7,747 research outputs found

    A Planning-based Approach for Music Composition

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    . Automatic music composition is a fascinating field within computational creativity. While different Artificial Intelligence techniques have been used for tackling this task, Planning – an approach for solving complex combinatorial problems which can count on a large number of high-performance systems and an expressive language for describing problems – has never been exploited. In this paper, we propose two different techniques that rely on automated planning for generating musical structures. The structures are then filled from the bottom with “raw” musical materials, and turned into melodies. Music experts evaluated the creative output of the system, acknowledging an overall human-enjoyable trait of the melodies produced, which showed a solid hierarchical structure and a strong musical directionality. The techniques proposed not only have high relevance for the musical domain, but also suggest unexplored ways of using planning for dealing with non-deterministic creative domains

    Deep Cross-Modal Audio-Visual Generation

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    Cross-modal audio-visual perception has been a long-lasting topic in psychology and neurology, and various studies have discovered strong correlations in human perception of auditory and visual stimuli. Despite works in computational multimodal modeling, the problem of cross-modal audio-visual generation has not been systematically studied in the literature. In this paper, we make the first attempt to solve this cross-modal generation problem leveraging the power of deep generative adversarial training. Specifically, we use conditional generative adversarial networks to achieve cross-modal audio-visual generation of musical performances. We explore different encoding methods for audio and visual signals, and work on two scenarios: instrument-oriented generation and pose-oriented generation. Being the first to explore this new problem, we compose two new datasets with pairs of images and sounds of musical performances of different instruments. Our experiments using both classification and human evaluations demonstrate that our model has the ability to generate one modality, i.e., audio/visual, from the other modality, i.e., visual/audio, to a good extent. Our experiments on various design choices along with the datasets will facilitate future research in this new problem space

    Building Machines That Learn and Think Like People

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    Recent progress in artificial intelligence (AI) has renewed interest in building systems that learn and think like people. Many advances have come from using deep neural networks trained end-to-end in tasks such as object recognition, video games, and board games, achieving performance that equals or even beats humans in some respects. Despite their biological inspiration and performance achievements, these systems differ from human intelligence in crucial ways. We review progress in cognitive science suggesting that truly human-like learning and thinking machines will have to reach beyond current engineering trends in both what they learn, and how they learn it. Specifically, we argue that these machines should (a) build causal models of the world that support explanation and understanding, rather than merely solving pattern recognition problems; (b) ground learning in intuitive theories of physics and psychology, to support and enrich the knowledge that is learned; and (c) harness compositionality and learning-to-learn to rapidly acquire and generalize knowledge to new tasks and situations. We suggest concrete challenges and promising routes towards these goals that can combine the strengths of recent neural network advances with more structured cognitive models.Comment: In press at Behavioral and Brain Sciences. Open call for commentary proposals (until Nov. 22, 2016). https://www.cambridge.org/core/journals/behavioral-and-brain-sciences/information/calls-for-commentary/open-calls-for-commentar

    Few-Shot Single-View 3-D Object Reconstruction with Compositional Priors

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    The impressive performance of deep convolutional neural networks in single-view 3D reconstruction suggests that these models perform non-trivial reasoning about the 3D structure of the output space. However, recent work has challenged this belief, showing that complex encoder-decoder architectures perform similarly to nearest-neighbor baselines or simple linear decoder models that exploit large amounts of per category data in standard benchmarks. On the other hand settings where 3D shape must be inferred for new categories with few examples are more natural and require models that generalize about shapes. In this work we demonstrate experimentally that naive baselines do not apply when the goal is to learn to reconstruct novel objects using very few examples, and that in a \emph{few-shot} learning setting, the network must learn concepts that can be applied to new categories, avoiding rote memorization. To address deficiencies in existing approaches to this problem, we propose three approaches that efficiently integrate a class prior into a 3D reconstruction model, allowing to account for intra-class variability and imposing an implicit compositional structure that the model should learn. Experiments on the popular ShapeNet database demonstrate that our method significantly outperform existing baselines on this task in the few-shot setting

    Towards the Evolution of Novel Vertical-Axis Wind Turbines

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    Renewable and sustainable energy is one of the most important challenges currently facing mankind. Wind has made an increasing contribution to the world's energy supply mix, but still remains a long way from reaching its full potential. In this paper, we investigate the use of artificial evolution to design vertical-axis wind turbine prototypes that are physically instantiated and evaluated under approximated wind tunnel conditions. An artificial neural network is used as a surrogate model to assist learning and found to reduce the number of fabrications required to reach a higher aerodynamic efficiency, resulting in an important cost reduction. Unlike in other approaches, such as computational fluid dynamics simulations, no mathematical formulations are used and no model assumptions are made.Comment: 14 pages, 11 figure

    A dramaturgy of intermediality: composing with integrative design

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    The thesis investigates and develops a compositional system on intermediality in theatre and performance as a dramaturgical practice through integrative design. The position of the visual/sonic media in theatre and performance has been altered by the digitalisation and networking of media technologies, which enables enhanced dynamic variables in the intermedial processes. The emergent intermediality sites are made accessible by developments in media technologies and form part of broader changes towards a mediatised society: a simultaneous shift in cultural contexts, theatre practice and audience perception. The practice-led research is situated within a postdramatic context and develops a system of compositional perspectives and procedures to enhance the knowledge of a dramaturgy on intermediality. The intermediality forms seem to re-situate the actual/virtual relations in theatre and re-construct the processes of theatricalisation in the composition of the stage narrative. The integration of media and performers produces a compositional environment of semiosis, where the theatre becomes a site of narration, and the designed integration in-between medialities emerges as intermediality sites in the performance event. A selection of performances and theatre directors is identified, who each in distinct ways integrate mediating technologies as a core element in their compositional design. These directors and performances constitute a source of reflection on compositional strategies from the perspective of practice, and enable comparative discussions on dramaturgical design and the consistency of intermediality sites. The practice-led research realised a series of prototyping processes situated in performance laboratories in 2004-5. The laboratories staged investigations into the relation between integrative design procedures and parameters for composition of intermediality sites, particularly the relative presence in-between the actual and the virtual, and the relative duration and distance in-between timeness and placeness. The integration of performer activities and media operations into dramaturgical structures were developed as a design process of identifying the mapping and experiencing the landscape through iterative prototyping. The developed compositional concepts and strategies were realised in the prototype performance Still I Know Who I Am, performed October 2006. This final research performance was a full-scale professional production, which explored the developed dramaturgical designs through creative practice. The performance was realised as a public event, and composed of a series of scenes, each presenting a specific composite of the developed integrative design strategies, and generating a particular intermediality site. The research processes in the performance laboratories and the prototype performance developed on characteristics, parameters and procedures of compositional strategies, investigating the viability of a dramaturgy of intermediality through integrative design. The practice undertaken constitutes raw material from which the concepts are drawn and underpins the premises for the theoretical reflections
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