300 research outputs found
Representation Learning via Variational Bayesian Networks
We present Variational Bayesian Network (VBN) - a novel Bayesian entity
representation learning model that utilizes hierarchical and relational side
information and is particularly useful for modeling entities in the
``long-tail'', where the data is scarce. VBN provides better modeling for
long-tail entities via two complementary mechanisms: First, VBN employs
informative hierarchical priors that enable information propagation between
entities sharing common ancestors. Additionally, VBN models explicit relations
between entities that enforce complementary structure and consistency, guiding
the learned representations towards a more meaningful arrangement in space.
Second, VBN represents entities by densities (rather than vectors), hence
modeling uncertainty that plays a complementary role in coping with data
scarcity. Finally, we propose a scalable Variational Bayes optimization
algorithm that enables fast approximate Bayesian inference. We evaluate the
effectiveness of VBN on linguistic, recommendations, and medical inference
tasks. Our findings show that VBN outperforms other existing methods across
multiple datasets, and especially in the long-tail
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Vocal-Affective Weaning and its role in musical enculturation: childrenâs interest in music beyond the Infant-Directed Register
Well-established theoretical approaches to the Infant-directed Register (IDReg) draw a more or less tacit causal relation between it and all future musical engagement: the former establishes a basis for the latter. However, a mechanistic, observable chain of events linking these two phenomena has only been assumed, remaining for the most part unproblematized
and undescribed. This thesis represents a first systematic attempt to fill this theoretical and empirical gap by concretely linking early musicality and the first manifestations of the most characteristic and widespread Western form of musical engagement: listening to recorded music. It does so by introducing a new construct as a mediating motivational factorâ Vocal-
Affective Weaning (VAW) âwhich mainly concerns the variation of caregiversâ use of the IDReg across developmental time.
The thesis is grounded and tested in three literature reviews, two theoretical chapters, and three empirical ones. In terms of main findings, little evidence is found to support the existence of VAW as depicted in the main thesis. Consequently, any direct relationship between VAW and toddlers' attention to recorded music seems doubtful. Instead, data evidences a progressive use of Infant-Directed Speech (IDSp) as an ostensive cue used in the
context of Natural Pedagogy, which allows for a better understanding of the relative importance of affectivity and cognition as parallel, coexisting governing principles that exert an influence on developmental changes concerning parental use of IDSp. If anything, data highlights
interaction as a much more promising element in an explanatory chain linking the IDReg and Western forms of music engagement. The mentioned mismatch between the main thesis and results is interpreted in terms of the formerâs unjustified stress on âcentripetalâ over âcentrifugalâ attachment dynamics. Resulting data also allows to delineate more nuanced
factorial and developmental accounts of toddlersâ sustained attention to musical stimuli than has been previously advanced.Becas-Chile Scholarship, CONICYT Chile
CONICYT- Chile Cambridge Scholarship, Cambridge Commonwealth, European & International Trus
Transforming musical performance: activating the audience as digital collaborators
Digital technologies have transformed the performance practice, recording and distribution technologies, economy and sonic landscape of music in a process of change that began in the early 1980s. Recent technological developments have opened up the possibility of embodied interaction between audiences and performers, reframing music performance as a collaborative improvisatory space that affords Interactive Musical Participation.
The research in this practice-based thesis looks at the relationship and experience of audience members and musicians exploring Interactive Musical Participation within the wide stylistic framework of contemporary jazz. It also studies the potential for the creation of compositional, technological and performance protocols to enable successful Interactive Musical Participation. This has been achieved through a process of mapping the methodology behind the composition, technical infrastructure, performances and post-performance analysis of a series of musical artefacts.
