80,568 research outputs found
Automatic Music Composition using Answer Set Programming
Music composition used to be a pen and paper activity. These these days music
is often composed with the aid of computer software, even to the point where
the computer compose parts of the score autonomously. The composition of most
styles of music is governed by rules. We show that by approaching the
automation, analysis and verification of composition as a knowledge
representation task and formalising these rules in a suitable logical language,
powerful and expressive intelligent composition tools can be easily built. This
application paper describes the use of answer set programming to construct an
automated system, named ANTON, that can compose melodic, harmonic and rhythmic
music, diagnose errors in human compositions and serve as a computer-aided
composition tool. The combination of harmonic, rhythmic and melodic composition
in a single framework makes ANTON unique in the growing area of algorithmic
composition. With near real-time composition, ANTON reaches the point where it
can not only be used as a component in an interactive composition tool but also
has the potential for live performances and concerts or automatically generated
background music in a variety of applications. With the use of a fully
declarative language and an "off-the-shelf" reasoning engine, ANTON provides
the human composer a tool which is significantly simpler, more compact and more
versatile than other existing systems. This paper has been accepted for
publication in Theory and Practice of Logic Programming (TPLP).Comment: 31 pages, 10 figures. Extended version of our ICLP2008 paper.
Formatted following TPLP guideline
Relevance of ASR for the Automatic Generation of Keywords Suggestions for TV programs
Semantic access to multimedia content in audiovisual archives is to a large extent dependent on quantity and quality of the metadata, and particularly the content descriptions that are attached to the individual items. However, given the growing amount of materials that are being created on a daily basis and the digitization of existing analogue collections, the traditional manual annotation of collections puts heavy demands on resources, especially for large audiovisual archives. One way to address this challenge, is to introduce (semi) automatic annotation techniques for generating and/or enhancing metadata. The NWO funded CATCH-CHOICE project has investigated the extraction of keywords form textual resources related to the TV programs to be archived (context documents), in collaboration with the Dutch audiovisual archives, Sound and Vision. Besides the descriptions of the programs published by the broadcasters on their Websites, Automatic Speech Transcription (ASR) techniques from the CATCH-CHoral project, also provide textual resources that might be relevant for suggesting keywords. This paper investigates the suitability of ASR for generating such keywords, which we evaluate against manual annotations of the documents and against keywords automatically generated from context documents
Incorporating characteristics of human creativity into an evolutionary art algorithm
A perceived limitation of evolutionary art and design algorithms is that they rely on human intervention; the artist selects the most aesthetically pleasing variants of one generation to produce the next. This paper discusses how computer generated art and design can become more creatively human-like with respect to both process and outcome. As an example of a step in this direction, we present an algorithm that overcomes the above limitation by employing an automatic fitness function. The goal is to evolve abstract portraits of Darwin, using our 2nd generation fitness function which rewards genomes that not just produce a likeness of Darwin but exhibit certain strategies characteristic of human artists. We note that in human creativity, change is less choosing amongst randomly generated variants and more capitalizing on the associative structure of a conceptual network to hone in on a vision. We discuss how to achieve this fluidity algorithmically
Incorporating characteristics of human creativity into an evolutionary art algorithm (journal article)
A perceived limitation of evolutionary art and design algorithms is that they rely on human intervention; the artist selects the most aesthetically pleasing variants of one generation to produce the next. This paper discusses how computer generated art and design can become more creatively human-like with respect to both process and outcome. As an example of a step in this direction, we present an algorithm that overcomes the above limitation by employing an automatic fitness function. The goal is to evolve abstract portraits of Darwin, using our 2nd generation fitness function which rewards genomes that not just produce a likeness of Darwin but exhibit certain strategies characteristic of human artists. We note that in human creativity, change is less choosing amongst randomly generated variants and more capitalizing on the associative structure of a conceptual network to hone in on a vision. We discuss how to achieve this fluidity algorithmically
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Improving music genre classification using automatically induced harmony rules
