303 research outputs found

    Progressive Filtering Using Multiresolution Histograms for Query by Humming System

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    The rising availability of digital music stipulates effective categorization and retrieval methods. Real world scenarios are characterized by mammoth music collections through pertinent and non-pertinent songs with reference to the user input. The primary goal of the research work is to counter balance the perilous impact of non-relevant songs through Progressive Filtering (PF) for Query by Humming (QBH) system. PF is a technique of problem solving through reduced space. This paper presents the concept of PF and its efficient design based on Multi-Resolution Histograms (MRH) to accomplish searching in manifolds. Initially the entire music database is searched to obtain high recall rate and narrowed search space. Later steps accomplish slow search in the reduced periphery and achieve additional accuracy. Experimentation on large music database using recursive programming substantiates the potential of the method. The outcome of proposed strategy glimpses that MRH effectively locate the patterns. Distances of MRH at lower level are the lower bounds of the distances at higher level, which guarantees evasion of false dismissals during PF. In due course, proposed method helps to strike a balance between efficiency and effectiveness. The system is scalable for large music retrieval systems and also data driven for performance optimization as an added advantage.Comment: 12 Pages, 6 Figures, Full version of the paper published at ICMCCA-2012 with the same title, Link:http://link.springer.com/chapter/10.1007/978-81-322-1143-3_2

    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

    Searching and mining trillions of time series subsequences under dynamic time warping

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    DMRN+18: Digital Music Research Network One-day Workshop 2023

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    DMRN+18: Digital Music Research Network One-day Workshop 2023 Queen Mary University of London Tuesday 19th December 2023 • Keynote speaker: Stefan Bilbao The Digital Music Research Network (DMRN) aims to promote research in the area of digital music, by bringing together researchers from UK and overseas universities, as well as industry, for its annual workshop. The workshop will include invited and contributed talks and posters. The workshop will be an ideal opportunity for networking with other people working in the area. Keynote speakers: Stefan Bilbao Tittle: Physics-based Audio: Sound Synthesis and Virtual Acoustics. Abstract: Any acoustically-produced sound produced must be the result of physical laws that describe the dynamics of a given system---always at least partly mechanical, and sometimes with an electronic element as well. One approach to the synthesis of natural acoustic timbres, thus, is through simulation, often referred to in this context as physical modelling, or physics-based audio. In this talk, the principles of physics-based audio, and the various different approaches to simulation are described, followed by a set of examples covering: various musical instrument types; the important related problem of the emulation of room acoustics or “virtual acoustics”; the embedding of instruments in a 3D virtual space; electromechanical effects; and also new modular instrument designs based on physical laws, but without a counterpart in the real world. Some more technical details follow, including the strengths, weaknesses and limitations of such methods, and pointers to some links to data-centred black-box approaches to sound generation and effects processing. The talk concludes with some musical examples and recent work on moving such algorithms to a real-time setting.. Bio: Stefan is a Professor (full) at Reid School of Music, University of Edinburgh, he is the Personal Chair of Acoustics and Audio Signal Processing, Music. He currently works on computational acoustics, for applications in sound synthesis and virtual acoustics. Special topics of interest include: Finite difference time domain methods, distributed nonlinear systems such as strings and plates, architectural acoustics, spatial audio in simulation, multichannel sound synthesis, and hardware and software realizations. More information on: https://www.acoustics.ed.ac.uk/group-members/dr-stefan-bilbao/ DMRN+18 is sponsored by The UKRI Centre for Doctoral Training in Artificial Intelligence and Music (AIM); a leading PhD research programme aimed at the Music/Audio Technology and Creative Industries, based at Queen Mary University of London

