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Jonathan Weinel

Bio: Jonathan Weinel is an academic researcher from Aalborg University. The author has contributed to research in topics: Visual music & Electroacoustic music. The author has an hindex of 7, co-authored 48 publications receiving 185 citations. Previous affiliations of Jonathan Weinel include London South Bank University & Universities UK.

Papers
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Journal ArticleDOI
TL;DR: It was found that a small number of strong correlations exist between the features and that a greater number of features contribute significantly to the predictive power of emotional valence, rather than arousal.
Abstract: The field of Music Emotion Recognition has become and established research sub-domain of Music Information Retrieval. Less attention has been directed towards the counterpart domain of Audio Emotion Recognition, which focuses upon detection of emotional stimuli resulting from non-musical sound. By better understanding how sounds provoke emotional responses in an audience, it may be possible to enhance the work of sound designers. The work in this paper uses the International Affective Digital Sounds set. A total of 76 features are extracted from the sounds, spanning the time and frequency domains. The features are then subjected to an initial analysis to determine what level of similarity exists between pairs of features measured using Pearson’s r correlation coefficient before being used as inputs to a multiple regression model to determine their weighting and relative importance. The features are then used as the input to two machine learning approaches: regression modelling and artificial neural networks in order to determine their ability to predict the emotional dimensions of arousal and valence. It was found that a small number of strong correlations exist between the features and that a greater number of features contribute significantly to the predictive power of emotional valence, rather than arousal. Shallow neural networks perform significantly better than a range of regression models and the best performing networks were able to account for 64.4% of the variance in prediction of arousal and 65.4% in the case of valence. These findings are a major improvement over those encountered in the literature. Several extensions of this research are discussed, including work related to improving data sets as well as the modelling processes.

30 citations

Book
01 Feb 2018
TL;DR: In Inner Sound as mentioned in this paper, the authors explore the creative influence of altered states of consciousness in electronic music and audio-visual media, and propose a conceptual model for ASCs, which describes how sound can be used to simulate various subjective states from a first-person perspective.
Abstract: Over the last century, developments in electronic music and art have enabled new possibilities for creating audio and audio-visual artworks. With this new potential has come the possibility for representing subjective internal conscious states, such as the experience of hallucinations, using digital technology. Combined with immersive technologies such as virtual reality goggles and high-quality loudspeakers, the potential for accurate simulations of conscious encounters such as Altered States of Consciousness (ASCs) is rapidly advancing. In Inner Sound, author Jonathan Weinel traverses the creative influence of ASCs, from Amazonian chicha festivals to the synaesthetic assaults of neon raves; and from an immersive outdoor electroacoustic performance on an Athenian hilltop to a mushroom trip on a tropical island in virtual reality. Beginning with a discussion of consciousness, the book explores how our subjective realities may change during states of dream, psychedelic experience, meditation, and trance. Taking a broad view across a wide range of genres, Inner Sound draws connections between shamanic art and music, and the modern technoshamanism of psychedelic rock, electronic dance music, and electroacoustic music. Going beyond the sonic into the visual, the book also examines the role of altered states in film, visual music, VJ performances, interactive video games, and virtual reality applications. Through the analysis of these examples, Weinel uncovers common mechanisms, and ultimately proposes a conceptual model for Altered States of Consciousness Simulations (ASCSs). This theoretical model describes how sound can be used to simulate various subjective states of consciousness from a first-person perspective, in an interactive context. Throughout the book, the ethical issues regarding altered states of consciousness in electronic music and audio-visual media are also examined, ultimately allowing the reader not only to consider the design of ASCSs, but also the implications of their use for digital society.

25 citations

Jonathan Weinel1
01 Jan 2011

13 citations

Proceedings ArticleDOI
09 Jul 2018
TL;DR: This one-day Symposium explored themes of personhood, modernity and digital art, bringing together speakers from a range of disciplines to consider technology, artistic practice and society.
Abstract: This one-day Symposium explored themes of personhood, modernity and digital art, bringing together speakers from a range of disciplines to consider technology, artistic practice and society. It seeks a renewed consideration of the role of art in illuminating human identity in a positive relation with technology, and its transformative effects upon space and time. The concerns for the role of art amidst the forces of a post-modern world are influenced by important legacies of the past, by which ideas about human identity and difference have been made meaningful in the relation of history and technology. In the frequently transient and conflicting forces of humanness and forces of modernity, the digital world of the arts emerges as a means by which new ideas of space and time can be considered, with new perspectives of human identity seen as states of being, towards the possibilities of experience, technology, individuality and society.

13 citations

Proceedings ArticleDOI
05 Nov 2015
TL;DR: It is proposed that immersion may be improved by providing the user with a `passive' method of control, using a brain-computer interface (BCI), and the use of a consumer-grade electroencephalograph (EEG) headset for this purpose is explored.
Abstract: Altered states of consciousness (ASC) can be represented in video games through appropriate use of sound and computer graphics. Our research seeks to establish systematic methods for simulating ASC using computer sound and graphics, to improve the realism of ASC representations in video game engines. Quake Delirium is a prototype ‘ASC Simulation’ that we have created by modifying the video game Quake. Through automation of various graphical parameters that represent the conscious state of the game character, hallucinatory ASC are represented. While the initial version of Quake Delirium utilised a pre-determined automation path to produce these changes, we propose that immersion may be improved by providing the user with a ‘passive’ method of control, using a brain-computer interface (BCI). In this initial trial, we explore the use of a consumer-grade electroencephalograph (EEG) headset for this purpose.

