77,808 research outputs found
Affective Music Information Retrieval
Much of the appeal of music lies in its power to convey emotions/moods and to
evoke them in listeners. In consequence, the past decade witnessed a growing
interest in modeling emotions from musical signals in the music information
retrieval (MIR) community. In this article, we present a novel generative
approach to music emotion modeling, with a specific focus on the
valence-arousal (VA) dimension model of emotion. The presented generative
model, called \emph{acoustic emotion Gaussians} (AEG), better accounts for the
subjectivity of emotion perception by the use of probability distributions.
Specifically, it learns from the emotion annotations of multiple subjects a
Gaussian mixture model in the VA space with prior constraints on the
corresponding acoustic features of the training music pieces. Such a
computational framework is technically sound, capable of learning in an online
fashion, and thus applicable to a variety of applications, including
user-independent (general) and user-dependent (personalized) emotion
recognition and emotion-based music retrieval. We report evaluations of the
aforementioned applications of AEG on a larger-scale emotion-annotated corpora,
AMG1608, to demonstrate the effectiveness of AEG and to showcase how
evaluations are conducted for research on emotion-based MIR. Directions of
future work are also discussed.Comment: 40 pages, 18 figures, 5 tables, author versio
A time series feature of variability to detect two types of boredom from motion capture of the head and shoulders
Boredom and disengagement metrics are crucial to the correctly timed implementation of adaptive interventions in interactive systems. psychological research suggests that boredom (which other HCI teams have been able to partially quantify with pressure-sensing chair mats) is actually a composite: lethargy and restlessness. Here we present an innovative approach to the measurement and recognition of these two kinds of boredom, based on motion capture and video analysis of changes in head and shoulder positions. Discrete, three-minute, computer-presented stimuli (games, quizzes, films and music) covering a spectrum from engaging to boring/disengaging were used to elicit changes in cognitive/emotional states in seated, healthy volunteers. Interaction with the stimuli occurred with a handheld trackball instead of a mouse, so movements were assumed to be non-instrumental. Our results include a feature (standard deviation of windowed ranges) that may be more specific to boredom than mean speed of head movement, and that could be implemented in computer vision algorithms for disengagement detection
Design and Evaluation of a Probabilistic Music Projection Interface
We describe the design and evaluation of a probabilistic
interface for music exploration and casual playlist generation.
Predicted subjective features, such as mood and
genre, inferred from low-level audio features create a 34-
dimensional feature space. We use a nonlinear dimensionality
reduction algorithm to create 2D music maps of
tracks, and augment these with visualisations of probabilistic
mappings of selected features and their uncertainty.
We evaluated the system in a longitudinal trial in users’
homes over several weeks. Users said they had fun with the
interface and liked the casual nature of the playlist generation.
Users preferred to generate playlists from a local
neighbourhood of the map, rather than from a trajectory,
using neighbourhood selection more than three times more
often than path selection. Probabilistic highlighting of subjective
features led to more focused exploration in mouse
activity logs, and 6 of 8 users said they preferred the probabilistic
highlighting mode
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