26,979 research outputs found

    Music Information Retrieval in Live Coding: A Theoretical Framework

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    The work presented in this article has been partly conducted while the first author was at Georgia Tech from 2015–2017 with the support of the School of Music, the Center for Music Technology and Women in Music Tech at Georgia Tech. Another part of this research has been conducted while the first author was at Queen Mary University of London from 2017–2019 with the support of the AudioCommons project, funded by the European Commission through the Horizon 2020 programme, research and innovation grant 688382. The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Music information retrieval (MIR) has a great potential in musical live coding because it can help the musician–programmer to make musical decisions based on audio content analysis and explore new sonorities by means of MIR techniques. The use of real-time MIR techniques can be computationally demanding and thus they have been rarely used in live coding; when they have been used, it has been with a focus on low-level feature extraction. This article surveys and discusses the potential of MIR applied to live coding at a higher musical level. We propose a conceptual framework of three categories: (1) audio repurposing, (2) audio rewiring, and (3) audio remixing. We explored the three categories in live performance through an application programming interface library written in SuperCollider, MIRLC. We found that it is still a technical challenge to use high-level features in real time, yet using rhythmic and tonal properties (midlevel features) in combination with text-based information (e.g., tags) helps to achieve a closer perceptual level centered on pitch and rhythm when using MIR in live coding. We discuss challenges and future directions of utilizing MIR approaches in the computer music field

    Optimization of star research algorithm for esmo star tracker

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    This paper explains in detail the design and the development of a software research star algorithm, embedded on a star tracker, by the ISAE/SUPAERO team. This research algorithm is inspired by musical techniques. This work will be carried out as part of the ESMO (European Student Moon Orbiter) project by different teams of students and professors from ISAE/SUPAERO (Institut Supe ́rieur de l’Ae ́ronautique et de l’Espace). Till today, the system engineering studies have been completed and the work that will be presented will concern the algorithmic and the embedded software development. The physical architecture of the sensor relies on APS 750 developed by the CIMI laboratory of ISAE/SUPAERO. First, a star research algorithm based on the image acquired in lost-in-space mode (one of the star tracker opera- tional modes) will be presented; it is inspired by techniques of musical recognition with the help of the correlation of digital signature (hash) with those stored in databases. The musical recognition principle is based on finger- printing, i.e. the extraction of points of interest in the studied signal. In the musical context, the signal spectrogram is used to identify these points. Applying this technique in image processing domain requires an equivalent tool to spectrogram. Those points of interest create a hash and are used to efficiently search within the database pre- viously sorted in order to be compared. The main goals of this research algorithm are to minimise the number of steps in the computations in order to deliver information at a higher frequency and to increase the computation robustness against the different possible disturbances

    Leadership capability of team leaders in construction industry

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    This research was conducted to identify the important leadership capabilities for Malaysia construction industry team leaders. This research used exploratory sequential mix-method research design which is qualitative followed by quantitative research method. In the qualitative phase, semi-structured in-depth interview was selected and purposive sampling was employed in selecting 15 research participants involving team leaders and Human Resource Managers. Qualitative data was analysed using content and thematic analyses. Quantitative data was collected using survey questionnaire involving 171 randomly selected team leaders as respondents. The data was analyzed using descriptive and inferential statistics consisting of t-test, One-way Analysis of Variance (ANOVA), Pearson Correlation, Multiple Regression and Structured Equation Modeling (SEM). This study found that personal integrity, working within industry, customer focus and quality, communication and interpersonal skill, developing and empowering people and working as a team were needed leadership capabilities among construction industry team leaders. The research was also able to prove that leadership skill is a key element to develop leadership capability. A framework was developed based on the results of this study, which can be used as a guide by employers and relevant agencies in enhancing leadership capability of Malaysia construction industry team leade

