69,771 research outputs found

    Interactive real-time musical systems

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    PhDThis thesis focuses on the development of automatic accompaniment systems. We investigate previous systems and look at a range of approaches that have been attempted for the problem of beat tracking. Most beat trackers are intended for the purposes of music information retrieval where a `black box' approach is tested on a wide variety of music genres. We highlight some of the diffculties facing offline beat trackers and design a new approach for the problem of real-time drum tracking, developing a system, B-Keeper, which makes reasonable assumptions on the nature of the signal and is provided with useful prior knowledge. Having developed the system with offline studio recordings, we look to test the system with human players. Existing offline evaluation methods seem less suitable for a performance system, since we also wish to evaluate the interaction between musician and machine. Although statistical data may reveal quantifiable measurements of the system's predictions and behaviour, we also want to test how well it functions within the context of a live performance. To do so, we devise an evaluation strategy to contrast a machine-controlled accompaniment with one controlled by a human. We also present recent work on a real-time multiple pitch tracking, which is then extended to provide automatic accompaniment for harmonic instruments such as guitar. By aligning salient notes in the output from a dual pitch tracking process, we make changes to the tempo of the accompaniment in order to align it with a live stream. By demonstrating the system's ability to align offline tracks, we can show that under restricted initial conditions, the algorithm works well as an alignment tool

    Multi-touch interaction principles for collaborative real-time music activities: towards a pattern language

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    In this paper we give an analysis of the literature on a set of problems that can arise when undertaking the interaction design of multi-touch applications for collaborative real-time music activities, which are designed for multitouch technologies (e.g. smartphones, tablets, interactive tabletops, among others). Each problem is described, and a candidate design pattern (CDP) is suggested in the form of a short sentence and a diagram—an approach inspired by Christopher Alexander’s A Pattern Language. These solutions relate to the fundamental collaborative principles of democratic relationships, identities and collective interplay. We believe that this approach might disseminate forms of best design practice for collaborative music applications, in order to produce real-time musical systems which are collaborative and expressive

    Interactive Music Generation with Positional Constraints using Anticipation-RNNs

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    Recurrent Neural Networks (RNNS) are now widely used on sequence generation tasks due to their ability to learn long-range dependencies and to generate sequences of arbitrary length. However, their left-to-right generation procedure only allows a limited control from a potential user which makes them unsuitable for interactive and creative usages such as interactive music generation. This paper introduces a novel architecture called Anticipation-RNN which possesses the assets of the RNN-based generative models while allowing to enforce user-defined positional constraints. We demonstrate its efficiency on the task of generating melodies satisfying positional constraints in the style of the soprano parts of the J.S. Bach chorale harmonizations. Sampling using the Anticipation-RNN is of the same order of complexity than sampling from the traditional RNN model. This fast and interactive generation of musical sequences opens ways to devise real-time systems that could be used for creative purposes.Comment: 9 pages, 7 figure

    Map, Trigger, Score, Procedure: machine-listening paradigms in live-electronics

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    Since the advent of real-time computer music environments, composers have increasingly incorporated DSP analysis, synthesis, and processing algorithms in their creative practices. Those processes became part of interactive systems that use real-time computational tools in musical compositions that explore diverse techniques to generate, spatialize, and process instrumental/vocal sounds. Parallel to the development of these tools and the expansion of DSP methods, new techniques focused on sound/musical information extraction became part of the tools available for music composition. In this context, this article discusses the creative use of Machine Listening and Musical Information Retrieval techniques applied in the composition of live-electronics works. By pointing out some practical applications and creative approaches, we aim to circumscribe, in a general way, the strategies for employing Machine Listening and Music Information Retrieval techniques observed in a set of live-electronics pieces, categorizing four compositional approaches, namely: mapping, triggering, scoring, and procedural paradigms of application of machine listening techniques in the context of live-electronics music compositions

    Algorithmic Compositional Methods and their Role in Genesis: A Multi-Functional Real-Time Computer Music System

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    Algorithmic procedures have been applied in computer music systems to generate compositional products using conventional musical formalism, extensions of such musical formalism and extra-musical disciplines such as mathematical models. This research investigates the applicability of such algorithmic methodologies for real-time musical composition, culminating in Genesis, a multi-functional real-time computer music system written for Mac OS X in the SuperCollider object-oriented programming language, and contained in the accompanying DVD. Through an extensive graphical user interface, Genesis offers musicians the opportunity to explore the application of the sonic features of real-time sound-objects to designated generative processes via different models of interaction such as unsupervised musical composition by Genesis and networked control of external Genesis instances. As a result of the applied interactive, generative and analytical methods, Genesis forms a unique compositional process, with a compositional product that reflects the character of its interactions between the sonic features of real-time sound-objects and its selected algorithmic procedures. Within this thesis, the technologies involved in algorithmic methodologies used for compositional processes, and the concepts that define their constructs are described, with consequent detailing of their selection and application in Genesis, with audio examples of algorithmic compositional methods demonstrated on the accompanying DVD. To demonstrate the real-time compositional abilities of Genesis, free explorations with instrumentalists, along with studio recordings of the compositional processes available in Genesis are presented in audiovisual examples contained in the accompanying DVD. The evaluation of the Genesis system’s capability to form a real-time compositional process, thereby maintaining real-time interaction between the sonic features of real-time sound objects and its selected algorithmic compositional methods, focuses on existing evaluation techniques founded in HCI and the qualitative issues such evaluation methods present. In terms of the compositional products generated by Genesis, the challenges in quantifying and qualifying its compositional outputs are identified, demonstrating the intricacies of assessing generative methods of compositional processes, and their impact on a resulting compositional product. The thesis concludes by considering further advances and applications of Genesis, and inviting further dissemination of the Genesis system and promotion of research into evaluative methods of generative techniques, with the hope that this may provide additional insight into the relative success of products generated by real-time algorithmic compositional processes

    Clap-along: A negotiation strategy for creative musical interaction with computational systems

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    This paper describes Clap-along, an interactive system for theorising about creativity in improvised musical performance. It ex- plores the potential for negotiation between human and computer par- ticipants in a cyclical rhythmic duet. Negotiation is seen as one of a set of potential interactive strategies, but one that ensures the most equitable correspondence between human and machine. Through mutual negotia- tion (involving listening/feature extraction and adaptation) the two par- ticipants attempt to satisfy their own and each other’s target outcome, without knowing the other’s goal. Each iteration is evaluated by both participants and compared to their target. In this model of negotiation, we query the notion of ‘flow’ as an objective of creative human-computer collaboration. This investigation suggests the potential for sophisticated applications for real-time creative computational systems
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