352 research outputs found

    Analysis and Exploitation of Musician Social Networks for Recommendation and Discovery

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    This paper presents an extensive analysis of a sample of a social network of musicians. The network sample is first analyzed using standard complex network techniques to verify that it has similar properties to other web-derived complex networks. Content-based pairwise dissimilarity values between the musical data associated with the network sample are computed, and the relationship between those content-based distances and distances from network theory explored. Following this exploration, hybrid graphs and distance measures are constructed, and used to examine the community structure of the artist network. Finally, results of these investigations are presented and considered in the light of recommendation and discovery applications with these hybrid measures as their basis

    Recommending Structured Objects: Paths and Sets

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    Recommender systems have been widely adopted in industry to help people find the most appropriate items to purchase or consume from the increasingly large collection of available resources (e.g., books, songs and movies). Conventional recommendation techniques follow the approach of ``ranking all possible options and pick the top'', which can work effectively for single item recommendation but fall short when the item in question has internal structures. For example, a travel trajectory with a sequence of points-of-interest or a music playlist with a set of songs. Such structured objects pose critical challenges to recommender systems due to the intractability of ranking all possible candidates. This thesis study the problem of recommending structured objects, in particular, the recommendation of path (a sequence of unique elements) and set (a collection of distinct elements). We study the problem of recommending travel trajectories in a city, which is a typical instance of path recommendation. We propose methods that combine learning to rank and route planning techniques for efficient trajectory recommendation. Another contribution of this thesis is to develop the structured recommendation approach for path recommendation by substantially modifying the loss function, the learning and inference procedures of structured support vector machines. A novel application of path decoding techniques helps us achieve efficient learning and recommendation. Additionally, we investigate the problem of recommending a set of songs to form a playlist as an example of the set recommendation problem. We propose to jointly learn user representations by employing the multi-task learning paradigm, and a key result of equivalence between bipartite ranking and binary classification enables efficient learning of our set recommendation method. Extensive evaluations on real world datasets demonstrate the effectiveness of our proposed approaches for path and set recommendation

    A Content-Aware Interactive Explorer of Digital Music Collections: The Phonos Music Explorer

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    La tesi si propone di utilizzare le più recenti tecnologie del Music Information Retrieval (MIR) al fine di creare un esploratore interattivo di cataloghi musicali. Il software utilizza tecniche avanzate quali riduzione di dimensionalità  mediante FastMap, generazione e streaming over-the-network di contenuto audio, segmentazione e estrazione di descrittori da segnali audio. Inoltre, il software è in grado di adattare in real-time il proprio output sulla base di interazioni dell'utent

    Navigating the space of your music

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.Includes bibliographical references (p. 121-124).Navigating increasingly large personal music libraries is commonplace. Yet most music browsers do not enable their users to explore their collections in a guided and manipulable fashion, often requiring them to have a specific target in mind. MusicBox is a new music browser that provides this interactive control by mapping a music collection into a two-dimensional space, applying principal components analysis (PCA) to a combination of contextual and content-based features of each of the musical tracks. The resulting map shows similar songs close together and dissimilar songs farther apart. MusicBox is fully interactive and highly flexible: users can add and remove features from the included feature list, with PCA recomputed on the fly to remap the data. MusicBox is also extensible; we invite other music researchers to contribute features to its PCA engine. A small user study has shown that MusicBox helps users to find music in their libraries, to discover new music, and to challenge their assumptions about relationships between types of music.by Anita Shen Lillie.S.M

    Music and Wearable Technology

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    Music affects the body in different ways. The goal of this project was to determine how music affects an exerciser and build an Android app to optimize exercise performance. Through use of a smart watch, heart rate and step rate were collected and matched to values assigned to local music files to play to the listener. This caused the song to change based on current exercise performance to either enhance it, stabilize it, or decrease it