    Final Research Report for Sound Design and Audio Player

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    This deliverable describes the work on Task 4.3 Algorithms for sound design and feature developments for audio player. The audio player runs on the in-store player (ISP) and takes care of rendering the music playlists via beat-synchronous automatic DJ mixing, taking advantage of the rich musical content description extracted in T4.2 (beat markers, structural segmentation into intro and outro, musical and sound content classification). The deliverable covers prototypes and final results on: (1) automatic beat-synchronous mixing by beat alignment and time stretching – we developed an algorithm for beat alignment and scheduling of time-stretched tracks; (2) compensation of play duration changes introduced by time stretching – in order to make the playlist generator independent of beat mixing, we chose to readjust the tempo of played tracks such that their stretched duration is the same as their original duration; (3) prospective research on the extraction of data from DJ mixes – to alleviate the lack of extensive ground truth databases of DJ mixing practices, we propose steps towards extracting this data from existing mixes by alignment and unmixing of the tracks in a mix. We also show how these methods can be evaluated even without labelled test data, and propose an open dataset for further research; (4) a description of the software player module, a GUI-less application to run on the ISP that performs streaming of tracks from disk and beat-synchronous mixing. The estimation of cue points where tracks should cross-fade is now described in D4.7 Final Research Report on Auto-Tagging of Music.EC/H2020/688122/EU/Artist-to-Business-to-Business-to-Consumer Audio Branding System/ABC D

    CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines

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    Based on the information provided by European projects and national initiatives related to multimedia search as well as domains experts that participated in the CHORUS Think-thanks and workshops, this document reports on the state of the art related to multimedia content search from, a technical, and socio-economic perspective. The technical perspective includes an up to date view on content based indexing and retrieval technologies, multimedia search in the context of mobile devices and peer-to-peer networks, and an overview of current evaluation and benchmark inititiatives to measure the performance of multimedia search engines. From a socio-economic perspective we inventorize the impact and legal consequences of these technical advances and point out future directions of research

    Pop Music Highlighter: Marking the Emotion Keypoints

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    The goal of music highlight extraction is to get a short consecutive segment of a piece of music that provides an effective representation of the whole piece. In a previous work, we introduced an attention-based convolutional recurrent neural network that uses music emotion classification as a surrogate task for music highlight extraction, for Pop songs. The rationale behind that approach is that the highlight of a song is usually the most emotional part. This paper extends our previous work in the following two aspects. First, methodology-wise we experiment with a new architecture that does not need any recurrent layers, making the training process faster. Moreover, we compare a late-fusion variant and an early-fusion variant to study which one better exploits the attention mechanism. Second, we conduct and report an extensive set of experiments comparing the proposed attention-based methods against a heuristic energy-based method, a structural repetition-based method, and a few other simple feature-based methods for this task. Due to the lack of public-domain labeled data for highlight extraction, following our previous work we use the RWC POP 100-song data set to evaluate how the detected highlights overlap with any chorus sections of the songs. The experiments demonstrate the effectiveness of our methods over competing methods. For reproducibility, we open source the code and pre-trained model at https://github.com/remyhuang/pop-music-highlighter/.Comment: Transactions of the ISMIR vol. 1, no.

    Sensing and mapping for interactive performance

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    This paper describes a trans-domain mapping (TDM) framework for translating meaningful activities from one creative domain onto another. The multi-disciplinary framework is designed to facilitate an intuitive and non-intrusive interactive multimedia performance interface that offers the users or performers real-time control of multimedia events using their physical movements. It is intended to be a highly dynamic real-time performance tool, sensing and tracking activities and changes, in order to provide interactive multimedia performances. From a straightforward definition of the TDM framework, this paper reports several implementations and multi-disciplinary collaborative projects using the proposed framework, including a motion and colour-sensitive system, a sensor-based system for triggering musical events, and a distributed multimedia server for audio mapping of a real-time face tracker, and discusses different aspects of mapping strategies in their context. Plausible future directions, developments and exploration with the proposed framework, including stage augmenta tion, virtual and augmented reality, which involve sensing and mapping of physical and non-physical changes onto multimedia control events, are discussed
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