Cook (2001 and 2009) suggests that researchers in this field should âMake a piece, not an instrument or controllerâ and this dictum has influenced the development of the technical infrastructure for this research. Easily accessible and low-cost digital audio workstations Ableton Live (2017) and Logic Pro X (Apple, 2019) as well as the digital protocols Open Sound Control (OSC) (Opensoundcontrol.org) have been utilised to deliver the programming and networking requirements. A major innovation stemming from this project has been the development of the Deeper Love Soundpad App, a sample playback app for Apple smartphones and iPads, in collaboration with Dr. Rob Toulson.
The theoretical background to this research has been informed by actornetwork theory, the sociological approach developed by Bruno Latour (2005), Michel Callon (1986) and John Law (1992). Actor-network theory (ANT) provides a framework for understanding the mechanics of power and organisation within heterogeneous non-hierarchical networks. Mapping and analysing the ANT networks and connections created by the research performances has provided valuable data in the Interactive Musical Participatio
The Harkive Project: Popular Music, Data & Digital Technologies
This thesis is about research around Harkive, an online project designed by this researcher, which gathers stories, reflections, and other data from people about their everyday engagement with popular music. Since 2013, over 1,000 people have contributed to the project, producing around 8,000 texts and highlighting the music reception activities of contemporary music listeners. The thesis presents an analysis of the texts and other data generated, answering a key research question: What can an analysis of the data generated by The Harkive Project reveal about the music reception practices of respondents? To answer this question, the researcher developed an experimental, innovative approach that conceives of Harkive as a space in which people can reflect upon their engagement with music, whilst simultaneously acting as a place that is able to replicate many of the commercial practices related to data collection and processing that have recently emerged as influential factors in the ways that popular music is produced, distributed and consumed. By focusing on a set of findings about the way people reflect on their engagement with music within the Harkive space, this thesis engages practically and critically with these new conditions. Simultaneously, the research explores how the systems of data collection and analysis that facilitate this are technologically complex, subject to rapid change, and often hidden behind commercial and legal firewalls, making the study of them particularly difficult. This then enables us to explore how the use of digital, data and Internet technologies by many people during the course of their everyday lives is providing scholars with new opportunities and methods for undertaking research in the humanities, and how this in turn is leading to questions about the role of the researcher in popular music studies, and how the discipline may take into account the new technologies and practices that have so changed the field. Ultimately, the thesis makes the argument that a greater practical understanding and critical engagement with digital, data and Internet technologies is essential, both for music consumers and popular music scholars, and demonstrates how this work represents a significant contribution to this task
Kenyon Collegian - December 6, 1979
https://digital.kenyon.edu/collegian/2031/thumbnail.jp
Proceedings, MSVSCC 2014
Proceedings of the 8th Annual Modeling, Simulation & Visualization Student Capstone Conference held on April 17, 2014 at VMASC in Suffolk, Virginia
Accurate sound synthesis of 3D object collisions in interactive virtual scenarios
Questa tesi affronta lo studio di algoritmi efficienti per
la sintesi di suoni risultanti dalla collisione di oggetti
generici, partendo da una descrizione fisica del problema.
L'obiettivo della ricerca e' lo sviluppo di strumenti in grado
di aumentare l'accuratezza del feedback uditivo in ambienti
di realta' virtuale attraverso un approccio basato sulla fisica,
senza il bisogno quindi di far riferimento a suoni pre-registrati.
Data la loro versatilita' nel trattare geometrie complesse, i metodi
agli elementi finiti (FEM) sono stati scelti per la discretizzazione
spaziale di generici risonatori tridimensionali. Le risultanti equazioni
discrete sono riarrangiate in modo da disaccoppiare i modi normali del
sistema tramite l'utilizzo di tecniche di Analisi e Sintesi Modale.
Queste tecniche, infatti, portano convenientemente ad algoritmi computazionalmente
efficienti per la sintesi del suono. Implementazioni di esempio di tali algoritmi
sono state sviluppate facendo uso solo di software open-source: questo
materiale a corredo della tesi permette una migliore riproducibilita' dei
risultati di questa tesi da parte di ricercatori aventi una preparazione
nel campo della sintesi audio.
