


Notable figures from the 19th century include Czech physician Leopold Raudnitz, who conducted work with patients in a Prague insane asylum, and clergyman and musician Frederick Kill Harford who is considered a pioneer of music therapy ( Kramer, 2000). Musicians, physicians, philosophers, and religious leaders, such as priests, have attempted to identify efficacy ( Kramer, 2000). Music has been used as a healer and form of therapy across cultures for centuries and has evolved as a methodology since the 19th century. There are numerous ways to cope with and address stress and anxiety, but one often overlooked tool is the therapeutic use of music. Both stress and anxiety have been estimated to cost $300 billion worldwide per year in costs ( Fink, 2016). Stress and anxiety are considered a health epidemic in the twenty-first century, according to the World Health Organization (WHO). Such systems can provide benefit to music therapists as well as to anyone wanting to treat stress from daily living. Lastly, we posit that such digital music systems can be realized using consumer-grade biosensing wearables coupled with smartphones. We also discuss how these digital music systems can use biofeedback coupled with machine learning to provide improved efficacy. The survey also emphasizes digital music systems where biosensing is utilized to adapt music playback to the subject, forming a biofeedback loop. The survey analyzes biosensing instruments for brain activity, cardiovascular, electrodermal, and respiratory measurements for efficacy in reduction in stress and anxiety. We present a survey of digital music systems that utilize biosensing for the purpose of reducing stress and anxiety with therapeutic use of music. However, access to treatment is limited by the need for trained music therapists and the difficulty of quantitatively measuring efficacy in treatment. Music therapy is used to treat stress and anxiety in patients for a broad range of reasons such as cancer treatment, substance abuse, addressing trauma, and just daily stress in life. 2School of Interactive Games and Media, Rochester Institute of Technology, Rochester, NY, United States.1School of Interactive Arts and Technology, Simon Fraser University, Burnaby, BC, Canada.Arron Ferguson 1 * Carlos Castellanos 2 Philippe Pasquier 1 *
