12 research outputs found

    Proceedings of the 19th Sound and Music Computing Conference

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    Proceedings of the 19th Sound and Music Computing Conference - June 5-12, 2022 - Saint-Étienne (France). https://smc22.grame.f

    Music in Evolution and Evolution in Music

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    Music in Evolution and Evolution in Music by Steven Jan is a comprehensive account of the relationships between evolutionary theory and music. Examining the ‘evolutionary algorithm’ that drives biological and musical-cultural evolution, the book provides a distinctive commentary on how musicality and music can shed light on our understanding of Darwin’s famous theory, and vice-versa. Comprised of seven chapters, with several musical examples, figures and definitions of terms, this original and accessible book is a valuable resource for anyone interested in the relationships between music and evolutionary thought. Jan guides the reader through key evolutionary ideas and the development of human musicality, before exploring cultural evolution, evolutionary ideas in musical scholarship, animal vocalisations, music generated through technology, and the nature of consciousness as an evolutionary phenomenon. A unique examination of how evolutionary thought intersects with music, Music in Evolution and Evolution in Music is essential to our understanding of how and why music arose in our species and why it is such a significant presence in our lives

    Parameter Search for Aesthetic Design and Composition

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    PhDThis thesis is about algorithmic creation in the arts – where an artist, designer or composer uses a formal generative process to assist in crafting forms and patterns – and approaches to finding effective input parameter values to these generative processes for aesthetic ends. Framed in three practical studies, approaches to navigating the aesthetic possibilities of generative processes in sound and visuals are presented, and strategies for eliciting the preferences of the consumers of the generated output are explored. The first study presents a musical interface that enables navigation of the possibilities of a stochastic generative process with respect to measures of subjective predictability. Through a mobile phone version of the application, aesthetic preferences are crowd-sourced. The second study presents an eye-tracking based framework for the exploration of the possibilities afforded by generative designs; the interaction between the viewers’ gaze patterns and the system engendering a fluid navigation of the state-space of the visual forms. The third study presents a crowd-sourced interactive evolutionary system, where populations of abstract colour images are shaped by thousands of preference selections from users worldwide For each study, the results of analyses eliciting the attributes of the generated outputs – and their associated parameter values – that are most preferred by the consumers/users of these systems are presented. Placed in a historical and theoretical context, a refined perspective on the complex interrelationships between generative processes, input parameters and perceived aesthetic value is presented. Contributions to knowledge include identified trends in objective aesthetic preferences in colour combinations and their arrangements, theoretical insights relating perceptual mechanisms to generative system design and analysis, strategies for effectively leveraging evolutionary computation in an empirical aesthetic context, and a novel eye-tracking based framework for the exploration of visual generative designs.Engineering and Physical Sciences Research Council (EPSRC) as part of the Doctoral Training Centre in Media and Arts Technology at Queen Mary University of London (ref: EP/G03723X/1)

    Emergent Rhythmic Structures as Cultural Phenomena Driven by Social Pressure in a Society of Artificial Agents

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    This thesis studies rhythm from an evolutionary computation perspective. Rhythm is the most fundamental dimension of music and can be used as a ground to describe the evolution of music. More specifically, the main goal of the thesis is to investigate how complex rhythmic structures evolve, subject to the cultural transmission between individuals in a society. The study is developed by means of computer modelling and simulations informed by evolutionary computation and artificial life (A-Life). In this process, self-organisation plays a fundamental role. The evolutionary process is steered by the evaluation of rhythmic complexity and by the exposure to rhythmic material. In this thesis, composers and musicologists will find the description of a system named A-Rhythm, which explores the emerged behaviours in a community of artificial autonomous agents that interact in a virtual environment. The interaction between the agents takes the form of imitation games. A set of necessary criteria was established for the construction of a compositional system in which cultural transmission is observed. These criteria allowed the comparison with related work in the field of evolutionary computation and music. In the development of the system, rhythmic representation is discussed. The proposed representation enabled the development of complexity and similarity based measures, and the recombination of rhythms in a creative manner. A-Rhythm produced results in the form of simulation data which were evaluated in terms of the coherence of repertoires of the agents. The data shows how rhythmic sequences are changed and sustained in the population, displaying synchronic and diachronic diversity. Finally, this tool was used as a generative mechanism for composition and several examples are presented.Leverhulme Trus

    Pattern Recognition

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    A wealth of advanced pattern recognition algorithms are emerging from the interdiscipline between technologies of effective visual features and the human-brain cognition process. Effective visual features are made possible through the rapid developments in appropriate sensor equipments, novel filter designs, and viable information processing architectures. While the understanding of human-brain cognition process broadens the way in which the computer can perform pattern recognition tasks. The present book is intended to collect representative researches around the globe focusing on low-level vision, filter design, features and image descriptors, data mining and analysis, and biologically inspired algorithms. The 27 chapters coved in this book disclose recent advances and new ideas in promoting the techniques, technology and applications of pattern recognition

    Empirical studies in end-user computer-generated music composition systems

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    Computer music researchers dream of the perfect algorithm, in which the music generated is indistinguishable from, or even superior to, that composed by the world’s most talented composers. However, the fulfilment of this aim remains ambitious. This thesis pursues a different direction, proposing instead that computer-generated music techniques can be used as tools to support human composers, acting as a catalyst for human creativity, rather than a replacement.Computer-generated music remains a challenge. Techniques and systems are abundant, yet there has been little exploration of how these might be useful for end-users looking to compose with generative and algorithmic music techniques. User interfaces for computer-generated music systems are often inaccessible to non-programmers as they frequently neglect established composition workflow and design paradigms that are familiar to composers in the digital age. For this research, the Interactive Generative Music Environment (IGME) was developed for studying interaction and composition; building on the foundations established in modern music sequencing software, whilst integrating various computer-generated music techniques.Three original studies are presented, based on participatory design principles, and evaluated with a mix-methods approach that involved studying end-users engaged with the IGME software. Two studies were group sessions where 54 participants spent an hour with IGME, in either a controlled (lab) environment or remotely as part of a conference workshop. The third study provided users more time with the software, with interactions studied and analysed with the use of screen recording technologies. In total, over 80 hours of interaction data was captured.It was discovered that users need to understand several threshold concepts before engaging with computer-generated music, and have the necessary skills to debug musical problems within the generative output. The ability to do this requires pre-existing knowledge of music theory. The studies support the conclusion that computer-generated music is used more as a catalyst for composition than as a replacement for it.A range of recommendations and requirements for building computer-generated music systems are presented, and summarise the contributions to knowledge, along with signposts for future work
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