Hugh, in order to help with advise on how best to use the sensor, you asked for information on the piece I am trying to produce for which the BioWave is the data acquisition device, so what follows is a project description:
What I have in mind is a screen based real-time art installation in which the "participant" enters a gallery space and an attendant fits the "participant" with a head-mount (embedded with the BioWave), instructing them on the experience, and adjusting the sensors output to the individual. A delicate process this may take 5-10 minutes. Following said "tuning", the trainee will begin to experience a combination of aural stimulation and visual deprivation. Since as the BioWave's PDF states Alpha is the easiest to acquire, at this point, conceptually, the project is based around stimulating the production of Alpha.
The head-mount is additionally embedded with noise canceling headphones playing a binaural frequency which stimulate the creation of the brain's Alpha. The "participant's" eyes are covered so that there is no direct visual information to process, such circumstances are ideal for the detection of Alpha waves. When Alpha is detected, the image on screen produces a mild flicker visible through the translucent visor. As their production of Alpha hopefully increases, the system rewards them by increasing the brightness and frequency of the flicker as well as augmenting the binaural beats accordingly.
At first, upon entering the space the image projected on-screen will appear as highly rendered image of a dark pool of water. Once the participant is fitted with the headmount, however, and the data starts coming in, the image changes (all the participant, however, can see at this point is gross changes in luminance of the on-screen image). As the participant starts to produce Alpha this data is fed-back into the visualization to control a number of the images parameters. For one thing, the image on screen starts flashing (this can be seen by the participant through the translucent visor), and the binaural beats become augmented. These stimuli are intended to relax the participant and encourage the production of more Alpha.
From the point of view of the surrounding audience (i.e. not the participant) the experience however is different. As they would be able to see the screen unimpeded, they would see a 3d computer graphic image appear on-screen. (For aesthetic reasons related to positioning the project in relation to the history of biofeedback and virtual reality research, as well as in the contemporary context of interactive entertainment the image that the audience will see is intended to resemble a portal to another dimension.) The audience thus see a clear representation of the shape of the wormhole form on-screen, the data from the participant's brainwaves controlling image parameters including: the shape, direction, texturing and speed of fly-through (additionally peaks in the data could be used to generate particles, that would seem as though they were emanating from the wormhole). Finally there is also the idea what peaks in the data would create loud Bass-heavy white noise on speakers (which the head-mount's headphones would cancel-out).
Here, then, is the crux of the idea, as the helmet wearer creates alpha (representing his state of relaxation) while, the party outside gets more exciting and the visuals get more stimulating, eventually culminating to pure flashing light and very fast BPMs. The irony here, of course, is that while the experience gets more and more intense and aggressive for the outside audience, it relies on the wearer to keep relaxing in order to create more Alpha. In this sense the participant wearing the helmet is like the calm at the center of the virtual storm.