4,970 research outputs found

    Survey Report: Audio Branding Support Systems

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    Existing tools for use in audio branding are surveyed and typical core work steps are defined. Particular attention is paid to professional metaphors in use and intuitive usability which support audio branding communication, workflows, automation, monitoring and maintenance. Furthermore design of UIs which give representation support are examined in detail. Results are arranged into concrete requirements and recommendations for the project's tool developments.EC/H2020/688122/EU/Artist-to-Business-to-Business-to-Consumer Audio Branding System/ABC D

    Social software for music

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    Tese de mestrado integrado. Engenharia Informåtica e Computação. Faculdade de Engenharia. Universidade do Porto. 200

    Visualizing Music Collections Based on Metadata: Concepts, User Studies and Design Implications

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    Modern digital music services and applications enable easy access to vast online and local music collections. To differentiate from their competitors, software developers should aim to design novel, interesting, entertaining, and easy-to-use user interfaces (UIs) and interaction methods for accessing the music collections. One potential approach is to replace or complement the textual lists with static, dynamic, adaptive, and/or interactive visualizations of selected musical attributes. A well-designed visualization has the potential to make interaction with a service or an application an entertaining and intuitive experience, and it can also improve the usability and efficiency of the system. This doctoral thesis belongs to the intersection of the fields of human-computer interaction (HCI), music information retrieval (MIR), and information visualization (Infovis). HCI studies the design, implementation and evaluation of interactive computing systems; MIR focuses on the different strategies for helping users seek music or music-related information; and Infovis studies the use of visual representations of abstract data to amplify cognition. The purpose of the thesis is to explore the feasibility of visualizing music collections based on three types of musical metadata: musical genre, tempo, and the release year of the music. More specifically, the research goal is to study which visual variables and structures are best suitable for representing the metadata, and how the visualizations can be used in the design of novel UIs for music player applications, including music recommendation systems. The research takes a user- centered and constructive design-science approach, and covers all the different aspects of interaction design: understanding the users, the prototype design, and the evaluation. The performance of the different visualizations from the user perspective was studied in a series of online surveys with 51-104 (mostly Finnish) participants. In addition to tempo and release year, five different visualization methods (colors, icons, fonts, emoticons and avatars) for representing musical genres were investigated. Based on the results, promising ways to represent tempo include the number of objects, shapes with a varying number of corners, and y-axis location combined with some other visual variable or clear labeling. Promising ways to represent the release year include lightness and the perceived location on the z- or x-axis. In the case of genres, the most successful method was the avatars, which used elements from the other methods and required the most screen estate. In the second part of the thesis, three interactive prototype applications (avatars, potentiometers and a virtual world) focusing on visualizing musical genres were designed and evaluated with 40-41 Finnish participants. While the concepts had great potential for complementing traditional text-based music applications, they were too simple and restricted to replace them in longer-term use. Especially the lack of textual search functionality was seen as a major shortcoming. Based on the results of the thesis, it is possible to design recognizable, acceptable, entertaining, and easy-to-use (especially genre) visualizations with certain limitations. Important factors include, e.g., the used metadata vocabulary (e.g., set of musical genres) and visual variables/structures; preferred music discovery mode; available screen estate; and the target culture of the visualizations

    Supporting Personalized Music Exploration through a Genre Exploration Recommender

