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Real-time Human Interaction with Supervised Learning Algorithms for Music Composition and Performance. PhD thesis, (2011)

by R Fiebrink
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A Machine Learning Toolbox for Musician Computer Interaction

by Nicholas Gillian - In Proc. NIME 2011 , 2011
"... This paper presents the SARC EyesWeb Catalog, (SEC), a machine learning toolbox that has been specifically developed for musician-computer interaction. The SEC features a large number of machine learning algorithms that can be used in real-time to recognise static postures, perform regression and cl ..."
Abstract - Cited by 12 (4 self) - Add to MetaCart
This paper presents the SARC EyesWeb Catalog, (SEC), a machine learning toolbox that has been specifically developed for musician-computer interaction. The SEC features a large number of machine learning algorithms that can be used in real-time to recognise static postures, perform regression and classify multivariate temporal gestures. The algorithms within the toolbox have been designed to work with any N-dimensional signal and can be quickly trained with a small number of training examples. We also provide the motivation for the algorithms used for the recognition of musical gestures to achieve a low intra-personal generalisation error, as opposed to the inter-personal generalisation error that is more common in other areas of humancomputer interaction.
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...what the attacks or angular displacement of the instrument could inferrer about the player’s gestures. The accurate classification of violin bowing gestures has also received attention from [23] [26] =-=[10]-=-. Finally the recognition of a conductors gestures has received a large body or research [24] [16] [7]. These examples have illustrated how machine learning algorithms have been successfully applied t...

Human model evaluation in interactive supervised learning

by Rebecca Fiebrink, Perry R. Cook, Daniel Trueman - Proc. CHI‘10 , 2010
"... Model evaluation plays a special role in interactive machine learning (IML) systems in which users rely on their assessment of a model’s performance in order to determine how to improve it. A better understanding of what model criteria are important to users can therefore inform the design of user i ..."
Abstract - Cited by 8 (1 self) - Add to MetaCart
Model evaluation plays a special role in interactive machine learning (IML) systems in which users rely on their assessment of a model’s performance in order to determine how to improve it. A better understanding of what model criteria are important to users can therefore inform the design of user interfaces for model evaluation as well as the choice and design of learning algorithms. We present work studying the evaluation practices of end users interactively building supervised learning systems for real-world gesture analysis problems. We examine users ’ model evaluation criteria, which span conventionally relevant criteria such as accuracy and cost, as well as novel criteria such as unexpectedness. We observed that users employed evaluation techniques— including cross-validation and direct, real-time evaluation— not only to make relevant judgments of algorithms ’ performance and interactively improve the trained models, but also to learn to provide more effective training data. Furthermore, we observed that evaluation taught users about what types of models were easy or possible to build, and users sometimes used this information to modify the learning problem definition or their plans for using the trained models in practice. We discuss the implications of these findings with regard to the role of generalization accuracy in IML, the design of new algorithms and interfaces, and the scope of potential benefits of incorporating human interaction in the design of supervised learning systems.
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...del by iteratively evaluating the system, providing new training data, and retraining. We have found this approach very useful in building systems for audio analysis [12] and musical gesture analysis =-=[9]-=-. This general approach has also been applied to handwriting analysis in CueTip [19], web image classification in CueFlik [13, 2, 3] (where it is termed “enduser interactive concept learning”), docume...

