5,525 research outputs found

    Moody Music Generator: Characterising Control Parameters Using Crowdsourcing.

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    Abstract. We characterise the expressive effects of a music generator capable of varying its moods through two control parameters. The two control parameters were constructed on the basis of existing work on va-lence and arousal in music, and intended to provide control over those two mood factors. In this paper we conduct a listener study to determine how people actually perceive the various moods the generator can produce. Rather than directly attempting to validate that our two control param-eters represent arousal and valence, instead we conduct an open-ended study to crowd-source labels characterising different parts of this two-dimensional control space. Our aim is to characterise perception of the generator’s expressive space, without constraining listeners ’ responses to labels specifically aimed at validating the original arousal/valence moti-vation. Subjects were asked to listen to clips of generated music over the Internet, and to describe the moods with free-text labels. We find that the arousal parameter does roughly map to perceived arousal, but that the nominal “valence ” parameter has strong interaction with the arousal parameter, and produces different effects in different parts of the con-trol space. We believe that the characterisation methodology described here is general and could be used to map the expressive range of other parameterisable generators.

    Generative theatre of totality

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    Generative art can be used for creating complex multisensory and multimedia experiences within predetermined aesthetic parameters, characteristic of the performing arts and remarkably suitable to address Moholy-Nagy's Theatre of Totality vision. In generative artworks the artist will usually take on the role of an experience framework designer, and the system evolves freely within that framework and its defined aesthetic boundaries. Most generative art impacts visual arts, music and literature, but there does not seem to be any relevant work exploring the cross-medium potential, and one could confidently state that most generative art outcomes are abstract and visual, or audio. It is the goal of this article to propose a model for the creation of generative performances within the Theatre of Totality's scope, derived from stochastic Lindenmayer systems, where mapping techniques are proposed to address the seven variables addressed by Moholy-Nagy: light, space, plane, form, motion, sound and man ("man" is replaced in this article with "human", except where quoting from the author), with all the inherent complexities

    Adaptive jukebox : a context-sensitive playlist generator

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    Nowadays, a lot of users own large collections of music MP3 files. Manually organising such collections into playlists is a tedious task. On the other hand random playlist generation may not always provide the user with an enjoyable experience. Automatic playlist generation is a relatively new field in computer science that address this issue, developing algorithms that can automatically create playlists to suit the user’s preferences. This paper presents our work in this field, where we suggest that playlist generators should be more context-sensitive. We also present Adaptive Jukebox, a context-sensitive, zero-input playlist generator that recommends and plays songs from the user’s personal MP3 collection. Initial experiments suggest that our system is more accurate than both a random generator and a system that does not take context into account.peer-reviewe

    MetaCompose: A Compositional Evolutionary Music Composer

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    A Trip to the Moon: Personalized Animated Movies for Self-reflection

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    Self-tracking physiological and psychological data poses the challenge of presentation and interpretation. Insightful narratives for self-tracking data can motivate the user towards constructive self-reflection. One powerful form of narrative that engages audience across various culture and age groups is animated movies. We collected a week of self-reported mood and behavior data from each user and created in Unity a personalized animation based on their data. We evaluated the impact of their video in a randomized control trial with a non-personalized animated video as control. We found that personalized videos tend to be more emotionally engaging, encouraging greater and lengthier writing that indicated self-reflection about moods and behaviors, compared to non-personalized control videos
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