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Author

François Pachet

Other affiliations: University of Paris
Bio: François Pachet is an academic researcher from Sony Broadcast & Professional Research Laboratories. The author has contributed to research in topics: Constraint satisfaction & Musical. The author has an hindex of 39, co-authored 191 publications receiving 6243 citations. Previous affiliations of François Pachet include University of Paris.


Papers
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01 Jan 2004
TL;DR: Many variants that surprisingly do not lead to any substancial improvement are described, suggesting the existence of a “glass ceiling” at R-precision about 65% which cannot probably be overcome by pursuing such variations on the same theme.
Abstract: We report on experiments done in an attempt to improve the performance of a music similarity measure which we introduced in [2] The technique aims at comparing music titles on the basis of their global “timbre”, which has many applications in the field of Music Information Retrieval Such measures of timbre similarity have seen a growing interest lately, and every contribution (including ours) is yet another instantiation of the same basic pattern recognition architecture, only with different algorithm variants and parameters Most give encouraging results with a little effort, and imply that nearperfect results would just extrapolate by fine-tuning the algorithms’ parameters However, such systematic testing over large, inter-dependent parameter spaces is both difficult and costly, as it requires to work on a whole general meta-database architecture This paper contributes in two ways to the current state of the art We report on extensive tests over very many parameters and algorithmic variants, either already envisioned in the literature or not This leads to an improvement over existing algorithms of about 15% R-precision But most importantly, we describe many variants that surprisingly do not lead to any substancial improvement Moreover, our simulations suggest the existence of a “glass ceiling” at R-precision about 65% which cannot probably be overcome by pursuing such variations on the same theme

354 citations

Journal ArticleDOI
TL;DR: This article discusses the various approaches in representing musical genre, and proposes to classify these approaches in three main categories: manual, prescriptive and emergent approaches.
Abstract: Musical genre is probably the most popular music descriptor. In the context of large musical databases and Electronic Music Distribution, genre is therefore a crucial metadata for the description of music content. However, genre is intrinsically ill-defined and attempts at defining genre precisely have a strong tendency to end up in circular, ungrounded projections of fantasies. Is genre an intrinsic attribute of music titles, as, say, tempo? Or is genre a extrinsic description of the whole piece? In this article, we discuss the various approaches in representing musical genre, and propose to classify these approaches in three main categories: manual, prescriptive and emergent approaches. We discuss the pros and cons of each approach, and illustrate our study with results of the Cuidado IST project.

354 citations

Proceedings Article
01 Jan 2002
TL;DR: The Continuator as discussed by the authors is based on a Markov model of musical styles augmented to account for musical issues such as management of rhythm, beat, harmony, and imprecision, and it can learn and generate music in any style, either in standalone mode, as continuations of musician's input, or as interactive improvisation back up.
Abstract: We propose a system, the Continuator, that bridges the gap between two classes of traditionally incompatible musical systems: (1) interactive musical systems, limited in their ability to generate stylistically consistent material, and (2) music imitation systems, which are fundamentally not interactive Our purpose is to allow musicians to extend their technical ability with stylistically consistent, automatically learnt material This goal requires the ability for the system to build operational representations of musical styles in a real time context Our approach is based on a Markov model of musical styles augmented to account for musical issues such as management of rhythm, beat, harmony, and imprecision The resulting system is able to learn and generate music in any style, either in standalone mode, as continuations of musician’s input, or as interactive improvisation back up Lastly, the very design of the system makes possible new modes of musical collaborative playing We describe the architectu

339 citations

Proceedings ArticleDOI
13 Oct 2002
TL;DR: A timbral similarity measures for comparing music titles is introduced based on a Gaussian model of cepstrum coefficients and it is shown that the measure is able to yield interesting similarity relations, in particular when used in conjunction with other similarity relations.
Abstract: Electronic Music Distribution (EMD) is in demand of robust, automatically extracted music descriptors. We introduce a timbral similarity measures for comparing music titles. This measure is based on a Gaussian model of cepstrum coefficients. We describe the timbre extractor and the corresponding timbral similarity relation. We describe experiments in assessing the quality of the similarity relation, and show that the measure is able to yield interesting similarity relations, in particular when used in conjunction with other similarity relations. We illustrate the use of the descriptor in several EMD applications developed in the context of the Cuidado European project.

300 citations

Journal ArticleDOI
TL;DR: The Continuator is a system that bridges the gap between two classes of traditionally incompatible musical systems, based on a Markov model of musical styles augmented to account for musical issues such as management of rhythm, beat, harmony, and imprecision.
Abstract: We propose a system, the Continuator, that bridges the gap between two classes of traditionally incompatible musical systems: (1) interactive musical systems, limited in their ability to generate stylistically consistent material, and (2) music imitation systems, which are fundamentally not interactive. Our purpose is to allow musicians to extend their technical ability with stylistically consistent, automatically learnt material. This goal requires the ability for the system to build operational representations of musical styles in a real time context. Our approach is based on a Markov model of musical styles augmented to account for musical issues such as management of rhythm, beat, harmony, and imprecision. The resulting system is able to learn and generate music in any style, either in standalone mode, as continuations of musician’s input, or as interactive improvisation back up. Lastly, the very design of the system makes possible new modes of musical collaborative playing. We describe the architectu...

