csikszentmihalyi, Isabella Selega., eds. (1988) Optimal Experience: Psychological Studies of Flow in Consciousness. Cambridge, NY:Cambridge University Press, pp269-271.
- Delle Fave, Antonella., Massimini, Fausto., (2005) “The investigation of optimal experience and apathy : Developmental and psychological implications,” European Psychologist, Vol. 10, pp264-274.
- Massimini, Fausto., Carli Massimo., (1988) “Systematic assessment of flow in daily experience,” In Csikszentmihalyi, Mihaly., Csikszentmihalyi, Isabella Selega., eds., Optimal Experience Psychological Studies of Flow in Consciousness. Cambridge, NY:Cambridge University Press, pp266-287.
- Wan, C. S., & Chiou, W. B. (2006). Psychological motives and online games addiction: Atest of flow theory and humanistic needs theory for taiwanese adolescents. CyberPsychology & Behavior, 9(3), 317-324.
- Wright, J. J., Sadlo, G., & Stew, G. (2006). Challenge-skills and mindfulness: An exploration of the conundrum of flow process. OTJR: Occupation, participation and health, 26(1), 25-32.