Impact of Music on Human Brain Activity during Mental Stress
Roman Mou
ˇ
cek
a
and Kl
´
ara Ber
´
ankov
´
a
Department of Computer Science and Engineering, Faculty of Applied Sciences, University of West Bohemia,
Univerzitnı 8, Plzen, Czech Republic
Keywords:
Electroencephalography, Heart Rate, Human Brain, Mental Stress, Music.
Abstract:
Because music is an integral part of our lives, every step towards a better understanding of its impact on
humans is beneficial. This paper deals with the impact of several types of music on the human brain activity
during mental stress. An experiment was designed, and electroencephalography data, heart rate data and data
from questionnaires were collected, processed and analyzed. All these steps are described and a subset of the
large collection of results is presented.
1 INTRODUCTION
Music naturally accompanies our lives, evokes
a plethora of emotions, both positive and negative,
and affects our mood, physical and mental perfor-
mance. A better understanding of what type of music
and how it affects individuals can be very beneficial,
for example, for the treatment of some diseases or just
for improvement of concentration and cognitive per-
formance. Some effects of music are nowadays com-
monly used in medicine, advertising, entertainment
and other areas. However, how a particular type of
music affects us is very individual and closely related
to our experience, preferences and current situation.
The aim of this paper is to contribute to the un-
derstanding of how different types of music affect
the activity of the human brain during mental stress.
The presented research focuses on the acquisition and
analysis of the electrical activity (that is considered
to be influenced by listening to music) of the human
brain by using the method and technique of electroen-
cephalography. Heart rate is collected as a source of
additional electrophysiological data.
The paper is organized as follows. The state of
the art section presents experiments and findings that
have been made in connection with the research of
the impact of music on humans. The next section
introduces the design of the experiment; the course
of the experiment, hardware and software equipment
used, participants, and acquired data are described.
The data processing section comes with the basic pro-
cessing methods and results applied to the collected
a
https://orcid.org/0000-0002-4665-8946
data. The data analysis section provides selected re-
sults from the data evaluation and interpretation pro-
cess. The last session concludes the obtained findings.
2 STATE OF THE ART
In this section we introduce some existing studies and
findings concerning on the impact of music on the
physical and mental state of individuals in various
situations. These studies have contributed in part to
shaping the design and course of our experiment.
The impact of music, specifically tempo, rhythm,
melodic structure, pause, individual preference, ha-
bituation, order effect of presentation, and previous
musical training on changes in the cardiovascular and
respiratory systems that could be potentially used for
stress modulation is described in (Bernardi et al.,
2006). The participants were initially allowed to rest
for 20 minutes while their cardiovascular and respi-
ratory indicators were measured. Furthermore, six
different music styles were played in random order
and two minutes without any music were randomly
inserted into the music. At the end of the experi-
ment, the participants rated each song according to
their preferences. The results obtained on 12 prac-
tising musicians and 12 age matched non-musicians
showed that music induced an arousal effect, predom-
inantly related to the tempo. This effect was also inde-
pendent of the preferences of individual participants.
Other interesting results included, for example, that
no habituation effect was seen and that musicians had
greater respiratory sensitivity to the music tempo than
750
Mou
ˇ
cek, R. and Beránková, K.
Impact of Music on Human Brain Activity during Mental Stress.
DOI: 10.5220/0009175407500757
In Proceedings of the 13th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2020) - Volume 5: HEALTHINF, pages 750-757
ISBN: 978-989-758-398-8; ISSN: 2184-4305
Copyright
c
2022 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
non-musicians did.
The impact of listening to music on cognitive per-
formance was investigated in (Dolegui, 2013). The
study focuses on what is the impact of different gen-
res of music, played at different volume levels, on
the cognitive abilities of college students when com-
pleting academic tasks. The results showed that the
participants performed best when they did not listen
to any music during the tasks. On the other hand,
high-intensity heavy-metal music dramatically wors-
ened their performance. Despite expectations, listen-
ing to classical music did not confirm an increase in
subjects’ performance in the tasks.
