953 research outputs found
PerformanceNet: Score-to-Audio Music Generation with Multi-Band Convolutional Residual Network
Music creation is typically composed of two parts: composing the musical
score, and then performing the score with instruments to make sounds. While
recent work has made much progress in automatic music generation in the
symbolic domain, few attempts have been made to build an AI model that can
render realistic music audio from musical scores. Directly synthesizing audio
with sound sample libraries often leads to mechanical and deadpan results,
since musical scores do not contain performance-level information, such as
subtle changes in timing and dynamics. Moreover, while the task may sound like
a text-to-speech synthesis problem, there are fundamental differences since
music audio has rich polyphonic sounds. To build such an AI performer, we
propose in this paper a deep convolutional model that learns in an end-to-end
manner the score-to-audio mapping between a symbolic representation of music
called the piano rolls and an audio representation of music called the
spectrograms. The model consists of two subnets: the ContourNet, which uses a
U-Net structure to learn the correspondence between piano rolls and
spectrograms and to give an initial result; and the TextureNet, which further
uses a multi-band residual network to refine the result by adding the spectral
texture of overtones and timbre. We train the model to generate music clips of
the violin, cello, and flute, with a dataset of moderate size. We also present
the result of a user study that shows our model achieves higher mean opinion
score (MOS) in naturalness and emotional expressivity than a WaveNet-based
model and two commercial sound libraries. We open our source code at
https://github.com/bwang514/PerformanceNetComment: 8 pages, 6 figures, AAAI 2019 camera-ready versio
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
The Effectiveness of Using Cloud-Based Cross-Device IRS to Support Classical Chinese Learning
[[abstract]]The purpose of the present study was to examine the effects of integrating a cloud-based cross-device interactive response system (CCIRS) on enhancing students¡¦ classical Chinese learning. The system is a cloud-based IRS system which provides instructors and learners with an environment in which to achieve immediate interactive learning and discussion in the classroom. A quasi-experimental design was employed in which the experimental group (E.G.) learned classical Chinese with the system, while the control group (C.G.) followed their original learning method. The results revealed that the novice and medium-achievement learners in the E.G. performed significantly better than other E.G. students, and most students as well as the instructor gave positive feedback regarding the use of the system for course learning. In sum, CCIRS is an easy-to-use learning trigger that encourages students to participate in activities, arouses course discussion, and helps to achieve students¡¦ social and self-directed learning. The study concludes that the idea of ¡¥bring your own device¡¦ could be implemented with this system, while integrating educational factors such as game-based elements and competitive activities into the response system could reinforce flipped classroom learning.[[notice]]補æ£å®Œ
A Preliminary Study of Integrating Flipped Classroom strategy for Classical Chinese Learning
[[abstract]]This is a multiphase study which aims to investigate how to provide learners with an method to acquire classical Chinese through integrating mobile technology with the flipped classroom approach. Currently, in the first phase of study, the researcher adopts informant design through questionnaire survey to understand students' and instructors' perceptions of using mobile learning devices for classical Chinese learning, and afterwards the researcher constructs the system based on the pilot results. The pilot questionnaire results, structure of the developed mobile learning system and the practical application of the developed system for classical Chinese teaching and learning are described in the paper.[[notice]]補æ£å®Œ
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