1,355 research outputs found

    Towards a Graphical User Interface for Quantitative Analysis in Digital Musicology

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    We introduce the first prototype of a web application for digital musicology: BeyondTheNotes (working title). The goal of the tool is to support the in-depth analysis of individual pieces of music as well as the large scale analysis and comparison of summative features of multiple pieces of music. In contrast to existing tools, BeyondTheNotes is ready to use without installation, enables the upload and analysis of own material and offers different visualizations of musical metrics like chords, pitches, durations and key. We design the tool according to the User Centered Design Approach to improve the usability and address the specific needs of musicologists. We describe the results of the requirement analysis and discuss future steps

    16th Sound and Music Computing Conference SMC 2019 (28–31 May 2019, Malaga, Spain)

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    The 16th Sound and Music Computing Conference (SMC 2019) took place in Malaga, Spain, 28-31 May 2019 and it was organized by the Application of Information and Communication Technologies Research group (ATIC) of the University of Malaga (UMA). The SMC 2019 associated Summer School took place 25-28 May 2019. The First International Day of Women in Inclusive Engineering, Sound and Music Computing Research (WiSMC 2019) took place on 28 May 2019. The SMC 2019 TOPICS OF INTEREST included a wide selection of topics related to acoustics, psychoacoustics, music, technology for music, audio analysis, musicology, sonification, music games, machine learning, serious games, immersive audio, sound synthesis, etc

    DMRN+16: Digital Music Research Network One-day Workshop 2021

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    DMRN+16: Digital Music Research Network One-day Workshop 2021 Queen Mary University of London Tuesday 21st December 2021 Keynote speakers Keynote 1. Prof. Sophie Scott -Director, Institute of Cognitive Neuroscience, UCL. Title: "Sound on the brain - insights from functional neuroimaging and neuroanatomy" Abstract In this talk I will use functional imaging and models of primate neuroanatomy to explore how sound is processed in the human brain. I will demonstrate that sound is represented cortically in different parallel streams. I will expand this to show how this can impact on the concept of auditory perception, which arguably incorporates multiple kinds of distinct perceptual processes. I will address the roles that subcortical processes play in this, and also the contributions from hemispheric asymmetries. Keynote 2: Prof. Gus Xia - Assistant Professor at NYU Shanghai Title: "Learning interpretable music representations: from human stupidity to artificial intelligence" Abstract Gus has been leading the Music X Lab in developing intelligent systems that help people better compose and learn music. In this talk, he will show us the importance of music representation for both humans and machines, and how to learn better music representations via the design of inductive bias. Once we got interpretable music representations, the potential applications are limitless

    Music Encoding Conference Proceedings 2021, 19–22 July, 2021 University of Alicante (Spain): Onsite & Online

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    Este documento incluye los artĂ­culos y pĂłsters presentados en el Music Encoding Conference 2021 realizado en Alicante entre el 19 y el 22 de julio de 2022.Funded by project Multiscore, MCIN/AEI/10.13039/50110001103

    Music Encoding Conference Proceedings

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    UIDB/00693/2020 UIDP/00693/2020publishersversionpublishe

    Engineering systematic musicology : methods and services for computational and empirical music research

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    One of the main research questions of *systematic musicology* is concerned with how people make sense of their musical environment. It is concerned with signification and meaning-formation and relates musical structures to effects of music. These fundamental aspects can be approached from many different directions. One could take a cultural perspective where music is considered a phenomenon of human expression, firmly embedded in tradition. Another approach would be a cognitive perspective, where music is considered as an acoustical signal of which perception involves categorizations linked to representations and learning. A performance perspective where music is the outcome of human interaction is also an equally valid view. To understand a phenomenon combining multiple perspectives often makes sense. The methods employed within each of these approaches turn questions into concrete musicological research projects. It is safe to say that today many of these methods draw upon digital data and tools. Some of those general methods are feature extraction from audio and movement signals, machine learning, classification and statistics. However, the problem is that, very often, the *empirical and computational methods require technical solutions* beyond the skills of researchers that typically have a humanities background. At that point, these researchers need access to specialized technical knowledge to advance their research. My PhD-work should be seen within the context of that tradition. In many respects I adopt a problem-solving attitude to problems that are posed by research in systematic musicology. This work *explores solutions that are relevant for systematic musicology*. It does this by engineering solutions for measurement problems in empirical research and developing research software which facilitates computational research. These solutions are placed in an engineering-humanities plane. The first axis of the plane contrasts *services* with *methods*. Methods *in* systematic musicology propose ways to generate new insights in music related phenomena or contribute to how research can be done. Services *for* systematic musicology, on the other hand, support or automate research tasks which allow to change the scope of research. A shift in scope allows researchers to cope with larger data sets which offers a broader view on the phenomenon. The second axis indicates how important Music Information Retrieval (MIR) techniques are in a solution. MIR-techniques are contrasted with various techniques to support empirical research. My research resulted in a total of thirteen solutions which are placed in this plane. The description of seven of these are bundled in this dissertation. Three fall into the methods category and four in the services category. For example Tarsos presents a method to compare performance practice with theoretical scales on a large scale. SyncSink is an example of a service

    Moving sounds and sonic moves : exploring interaction quality of embodied music mediation technologies through a user-centered perspective