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    Recommender systems have been largely focused on the task of predicting users' current preferences and finding the most relevant items that users currently like. However, this approach is not sufficient as users may want to explore and develop new preferences, for example about a new genre. Allowing users to explore new preferences has many advantages, such as helping users to stay away from the so-called ``filter bubbles'', supporting new preference exploration and development, and promoting under-explored niche tastes, in addition to the mainstream preferences. Therefore, in this dissertation, we explore how recommender systems can be leveraged to support users' new preference exploration in the context of music genre exploration. The research takes a multidisciplinary approach in which we explore music recommendation algorithms and interactive exploration interface design for supporting music genre exploration, paired with insights from individual's music preference evolution and theories on decision making (such as digital nudges). For this purpose, we propose a music genre exploration tool and refine the tool over subsequent studies. We evaluate the music genre exploration tool with multiple single-session user-centric studies and one longitudinal user study on the long-term effectiveness of the tool to drive new preference exploration with various types of users’ objective behavior and their subjective user experience. From the studies, we find that users perceived the music genre exploration tool to be a new and helpful way to explore and develop new music tastes. By allowing users to make trade-offs between their current preferences and the new music genre they want to explore, the music genre exploration helps users make an easy personalized first step out of their comfort zone and towards the new preferences. The newly designed interactive exploration interface of the music exploration tool improves the usability and helpfulness of genre exploration by improving transparency, controllability and understandability. We further investigate individual differences during musical preference evolution by checking individuals' musical preference consistency and identify a relevant personal factor associated with this consistency (i.e., musical expertise). Our findings suggest that users with different musical expertise tend to show different musical exploration behavior. We further enhance the exploration tool with digital nudges to see if digital nudges can promote more exploration from users, and based on insights on individual differences, how this differs among individuals with different expertise levels. Based on our findings, we discuss opportunities and implications for future recommender systems to support new preference exploration and development

    Exploratory Browsing

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    In recent years the digital media has influenced many areas of our life. The transition from analogue to digital has substantially changed our ways of dealing with media collections. Today‟s interfaces for managing digital media mainly offer fixed linear models corresponding to the underlying technical concepts (folders, events, albums, etc.), or the metaphors borrowed from the analogue counterparts (e.g., stacks, film rolls). However, people‟s mental interpretations of their media collections often go beyond the scope of linear scan. Besides explicit search with specific goals, current interfaces can not sufficiently support the explorative and often non-linear behavior. This dissertation presents an exploration of interface design to enhance the browsing experience with media collections. The main outcome of this thesis is a new model of Exploratory Browsing to guide the design of interfaces to support the full range of browsing activities, especially the Exploratory Browsing. We define Exploratory Browsing as the behavior when the user is uncertain about her or his targets and needs to discover areas of interest (exploratory), in which she or he can explore in detail and possibly find some acceptable items (browsing). According to the browsing objectives, we group browsing activities into three categories: Search Browsing, General Purpose Browsing and Serendipitous Browsing. In the context of this thesis, Exploratory Browsing refers to the latter two browsing activities, which goes beyond explicit search with specific objectives. We systematically explore the design space of interfaces to support the Exploratory Browsing experience. Applying the methodology of User-Centered Design, we develop eight prototypes, covering two main usage contexts of browsing with personal collections and in online communities. The main studied media types are photographs and music. The main contribution of this thesis lies in deepening the understanding of how people‟s exploratory behavior has an impact on the interface design. This thesis contributes to the field of interface design for media collections in several aspects. With the goal to inform the interface design to support the Exploratory Browsing experience with media collections, we present a model of Exploratory Browsing, covering the full range of exploratory activities around media collections. We investigate this model in different usage contexts and develop eight prototypes. The substantial implications gathered during the development and evaluation of these prototypes inform the further refinement of our model: We uncover the underlying transitional relations between browsing activities and discover several stimulators to encourage a fluid and effective activity transition. Based on this model, we propose a catalogue of general interface characteristics, and employ this catalogue as criteria to analyze the effectiveness of our prototypes. We also present several general suggestions for designing interfaces for media collections

    AndroMedia : Towards a Context-aware Mobile Music Recommender

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    Portable music players have made it possible to listen to a personal collection of music in almost every situation, and they are often used during some activity to provide a stimulating audio environment. Studies have demonstrated the effects of music on the human body and mind, indicating that selecting music according to situation can, besides making the situation more enjoyable, also make humans perform better. For example, music can boost performance during physical exercises, alleviate stress and positively affect learning. We believe that people intuitively select different types of music for different situations. Based on this hypothesis, we propose a portable music player, AndroMedia, designed to provide personalised music recommendations using the user's current context and listening habits together with other user's situational listening patterns. We have developed a prototype that consists of a central server and a PDA client. The client uses Bluetooth sensors to acquire context information and logs user interaction to infer implicit user feedback. The user interface also allows the user to give explicit feedback. Large user interface elements facilitate touch-based usage in busy environments. The prototype provides the necessary framework for using the collected information together with other user's listening history in a context- enhanced collaborative filtering algorithm to generate context-sensitive recommendations. The current implementation is limited to using traditional collaborative filtering algorithms. We outline the techniques required to create context-aware recommendations and present a survey on mobile context-aware music recommenders found in literature. As opposed to the explored systems, AndroMedia utilises other users' listening habits when suggesting tunes, and does not require any laborious set up processes

