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Sample-level sound synthesis with recurrent neural networks and conceptors
Conceptors are a recent development in the field of reservoir computing; they can be used to influence the dynamics of recurrent neural networks (RNNs), enabling generation of arbitrary patterns based on training data. Conceptors allow interpolation and extrapolation between patterns, and also provide a system of boolean logic for combining patterns together. Generation and manipulation of arbitrary patterns using conceptors has significant potential as a sound synthesis method for applications in computer music but has yet to be explored. Conceptors are untested with the generation of multi-timbre audio patterns, and little testing has been done on scalability to longer patterns required for audio. A novel method of sound synthesis based on conceptors is introduced. Conceptular Synthesis is based on granular synthesis; sets of conceptors are trained to recall varying patterns from a single RNN, then a runtime mechanism switches between them, generating short patterns which are recombined into a longer sound. The quality of sound resynthesis using this technique is experimentally evaluated. Conceptor models are shown to resynthesise audio with a comparable quality to a close equivalent technique using echo state networks with stored patterns and output feedback. Conceptor models are also shown to excel in their malleability and potential for creative sound manipulation, in comparison to echo state network models which tend to fail when the same manipulations are applied. Examples are given demonstrating creative sonic possibilities, by exploiting conceptor pattern morphing, boolean conceptor logic and manipulation of RNN dynamics. Limitations of conceptor models are revealed with regards to reproduction quality, and pragmatic limitations are also shown, where rises in computation and memory requirements preclude the use of these models for training with longer sound samples. The techniques presented here represent an initial exploration of the sound synthesis potential of conceptors, demonstrating possible creative applications in sound design; future possibilities and research questions are outlined
Sphericall: A Human/Artificial Intelligence interaction experience
Multi-agent systems are now wide spread in scientific works and in industrial applications. Few applications deal with the Human/Multi-agent system interaction. Multi-agent systems are characterized by individual entities, called agents, in interaction with each other and with their environment. Multi-agent systems are generally classified into complex systems categories since the global emerging phenomenon cannot be predicted even if every component is well known. The systems developed in this paper are named reactive because they behave using simple interaction models. In the reactive approach, the issue of Human/system interaction is hard to cope with and is scarcely exposed in literature. This paper presents Sphericall, an application aimed at studying Human/Complex System interactions and based on two physics inspired multi-agent systems interacting together. The Sphericall device is composed of a tactile screen and a spherical world where agents evolve. This paper presents both the technical background of Sphericall project and a feedback taken from the demonstration performed during OFFF Festival in La Villette (Paris)
Deep Learning Techniques for Music Generation -- A Survey
This paper is a survey and an analysis of different ways of using deep
learning (deep artificial neural networks) to generate musical content. We
propose a methodology based on five dimensions for our analysis:
Objective - What musical content is to be generated? Examples are: melody,
polyphony, accompaniment or counterpoint. - For what destination and for what
use? To be performed by a human(s) (in the case of a musical score), or by a
machine (in the case of an audio file).
Representation - What are the concepts to be manipulated? Examples are:
waveform, spectrogram, note, chord, meter and beat. - What format is to be
used? Examples are: MIDI, piano roll or text. - How will the representation be
encoded? Examples are: scalar, one-hot or many-hot.
Architecture - What type(s) of deep neural network is (are) to be used?
Examples are: feedforward network, recurrent network, autoencoder or generative
adversarial networks.
Challenge - What are the limitations and open challenges? Examples are:
variability, interactivity and creativity.
Strategy - How do we model and control the process of generation? Examples
are: single-step feedforward, iterative feedforward, sampling or input
manipulation.
For each dimension, we conduct a comparative analysis of various models and
techniques and we propose some tentative multidimensional typology. This
typology is bottom-up, based on the analysis of many existing deep-learning
based systems for music generation selected from the relevant literature. These
systems are described and are used to exemplify the various choices of
objective, representation, architecture, challenge and strategy. The last
section includes some discussion and some prospects.Comment: 209 pages. This paper is a simplified version of the book: J.-P.