A Hierarchical Approach for the Design of Gesture–to

by Jules Françoise, Baptiste Caramiaux, Frédéric Bevilacqua - Sound Mappings”, Proceedings of the 9th Sound and Music Conference (SMC), Copenhague, Danemark , 2012
"... We propose a hierarchical approach for the design of gesture-to-sound mappings, with the goal to take into account multilevel time structures in both gesture and sound processes. This allows for the integration of temporal mapping strategies, complementing mapping systems based on instantaneous rela ..."
Abstract - Cited by 4 (2 self) - Add to MetaCart
We propose a hierarchical approach for the design of gesture-to-sound mappings, with the goal to take into account multilevel time structures in both gesture and sound processes. This allows for the integration of temporal mapping strategies, complementing mapping systems based on instantaneous relationships between gesture and sound synthesis parameters. As an example, we propose the implementation of Hierarchical Hidden Markov Models to model gesture input, with a flexible structure that can be authored by the user. Moreover, some parameters can be adjusted through a learning phase. We show some examples of gesture segmentations based on this approach, considering several phases such as preparation, attack, sustain, release. Finally we describe an application, developed in Max/MSP, illustrating the use of accelerometer-based sensors to control phase vocoder synthesis techniques based on this approach. 1.
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... reduction [8]. More recent works have showed renewed experiments with variety of algorithms and new software tools, for example the Gesture Follower [9], the SARC EyesWeb Catalog [10], the Wekinator =-=[11]-=- or the libmapper [12, 13]. While most approaches focus on recognizing gesture units independently of the sound process, some recent works propose to learn more directly the mapping between gesture an...

A Methodological Framework for Teaching, Evaluating and Informing NIME Design with a Focus on Expressiveness and Mapping

by Sergi Jordà , Sebastián Mealla , C - In NIME ’14 Proceedings of the 2014 Conference on New Interfaces for Musical Expression , 2014
"... ABSTRACT The maturation process of the NIME field has brought a growing interest in teaching the design and implementation of Digital Music Instruments (DMIs) as well as in finding objective evaluation methods to assess the suitability of these outcomes. In this paper we propose a methodology for t ..."
Abstract - Cited by 4 (0 self) - Add to MetaCart
ABSTRACT The maturation process of the NIME field has brought a growing interest in teaching the design and implementation of Digital Music Instruments (DMIs) as well as in finding objective evaluation methods to assess the suitability of these outcomes. In this paper we propose a methodology for teaching NIME design and a set of tools meant to inform the design process. This approach has been applied in a master course focused on the exploration of expressiveness and on the role of the mapping component in the NIME creation chain, through hands-on and self-reflective approach based on a restrictive setup consisting of smart-phones and the Pd programming language. Working Groups were formed, and a 2-step DMI design process was applied, including 2 performance stages. The evaluation tools assessed both System and Performance aspects of each project, according to Listeners' impressions after each performance. Listeners' previous music knowledge was also considered. Through this methodology, students with different backgrounds were able to effectively engage in the NIME design processes, developing working DMI prototypes according to the demanded requirements; the assessment tools proved to be consistent for evaluating NIMEs systems and performances, and the fact of informing the design processes with the outcome of the evaluation, showed a traceable progress in the students' outcomes.
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... sliders; just continuous control from accelerometers, compass, 2D multi-touch... Focus on timbre; forget pitch. Get ready for the 1st performance 7 1st performance and on-line evaluation questionnaire Control: [24],[21]. Mapping: [13],[2] Check the feedback from your colleagues and continue enhancing your synth 8 Mapping and non-linearity [14](chap.7) Continue enhancing your synth 9 Pd hands-on: feedback, distortion, non-linear many-to-many mappings [26] Focus on non-linearity and many-to-many mappings. Get ready for the 2nd performance 10 2nd performance and on-line evaluation questionnaire [8],[10] Document and upload your final synth 11 Machine learning in HCI [20] 12 Evaluation methods in HCI and NIME. Final discussion formal methods that go beyond specific use cases have probably not yet emerged. Will these be the El Dorado or the Holy Grail of NIME research? 3. CASE STUDY: A COURSE ON REAL TIME INTERACTION 3.1 Context of the Course We now propose a methodology for teaching NIME design and a set of evaluating tools intended to inform the design process. These methods were recently developed for - and applied in - a one-trimester graduate course called Real-time Interaction, comp...

