3,266 research outputs found

    RoboJam: A Musical Mixture Density Network for Collaborative Touchscreen Interaction

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    RoboJam is a machine-learning system for generating music that assists users of a touchscreen music app by performing responses to their short improvisations. This system uses a recurrent artificial neural network to generate sequences of touchscreen interactions and absolute timings, rather than high-level musical notes. To accomplish this, RoboJam's network uses a mixture density layer to predict appropriate touch interaction locations in space and time. In this paper, we describe the design and implementation of RoboJam's network and how it has been integrated into a touchscreen music app. A preliminary evaluation analyses the system in terms of training, musical generation and user interaction

    Data Musicalization

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    Data musicalization is the process of automatically composing music based on given data, as an approach to perceptualizing information artistically. The aim of data musicalization is to evoke subjective experiences in relation to the information, rather than merely to convey unemotional information objectively. This paper is written as a tutorial for readers interested in data musicalization. We start by providing a systematic characterization of musicalization approaches, based on their inputs, methods and outputs. We then illustrate data musicalization techniques with examples from several applications: one that perceptualizes physical sleep data as music, several that artistically compose music inspired by the sleep data, one that musicalizes on-line chat conversations to provide a perceptualization of liveliness of a discussion, and one that uses musicalization in a game-like mobile application that allows its users to produce music. We additionally provide a number of electronic samples of music produced by the different musicalization applications.Peer reviewe

    From Parallel Sequence Representations to Calligraphic Control: A Conspiracy of Neural Circuits

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    Calligraphic writing presents a rich set of challenges to the human movement control system. These challenges include: initial learning, and recall from memory, of prescribed stroke sequences; critical timing of stroke onsets and durations; fine control of grip and contact forces; and letter-form invariance under voluntary size scaling, which entails fine control of stroke direction and amplitude during recruitment and derecruitment of musculoskeletal degrees of freedom. Experimental and computational studies in behavioral neuroscience have made rapid progress toward explaining the learning, planning and contTOl exercised in tasks that share features with calligraphic writing and drawing. This article summarizes computational neuroscience models and related neurobiological data that reveal critical operations spanning from parallel sequence representations to fine force control. Part one addresses stroke sequencing. It treats competitive queuing (CQ) models of sequence representation, performance, learning, and recall. Part two addresses letter size scaling and motor equivalence. It treats cursive handwriting models together with models in which sensory-motor tmnsformations are performed by circuits that learn inverse differential kinematic mappings. Part three addresses fine-grained control of timing and transient forces, by treating circuit models that learn to solve inverse dynamics problems.National Institutes of Health (R01 DC02852

    Networks of Liveness in Singer-Songwriting: A practice-based enquiry into developing audio-visual interactive systems and creative strategies for composition and performance.

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    This enquiry explores the creation and use of computer-based, real-time interactive audio-visual systems for the composition and performance of popular music by solo artists. Using a practice-based methodology, research questions are identified that relate to the impact of incorporating interactive systems into the songwriting process and the liveness of the performances with them. Four approaches to the creation of interactive systems are identified: creating explorative-generative tools, multiple tools for guitar/vocal pieces, typing systems and audio-visual metaphors. A portfolio of ten pieces that use these approaches was developed for live performance. A model of the songwriting process is presented that incorporates system-building and strategies are identified for reconciling the indeterminate, electronic audio output of the system with composed popular music features and instrumental/vocal output. The four system approaches and ten pieces are compared in terms of four aspects of liveness, derived from current theories. It was found that, in terms of overall liveness, a unity to system design facilitated both technological and aesthetic connections between the composition, the system processes and the audio and visual outputs. However, there was considerable variation between the four system approaches in terms of the different aspects of liveness. The enquiry concludes by identifying strategies for maximising liveness in the different system approaches and discussing the connections between liveness and the songwriting process

    Can we use music in computer-human communication?

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    The audio channel has been somewhat neglected in Human Computer Interface Design. It is a powerful channel which offers processing options often of a complementary nature to the visual channel. Music makes the most complex and sophisticated use of this channel and has well-organised techniques and structures for disambiguating parallel time-dependent events. This paper examines the contribution music might make to interface design and reports on some preliminary investigations, which indicate that there does seem to be a prima facie case for examining the subject further

    Tactons: structured tactile messages for non-visual information display

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    Tactile displays are now becoming available in a form that can be easily used in a user interface. This paper describes a new form of tactile output. Tactons, or tactile icons, are structured, abstract messages that can be used to communicate messages non-visually. A range of different parameters can be used for Tacton construction including: frequency, amplitude and duration of a tactile pulse, plus other parameters such as rhythm and location. Tactons have the potential to improve interaction in a range of different areas, particularly where the visual display is overloaded, limited in size or not available, such as interfaces for blind people or in mobile and wearable devices. This paper describes Tactons, the parameters used to construct them and some possible ways to design them. Examples of where Tactons might prove useful in user interfaces are given

    NeuroML: A Language for Describing Data Driven Models of Neurons and Networks with a High Degree of Biological Detail

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    Biologically detailed single neuron and network models are important for understanding how ion channels, synapses and anatomical connectivity underlie the complex electrical behavior of the brain. While neuronal simulators such as NEURON, GENESIS, MOOSE, NEST, and PSICS facilitate the development of these data-driven neuronal models, the specialized languages they employ are generally not interoperable, limiting model accessibility and preventing reuse of model components and cross-simulator validation. To overcome these problems we have used an Open Source software approach to develop NeuroML, a neuronal model description language based on XML (Extensible Markup Language). This enables these detailed models and their components to be defined in a standalone form, allowing them to be used across multiple simulators and archived in a standardized format. Here we describe the structure of NeuroML and demonstrate its scope by converting into NeuroML models of a number of different voltage- and ligand-gated conductances, models of electrical coupling, synaptic transmission and short-term plasticity, together with morphologically detailed models of individual neurons. We have also used these NeuroML-based components to develop an highly detailed cortical network model. NeuroML-based model descriptions were validated by demonstrating similar model behavior across five independently developed simulators. Although our results confirm that simulations run on different simulators converge, they reveal limits to model interoperability, by showing that for some models convergence only occurs at high levels of spatial and temporal discretisation, when the computational overhead is high. Our development of NeuroML as a common description language for biophysically detailed neuronal and network models enables interoperability across multiple simulation environments, thereby improving model transparency, accessibility and reuse in computational neuroscience
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