The study (Lesiuk, 2005) examined the impact of
listening to music on the state of positive affectivity,
the quality of work, and time-on-task of computer in-
formation systems developers. The data was collected
from fifty-six developers from four different Cana-
dian software companies in their common work en-
vironment for five weeks. The results of this study
suggested that listening to music in some work envi-
ronments provoked a positive mood change and im-
proved the quality of work done while reducing work
time.
The experiment described in (Daly et al., 2014)
deals with the emotional change induced by listening
to music. One hundred and ten snippets of film mu-
sic were selected for stimulation, including many dif-
ferent musical styles, offering a rich stimulus material
for exploring emotional processing. During the whole
experiment, the EEG signal was obtained from nine-
teen electrodes placed according to the international
10/20 system. The researchers found neural corre-
lates of music-induced emotion in a number of fre-
quencies over the pre-frontal cortex., e.g. between the
emotional state of the participants and the frequency
band changes in the 18 to 22 Hz range (beta activ-
ity). The study suggested that the observed changes
in EEG recordings induced by a change in a person’s
emotional state did not depend on whether emotions
were induced by listening to music or they were in-
duced by other stimuli.
There are many brain imaging studies focusing
on brain regions that are activated by familiar mu-
sic. The issue how is the brain response influenced
by the familiarity of music using electroencephalog-
raphy was addressed in (Kumagai et al., 2017). The
EEG signal was analyzed to investigate the relation-
ship between cortical response and familiarity of mu-
sic (melodies produced by piano sounds). The cross-
correlation function averaged across trials, channels,
and participants showed two pronounced peaks where
the magnitude of the cross-correlation values were
significantly larger when listening to unfamiliar and
scrambled music. These findings suggested that the
response to unfamiliar music was stronger than that
to familiar music.
Two following articles deal with the issue of de-
coding music preference from EEG signals. A time-
windowing feature extraction approach for investi-
gation of the time-course of the discrimination be-
tween musical appraisal electroencephalogram (EEG)
responses was presented in (Hadjidimitriou and Had-
jileontiadis, 2013). The used EEG data set contained
the responses of nine subjects during music listening;
self-reported ratings of liking and familiarity were
also collected. The features were extracted from the
beta and gamma EEG bands and two classifiers were
used to classify feature vectors into two categories
(like, dislike) under three cases of familiarity (regard-
less of familiarity, familiar music, and unfamiliar mu-
sic).
A single-sensor EEG biomarker for the assess-
ment of spontaneous aesthetic brain responses dur-
ing music listening was introduced in (Adamos et al.,
2016). It reflects the listener’s fondness for music
regardless of the emotions induced by it. The par-
ticipants were not engaged in any cognitive task and
asked not to produce any kind of active response. The
EEG recordings were performed in a common envi-
ronment using a wireless EEG device. The resulting
tool was considered to facilitate the personalization of
modern music recommendation systems.
Many other studies have been carried out on how
music affects humans, and although their conclusions
do not always coincide, research has shown that mu-
sic can affect humans both physically and mentally
through emotions. Examples of such effects include
e.g. changes in respiratory rate and heart rate, brain
frequency and improved work performance. How-
ever, as these experiments have further shown, the
effects of music on humans are very individual. It
depends on the specific characteristics of the music
being played, the person’s experience of listening to
it and its musical preferences.
In view of these findings, it was assumed that
listening to different types of music while playing
a memory game (which represents mental stress) will
have an impact on a variety of electrophysiological
signals which can be captured from humans. In our
case the effect of music is considered to be trans-
lated into a change in the energy level of brain activ-
ity, heart rate, and in-game performance. At the same
time, the behavior of experiment participants (and the
nature of their data) will be influenced by their musi-
cal preferences and their overall experience with lis-
tening to music.