I risultati originali presenti in questo lavoro includono:
i tecniche efficienti basate sulla fisica che aiutano l'implementazione
in tempo reale di algoritmi di sintesi del suono su hardware comune;
ii un metodo per la gestione efficiente dei dati provenienti da analisi
FEM che, assieme ad un modello espressivo per la dissipazione, permette
di calcolare l'informazione caratterizzante un oggetto risonante e salvarla
in una struttura dati compatta
iii una trasformazione nel dominio discreto del tempo su due diverse
rappresentazioni nello spazio degli stati di filtri digitali del secondo
ordine, che permette il calcolo esatto di variabili derivate come la velocita'
e l'energia di un risonatore anche quando semplici realizzazioni a soli poli
sono impiegate
i un'efficiente realizzazione multirate di un banco parallelo di risonatori,
derivata usando una suddivisione con Quadrature-Mirror-Filters (QMF). Confrontata
con lavori simili presenti in letteratura, questa realizzazione permette l'uso
di eccitazione nonlineare in feedback per un banco di risonatori in multirate:
l'idea chiave consiste nello svolgere un cambio di stato adattivo nel banco
di risonatori, muovendo i risonatori dalla frequenza di campionamento elevata,
usata per il processamento della fase transiente, ad un insieme di sottofrequenze
ridotte usate durante l'evoluzione in stato libero del sistema.This thesis investigates efficient algorithms for the synthesis of sounds
produced by colliding objects, starting from a physical description of the
problem. The objective of this investigation is to provide tools capable
of increasing the accuracy of the synthetic auditory feedback in virtual
environments through a physics-based approach, hence without the need
of pre-recorded sounds.
Due to their versatility in dealing with complex geometries, Finite Element
Methods (FEM) are chosen for the space-domain discretization of
generic three-dimensional resonators. The resulting state-space representations
are rearranged so as to decouple the normal modes in the corresponding
equations, through the use of Modal Analysis/Synthesis techniques.
Such techniques, in fact, conveniently lead to computationally efficient
sound synthesis algorithms. The whole mathematical treatment develops
until deriving such algorithms. Finally, implementation examples are provided
which rely only on open-source software: this companion material
guarantees the reproducibility of the results, and can be handled without
much effort by most researchers having a background in sound processing.
The original results presented in this work include:
i efficient physics-based techniques that help implement real-time sound
synthesis algorithms on common hardware;
ii a method for the efficient management of FEM data which, by working
together with an expressive damping model, allows to pre-compute the
information characterizing a resonating object and then to store it in
a compact data structure;
iii a time-domain transformation of the state-space representation of
second-order digital filters, allowing for the exact computation of dependent
variables such as resonator velocity and energy, even when
simple all-pole realizations are used;
iv an efficient multirate realization of a parallel bank of resonators, which
is derived using a Quadrature-Mirror-Filters (QMF) subdivision. Compared
to similar works previously proposed in the literature, this realization
allows for the nonlinear feedback excitation of a multirate
filter bank: the key idea is to perform an adaptive state change in the
resonator bank, by switching the sampling rate of the resonators from
a common highest value, used while processing the initial transient of
the signals at full bandwidth, to a set of lower values in ways to enable
a multirate realization of the same bank during the steady state
evolution of the signals
Deep Model for Improved Operator Function State Assessment
A deep learning framework is presented for engagement assessment using EEG signals. Deep learning is a recently developed machine learning technique and has been applied to many applications. In this paper, we proposed a deep learning strategy for operator function state (OFS) assessment. Fifteen pilots participated in a flight simulation from Seattle to Chicago. During the four-hour simulation, EEG signals were recorded for each pilot. We labeled 20- minute data as engaged and disengaged to fine-tune the deep network and utilized the remaining vast amount of unlabeled data to initialize the network. The trained deep network was then used to assess if a pilot was engaged during the four-hour simulation
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