    An Artificial Intelligence Approach to Concatenative Sound Synthesis

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    Sound examples are included with this thesisTechnological advancement such as the increase in processing power, hard disk capacity and network bandwidth has opened up many exciting new techniques to synthesise sounds, one of which is Concatenative Sound Synthesis (CSS). CSS uses data-driven method to synthesise new sounds from a large corpus of small sound snippets. This technique closely resembles the art of mosaicing, where small tiles are arranged together to create a larger image. A ‘target’ sound is often specified by users so that segments in the database that match those of the target sound can be identified and then concatenated together to generate the output sound. Whilst the practicality of CSS in synthesising sounds currently looks promising, there are still areas to be explored and improved, in particular the algorithm that is used to find the matching segments in the database. One of the main issues in CSS is the basis of similarity, as there are many perceptual attributes which sound similarity can be based on, for example it can be based on timbre, loudness, rhythm, and tempo and so on. An ideal CSS system needs to be able to decipher which of these perceptual attributes are anticipated by the users and then accommodate them by synthesising sounds that are similar with respect to the particular attribute. Failure to communicate the basis of sound similarity between the user and the CSS system generally results in output that mismatches the sound which has been envisioned by the user. In order to understand how humans perceive sound similarity, several elements that affected sound similarity judgment were first investigated. Of the four elements tested (timbre, melody, loudness, tempo), it was found that the basis of similarity is dependent on humans’ musical training where musicians based similarity on the timbral information, whilst non-musicians rely on melodic information. Thus, for the rest of the study, only features that represent the timbral information were included, as musicians are the target user for the findings of this study. Another issue with the current state of CSS systems is the user control flexibility, in particular during segment matching, where features can be assigned with different weights depending on their importance to the search. Typically, the weights (in some existing CSS systems that support the weight assigning mechanism) can only be assigned manually, resulting in a process that is both labour intensive and time consuming. Additionally, another problem was identified in this study, which is the lack of mechanism to handle homosonic and equidistant segments. These conditions arise when too few features are compared causing otherwise aurally different sounds to be represented by the same sonic values, or can also be a result of rounding off the values of the features extracted. This study addresses both of these problems through an extended use of Artificial Intelligence (AI). The Analysis Hierarchy Process (AHP) is employed to enable order dependent features selection, allowing weights to be assigned for each audio feature according to their relative importance. Concatenation distance is used to overcome the issues with homosonic and equidistant sound segments. The inclusion of AI results in a more intelligent system that can better handle tedious tasks and minimize human error, allowing users (composers) to worry less of the mundane tasks, and focusing more on the creative aspects of music making. In addition to the above, this study also aims to enhance user control flexibility in a CSS system and improve similarity result. The key factors that affect the synthesis results of CSS were first identified and then included as parametric options which users can control in order to communicate their intended creations to the system to synthesise. Comprehensive evaluations were carried out to validate the feasibility and effectiveness of the proposed solutions (timbral-based features set, AHP, and concatenation distance). The final part of the study investigates the relationship between perceived sound similarity and perceived sound interestingness. A new framework that integrates all these solutions, the query-based CSS framework, was then proposed. The proof-of-concept of this study, ConQuer, was developed based on this framework. This study has critically analysed the problems in existing CSS systems. Novel solutions have been proposed to overcome them and their effectiveness has been tested and discussed, and these are also the main contributions of this study.Malaysian Minsitry of Higher Education, Universiti Putra Malaysi

    Research & scholarly achievements, July 1, 1984 - June 30, 1985

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    Annual summary of scholarly activities at UCF for the period from July 1, 1984 to June 30, 1985. This report highlights the contributions to scholarship by the Faculty during this period, including books and monographs, articles, creative works, presentations, grants and contracts

    Randomized shortest paths and their applications

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    In graph analysis, the Shortest Path problem identifies the optimal, most cost effective, path between two nodes. This problem has been the object of many studies and extensions in heterogeneous domains such as: speech recognition, social network analysis, biological sequence alignment, path planning, or zero-sum games among others. Although the shortest path focuses on the optimal cost of reaching a destination node, it does not take into account other useful information contained on the graph, such as the degree of connectivity of two nodes. On the other hand, measures taking connectivity information into account have their own drawbacks, specially when graphs become large. A new family of distances which interpolates between both extremes is introduced by the Randomized Shortest Path (RSP) framework. By spreading randomization through a graph, the RSP leads to applications where some degree of randomness would be desired. Through this work, we try to investigate whether the RSP framework can be applied to different domains in which randomization is useful, and either solve an existing problem with a new approach, or prove to outperform existing methods.(FSA - Sciences de l'ingénieur) -- UCL, 201