    Text-based Sentiment Analysis and Music Emotion Recognition

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    Nowadays, with the expansion of social media, large amounts of user-generated texts like tweets, blog posts or product reviews are shared online. Sentiment polarity analysis of such texts has become highly attractive and is utilized in recommender systems, market predictions, business intelligence and more. We also witness deep learning techniques becoming top performers on those types of tasks. There are however several problems that need to be solved for efficient use of deep neural networks on text mining and text polarity analysis. First of all, deep neural networks are data hungry. They need to be fed with datasets that are big in size, cleaned and preprocessed as well as properly labeled. Second, the modern natural language processing concept of word embeddings as a dense and distributed text feature representation solves sparsity and dimensionality problems of the traditional bag-of-words model. Still, there are various uncertainties regarding the use of word vectors: should they be generated from the same dataset that is used to train the model or it is better to source them from big and popular collections that work as generic text feature representations? Third, it is not easy for practitioners to find a simple and highly effective deep learning setup for various document lengths and types. Recurrent neural networks are weak with longer texts and optimal convolution-pooling combinations are not easily conceived. It is thus convenient to have generic neural network architectures that are effective and can adapt to various texts, encapsulating much of design complexity. This thesis addresses the above problems to provide methodological and practical insights for utilizing neural networks on sentiment analysis of texts and achieving state of the art results. Regarding the first problem, the effectiveness of various crowdsourcing alternatives is explored and two medium-sized and emotion-labeled song datasets are created utilizing social tags. One of the research interests of Telecom Italia was the exploration of relations between music emotional stimulation and driving style. Consequently, a context-aware music recommender system that aims to enhance driving comfort and safety was also designed. To address the second problem, a series of experiments with large text collections of various contents and domains were conducted. Word embeddings of different parameters were exercised and results revealed that their quality is influenced (mostly but not only) by the size of texts they were created from. When working with small text datasets, it is thus important to source word features from popular and generic word embedding collections. Regarding the third problem, a series of experiments involving convolutional and max-pooling neural layers were conducted. Various patterns relating text properties and network parameters with optimal classification accuracy were observed. Combining convolutions of words, bigrams, and trigrams with regional max-pooling layers in a couple of stacks produced the best results. The derived architecture achieves competitive performance on sentiment polarity analysis of movie, business and product reviews. Given that labeled data are becoming the bottleneck of the current deep learning systems, a future research direction could be the exploration of various data programming possibilities for constructing even bigger labeled datasets. Investigation of feature-level or decision-level ensemble techniques in the context of deep neural networks could also be fruitful. Different feature types do usually represent complementary characteristics of data. Combining word embedding and traditional text features or utilizing recurrent networks on document splits and then aggregating the predictions could further increase prediction accuracy of such models

    The MIREX Grand Challenge: A Framework of Holistic User-Experience Evaluation in Music Information Retrieval

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    Music Information Retrieval (MIR) evaluation has traditionally focused on system‐centered approaches where components of MIR systems are evaluated against predefined data sets and golden answers (i.e., ground truth). There are two major limitations of such system‐centered evaluation approaches: (a) The evaluation focuses on subtasks in music information retrieval, but not on entire systems and (b) users and their interactions with MIR systems are largely excluded. This article describes the first implementation of a holistic user‐experience evaluation in MIR, the MIREX Grand Challenge, where complete MIR systems are evaluated, with user experience being the single overarching goal. It is the first time that complete MIR systems have been evaluated with end users in a realistic scenario. We present the design of the evaluation task, the evaluation criteria and a novel evaluation interface, and the data‐collection platform. This is followed by an analysis of the results, reflection on the experience and lessons learned, and plans for future directions
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