Abstract

The goal of this study was to investigate the effect of audio listened to through headphones on subjectively reported human focus levels, and to identify through objective measures the properties that contribute most to increasing and decreasing focus in people within their regular, everyday environment. Participants (N = 62, 18–65 years) performed various tasks on a tablet computer while listening to either no audio (silence), popular audio playlists designed to increase focus (pre-recorded music arranged in a particular sequence of songs), or engineered soundscapes that were personalized to individual listeners (digital audio composed in real-time based on input parameters such as heart rate, time of day, location, etc.). Audio stimuli were delivered to participants through headphones while their brain signals were simultaneously recorded by a portable electroencephalography headband. Participants completed four 1-h long sessions at home during which different audio played continuously in the background. Using brain-computer interface technology for brain decoding and based on an individual’s self-report of their focus, we obtained individual focus levels over time and used this data to analyze the effects of various properties of the sounds contained in the audio content. We found that while participants were working, personalized soundscapes increased their focus significantly above silence (p = 0.008), while music playlists did not have a significant effect. For the young adult demographic (18–36 years), all audio tested was significantly better than silence at producing focus (p = 0.001–0.009). Personalized soundscapes increased focus the most relative to silence, but playlists of pre-recorded songs also increased focus significantly during specific time intervals. Ultimately we found it is possible to accurately predict human focus levels a priori based on physical properties of audio content. We then applied this finding to compare between music genres and revealed that classical music, engineered soundscapes, and natural sounds were the best genres for increasing focus, while pop and hip-hop were the worst. These insights can enable human and artificial intelligence composers to produce increases or decreases in listener focus with high temporal (millisecond) precision. Future research will include real-time adaptation of audio for other functional objectives beyond affecting focus, such as affecting listener enjoyment, drowsiness, stress and memory.

Highlights

  • The Effect of Sound on Human ExperienceSounds are all around us, from natural sounds like the wind, to engineered sounds like music

  • After calibration tasks established an initial model for each participant, and before comparing focus levels elicited by the different audio types, we validated that the underlying brain decoding technology was accurate and correctly calibrated by comparing between the brain-based focus predictions and the self-reported focus values during the test task

  • [Figure 6B; M = 0.12, SE = 0.04, t(25) = 3.26, p = 0.017], while for the “not-working” group there was no difference [Figure 6C and Supplementary Table 1; M = 0.06, SE = 0.04, t(24) = 1.552, p = 0.447]. These results suggest that the focus level differences between Endel and Silence are task-dependent, where audio was beneficial for specific types of tasks, namely, “working.”

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Summary

Introduction

The Effect of Sound on Human Experience. Sounds are all around us, from natural sounds like the wind, to engineered sounds like music. It is well-established that sounds have a major influence on the human brain and human experience (Levitin, 2006; Sacks, 2010). Sounds can reduce stress (Davis and Thaut, 1989), support learning and memory formation (Hallam et al, 2002), improve mood (Chanda and Levitin, 2013), and increase motivation (Salimpoor et al, 2015). One of the most significant effects of sounds is to impact focus. Sounds can be both beneficial or distracting and previous results have been inconclusive in determining the reasons why (de la Mora Velasco and Hirumi, 2020)

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