Muse (headband)

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Muse
Muse Logo for headband.png
Product typeElectronic headband
OwnerInteraXon
Produced byInteraXon
CountryToronto, Ontario, Canada
IntroducedMay 2014
Websitewww.choosemuse.com

Muse is a wearable brain sensing headband. The device measures brain activity via 4 electroencephalography (EEG) sensors. An accompanying mobile app converts the EEG signal into audio feedback that is fed to the user via headphones.[1] Muse is manufactured by InteraXon, a company based in Toronto, Ontario, Canada[2] that was founded in 2007 by Ariel Garten, Trevor Coleman, Chris Aimone, and Steve Mann originally at 330 Dundas Street West (Steve Mann's lab), in Toronto, Ontario, Canada.[3][4][5][6] Development of the Muse product began in 2003, and after several rounds of fundraising, was released to the public in May 2014.[2] In 2018, the company launched Muse 2, which also measures heart rate, breath, and body movement.

The device operates by representing brain waves that correspond to a more relaxed state through the sound of tweeting birds, and higher amounts of brain activity is represented by storm sounds.[7]

It was demonstrated that Muse can be used for ERP research, with the advantage of it being low cost and quick to setup. Specifically, it can easily quantify N200, P300, and reward positivity.[8]

It is also widely used for a wide variety of other applications ranging from health and wellbeing to scientific and medical research.[9][10][11][12][13][14][15]

It is claimed that using the headband helps in reaching a deep relaxed state.[16]

Muse is worn over the ears and connects to a companion mobile app via bluetooth. The use of Muse enables the use of biofeedback, differing from a device like Thync that claims to actually alter brainwaves by wearing it.[17]

References[edit]

  1. ^ Baig, Edgar C. (August 12, 2014). "Brainy Muse headband: Wearable tech to calm you down". USA Today. Retrieved August 2, 2016.
  2. ^ a b O'Rourke, Patrick (April 14, 2015). "Can Toronto-based InterAxon's brain-sensing headband Muse help people relax?". Financial Post. Retrieved Jun 23, 2019.
  3. ^ "Company Overview of InteraXon Inc". Bloomberg. Retrieved 2019-06-23.
  4. ^ "Tech Giant "Father of Wearable Tech" Steve Mann "Goes for The Ride" to YYD ROBO!". us.yydrobo.com. 2017-07-31. Retrieved 2019-06-23.
  5. ^ Futurist, Nikolas Badminton (2014-11-11). "Father of Wearable Computing, Steve Mann, to Keynote FITC Wearables, Toronto, November 13th". Medium. Retrieved 2019-06-23.
  6. ^ Stu Robarts (March 11, 2015). "Hands-on: Staying focused (or not) with the Muse brain-sensing headband". New Atlas. Retrieved 2019-06-23.
  7. ^ "Muse Headband Review: A Fitbit for Your Brain". Re/code. 2014-11-06. Retrieved 2015-11-09.
  8. ^ Krigolson, Olave E.; Williams, Chad C.; Norton, Angela; Hassall, Cameron D.; Colino, Francisco L. (2017-03-10). "Choosing MUSE: Validation of a Low-Cost, Portable EEG System for ERP Research". Frontiers in Neuroscience. 11: 109. doi:10.3389/fnins.2017.00109. ISSN 1662-453X. PMC 5344886. PMID 28344546.
  9. ^ Bashivan, Pouya; Rish, Irina; Heisig, Steve (2016). "Mental state recognition via Wearable EEG". arXiv:1602.00985v2 [cs.CV].
  10. ^ Gray, Sarah N. (August 2017). "An Overview of the Use of Neurofeedback Biofeedback for the Treatment of Symptoms of Traumatic Brain Injury in Military and Civilian Populations". Medical Acupuncture. 29 (4): 215–219. doi:10.1089/acu.2017.1220. ISSN 1933-6586. PMC 5580369. PMID 28874922.
  11. ^ Ijjada, Mohan Sai; Thapliyal, Himanshu; Caban-Holt, Allison; Arabnia, Hamid R (Dec 2015). "Evaluation of Wearable Head Set Devices in Older Adult Populations for Research". 2015 International Conference on Computational Science and Computational Intelligence (CSCI). Las Vegas, NV, USA: IEEE: 810–811. doi:10.1109/CSCI.2015.158. ISBN 9781467397957.
  12. ^ Gang, Peng; Hui, Jiang; Stirenko, S.; Gordienko, Yu.; Shemsedinov, T.; Alienin, O.; Kochura, Yu.; Gordienko, N.; Rojbi, A. (2019). Arai, Kohei; Kapoor, Supriya; Bhatia, Rahul (eds.). User-Driven Intelligent Interface on the Basis of Multimodal Augmented Reality and Brain-Computer Interaction for People with Functional Disabilities. 886. Cham: Springer International Publishing. pp. 612–631. arXiv:1704.05915v2. doi:10.1007/978-3-030-03402-3_43. ISBN 9783030034016.
  13. ^ Liu, Ran; Peli, Eli; Hwang, Alex D. (2017-01-29). "Measuring visually induced motion sickness using wearable devices". Electronic Imaging. 2017 (14): 218–223. doi:10.2352/ISSN.2470-1173.2017.14.HVEI-147. ISSN 2470-1173.
  14. ^ Brannock, Evelyn; Lutz, Robert (Dec 2016). "On the Couch with Android and Muse: Nifty Assignment". J. Comput. Sci. Coll. 32 (2): 211–213. ISSN 1937-4771.
  15. ^ Garcia, Alfredo; Gonzalez, Juan Manuel; Palomino, Amparo (2019). Agredo-Delgado, Vanessa; Ruiz, Pablo H. (eds.). Data Acquisition System for the Monitoring of Attention in People and Development of Interfaces for Commercial Devices. 847. Cham: Springer International Publishing. pp. 83–97. doi:10.1007/978-3-030-05270-6_7. ISBN 9783030052690.
  16. ^ "Muse The Brain Sensing Headband Review". Tune into Gold. Retrieved 2016-03-30.
  17. ^ "Muse review: The brain sensing headband that knows you're stressed". Wareable. 2015-04-21. Retrieved 2015-11-09.

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