MIXPLORATION: Rethinking the Audio Mixer Interface

by Mark Cartwright, Bryan Pardo, Joshua D. Reiss
"... A typical audio mixer interface consists of faders and knobs that control the amplitude level as well as processing (e.g. equalization, compression and reverberation) parameters of individual tracks. This interface, while widely used and effec-tive for optimizing a mix, may not be the best interface ..."
Abstract - Cited by 4 (2 self) - Add to MetaCart
A typical audio mixer interface consists of faders and knobs that control the amplitude level as well as processing (e.g. equalization, compression and reverberation) parameters of individual tracks. This interface, while widely used and effec-tive for optimizing a mix, may not be the best interface to fa-cilitate exploration of different mixing options. In this work, we rethink the mixer interface, describing an alternative inter-face for exploring the space of possible mixes of four audio tracks. In a user study with 24 participants, we compared the effectiveness of this interface to the traditional paradigm for exploring alternative mixes. In the study, users responded that the proposed alternative interface facilitated exploration and that they considered the process of rating mixes to be benefi-cial. Author Keywords Audio; music; mixing; exploratory interfaces
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...mixes for a given piece. Researchers in recent years have attempted to eliminate slider/knob-based interfaces for music and audio production by using machine learning and optimization to map gestures =-=[3]-=-, examples [4, 11, 5, 6, 22], and language [16, 17] to control spaces. While these interfaces potentially allow users to explore parameter spaces without the distraction of a slider/knob-based interfa...

A voice interface for sound generators: adaptive and automatic mapping of gestures to sound

by Stefano Fasciani , Lonce Wyse - In Proc. of NIME , 2012
"... ABSTRACT Sound generators and synthesis engines expose a large set of parameters, allowing run-time timbre morphing and exploration of sonic space. However, control over these high-dimensional interfaces is constrained by the physical limitations of performers. In this paper we propose the exploita ..."
Abstract - Cited by 2 (1 self) - Add to MetaCart
ABSTRACT Sound generators and synthesis engines expose a large set of parameters, allowing run-time timbre morphing and exploration of sonic space. However, control over these high-dimensional interfaces is constrained by the physical limitations of performers. In this paper we propose the exploitation of vocal gesture as an extension or alternative to traditional physical controllers. The approach uses dynamic aspects of vocal sound to control variations in the timbre of the synthesized sound. The mapping from vocal to synthesis parameters is automatically adapted to information extracted from vocal examples as well as to the relationship between parameters and timbre within the synthesizer. The mapping strategy aims to maximize the breadth of the explorable perceptual sonic space over a set of the synthesizer's real-valued parameters, indirectly driven by the voice-controlled interface.
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...omputed on the synthesized sound without the explicit introduction of perceptual intermediate layers [4]. 2. RELATED WORK The Singing Tree [5], part of the Brain Opera installation, was one of the first systems which extracted a large set of vocal features to drive a set of Digital Musical Instruments (DMIs), re-synthesizing the human voice with the sound of an ensemble. Despite certain limitations such as its fixed mapping, based on prior knowledge about vocal gesture and instruments, it demonstrates the potential of voice for interaction with DMIs. The Gesture Follower [6] and the Wekinator [7] offer solutions to map generic gesture to synthesis parameters. Both flexibly define the mappings, and they specifically address the continuous generation and modulation of an output signal. However, these systems are not specifically designed to work with a vocal input signals and do not consider the effect that the generated parameters have on the output sound of the DMI. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies...

Wekinating 000000Swan: Using Machine Learning to Create and Control Complex Artistic Systems

by Margaret Schedel, Phoenix Perry, Rebecca Fiebrink , 2011
"... In this paper we discuss how the band 000000Swan uses machine learning to parse complex sensor data and create intricate artistic systems for live performance. Using the Wekinator software for interactive machine learning, we have created discrete and continuous models for controlling audio and visu ..."
Abstract - Cited by 1 (1 self) - Add to MetaCart
In this paper we discuss how the band 000000Swan uses machine learning to parse complex sensor data and create intricate artistic systems for live performance. Using the Wekinator software for interactive machine learning, we have created discrete and continuous models for controlling audio and visual environments using human gestures sensed by a commercially-available sensor bow and the Microsoft Kinect. In particular, we have employed machine learning to quickly and easily prototype complex relationships between performer gesture and performative outcome.
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...power of machine learning with Wekinator. In this paper, we discuss how we created the interactive audio and visual elements for the song Monster. 2. HARDWARE AND SOFTWARE 2.1 Wekinator The Wekinator =-=[2]-=-[3] is a freely available software environment designed to facilitate the interactive application of supervised learning to real-time problem domains, including music. 1 Supervised learning algorithms...

