102 research outputs found

    Delayed Decision-making in Real-time Beatbox Percussion Classification

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    This is an electronic version of an article published in Journal of New Music Research, 39(3), 203-213, 2010. doi:10.1080/09298215.2010.512979. Journal of New Music Research is available online at: www.tandfonline.com/openurl?genre=article&issn=1744-5027&volume=39&issue=3&spage=20

    Playing fast and loose with music recognition

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    We report lessons from iteratively developing a music recognition system to enable a wide range of musicians to embed musical codes into their typical performance practice. The musician composes fragments of music that can be played back with varying levels of embellishment, disguise and looseness to trigger digital interactions. We collaborated with twenty-three musicians, spanning professionals to amateurs and working with a variety of instruments. We chart the rapid evolution of the system to meet their needs as they strove to integrate music recognition technology into their performance practice, introducing multiple features to enable them to trade-off reliability with musical expression. Collectively, these support the idea of deliberately introducing ‘looseness’ into interactive systems by addressing the three key challenges of control, feedback and attunement, and highlight the potential role for written notations in other recognition-based systems

    Machine learning research that matters for music creation : a case study

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    Research applying machine learning to music modeling and generation typically proposes model architectures, training methods and datasets, and gauges system performance using quantitative measures like sequence likelihoods and/or qualitative listening tests. Rarely does such work explicitly question and analyse its usefulness for and impact on real-world practitioners, and then build on those outcomes to inform the development and application of machine learning. This article attempts to do these things for machine learning applied to music creation. Together with practitioners, we develop and use several applications of machine learning for music creation, and present a public concert of the results. We reflect on the entire experience to arrive at several ways of advancing these and similar applications of machine learning to music creation.QC 20180827</p

    Evolutionary multi-objective training set selection of data instances and augmentations for vocal detection

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    © Springer Nature Switzerland AG 2019. The size of publicly available music data sets has grown significantly in recent years, which allows training better classification models. However, training on large data sets is time-intensive and cumbersome, and some training instances might be unrepresentative and thus hurt classification performance regardless of the used model. On the other hand, it is often beneficial to extend the original training data with augmentations, but only if they are carefully chosen. Therefore, identifying a “smart” selection of training instances should improve performance. In this paper, we introduce a novel, multi-objective framework for training set selection with the target to simultaneously minimise the number of training instances and the classification error. Experimentally, we apply our method to vocal activity detection on a multi-track database extended with various audio augmentations for accompaniment and vocals. Results show that our approach is very effective at reducing classification error on a separate validation set, and that the resulting training set selections either reduce classification error or require only a small fraction of training instances for comparable performance

    Evaluation of Musical Creativity and Musical Metacreation Systems

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    The field of computational creativity, including musical metacreation, strives to develop artificial systems that are capable of demonstrating creative behavior or producing creative artefacts. But the claim of creativity is often assessed, subjectively only on the part of the researcher and not objectively at all. This article provides theoretical motivation for more systematic evaluation of musical metacreation and computationally creative systems and presents an overview of current methods used to assess human and machine creativity that may be adapted for this purpose. In order to highlight the need for a varied set of evaluation tools, a distinction is drawn among three types of creative systems: those that are purely generative, those that contain internal or external feedback, and those that are capable of reflection and self-reflection. To address the evaluation of each of these aspects, concrete examples of methods and techniques are suggested to help researchers (1) evaluate their systems' creative process and generated artefacts, and test their impact on the perceptual, cognitive, and affective states of the audience, and (2) build mechanisms for reflection into the creative system, including models of human perception and cognition, to endow creative systems with internal evaluative mechanisms to drive self-reflective processes. The first type of evaluation can be considered external to the creative system and may be employed by the researcher to both better understand the efficacy of their system and its impact and to incorporate feedback into the system. Here we take the stance that understanding human creativity can lend insight to computational approaches, and knowledge of how humans perceive creative systems and their output can be incorporated into artificial agents as feedback to provide a sense of how a creation will impact the audience. The second type centers around internal evaluation, in which the system is able to reason about its own behavior and generated output. We argue that creative behavior cannot occur without feedback and reflection by the creative/metacreative system itself. More rigorous empirical testing will allow computational and metacreative systems to become more creative by definition and can be used to demonstrate the impact and novelty of particular approaches

    Computational Systems for Music Improvisation

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    Computational music systems that afford improvised creative interaction in real time are often designed for a specific improviser and performance style. As such the field is diverse, fragmented and lacks a coherent framework. Through analysis of examples in the field we identify key areas of concern in the design of new systems, which we use as categories in the construction of a taxonomy. From our broad overview of the field we select significant examples to analyse in greater depth. This analysis serves to derive principles that may aid designers scaffold their work on existing innovation. We explore successful evaluation techniques from other fields and describe how they may be applied to iterative design processes for improvisational systems. We hope that by developing a more coherent design and evaluation process, we can support the next generation of improvisational music systems
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