We present a new genre classification framework using both low-level signal-based features and high-level harmony features. A state-of-the-art statistical genre classifier based on timbral features is extended using a first-order random forest containing for each genre rules derived from harmony or chord sequences. This random forest has been automatically induced, using the first-order logic induction algorithm TILDE, from a dataset, in which for each chord the degree and chord category are identified, and covering classical, jazz and pop genre classes. The audio descriptor-based genre classifier contains 206 features, covering spectral, temporal, energy, and pitch characteristics of the audio signal. The fusion of the harmony-based classifier with the extracted feature vectors is tested on three-genre subsets of the GTZAN and ISMIR04 datasets, which contain 300 and 448 recordings, respectively. Machine learning classifiers were tested using 5 × 5-fold cross-validation and feature selection. Results indicate that the proposed harmony-based rules combined with the timbral descriptor-based genre classification system lead to improved genre classification rates
Recommended from our members
Improving music genre classification using automatically induced harmony rules
We present a new genre classification framework using both low-level signal-based features and high-level harmony features. A state-of-the-art statistical genre classifier based on timbral features is extended using a first-order random forest containing for each genre rules derived from harmony or chord sequences. This random forest has been automatically induced, using the first-order logic induction algorithm TILDE, from a dataset, in which for each chord the degree and chord category are identified, and covering classical, jazz and pop genre classes. The audio descriptor-based genre classifier contains 206 features, covering spectral, temporal, energy, and pitch characteristics of the audio signal. The fusion of the harmony-based classifier with the extracted feature vectors is tested on three-genre subsets of the GTZAN and ISMIR04 datasets, which contain 300 and 448 recordings, respectively. Machine learning classifiers were tested using 5 × 5-fold cross-validation and feature selection. Results indicate that the proposed harmony-based rules combined with the timbral descriptor-based genre classification system lead to improved genre classification rates
CHR(PRISM)-based Probabilistic Logic Learning
PRISM is an extension of Prolog with probabilistic predicates and built-in
support for expectation-maximization learning. Constraint Handling Rules (CHR)
is a high-level programming language based on multi-headed multiset rewrite
rules.
In this paper, we introduce a new probabilistic logic formalism, called
CHRiSM, based on a combination of CHR and PRISM. It can be used for high-level
rapid prototyping of complex statistical models by means of "chance rules". The
underlying PRISM system can then be used for several probabilistic inference
tasks, including probability computation and parameter learning. We define the
CHRiSM language in terms of syntax and operational semantics, and illustrate it
with examples. We define the notion of ambiguous programs and define a
distribution semantics for unambiguous programs. Next, we describe an
implementation of CHRiSM, based on CHR(PRISM). We discuss the relation between
CHRiSM and other probabilistic logic programming languages, in particular PCHR.
Finally we identify potential application domains
Multimedia information technology and the annotation of video
The state of the art in multimedia information technology has not progressed to the point where a single solution is available to meet all reasonable needs of documentalists and users of video archives. In general, we do not have an optimistic view of the usability of new technology in this domain, but digitization and digital power can be expected to cause a small revolution in the area of video archiving. The volume of data leads to two views of the future: on the pessimistic side, overload of data will cause lack of annotation capacity, and on the optimistic side, there will be enough data from which to learn selected concepts that can be deployed to support automatic annotation. At the threshold of this interesting era, we make an attempt to describe the state of the art in technology. We sample the progress in text, sound, and image processing, as well as in machine learning
The Semantic Web MIDI Tape: An Interface for Interlinking MIDI and Context Metadata
The Linked Data paradigm has been used to publish a large number of musical datasets and ontologies on the Semantic Web, such as MusicBrainz, AcousticBrainz, and the Music Ontology. Recently, the MIDI Linked Data Cloud has been added to these datasets, representing more than 300,000 pieces in MIDI format as Linked Data, opening up the possibility for linking fine-grained symbolic music representations to existing music metadata databases. Despite the dataset making MIDI resources available in Web data standard formats such as RDF and SPARQL, the important issue of finding meaningful links between these MIDI resources and relevant contextual metadata in other datasets remains. A fundamental barrier for the provision and generation of such links is the difficulty that users have at adding new MIDI performance data and metadata to the platform. In this paper, we propose the Semantic Web MIDI Tape, a set of tools and associated interface for interacting with the MIDI Linked Data Cloud by enabling users to record, enrich, and retrieve MIDI performance data and related metadata in native Web data standards. The goal of such interactions is to find meaningful links between published MIDI resources and their relevant contextual metadata. We evaluate the Semantic Web MIDI Tape in various use cases involving user-contributed content, MIDI similarity querying, and entity recognition methods, and discuss their potential for finding links between MIDI resources and metadata
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