Impact of Music on Human Brain Activity during Mental Stress
751
3 DESIGN AND COURSE OF
EXPERIMENT
This section describes the design and course of the
experiment dealing with the influence of music on
human brain activity during mental stress. The elec-
troencephalographic (EEG) signal and heart rate data
were captured during the experimental sessions as
well as data related to the mental stress of partici-
pants.
3.1 Experiment Scenario
The participants of the experiment (subjects) played
a memory game (representing mental stress) of two
different levels of difficulty either listening to three
different types of music or in a quiet environment.
Prior to the start of the experiment, the subjects
were allowed to rest while measuring their heart rate
for five minutes. After this time period, the subject set
the volume of the music played on the headphones to
the level he/she was used to. He/she played one trail
of the memory game to get acquainted with the game
and to know how to switch to a new game.
The experiment was divided into two blocks (two
difficulty levels). Each block consisted of four ses-
sions that differed only in the type of music played:
Playing the memory game in a quiet environment,
Playing the memory game while listening to fast
music,
Playing the memory game while listening to slow
(relaxing) music,
Playing the memory game listening to music pre-
ferred by the participant.
Each session lasted four minutes and contained
a four minute musical composition of one of the types
of music described above. During each musical com-
position, the subject tried to reveal as many pairs of
memory cards as possible with the highest accuracy.
The subject could complete the memory game sev-
eral times during one musical composition. There was
a 15 second pause between the sessions for the subject
to prepare for a new game. In the second block, the
difficulty of the game increased - the playing cards
were more similar. In the first block the pictures on
playing cards were colored and more different (differ-
ent musical instruments), while the second block they
were black and white and contained only one type of
picture (owl), which was slightly varied. Between two
blocks there was a ve minute pause, during which
the subject could relax while switching the difficulty
of the game. After completion of the experiment, the
subject was rested for five minutes while his/her heart
rate was still measured.
Throughout the experiment, the EEG signal from
the Cz, Fz, and Pz electrodes was captured. At the
same time, heart rate, and average accuracy together
with the number of pairs successfully found in the
memory game were recorded.
3.2 Hardware Equipment
The experiment was performed in (no info for the
review process). It was equipped with all neces-
sary hardware infrastructure for EEG and heart rate
recordings. The V-Amp amplifier produced by the
Brain Products company was used for EEG record-
ings. Intraaural earphones were used to isolate the
subjects from the surrounding noise and to respect the
constraints caused by wearing the EEG cap. Com-
mon ECI EEG caps (the 10-20 system defining lo-
cations of scalp electrodes) were used depending on
the size of the subjects’ heads. The reference elec-
trode was placed approximately 1 cm above the nose
and the ground electrode was placed on the ear. The
Xiaomi Miband 2 smart wristband was used to mea-
sure heart rate. The wristband was connected to the
mobile application Tools & Mi Band to allow contin-
uous heart rate recording during each measurement.
Two computers were used, the first one for visualiz-
ing, recording and storing EEG data, and the second
one for playing a memory game.
3.3 Software Tools
The BrainVision Recorder was used to visualize and
record the EEG signal. A simple and user friendly
web application Pairs One (Gorin, 2016) was chosen
for the experiment as a suitable representative of the
memory game. It allows users to customize the game
easily. The software Matlab R2015b with freely avail-
able extensions EEGLAB v13.5.4b and ERPLAB 5.0
were used for processing and analysing the captured
EEG data.
3.4 Music Compositions
The music played to the subjects during the experi-
ment was divided into three categories: slow, fast and
preferred one. The musical compositions labeled as
slow and fast music were selected from the same artist
and genre. They did not contain any lyrics, so that
the text did not distract the subject from playing the
game. The preferred musical compositions were se-
lected directly by the subjects. They were instructed
to select two of their favorite musical compositions.
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752
Table 1: Detailed information about the music played during the experiment.