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    This research project deals with the user-experience related to embodied music mediation technologies. More specifically, adoption and policy problems surrounding new media (art) are considered, which arise from the usability issues that to date pervade new interfaces for musical expression. Since the emergence of new wireless mediators and control devices for musical expression, there is an explicit aspiration of the creative industries and various research centers to embed such technologies into different areas of the cultural industries. The number of applications and their uses have exponentially increased over the last decade. Conversely, many of the applications to date still suffer from severe usability problems, which not only hinder the adoption by the cultural sector, but also make culture participants take a rather cautious, hesitant, or even downright negative stance towards these technologies. Therefore, this thesis takes a vantage point that is in part sociological in nature, yet has a link to cultural studies as well. It combines this with a musicological frame of reference to which it introduces empirical user-oriented approaches, predominantly taken from the field of human-computer-interaction studies. This interdisciplinary strategy is adopted to cope with the complex nature of digital embodied music controlling technologies. Within the Flanders cultural (and creative) industries, opportunities of systems affiliated with embodied interaction are created and examined. This constitutes an epistemological jigsaw that looks into 1) “which stakeholders require what various levels of involvement, what interactive means and what artistic possibilities?”, 2) “the way in which artistic aspirations, cultural prerequisites and operational necessities of (prospective) users can be defined?”, 3) “how functional, artistic and aesthetic requirements can be accommodated?”, and 4) “how quality of use and quality of experience can be achieved, quantified, evaluated and, eventually, improved?”. Within this multi-facetted problem, the eventual aim is to assess the applicability of the foresaid technology, both from a theoretically and empirically sound basis, and to facilitate widening and enhancing the adoption of said technologies. Methodologically, this is achieved by 1) applied experimentation, 2) interview techniques, 3) self-reporting and survey research, 4) usability evaluation of existing devices, and 5) human-computer interaction methods applied – and attuned – to the specific case of embodied music mediation technologies. Within that scope, concepts related to usability, flow, presence, goal assessment and game enjoyment are scrutinized and applied, and both task- and experience-oriented heuristics and metrics are developed and tested. In the first part, covering three chapters, the general context of the thesis is given. In the first chapter, an introduction to the topic is offered and the current problems are enumerated. In the second chapter, a broader theoretical background is presented of the concepts that underpin the project, namely 1) the paradigm of embodiment and its connection to musicology, 2) a state of the arts concerning new interfaces for musical expression, 3) an introduction into HCI-usability and its application domain in systematic musicology, 4) an insight into user-centered digital design procedures, and 5) the challenges brought about by e-culture and digitization for the cultural-creative industries. In the third chapter, the state of the arts concerning the available methodologies related to the thesis’ endeavor is discussed, a set of literature-based design guidelines are enumerated and from this a conceptual model is deduced which is gradually presented throughout the thesis, and fully deployed in the “SoundField”-project (as described in Chapter 9). The following chapters, contained in the second part of the thesis, give a quasi-chronological overview of how methodological concepts have been applied throughout the empirical case studies, aimed specifically at the exploration of the various aspects of the complex status quaestionis. In the fourth chapter, a series of application-based tests, predominantly revolving around interface evaluation, illustrate the complex relation between gestural interfaces and meaningful musical expression, advocating a more user-centered development approach to be adopted. In the fifth chapter, a multi-purpose questionnaire dubbed “What Moves You” is discussed, which aimed at creating a survey of the (prospective) end-users of embodied music mediation technologies. Therefore, it primarily focused on cultural background, musical profile and preferences, views on embodied interaction, literacy of and attitudes towards new technology and participation in digital culture. In the sixth chapter, the ethnographical studies that accompanied the exhibition of two interactive art pieces, entitled "Heart as an Ocean" & "Lament", are discussed. In these studies, the use of interview and questionnaire methodologies together with the presentation and reception of interactive art pieces, are probed. In the seventh chapter, the development of the collaboratively controlled music-game “Sync-In-Team” is presented, in which interface evaluation, presence, game enjoyment and goal assessment are the pivotal topics. In the eighth chapter, two usability studies are considered, that were conducted on prototype systems/interfaces, namely a heuristic evaluation of the “Virtual String” and a usability metrics evaluation on the “Multi-Level Sonification Tool”. The findings of these two studies in conjunction with the exploratory studies performed in association with the interactive art pieces, finally gave rise to the “SoundField”-project, which is recounted in full throughout the ninth chapter. The integrated participatory design and evaluation method, presented in the conceptual model is fully applied over the course of the “SoundField”-project, in which technological opportunities and ecological validity and applicability are investigated through user-informed development of numerous use cases. The third and last part of the thesis renders the final conclusions of this research project. The tenth chapter sets out with an epilogue in which a brief overview is given on how the state of the arts has evolved since the end of the project (as the research ended in 2012, but the research field has obviously moved on), and attempts to consolidate the implications of the research studies with some of the realities of the Flemish cultural-creative industries. Chapter eleven continues by discussing the strengths and weaknesses of the conceptual model throughout the various stages of the project. Also, it comprises the evaluation of the hypotheses, how the assumptions that were made held up, and how the research questions eventually could be assessed. Finally, the twelfth and last chapter concludes with the most important findings of the project. Also, it discusses some of the implications on cultural production, artistic research policy and offers an outlook on future research beyond the scope of the “SoundField” project

    Collecting ground truth annotations for drum detection in polyphonic music

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    In order to train and test algorithms that can automatically detect drum events in polyphonic music, ground truth data is needed. This paper describes a setup used for gathering manual annotations for 49 real-world music fragments containing different drum event types. Apart from the drum events, the beat was also annotated. The annotators were experienced drummers or percussionists. This paper is primarily aimed towards other drum detection researchers, but might also be of interest to others dealing with automatic music analysis, manual annotation and data gathering. Its purpose is threefold: providing annotation data for algorithm training and evaluation, describing a practical way of setting up a drum annotation task, and reporting issues that came up during the annotation sessions while at the same time providing some thoughts on important points that could be taken into account when setting up similar tasks in the future
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