    Spatial auditory display for acoustics and music collections

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    PhDThis thesis explores how audio can be better incorporated into how people access information and does so by developing approaches for creating three-dimensional audio environments with low processing demands. This is done by investigating three research questions. Mobile applications have processor and memory requirements that restrict the number of concurrent static or moving sound sources that can be rendered with binaural audio. Is there a more e cient approach that is as perceptually accurate as the traditional method? This thesis concludes that virtual Ambisonics is an ef cient and accurate means to render a binaural auditory display consisting of noise signals placed on the horizontal plane without head tracking. Virtual Ambisonics is then more e cient than convolution of HRTFs if more than two sound sources are concurrently rendered or if movement of the sources or head tracking is implemented. Complex acoustics models require signi cant amounts of memory and processing. If the memory and processor loads for a model are too large for a particular device, that model cannot be interactive in real-time. What steps can be taken to allow a complex room model to be interactive by using less memory and decreasing the computational load? This thesis presents a new reverberation model based on hybrid reverberation which uses a collection of B-format IRs. A new metric for determining the mixing time of a room is developed and interpolation between early re ections is investigated. Though hybrid reverberation typically uses a recursive lter such as a FDN for the late reverberation, an average late reverberation tail is instead synthesised for convolution reverberation. Commercial interfaces for music search and discovery use little aural information even though the information being sought is audio. How can audio be used in interfaces for music search and discovery? This thesis looks at 20 interfaces and determines that several themes emerge from past interfaces. These include using a two or three-dimensional space to explore a music collection, allowing concurrent playback of multiple sources, and tools such as auras to control how much information is presented. A new interface, the amblr, is developed because virtual two-dimensional spaces populated by music have been a common approach, but not yet a perfected one. The amblr is also interpreted as an art installation which was visited by approximately 1000 people over 5 days. The installation maps the virtual space created by the amblr to a physical space

    Exploratory Browsing

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    In recent years the digital media has influenced many areas of our life. The transition from analogue to digital has substantially changed our ways of dealing with media collections. Today‟s interfaces for managing digital media mainly offer fixed linear models corresponding to the underlying technical concepts (folders, events, albums, etc.), or the metaphors borrowed from the analogue counterparts (e.g., stacks, film rolls). However, people‟s mental interpretations of their media collections often go beyond the scope of linear scan. Besides explicit search with specific goals, current interfaces can not sufficiently support the explorative and often non-linear behavior. This dissertation presents an exploration of interface design to enhance the browsing experience with media collections. The main outcome of this thesis is a new model of Exploratory Browsing to guide the design of interfaces to support the full range of browsing activities, especially the Exploratory Browsing. We define Exploratory Browsing as the behavior when the user is uncertain about her or his targets and needs to discover areas of interest (exploratory), in which she or he can explore in detail and possibly find some acceptable items (browsing). According to the browsing objectives, we group browsing activities into three categories: Search Browsing, General Purpose Browsing and Serendipitous Browsing. In the context of this thesis, Exploratory Browsing refers to the latter two browsing activities, which goes beyond explicit search with specific objectives. We systematically explore the design space of interfaces to support the Exploratory Browsing experience. Applying the methodology of User-Centered Design, we develop eight prototypes, covering two main usage contexts of browsing with personal collections and in online communities. The main studied media types are photographs and music. The main contribution of this thesis lies in deepening the understanding of how people‟s exploratory behavior has an impact on the interface design. This thesis contributes to the field of interface design for media collections in several aspects. With the goal to inform the interface design to support the Exploratory Browsing experience with media collections, we present a model of Exploratory Browsing, covering the full range of exploratory activities around media collections. We investigate this model in different usage contexts and develop eight prototypes. The substantial implications gathered during the development and evaluation of these prototypes inform the further refinement of our model: We uncover the underlying transitional relations between browsing activities and discover several stimulators to encourage a fluid and effective activity transition. Based on this model, we propose a catalogue of general interface characteristics, and employ this catalogue as criteria to analyze the effectiveness of our prototypes. We also present several general suggestions for designing interfaces for media collections
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