Type Author Musical Composition (1st level) Musical composition (2nd level) Style
Fast Metallica Master of Puppets Enter Sandman metal
Slow Kevin MacLeod Sovereign Fresh Air classic
Figure 1: The frequency spectrum of subject 1 on the electrode Fz.
No restrictions were put on the subject in this selec-
tion.
Finally two sets of musical compositions were
created, each containing one musical composition
from each category. The first set of musical compo-
sitions was played during playing the first difficulty
level of the memory game while the second set of mu-
sical compositions was played during playing the sec-
ond difficulty level of the memory game. The detailed
information on individual musical compositions (for
the fast and slow music types, i.e. not for the music
preferred by the participants) is given in Table 1.
3.5 Subjects
Twenty volunteers between the ages of 21 and 30 par-
ticipated in the experiment, including ten men and ten
women. Prior to the start of the measurement, all vol-
unteers got necessary information about the experi-
ment and were asked to give informed consent. In-
formed consent was obtained from all of them.
3.6 Data and Metadata
EEG data were recorded with the sampling frequency
of 1 kHz; no filters were used during data record-
ing. The resulting signal was stored into three files
of the BrainVision format but two files were impor-
tant in this case (.eeg file containing raw data, and
.vhdr file containing metadata). All recorded data to-
gether with collected metadata were stored into the
EEG/ERP portal, they are publicly available for reg-
istered users.
3.7 Questionnaire
At the end of the experiment, each subject was asked
to fill in personal information and questionnaire. The
questionnaire contained twelve questions relating to
the experiment, e.g. how the participant was influ-
enced by different music during the measurement,
how boring the memory game was at the end of the
experiment or how stressful the overall measurement
for the subject was.
4 DATA PROCESSING
4.1 EEG Data Processing
The changes in energy levels on the alpha and beta
frequency bands when playing the memory game un-
der different conditions (listening to different types of
music) were primarily investigated. The Fast Fourier
Impact of Music on Human Brain Activity during Mental Stress
753
Table 2: Energy levels for all subjects in alpha and beta bands - the first block of the experiment.
Subject 1st session 2nd session 3rd session 4th session
α β α β α β α β
1 287,2 745,7 288,7 736,5 288,2 751,8 288,8 742,7
2 273,3 702,7 273,6 695,9 273,8 691,9 270,8 687,9
3 293,2 783,1 293,0 776,5 290,3 774,1 292,5 773,6
4 298,2 747,0 298,3 744,0 295,8 738,9 294,8 738,8
5 303,7 779,3 302,8 775,0 301,6 777,5 299,8 770,2
6 302,8 742,9 301,0 745,8 298,7 742,1 301,9 748,0
7 287,1 767,0 287,0 800,3 288,0 821,4 290,2 818,2
8 283,6 733,8 284,1 748,1 286,5 759,0 285,8 753,3
9 289,1 746,5 288,6 744,7 286,1 735,2 286,4 734,3
10 287,8 769,0 293,2 777,3 292,9 776,1 294,2 767,3
11 303,5 757,5 304,2 752,7 302,6 744,8 301,2 744,7
12 290,6 741,4 289,6 740,4 284,0 734,3 292,5 737,5
13 291,2 758,3 296,0 800,9 289,8 758,1 294,2 795,0
14 274,8 724,6 275,2 724,2 277,4 722,2 283,6 737,2
15 289,4 730,1 287,8 725,7 291,8 727,0 291,6 728,1
16 299,8 735,4 301,5 750,1 301,7 745,6 297,6 724,6
17 303,9 758,0 301,2 753,9 301,7 756,0 303,1 761,6
18 270,3 696,3 272,5 699,9 274,3 702,8 274,3 708,7
19 288,5 731,8 286,5 726,5 287,2 732,6 286,2 730,4
20 300,2 779,1 298,9 800,2 300,8 797,2 301,0 808,2
Transform was used to convert a discrete signal from
the time domain to the frequency domain.
