2,102 research outputs found

    Model-Based Testing for Building Reliable Realtime Interactive Music Systems

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    International audienceThe role of an Interactive Music System (IMS) is to accompany musicians during live performances, acting like a real musician. It must react in realtime to audio signals from musicians, according to a timed high-level requirement called mixed score, written in a domain specific language. Such goals imply strong requirements of temporal reliability and robustness to unforeseen errors in input, yet not much addressed by the computer music community. We present the application of Model-Based Testing techniques and tools to a state-of-the-art IMS, including in particular: offline and on-the-fly approaches for the generation of relevant input data for testing (including timing values), with coverage criteria, the computation of the corresponding expected output, according to the semantics of a given mixed score, the black-box execution of the test data on the System Under Test and the production of a verdict. Our method is based on formal models in a dedicated intermediate representation, compiled directly from mixed scores (high-level requirements), and either passed, to the model-checker Uppaal (after conversion to Timed Automata) in the offline approach, or executed by a virtual machine in the online approach. Our fully automatic framework has been applied to real mixed scores used in concerts and the results obtained have permitted to identify bugs in the target IMS

    Metaverse: A Vision, Architectural Elements, and Future Directions for Scalable and Realtime Virtual Worlds

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    With the emergence of Cloud computing, Internet of Things-enabled Human-Computer Interfaces, Generative Artificial Intelligence, and high-accurate Machine and Deep-learning recognition and predictive models, along with the Post Covid-19 proliferation of social networking, and remote communications, the Metaverse gained a lot of popularity. Metaverse has the prospective to extend the physical world using virtual and augmented reality so the users can interact seamlessly with the real and virtual worlds using avatars and holograms. It has the potential to impact people in the way they interact on social media, collaborate in their work, perform marketing and business, teach, learn, and even access personalized healthcare. Several works in the literature examine Metaverse in terms of hardware wearable devices, and virtual reality gaming applications. However, the requirements of realizing the Metaverse in realtime and at a large-scale need yet to be examined for the technology to be usable. To address this limitation, this paper presents the temporal evolution of Metaverse definitions and captures its evolving requirements. Consequently, we provide insights into Metaverse requirements. In addition to enabling technologies, we lay out architectural elements for scalable, reliable, and efficient Metaverse systems, and a classification of existing Metaverse applications along with proposing required future research directions

    Designing and Composing for Interdependent Collaborative Performance with Physics-Based Virtual Instruments

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    Interdependent collaboration is a system of live musical performance in which performers can directly manipulate each other’s musical outcomes. While most collaborative musical systems implement electronic communication channels between players that allow for parameter mappings, remote transmissions of actions and intentions, or exchanges of musical fragments, they interrupt the energy continuum between gesture and sound, breaking our cognitive representation of gesture to sound dynamics. Physics-based virtual instruments allow for acoustically and physically plausible behaviors that are related to (and can be extended beyond) our experience of the physical world. They inherently maintain and respect a representation of the gesture to sound energy continuum. This research explores the design and implementation of custom physics-based virtual instruments for realtime interdependent collaborative performance. It leverages the inherently physically plausible behaviors of physics-based models to create dynamic, nuanced, and expressive interconnections between performers. Design considerations, criteria, and frameworks are distilled from the literature in order to develop three new physics-based virtual instruments and associated compositions intended for dissemination and live performance by the electronic music and instrumental music communities. Conceptual, technical, and artistic details and challenges are described, and reflections and evaluations by the composer-designer and performers are documented

    Towards Machine Musicians Who Have Listened to More Music Than Us: Audio Database-led Algorithmic Criticism for Automatic Composition and Live Concert Systems

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    Databases of audio can form the basis for new algorithmic critic systems, applying techniques from the growing field of music information retrieval to meta-creation in algorithmic composition and interactive music systems. In this article, case studies are described where critics are derived from larger audio corpora. In the first scenario, the target music is electronic art music, and two corpuses are used to train model parameters and then compared with each other and against further controls in assessing novel electronic music composed by a separate program. In the second scenario, a “real-world” application is described, where a “jury” of three deliberately and individually biased algorithmic music critics judged the winner of a dubstep remix competition. The third scenario is a live tool for automated in-concert criticism, based on the limited situation of comparing an improvising pianists' playing to that of Keith Jarrett; the technology overlaps that described in the other systems, though now deployed in real time. Alongside description and analysis of these systems, the wider possibilities and implications are discussed

