152 research outputs found
Neural network fitness functions for a musical IGA
This paper describes recent enhancements to GenJam, a genetic algorithm-based model of a novice jazz musician learning to improvise. After presenting an overview and update of the current interactive version of GenJam, we focus on efforts to augment its human fitness function with a neural network, in an attempt to ease the fitness bottleneck inherent in musical IGAs. Specifically, a cascade correlation technique was used with data taken from populations of musical ideas trained by human mentors interactively. We conclude with a discussion of why this approach failed, and we speculate on approaches that might work
The Shogun MIDI Control System
This report details the design and development of the Shogun MIDI control system, which helps keyboardists send MIDI commands quickly and with little possibility of error. Emphasis is given to the design choices made in the course of this project, including the implementation of a custom configuration-file syntax and parser. Also included in this report are an overview of relevant MIDI concepts, suggestions for future work, and documentation for the entire Shogun codebase
Search in Music Signals
Tato práce obsahuje přehled metod používaných v oblasti získávání informací z hudby, zejména pro účely vyhledávání hudebních nahrávek. Představeno je několik již existujících služeb, které se vyhledáváním a identifikací nahrávek zabývají, a jsou popsány jejich metody pro identifikaci nahrávky. Práce se dále zabývá možnými úpravami těchto postupů pro vyhledávání cover verzí písniček a pro možnost hledání na základě hlasem zadávaných vzorků.This work contains overview of methods used in the area of Music Information Retrieval, mainly for purposes of searching of musical recordings. Several existing services in the areas of music identification and searching are presented and their methods for unique song identification are described. This work also focuses on possible modifications of these algorithms for searching of cover versions of songs and for the possibility of searching based on voice created examples.
VB2: an architecture for interaction in synthetic worlds
This paper describes the VB2 architecture for the construction of three-dimensional interactive applications. The system's state and behavior are uniformly represented as a network of interrelated objects. Dynamic components are modeled by active variables, while multi-way relations are modeled by hierarchical constraints. Daemons are used to sequence between system states in reaction to changes in variable values. The constraint network is efficiently maintained by an incremental constraint solver based on an enhancement of SkyBlue. Multiple devices are used to interact with the synthetic world through the use of various interaction paradigms, including immersive environments with visual and audio feedback. Interaction techniques range from direct manipulation, to gestural input and three-dimensional virtual tools. Adaptive pattern recognition is used to increase input device expressiveness by enhancing sensor data with classification information. Virtual tools, which are encapsulations of visual appearance and behavior, present a selective view of manipulated models' information and offer an interaction metaphor to control it. Since virtual tools are first class objects, they can be assembled into more complex tools, much in the same way that simple tools are built on top of a modeling hierarchy. The architecture is currently being used to build a virtual reality animation system.167-17
AN APPROACH TO MACHINE DEVELOPMENT OF MUSICAL ONTOGENY
This Thesis pursues three main objectives: (i) to use computational modelling to
explore how music is perceived, cognitively processed and created by human
beings; (ii) to explore interactive musical systems as a method to model and
achieve the transmission of musical influence in artificial worlds and between
humans and machines; and (iii) to experiment with artificial and alternative
developmental musical routes in order to observe the evolution of musical
styles.
In order to achieve these objectives, this Thesis introduces a new paradigm for
the design of computer interactive musical systems called the Ontomemetical
Model of Music Evolution - OMME, which includes the fields of musical
ontogenesis and memetlcs. OMME-based systems are designed to artificially
explore the evolution of music centred on human perceptive and cognitive
faculties.
The potential of the OMME is illustrated with two interactive musical systems,
the Rhythmic Meme Generator (RGeme) and the Interactive Musical
Environments (iMe). which have been tested in a series of laboratory
experiments and live performances. The introduction to the OMME is preceded
by an extensive and critical overview of the state of the art computer models
that explore musical creativity and interactivity, in addition to a systematic
exposition of the major issues involved in the design and implementation of
these systems.
This Thesis also proposes innovative solutions for (i) the representation of
musical streams based on perceptive features, (ii) music segmentation, (iii) a
memory-based music model, (iv) the measure of distance between musical
styles, and (v) an impi*ovisation-based creative model
Goldfinch: Automatic Speech Recognition Platform
El proyecto de la Plataforma Goldfinch nace a como consecuencia de la situación presentada en la sección anterior. El objetivo principal del proyecto es crear un entorno de pruebas, en el que se puedan evaluar y ajustar los módulos que combinados funcionen como un sistema de reconocimiento automático del habla. El planteamiento y desarrollo de la plataforma implica la creación de un entorno estable y controlado que permita a los investigadores obtener
resultados, evaluarlos y compararlos. Dichos resultados provienen de los módulos que implementan los distintos algoritmos y técnicas existentes para el reconocimiento del habla y el locutor. El conjunto de los objetivos planteados para el proyecto es el siguiente: * Adquirir el conocimiento suficiente sobre el estado del arte en el
reconocimiento automático del habla que permita el desarrollo de una plataforma de reconocimiento del habla continua. *Evaluar el estado de la técnica de los principales reconocedores existentes hasta la fecha.
* Desarrollar una plataforma que permita alojar a los distintos módulos que componen un reconocedor del locutor y del habla, y que sea capaz de gestionar los flujos de información entre estos. * Diseñar una arquitectura multimódulo y definir una metodología de diseño para determinar la adecuación de los distintos módulos de
cara a su uso en conjunto. * Demostrar el correcto funcionamiento de la plataforma desarrollada a través de un conjunto de módulos de prueba que simulen el funcionamiento de los distintos procesos de los que se compone un reconocedor del habla.
El proyecto no se centra en el desarrollo e investigación de los módulos que componen el reconocedor del locutor y del habla. No obstante se deberán proporcionar unos módulos de prueba que verifiquen el correcto
funcionamiento de la plataforma. De forma más general con la realización del proyecto se pretende poner en práctica los distintos conocimientos adquiridos a lo largo de los estudios de Ingeniería Informática.Ingeniería en Informátic
Agente de contexto para dispositivos móveis
Tese de mestrado integrado. Engenharia Electrotécnica e de Computadores. Telecomunicações. Universidade do Porto. Faculdade de Engenharia. 201
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