Related papers: Haptics in computer music : a paradigm shift
Music information retrieval distinguishes between low- and high-level descriptions of music. Current generative AI models rely on text descriptions that are higher level than the controls familiar to studio musicians. Pitch strength, a…
Pseudo-haptic techniques are becoming increasingly popular in human-computer interaction. They replicate haptic sensations by leveraging primarily visual feedback rather than mechanical actuators. These techniques bridge the gap between the…
The Internet has made several giant leaps over the years, from a fixed to a mobile Internet, then to the Internet of Things, and now to a Tactile Internet. The Tactile Internet goes far beyond data, audio and video delivery over fixed and…
After presenting the general framework of 'mathemusical' dynamics, we focus on one music-theoretical problem concerning a special case of homometry theory applied to music composition, namely Milton Babbitt's hexachordal theorem. We briefly…
We present a general computational approach that enables a machine to generate a dance for any input music. We encode intuitive, flexible heuristics for what a 'good' dance is: the structure of the dance should align with the structure of…
The dawn of Foundation Models has on the one hand revolutionised a wide range of research problems, and, on the other hand, democratised the access and use of AI-based tools by the general public. We even observe an incursion of these…
Several adaptations of Transformers models have been developed in various domains since its breakthrough in Natural Language Processing (NLP). This trend has spread into the field of Music Information Retrieval (MIR), including studies…
Automatic music transcription (AMT) is one of the most challenging tasks in the music information retrieval domain. It is the process of converting an audio recording of music into a symbolic representation containing information about the…
Research on style transfer and domain translation has clearly demonstrated the ability of deep learning-based algorithms to manipulate images in terms of artistic style. More recently, several attempts have been made to extend such…
"Hopscotch" is a world-wide game for children to play since the times in the ancient Roman Empire and China. Here we present a study mainly focused on the research and discussion of the application on the children's well-know edutainment…
This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs from many…
This piece plays with the idea of the Computocene: an era defined not merely by the ubiquity of computers, but by their deepening role in how we observe, interpret, and make sense of the world. Rather than emphasizing automation, speed,…
Music has always been thought of as a "human" endeavor -- when praising a piece of music, we emphasize the composer's creativity and the emotions the music invokes. Because music also heavily relies on patterns and repetition in the form of…
Very short computer programs, sometimes consisting of as few as three arithmetic operations in an infinite loop, can generate data that sounds like music when output as raw PCM audio. The space of such programs was recently explored by…
This paper presents a device implementing a closed tactile loop for musical interaction, based on a small freely held magnet which serves as the medium for both input and output. The component parts as well as an example of its programmable…
Grasping is an incredible ability of animals using their arms and limbs in their daily life. The human hand is an especially astonishing multi-fingered tool for precise grasping, which helped humans to develop the modern world. The…
Modal synthesis is an important area of physical modeling whose exploration in the past has been held back by a large number of control parameters, the scarcity of general-purpose design tools and the difficulty of obtaining the…
As technologies become more and more pervasive, there is a need for considering the affective dimension of interaction with computer systems to make them more human-like. Current demands for this matter include accurate emotion recognition,…
This chapter reconsiders the concept of pitch in contemporary popular music (CPM), particularly in electronic contexts where traditional assumptions may fail. Drawing on phenomenological and inductive methods, it argues that pitch is not an…
Device-guided music transfer adapts playback across unseen devices for users who lack them. Existing methods mainly focus on modifying the timbre, rhythm, harmony, or instrumentation to mimic genres or artists, overlooking the diverse…