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Rhythm is a fundamental aspect of human behaviour, present from infancy and deeply embedded in cultural practices. Rhythm anticipation is a spontaneous cognitive process that typically occurs before the onset of actual beats. While most…
Recommendation systems have become essential in modern music streaming platforms, due to the vast amount of content available. A common approach in recommendation systems is collaborative filtering, which suggests content to users based on…
The goal of this thesis was to implement a tool that, given a digital audio input, can extract and represent rhythm and musical time. The purpose of the tool is to help develop better models of rhythm for real-time computer based…
Automatic musical accompaniment is where a human musician is accompanied by a computer musician. The computer musician is able to produce musical accompaniment that relates musically to the human performance. The accompaniment should follow…
Position: (1) Partial solutions to machine intelligence can lead to systems which may be useful creating interesting and expressive musical works. (2) An appropriate general goal for this field is augmenting human expression. (3) The study…
Dyslexia is a neurodevelopmental disorder estimated to strike approximately 5 to 10 per cent of the population. In particular, phonological dyslexia causes problems in connecting the sounds of words with their written forms. Consequently,…
This paper investigates the player's body as a system capable of unfamiliar interactive movement achieved through digital mediation in a playful environment. Body interactions in both digital and non-digital environments can be considered…
Towards the grand challenge of achieving human-level manipulation in robots, playing piano is a compelling testbed that requires strategic, precise, and flowing movements. Over the years, several works demonstrated hand-designed controllers…
In Education, is constant the searching of techniques to strengthen and extend the educational strategies in order to achieve that students get knowledge received in classroom, training personal courses and workshops. Serious games are part…
Popular musicians often learn music by ear. It is unclear what role technology plays for those with experience at this task. In search of opportunities for the development of novel human-recording interactions, we analyze 18 YouTube videos…
Out of the scope of the usual positions of computing in the field of music and musicology, one notices the emergence of human-computer systems that do exist by breaking off. Though these singular systems take effect in the usual fields of…
Sensory substitution or enhancement techniques have been proposed to enable deaf or hard of hearing (DHH) people to listen to and even compose music. However, little is known about how such techniques enhance DHH people's music experience.…
Songwriting has long served as a powerful medium for expressing unconscious emotions and fostering self-awareness in psychotherapy. Due to the auditory-centric nature of traditional approaches, Deaf and Hard-of-Hearing (DHH) individuals…
Past research has clearly established that music can affect mood and that mood affects emotional and cognitive processing, and thus decision-making. It follows that if a robot interacting with a person needs to predict the person's…
Musicians and nonmusicians alike use rhythmic sound gestures, such as tapping and beatboxing, to express drum patterns. While these gestures effectively communicate musical ideas, realizing these ideas as fully-produced drum recordings can…
This work presents a requirement analysis for collaborative dialogues among medical experts and an inquiry dialogue game based on this analysis for incorporating explainability into multiagent system design. The game allows experts with…
We report the results of a game-theoretic experiment with human players who solve the problems of increasing complexity by cooperating in groups of increasing size. Our experimental environment is set up to make it complicated for players…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
Dementia, and specially Alzheimer s disease (AD) and Mild Cognitive Impairment (MCI) are one of the most important diseases suffered by elderly population. Music therapy is one of the most widely used non-pharmacological treatment in the…
Here we present guidelines that highlight the impact of haptic feedback upon the experiences of computer musicians using Digital Musical Instruments (DMIs). In this context, haptic feedback offers a tangible, bi-directional exchange between…