For each subject, eight EEG recordings corre-
sponding to eight different measurement conditions
(two blocks, each block containing four sessions)
were obtained. An analysis of the frequency spec-
trum of the EEG signal was done for these individ-
ual recordings. To obtain the values of the energy
level on the alpha and beta frequency bands several
preprocessing methods had to be performed with the
recorded EEG data: data filtering (the basic FIR fil-
ter was used) in the frequency range of 0,1 Hz
30 Hz, automated (the moving window method was
used) and manual detection and removal of artifacts,
and calculation and visualization of the EEG signal
spectrum.
Visualization of the frequency spectrum and cal-
culation of energy levels in the alpha and beta bands
were processed for all subjects and for the Cz, Fz, and
Pz electrodes. As an example, the resulting graph for
subject 1 on the electrode Fz is shown in Figure 1.
Tables 2 and 3 show energy levels for all subjects
in the alpha and beta bands on the electrode Pz for the
first and second block of the experiment. The alpha
and beta bands were the most prominent on the Pz
electrode, therefore these values were further used in
data analysis.
4.2 Heart Rate Data Processing
Nine different heart rate values were obtained for each
subject. The first value corresponds to the baseline
heart rate, which was defined as the median of the
values measured before and after the experiment. The
other heart rate values correspond to the eight sessions
of the experiment. The heart rate calculated for each
session is the median of all the values captured during
the session.
No heart values were obtained for subject 5 in the
last two parts of the experiment, and no heart rate val-
ues at all were obtained for subject 15. In both cases
it was due to technical troubles with the measuring
device.
4.3 Memory Game Data Processing
The data related to the accuracy of subjects in the
memory game were collected for each session and
each subject. The accuracy was calculated directly
by the application Pairs One. Two values were cal-
culated for each subject. The total accuracy for each
session of the experiment was calculated as the av-
erage of the accuracy of completed memory games in
this session, and the total number of exposed cards for
each session of the experiment was calculated as the
sum of exposed cards for all (even incomplete) mem-
ory games in that session. Table 4 shows the total
accuracy for all subjects in individual sessions.
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754
Table 3: Energy levels for all subjects in alpha and beta bands - the second block of the experiment.
Subject 5th session 6th session 7th session 8th session
α β α β α β α β
1 284,7 737,4 286,6 755,0 286,5 742,3 286,8 752,0
2 270,6 682,9 269,1 685,2 270,8 685,3 267,8 683,7
3 294,1 778,4 291,9 782,7 292,1 779,7 294,4 787,8
4 296,3 738,5 289,8 731,9 292,0 729,4 291,5 732,1
5 302,9 775,0 299,7 768,0 300,6 767,7 300,7 763,2
6 297,7 736,0 303,5 741,2 301,3 742,1 303,5 743,1
7 283,1 761,4 284,8 786,9 284,6 811,2 284,1 811,5
8 280,3 725,1 281,2 726,8 280,9 730,2 282,1 727,7
9 286,0 731,7 287,0 734,4 285,7 733,2 290,9 740,0
10 285,4 771,6 295,1 762,1 298,6 757,2 289,6 767,6
11 303,9 750,1 302,4 758,0 301,7 758,5 301,3 761,1
12 286,6 749,0 284,4 737,6 288,1 741,5 291,1 734,3
13 294,5 802,9 292,8 823,0 300,1 869,4 296,2 862,6
14 276,8 724,2 275,4 724,8 279,1 740,4 282,5 734,4
15 292,0 725,4 291,7 724,1 287,6 723,0 291,2 724,9
16 300,6 744,1 297,8 733,8 298,6 728,4 300,3 739,3
17 301,4 748,7 299,9 754,7 300,7 751,8 304,4 755,3
18 272,4 709,4 274,2 698,9 274,0 699,7 274,6 704,0
19 284,6 724,4 285,2 726,6 287,8 741,0 287,8 727,4
20 301,4 803,8 303,3 803,4 303,1 803,3 302,3 821,5
5 DATA ANALYSIS
This section describes the control measurement which
was performed to verify the effect of the order in
which the music compositions were played and selec-
tion of results of applying statistical methods to the
collected data.