    Collaborative Lesson Study: A Qualitative Case Study of Elementary Teachers’ Professional Learning Experience

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    Teacher collaboration practices in schools have impacted how teachers work together to prevent professional isolation. The mandate of collaborative practices has resulted in some teachers expressing frustration and a lack of benefit from their current experiences. The purpose of this qualitative case study, conducted in the Southeast region of the United States, was to determine if lesson study provided a more meaningful collaborative approach during focused group sessions. Using New London Group’s (1996) designs of meaning concept encapsulated in the Pedagogy of Multiliteracies Theoretical Framework to gauge the relevance of lesson study, I sought to explore a deeper understanding of the attitudes and perceptions of elementary educators practicing this method. The participants in this study, the kindergarten collaboration team, consisted of three kindergarten teachers, one special education teacher, one media specialist teacher, and one technology specialist teacher. The individuals’ teaching experience ranged from 17 to 30 years. Data collected included field notes, focus group reflections of team lesson observations, transcriptions from semi-structured individual interviews, and a focus group interview. The overarching research question that drove this study was: What were the attitudes and perceptions of elementary educators towards practicing lesson study and its influence on the quality of teaching? Findings from this investigation revealed that participants going through the lesson study were appreciative from acquiring a unique collaborative experience. A new team dynamic, introspective analyses, and transformation of teacher learning contributed to a meaningful collaborative process. Furthermore, maximizing colleagues’ skillsets, preparation, and learning-by-doing heightened the quality of instructional math practices. vi Table o

    Designing Hybrid Interactions through an Understanding of the Affordances of Physical and Digital Technologies

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    Two recent technological advances have extended the diversity of domains and social contexts of Human-Computer Interaction: the embedding of computing capabilities into physical hand-held objects, and the emergence of large interactive surfaces, such as tabletops and wall boards. Both interactive surfaces and small computational devices usually allow for direct and space-multiplex input, i.e., for the spatial coincidence of physical action and digital output, in multiple points simultaneously. Such a powerful combination opens novel opportunities for the design of what are considered as hybrid interactions in this work. This thesis explores the affordances of physical interaction as resources for interface design of such hybrid interactions. The hybrid systems that are elaborated in this work are envisioned to support specific social and physical contexts, such as collaborative cooking in a domestic kitchen, or collaborative creativity in a design process. In particular, different aspects of physicality characteristic of those specific domains are explored, with the aim of promoting skill transfer across domains. irst, different approaches to the design of space-multiplex, function-specific interfaces are considered and investigated. Such design approaches build on related work on Graspable User Interfaces and extend the design space to direct touch interfaces such as touch-sensitive surfaces, in different sizes and orientations (i.e., tablets, interactive tabletops, and walls). These approaches are instantiated in the design of several experience prototypes: These are evaluated in different settings to assess the contextual implications of integrating aspects of physicality in the design of the interface. Such implications are observed both at the pragmatic level of interaction (i.e., patterns of users' behaviors on first contact with the interface), as well as on user' subjective response. The results indicate that the context of interaction affects the perception of the affordances of the system, and that some qualities of physicality such as the 3D space of manipulation and relative haptic feedback can affect the feeling of engagement and control. Building on these findings, two controlled studies are conducted to observe more systematically the implications of integrating some of the qualities of physical interaction into the design of hybrid ones. The results indicate that, despite the fact that several aspects of physical interaction are mimicked in the interface, the interaction with digital media is quite different and seems to reveal existing mental models and expectations resulting from previous experience with the WIMP paradigm on the desktop PC
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