Cognitive Architecture in Mobile Music Interactions ABSTRACT

by Nate Derbinsky , 2011
"... This paper explores how a general cognitive architecture can pragmatically facilitate the development and exploration of interactive music interfaces on a mobile platform. To this end we integrated the Soar cognitive architecture into the mobile music meta-environment urMus. We develop and demonstra ..."
Abstract - Cited by 1 (1 self) - Add to MetaCart
This paper explores how a general cognitive architecture can pragmatically facilitate the development and exploration of interactive music interfaces on a mobile platform. To this end we integrated the Soar cognitive architecture into the mobile music meta-environment urMus. We develop and demonstrate four artificial agents which use diverse learning mechanisms within two mobile music interfaces. We also include details of the computational performance of these agents, evincing that the architecture can support real-time interactivity on modern commodity hardware.
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... music environment and show the pragmatic use of various learning stategies in this context. The introduction of interactive music-making techniques has shown some impressive outcomes. Fiebrink et al =-=[6]-=- have demonstrated that supervised machine learning can be used to define interactive gesture-based music applications on laptops. However the introduction of comparable ideas to mobile music interact...

2011. “A demonstration of bow articulation recognition with Wekinator and KBow

by Margaret Schedel, Rebecca Fiebrink - Proc. International Computer Music Conference
"... Using the Wekinator software tool for real-time, interactive machine learning [3] and the K-Bow commercial sensor bow [5], we have constructed a realtime cello bow articulation classification system. This system is capable of outputting articulation labels (e.g., “legato, ” “marcato, ” “spiccato”) i ..."
Abstract - Cited by 1 (1 self) - Add to MetaCart
Using the Wekinator software tool for real-time, interactive machine learning [3] and the K-Bow commercial sensor bow [5], we have constructed a realtime cello bow articulation classification system. This system is capable of outputting articulation labels (e.g., “legato, ” “marcato, ” “spiccato”) in real-time as a cellist performs. These labels, which are output via Open Sound Control [9], may be used in conjunction with visualization or music tools in composition and live performance. Our work is distinguished from prior work in bow gesture recognition in that the Wekinator allows a musician user to rapidly build customized bow gesture models from scratch by demonstrating bowing gestures to form a training set; the user can also interactively refine these models through iterative changes to both the learning algorithms and dataset. In this paper, we briefly describe our work creating articulation models for our own use. In particular, we show that the Wekinator and K-Bow together allowed for the fast creation of accurate models. We then propose a hands-on demonstration of this work in which ICMC attendees can use the K-Bow to interactively build their own gesture classifiers. 1.
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...he hardware and software that we have used to build a set of working bow gesture classifiers, which was done in the context of a larger project studying interactive machine learning in computer music =-=[2]-=-. We employ data collected through our process of building these classifiers to demonstrate the feasibility of building accurate and usable models quickly. We conclude with a description of our propos...

Exploring Reinforcement Learning for Mobile Percussive Collaboration ABSTRACT

by Nate Derbinsky
"... This paper presents a system for mobile percussive collaboration. We show that reinforcement learning can incrementally learn percussive beat patterns played by humans and supports real-time collaborative performance in the absence of one or more performers. This work leverages an existing integrati ..."
Abstract - Cited by 1 (1 self) - Add to MetaCart
This paper presents a system for mobile percussive collaboration. We show that reinforcement learning can incrementally learn percussive beat patterns played by humans and supports real-time collaborative performance in the absence of one or more performers. This work leverages an existing integration between urMus and Soar and addresses multiple challenges involved in the deployment of machine-learning algorithms for mobile music expression, including tradeoffs between learning speed & quality; interface design for human collaborators; and real-time performance and improvisation.
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...otions of the drummer into account to allow detailed immiation of a non-human drummer using echo-state networks. The benefit of learning in live musical interactions has been demonstrated by Fiebrink =-=[7]-=-. Our work differs from previous works in multiple ways. For one we do not seek to generate rhythms or to make a machine collaborate with humans, but rather we seek to support on-the-fly-learning of r...

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