5.1 Control Experiment
In the experiment, a control measurement was per-
formed to verify that the order in which the musical
compositions were played had/had not an impact on
the measured values. One of the subjects was asked
to undergo the experiment again; the order of the mu-
sical compositions was changed. In the beta band, an
increase in energy level values was observed during
the first three sessions and a subsequent decrease of
energy level values was visible during the fourth and
fifth sessions. In the rest of the experiment, there was
no such a trend visible. No dependence on the order
of sessions was observed in the alpha band and within
the heart rate values.
5.2 Statistical Results
Finally the collected and preprocessed data were sta-
tistically evaluated. The Repeated Measures ANOVA
was used for the evaluation of the heart rate and game
performance in eight different conditions (eight ses-
sions of playing the memory game) and the classic
t-test was applied to the data to answer the interesting
question given later in this paper.
Two following H
0
hypotheses were set for the
evaluation of heart rate and memory game perfor-
mance in the eight session of the experiment:
The mean values of heart rate are the same under
all conditions (i.e. without statistically significant
differences)
The mean values of the number of cards played
are the same under all conditions (i.e. without sta-
tistically significant differences).
The results for both hypotheses (at the signifi-
cance level α = 0.05) showed that there was no statis-
tically significant difference between the mean values
of heart rate as well as there was no statistically signif-
icant difference between cards played under specified
conditions.
For the next analysis of the data two variants of
the classic t-test were used. The following research
questions created the base for the subsequent deter-
mination of the hypotheses:
What was the impact of the subjects’ sex on the
collected data?
What was the impact of the game difficulty on the
Impact of Music on Human Brain Activity during Mental Stress
755
Table 4: The overall accuracy of playing the memory game in individual sessions of the experiment.
Subject Memory Game Accuracy (%) in sessions
1 2 3 4 5 6 7 8
1 37,0 44,0 34,0 36,0 44,0 34,0 36,0 39,5
2 56,5 49,0 47,0 39,0 42,0 36,0 65,0 38,0
3 53,0 54,0 52,0 57,0 54,0 59,5 47,0 68,0
4 59,0 59,0 56,0 66,0 69,0 46,0 60,0 55,0
5 40,0 37,0 52,0 49,5 52,0 35,0 37,0 55,0
6 59,0 72,5 72,0 68,5 64,5 72,0 69,0 53,0
7 65,0 65,0 68,0 61,5 63,0 59,0 57,5 57,5
8 58,0 36,0 49,0 49,5 50,0 61,0 60,5 59,5
9 67,0 68,5 72,5 60,5 72,5 72,5 72,5 62,5
10 54,0 45,0 52,0 40,0 - 50,0 50,0 52,0
11 77,5 66,0 68,0 70,5 74,0 79,0 81,5 68,0
12 68,0 56,0 73,0 71,0 61,0 59,0 72,0 71,0
13 44,0 44,5 31,0 48,0 35,0 33,0 33,0 58,0
14 63,0 72,5 53,0 60,5 43,0 44,0 78,0 65,5
15 61,0 50,0 58,0 45,0 64,0 45,0 61,0 56,0
16 62,5 54,0 54,5 64,0 61,5 51,0 59,0 68,0
17 44,0 59,0 40,0 38,0 50,0 47,5 42,0 47,0
18 56,5 48,0 41,0 44,5 53,0 29,0 42,0 26,0
19 63,5 52,5 55,0 45,5 52,0 37,0 45,0 44,0
20 41,0 50,5 38,0 36,5 49,0 50,0 37,0 46,0
collected data?
What was the impact of the music played to the
subjects and music preferences of the subjects on
the collected data?
What was the impact of music on the accuracy of
subjects during playing the memory game?