    Plays of proximity and distance: Gesture-based interaction and visual music

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    This thesis presents the relations between gestural interfaces and artworks which deal with real- time and simultaneous performance of dynamic imagery and sound, the so called visual music practices. Those relation extend from a historical, practical and theoretical viewpoint, which this study aims to cover, at least partially, all of them. Such relations are exemplified by two artistic projects developed by the author of this thesis, which work as a starting point for analysing the issues around the two main topics. The principles, patterns, challenges and concepts which struc- tured the two artworks are extracted, analysed and discussed, providing elements for comparison and evaluation, which may be useful for future researches on the topic

    Un framework automatique de test pour système interactif musical

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    International audienceScore-Based Interactive Music Systems are involved in live performances with human musicians, reacting in realtime to audio signals and asynchronous incoming events according to a pre-specified timed scenario called mixed score. Building such a system is a difficult challenge implying strong require- ments of reliability and robustness to unforeseen errors in input.We present the application to an automatic accompaniment system of formal methods for conformance testing of critical embedded systems. Our approach is fully automatic and based on formal models constructed directly from mixed scores, specifying the behavior expected from the system when playing with musicians. It has been applied to real mixed scores and the results obtained have permitted to identify bugs in the tested system

    Automated manipulation of musical grammars to support episodic interactive experiences

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    Music is used to enhance the experience of participants and visitors in a range of settings including theatre, film, video games, installations and theme parks. These experiences may be interactive, contrastingly episodic and with variable duration. Hence, the musical accompaniment needs to be dynamic and to transition between contrasting music passages. In these contexts, computer generation of music may be necessary for practical reasons including distribution and cost. Automated and dynamic composition algorithms exist but are not well-suited to a highly interactive episodic context owing to transition-related problems including discontinuity, abruptness, extended repetitiveness and lack of musical granularity and musical form. Addressing these problems requires algorithms capable of reacting to participant behaviour and episodic change in order to generate formic music that is continuous and coherent during transitions. This thesis presents the Form-Aware Transitioning and Recovering Algorithm (FATRA) for realtime, adaptive, form-aware music generation to provide continuous musical accompaniment in episodic context. FATRA combines stochastic grammar adaptation and grammar merging in real time. The Form-Aware Transition Engine (FATE) implementation of FATRA estimates the time-occurrence of upcoming narrative transitions and generates a harmonic sequence as narrative accompaniment with a focus on coherent, form-aware music transitioning between music passages of contrasting character. Using FATE, FATRA has been evaluated in three perceptual user studies: An audioaugmented real museum experience, a computer-simulated museum experience and a music-focused online study detached from narrative. Music transitions of FATRA were benchmarked against common approaches of the video game industry, i.e. crossfading and direct transitions. The participants were overall content with the music of FATE during their experience. Transitions of FATE were significantly favoured against the crossfading benchmark and competitive against the direct transitions benchmark, without statistical significance for the latter comparison. In addition, technical evaluation demonstrated capabilities of FATRA including form generation, repetitiveness avoidance and style/form recovery in case of falsely predicted narrative transitions. Technical results along with perceptual preference and competitiveness against the benchmark approaches are deemed as positive and the structural advantages of FATRA, including form-aware transitioning, carry considerable potential for future research

    What does touch tell us about emotions in touchscreen-based gameplay?

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the player’s emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence

    Real-Time Subtitle Generator for Sinhala Speech

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    In today’s digital era, the significance of speech recognition technology cannot be overstated as it plays a pivotal role in enabling human-computer interaction and supporting various applications. This paper focuses on the development of a real-time subtitle generator for Sinhala speech using speech recognition techniques. The CMUSphinx toolkit, an open-source toolkit based on the Hidden Markov Model (HMM), is employed for the implementation of the application. Mel-frequency cepstral coefficients (MFCC) are utilized for feature extraction from the given ’wav’ format recordings. The paper places significant emphasis on the importance of a real-time subtitle generator for Sinhala speech and explores the existing literature in the field. It outlines the objectives of the research and discusses the achieved outcomes. By fine-tuning hyperparameters to enhance the recognition accuracy of the system, impressive results of 88.28% training accuracy and 11.72% Word Error Rate (WER) are attained. Thesignificance of this research is underscored by its methodological advancements, robust performance metrics, and the potential impact on facilitating seamless interactions and applications in the Sinhala speech domain. Keywords: Speech recognition, Real-time, Subtitle, CMUSphinx, Open source, Hidden Markov Model, Mel-frequency cepstral coefficients, ’wav’, Accuracy, Word Error Rat
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