6,860 research outputs found
Predicting Audio Advertisement Quality
Online audio advertising is a particular form of advertising used abundantly
in online music streaming services. In these platforms, which tend to host tens
of thousands of unique audio advertisements (ads), providing high quality ads
ensures a better user experience and results in longer user engagement.
Therefore, the automatic assessment of these ads is an important step toward
audio ads ranking and better audio ads creation. In this paper we propose one
way to measure the quality of the audio ads using a proxy metric called Long
Click Rate (LCR), which is defined by the amount of time a user engages with
the follow-up display ad (that is shown while the audio ad is playing) divided
by the impressions. We later focus on predicting the audio ad quality using
only acoustic features such as harmony, rhythm, and timbre of the audio,
extracted from the raw waveform. We discuss how the characteristics of the
sound can be connected to concepts such as the clarity of the audio ad message,
its trustworthiness, etc. Finally, we propose a new deep learning model for
audio ad quality prediction, which outperforms the other discussed models
trained on hand-crafted features. To the best of our knowledge, this is the
first large-scale audio ad quality prediction study.Comment: WSDM '18 Proceedings of the Eleventh ACM International Conference on
Web Search and Data Mining, 9 page
Music Generation by Deep Learning - Challenges and Directions
In addition to traditional tasks such as prediction, classification and
translation, deep learning is receiving growing attention as an approach for
music generation, as witnessed by recent research groups such as Magenta at
Google and CTRL (Creator Technology Research Lab) at Spotify. The motivation is
in using the capacity of deep learning architectures and training techniques to
automatically learn musical styles from arbitrary musical corpora and then to
generate samples from the estimated distribution. However, a direct application
of deep learning to generate content rapidly reaches limits as the generated
content tends to mimic the training set without exhibiting true creativity.
Moreover, deep learning architectures do not offer direct ways for controlling
generation (e.g., imposing some tonality or other arbitrary constraints).
Furthermore, deep learning architectures alone are autistic automata which
generate music autonomously without human user interaction, far from the
objective of interactively assisting musicians to compose and refine music.
Issues such as: control, structure, creativity and interactivity are the focus
of our analysis. In this paper, we select some limitations of a direct
application of deep learning to music generation, analyze why the issues are
not fulfilled and how to address them by possible approaches. Various examples
of recent systems are cited as examples of promising directions.Comment: 17 pages. arXiv admin note: substantial text overlap with
arXiv:1709.01620. Accepted for publication in Special Issue on Deep learning
for music and audio, Neural Computing & Applications, Springer Nature, 201
Music in the brain
Music is ubiquitous across human cultures — as a source of affective and pleasurable experience, moving us both physically and emotionally — and learning to play music shapes both brain structure and brain function. Music processing in the brain — namely, the perception of melody, harmony and rhythm — has traditionally been studied as an auditory phenomenon using passive listening paradigms. However, when listening to music, we actively generate predictions about what is likely to happen next. This enactive aspect has led to a more comprehensive understanding of music processing involving brain structures implicated in action, emotion and learning. Here we review the cognitive neuroscience literature of music perception. We show that music perception, action, emotion and learning all rest on the human brain’s fundamental capacity for prediction — as formulated by the predictive coding of music model. This Review elucidates how this formulation of music perception and expertise in individuals can be extended to account for the dynamics and underlying brain mechanisms of collective music making. This in turn has important implications for human creativity as evinced by music improvisation. These recent advances shed new light on what makes music meaningful from a neuroscientific perspective
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Anchoring Knowledge in Interaction: Towards a Harmonic Subsymbolic/Symbolic Framework and Architecture of Computational Cognition
We outline a proposal for a research program leading to a new paradigm, architectural framework, and prototypical implementation, for the cognitively inspired anchoring of an agent’s learning, knowledge formation, and higher reasoning abilities in real-world interactions: Learning through interaction in real-time in a real environment triggers the incremental accumulation and repair of knowledge that leads to the formation of theories at a higher level of abstraction. The transformations at this higher level filter down and inform the learning process as part of a permanent cycle of learning through experience, higher-order deliberation, theory formation and revision.
The envisioned framework will provide a precise computational theory, algorithmic descriptions, and an implementation in cyber-physical systems, addressing the lifting of action patterns from the subsymbolic to the symbolic knowledge level, effective methods for theory formation, adaptation, and evolution, the anchoring of knowledge-level objects, real-world interactions and manipulations, and the realization and evaluation of such a system in different scenarios. The expected results can provide new foundations for future agent architectures, multi-agent systems, robotics, and cognitive systems, and can facilitate a deeper understanding of the development and interaction in human-technological settings
ARSTREAM: A Neural Network Model of Auditory Scene Analysis and Source Segregation
Multiple sound sources often contain harmonics that overlap and may be degraded by environmental noise. The auditory system is capable of teasing apart these sources into distinct mental objects, or streams. Such an "auditory scene analysis" enables the brain to solve the cocktail party problem. A neural network model of auditory scene analysis, called the AIRSTREAM model, is presented to propose how the brain accomplishes this feat. The model clarifies how the frequency components that correspond to a give acoustic source may be coherently grouped together into distinct streams based on pitch and spatial cues. The model also clarifies how multiple streams may be distinguishes and seperated by the brain. Streams are formed as spectral-pitch resonances that emerge through feedback interactions between frequency-specific spectral representaion of a sound source and its pitch. First, the model transforms a sound into a spatial pattern of frequency-specific activation across a spectral stream layer. The sound has multiple parallel representations at this layer. A sound's spectral representation activates a bottom-up filter that is sensitive to harmonics of the sound's pitch. The filter activates a pitch category which, in turn, activate a top-down expectation that allows one voice or instrument to be tracked through a noisy multiple source environment. Spectral components are suppressed if they do not match harmonics of the top-down expectation that is read-out by the selected pitch, thereby allowing another stream to capture these components, as in the "old-plus-new-heuristic" of Bregman. Multiple simultaneously occuring spectral-pitch resonances can hereby emerge. These resonance and matching mechanisms are specialized versions of Adaptive Resonance Theory, or ART, which clarifies how pitch representations can self-organize durin learning of harmonic bottom-up filters and top-down expectations. The model also clarifies how spatial location cues can help to disambiguate two sources with similar spectral cures. Data are simulated from psychophysical grouping experiments, such as how a tone sweeping upwards in frequency creates a bounce percept by grouping with a downward sweeping tone due to proximity in frequency, even if noise replaces the tones at their interection point. Illusory auditory percepts are also simulated, such as the auditory continuity illusion of a tone continuing through a noise burst even if the tone is not present during the noise, and the scale illusion of Deutsch whereby downward and upward scales presented alternately to the two ears are regrouped based on frequency proximity, leading to a bounce percept. Since related sorts of resonances have been used to quantitatively simulate psychophysical data about speech perception, the model strengthens the hypothesis the ART-like mechanisms are used at multiple levels of the auditory system. Proposals for developing the model to explain more complex streaming data are also provided.Air Force Office of Scientific Research (F49620-01-1-0397, F49620-92-J-0225); Office of Naval Research (N00014-01-1-0624); Advanced Research Projects Agency (N00014-92-J-4015); British Petroleum (89A-1204); National Science Foundation (IRI-90-00530); American Society of Engineering Educatio
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