282 citations


Cited by
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08 Dec 2001-BMJ
TL;DR: There is, I think, something ethereal about i —the square root of minus one, which seems an odd beast at that time—an intruder hovering on the edge of reality.
Abstract: There is, I think, something ethereal about i —the square root of minus one. I remember first hearing about it at school. It seemed an odd beast at that time—an intruder hovering on the edge of reality. Usually familiarity dulls this sense of the bizarre, but in the case of i it was the reverse: over the years the sense of its surreal nature intensified. It seemed that it was impossible to write mathematics that described the real world in …

33,785 citations

Journal ArticleDOI
TL;DR: Machine learning addresses many of the same research questions as the fields of statistics, data mining, and psychology, but with differences of emphasis.
Abstract: Machine Learning is the study of methods for programming computers to learn. Computers are applied to a wide range of tasks, and for most of these it is relatively easy for programmers to design and implement the necessary software. However, there are many tasks for which this is difficult or impossible. These can be divided into four general categories. First, there are problems for which there exist no human experts. For example, in modern automated manufacturing facilities, there is a need to predict machine failures before they occur by analyzing sensor readings. Because the machines are new, there are no human experts who can be interviewed by a programmer to provide the knowledge necessary to build a computer system. A machine learning system can study recorded data and subsequent machine failures and learn prediction rules. Second, there are problems where human experts exist, but where they are unable to explain their expertise. This is the case in many perceptual tasks, such as speech recognition, hand-writing recognition, and natural language understanding. Virtually all humans exhibit expert-level abilities on these tasks, but none of them can describe the detailed steps that they follow as they perform them. Fortunately, humans can provide machines with examples of the inputs and correct outputs for these tasks, so machine learning algorithms can learn to map the inputs to the outputs. Third, there are problems where phenomena are changing rapidly. In finance, for example, people would like to predict the future behavior of the stock market, of consumer purchases, or of exchange rates. These behaviors change frequently, so that even if a programmer could construct a good predictive computer program, it would need to be rewritten frequently. A learning program can relieve the programmer of this burden by constantly modifying and tuning a set of learned prediction rules. Fourth, there are applications that need to be customized for each computer user separately. Consider, for example, a program to filter unwanted electronic mail messages. Different users will need different filters. It is unreasonable to expect each user to program his or her own rules, and it is infeasible to provide every user with a software engineer to keep the rules up-to-date. A machine learning system can learn which mail messages the user rejects and maintain the filtering rules automatically. Machine learning addresses many of the same research questions as the fields of statistics, data mining, and psychology, but with differences of emphasis. Statistics focuses on understanding the phenomena that have generated the data, often with the goal of testing different hypotheses about those phenomena. Data mining seeks to find patterns in the data that are understandable by people. Psychological studies of human learning aspire to understand the mechanisms underlying the various learning behaviors exhibited by people (concept learning, skill acquisition, strategy change, etc.).

13,246 citations

Journal ArticleDOI
TL;DR: This paper aims to provide a timely review on this area with emphasis on state-of-the-art multi-label learning algorithms with relevant analyses and discussions.
Abstract: Multi-label learning studies the problem where each example is represented by a single instance while associated with a set of labels simultaneously. During the past decade, significant amount of progresses have been made toward this emerging machine learning paradigm. This paper aims to provide a timely review on this area with emphasis on state-of-the-art multi-label learning algorithms. Firstly, fundamentals on multi-label learning including formal definition and evaluation metrics are given. Secondly and primarily, eight representative multi-label learning algorithms are scrutinized under common notations with relevant analyses and discussions. Thirdly, several related learning settings are briefly summarized. As a conclusion, online resources and open research problems on multi-label learning are outlined for reference purposes.

2,495 citations

Journal ArticleDOI
01 Jul 2005
TL;DR: It is concluded that the GameFlow model can be used in its current form to review games; further work will provide tools for designing and evaluating enjoyment in games.
Abstract: Although player enjoyment is central to computer games, there is currently no accepted model of player enjoyment in games. There are many heuristics in the literature, based on elements such as the game interface, mechanics, gameplay, and narrative. However, there is a need to integrate these heuristics into a validated model that can be used to design, evaluate, and understand enjoyment in games. We have drawn together the various heuristics into a concise model of enjoyment in games that is structured by flow. Flow, a widely accepted model of enjoyment, includes eight elements that, we found, encompass the various heuristics from the literature. Our new model, GameFlow, consists of eight elements -- concentration, challenge, skills, control, clear goals, feedback, immersion, and social interaction. Each element includes a set of criteria for achieving enjoyment in games. An initial investigation and validation of the GameFlow model was carried out by conducting expert reviews of two real-time strategy games, one high-rating and one low-rating, using the GameFlow criteria. The result was a deeper understanding of enjoyment in real-time strategy games and the identification of the strengths and weaknesses of the GameFlow model as an evaluation tool. The GameFlow criteria were able to successfully distinguish between the high-rated and low-rated games and identify why one succeeded and the other failed. We concluded that the GameFlow model can be used in its current form to review games; further work will provide tools for designing and evaluating enjoyment in games.

2,039 citations

01 Jan 2016
TL;DR: The flow the psychology of optimal experience is universally compatible with any devices to read as mentioned in this paper and is available in our digital library an online access to it is set as public so you can get it instantly.
Abstract: Thank you very much for downloading flow the psychology of optimal experience. As you may know, people have search numerous times for their chosen readings like this flow the psychology of optimal experience, but end up in infectious downloads. Rather than reading a good book with a cup of tea in the afternoon, instead they juggled with some harmful bugs inside their desktop computer. flow the psychology of optimal experience is available in our digital library an online access to it is set as public so you can get it instantly. Our digital library saves in multiple countries, allowing you to get the most less latency time to download any of our books like this one. Merely said, the flow the psychology of optimal experience is universally compatible with any devices to read.

1,993 citations