Briot, G. Hadjeres and F.-D. Pachet, Deep Learning Techniques for Music
Generation, Computational Synthesis and Creative Systems, Springer, 201
The Pedagogical Use of Improvisation in Western Art Music
abstract: ABSTRACT
Improvisation, or extemporization, has always played an important role in all
genres of music across the globe. In Western art music alone, improvisation has been used in many settings throughout history, such as composition, public extemporization, and ornamenting existing notated music. Why is it then, that improvisation is not an important part in the education of the Western Art Music tradition?
Introducing improvisation to music education develops a more well-rounded musical ability, a firmer understanding of musical concepts, and a clearer insight to the composition of music. To examine this issue, I discuss a number of scientific explorations into the use of improvisation. First, new technology in the study of the brain gives insight into how the brain functions during improvisation. Adding to this evidence, I contextualize the use of improvisation into four scientifically developed educational scenarios based on how humans most effectively learn information and skills. To conclude, the discussion then shifts to simple exercises designed to assist musicians and teachers of any skill level in utilizing improvisation in practicing, lessons, and performance.
To prevent students of music from reaffirming a continuously narrowing viewpoint of music’s creation, cultural implications, and performance, educational systems should make an effort to teach more than just the preparation of increasingly complex scores. Improvisation is not only a solid foundation for understanding the roots of western music’s own musical traditions, but also a gateway to understanding the musical traditions of the world.Dissertation/ThesisDoctoral Dissertation Performance 201
Perceptually-Driven Video Coding with the Daala Video Codec
The Daala project is a royalty-free video codec that attempts to compete with
the best patent-encumbered codecs. Part of our strategy is to replace core
tools of traditional video codecs with alternative approaches, many of them
designed to take perceptual aspects into account, rather than optimizing for
simple metrics like PSNR. This paper documents some of our experiences with
these tools, which ones worked and which did not. We evaluate which tools are
easy to integrate into a more traditional codec design, and show results in the
context of the codec being developed by the Alliance for Open Media.Comment: 19 pages, Proceedings of SPIE Workshop on Applications of Digital
Image Processing (ADIP), 201
Phase resetting and its implications for interval timing with intruders
AbstractTime perception in the second-to-minutes range is crucial for fundamental cognitive processes like decision making, rate calculation, and planning. We used a striatal beat frequency (SBF) computational model to predict the response of an interval timing network to intruders, such as gaps in conditioning stimulus (CS), or distracters presented during the uninterrupted CS. We found that, depending on the strength of the input provided to neural oscillators by the intruder, the SBF model can either ignore it or reset timing. The significant delays in timing produced by emotionally charged distracters were numerically simulated by a strong phase resetting of all neural oscillators involved in the SBF network for the entire duration of the evoked response. The combined effect of emotional distracter and pharmacological manipulations was modeled in our SBF model by modulating the firing frequencies of neural oscillators after they are released from inhibition due to emotional distracters.This article is part of a Special Issue entitled: SI: Associative and Temporal Learning
Shifting senses in lexical semantic development
Most words are associated with multiple senses. A DVD can be round (when describing a disc), and a DVD can be an hour long (when describing a movie), and in each case DVD means something different. The possible senses of a word are often predictable, and also constrained, as words cannot take just any meaning: for example, although a movie can be an hour long, it cannot sensibly be described as round (unlike a DVD). Learning the scope and limits of word meaning is vital for the comprehension of natural language, but poses a potentially difficult learnability problem for children. By testing what senses children are willing to assign to a variety of words, we demonstrate that, in comprehension, the problem is solved using a productive learning strategy. Children are perfectly capable of assigning different senses to a word; indeed they are essentially adult-like at assigning licensed meanings. But difficulties arise in determining which senses are assignable: children systematically overestimate the possible senses of a word, allowing meanings that adults rule unlicensed (e.g., taking round movie to refer to a disc). By contrast, this strategy does not extend to production, in which children use licensed, but not unlicensed, senses. Children’s productive comprehension strategy suggests an early emerging facility for using context in sense resolution (a difficult task for natural language processing algorithms), but leaves an intriguing question as to the mechanisms children use to learn a restricted, adult-like set of senses
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