What was the impact of the subjects’ interest in
the memory game on the collected data?
What was the impact of listening to music on the
collected data?
Because the number of statistical results calcu-
lated over this data was very large, we focused only
on some of them in this paper.
The effect of subjects’ sex on the collected data
was evaluated for the spectral values in the alpha and
beta frequency bands as well as for the heart rate val-
ues. While the differences in heart rate values were
not statistically significant for men and women, there
was a statistically significant difference between the
values in the beta frequency band on the Pz electrode
(t = 2,4925; p = 0,0227) for men and women. It could
indicate that women concentrated more on their game
performance throughout the experiment.
No significant changes in the alpha and beta
bands were observed when the difficulty of the game
changed. While the subjects were playing the mem-
ory game in a quiet environment, with slow and pre-
ferred music, a slight drop in heart rate values was
recorded (compared to a game with lower difficulty)
for the game with a higher difficulty setting. This
finding suggests that there might be a relationship be-
tween higher difficulty of the game and slowing of
the heart rate. It was not confirmed that changing the
difficulty of the memory game would bring different
values of heart rate and in alpha and beta frequency
bands for men and women.
The values in alpha and beta frequency bands dif-
fered minimally when it came to the effect of the type
of music being played, only the values of heart rate
were seen to slightly increase when playing fast mu-
sic. For subjects who preferred fast music, the values
observed in the beta band were significantly lower in
all parts of the measurement than in the group which
preferred slow music. Despite these differences, indi-
vidual values were not found to be statistically signif-
icant within each part of the experiment.
Whether the subject perceived the type of mu-
sic positively, neutrally or negatively did not affect
his/her achieved accuracy in the memory game as it
was expected.
Another question examined whether the alpha,
beta, and heart rate values differ between the group of
subjects who stated in the questionnaire that the game
was boring at the end of the experiment and the group
of the subjects who enjoyed the memory game. The
collected data were compared for these two groups of
subjects and for each session of the experiment.
HEALTHINF 2020 - 13th International Conference on Health Informatics
756
In all eight sessions of the experiment, the alpha
activity was significantly higher in the group of peo-
ple who were bored at the end of the memory game.
In contrast, the beta activity was significantly lower
in this group. The heart rate values were higher in
all sessions of the experiment for the group that en-
joyed the memory game. These results could indicate
that the subjects who enjoyed the memory game more
were also more focused and excited throughout the
experiment. Despite these significant differences, in-
dividual values were not found to be statistically sig-
nificant within each session of the experiment.
It was observed that the subjects’ experience of
listening to music at work did not significantly affect
brain activity or heart rate during the experiment.
6 CONCLUSIONS
The work investigated the impact of listening to dif-
ferent types of music on the activity of the human
brain during mental stress (while the subjects were
playing the memory game). Changes in the values
of heart rate and brain activity in the alpha and beta
bands were measured and analyzed, and the relation-
ship of these changes to the music played and to
the data obtained from questionnaires were examined.
During the analysis the impact of music on the num-
ber of game cards exposed and the overall accuracy
during playing the memory game was also evaluated.
Performing the control experiments, the depen-
dence of the music on the order in which it was played
was not confirmed.
The differences in heart rate values and the num-
ber of cards successfully played in the memory game
were not found to be statistically significant in the in-
dividual sessions of the experiment. Even when we
statistically evaluated other hypotheses, most of the
results were statistically insignificant.
Since most of the results were found to be statisti-
cally not significant, the question of the construction
of the experimental scenario itself arises. Given the
results of the analysis of groups with different pref-
erences in the selection of fast and slow music and
groups with different levels of engagement, it might
be beneficial to examine these differences in more de-
tail in a separate experiment and to perform measure-
ments on more subjects.
ACKNOWLEDGEMENTS
This work was supported by the University specific
research project SGS-2019-018 Processing of hetero-
geneous data and its specialized applications (project
SGS-2019-018).
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