10 citations


Cited by
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01 Jan 2011
TL;DR: This independent study is designed to provide primary care practitioners with an introduction to the pathologies that lead to sight loss, their functional implications, appropriate method of referrals, training programs, and special considerations for interactions with visually impaired individuals.
Abstract: Acting Under Secretary of Health requested that a working group be established to develop the Veterans Health Initiative (VHI). He envisioned this as a comprehensive program to recognize the connection between certain health effects and military service, to allow military history to be better documented, to prepare health care providers to better serve their veteran patients, and to establish a data base for further study. This was first discussed by the Acting Under Secretary in relation to the health of former prisoners of war. Development was really begun by the former Chief Academic Affairs Officer, Dr. David Stevens, with the Military Service History project. This involves a pocket card for medical residents detailing the important components of a military service history targeting the health risks associated with various periods of service and more generic issues of concern and a website containing references relevant to the issues. Educational modules in the Veterans Health Initiative VHA will assist health care providers in recognizing the connection between certain health effects and military service, prepare health care providers to better serve veteran patients, and will provide a data base for further study. This independent study is designed to provide primary care practitioners with an introduction to the pathologies that lead to sight loss, their functional implications, appropriate method of referrals, training programs, and special considerations for interactions with visually impaired individuals. After completing this independent study, participants would be able to: • Define legal blindness; • Describe the causes of sight loss; • Delineate the functional implications of vision loss • Delineate the psycho/social impact of vision loss on the veteran; • Outline the role of the Visual Impairment Services Team (VIST) in the treatment of legally blind veterans and the referral process; • Describe the special personal and environmental considerations needed for visually impaired patients; • Describe the special medical considerations needed for visually impaired patients; • Describe the primary care practitioner's role in assisting veterans in establishing well-grounded claims for disability related to the loss of vision; and • Describe compensation and pension benefits provided for veterans with eye disabilities. After completing this independent study, you should 1. be able to: state the definition of legal blindness; 2. be able to: associate eye diseases with their visual implications; 3. be able to: demonstrate insight into the functional and Psycho/Social implications of sight-loss; 4. know when referrals to VIST are indicated; 5. understand …

395 citations

Book
01 Jan 1955
TL;DR: In this article, the authors argue that what Alice is exposed to and reacts to in Wonderland generally reflects the genre of a Bildungsroman and also specifically a feminist BildungSroman, and demonstrate how the novel also has a coming of age aspect based on feminism.
Abstract: This thesis has two aims. The first one is to elucidate how Alice’s Adventures in Wonderland (1865) functions as a Bildungsroman, and the other one is to demonstrate how the novel also has a coming of age aspect based on feminism. Whilst Alice matures in the traditional sense, she also in parallel does so as a stronger female fighting for gender rights with signs of feminism. The feminist angle as well as the surreal world of Wonderland makes the novel a not very obvious Bildungsroman in a genre dominated by male protagonists. For Alice to be a young female child who ends up in a fantasy world thus makes her a very fascinating character. The central hypothesis of this thesis is that what Alice is exposed to and reacts to in Wonderland generally reflects the genre of a Bildungsroman and also specifically a feminist Bildungsroman. Theoretical framework is based on the ideas of Franco Moretti, Mikhail Bakhtin, Thomas Jeffers, Carol Lazzaro-Weis, George Eliot and Elizabeth Drew Stoddard, as well as novels by Eliot and Stoddard. This includes dynamic protagonists, unpredictable development, symbols of modernity, the quest for universality, and minor characters who make sure that the protagonist develops, as well as feminist struggle by means of disregarding the „cult of true womanhood‟ in a genre and society dominated by men.

168 citations

Journal ArticleDOI
TL;DR: The search shows that although many games were created with simplified controls for research purposes, there was an increasing number of more user-friendly BCI games, especially for entertainment, and the most predominant control signals were the attention and meditation, followed by motor imagery and emotion recognition, being mainly captured by NeuroSky and Emotiv EEG devices.
Abstract: Brain–Computer Interfaces (BCIs) are specialized systems that allow users to control computer applications using their brain waves. With the advent of consumer-grade electroencephalography (EEG) de...

72 citations

Journal ArticleDOI
01 Jan 1999
Abstract: Acknowledgments vii Introduction ix 1 The Historical Situation 3 2 The Style and Material Remains of I modi 21 3 I modi and Their Antique Paradigms 49 4 The Issue of Prints 71 5 Printed in Words: The Verbal Representations of Pietro Aretino 85 6 Terms of Renaissance Discourse about the Erotic: Onesto and Disonesto 101 7 The Retreat of Sexual Representation into Mythology 125 8 Mythology, Sexuality, and Science in Charles Estienne's Manual of Anatomy 161 Appendix A: Texts and Translations 189 Appendix B: I sonetti lussuriosi and Translations 198 Notes 229 Selected Bibliography 279 Index 289

65 citations

Journal ArticleDOI
TL;DR: MoodPlay is introduced, an interactive music-artists recommender system which integrates content and mood-based filtering in a novel interface which reveals the role of mood in music recommendation, considering both artists’ mood and users’ self-reported mood in the user study.
Abstract: A large amount of research in recommender systems focuses on algorithmic accuracy and optimization of ranking metrics. However, recent work has unveiled the importance of other aspects of the recommendation process, including explanation, transparency, control and user experience in general. Building on these aspects, this paper introduces MoodPlay, an interactive music-artists recommender system which integrates content and mood-based filtering in a novel interface. We show how MoodPlay allows the user to explore a music collection by musical mood dimensions, building upon GEMS, a music-specific model of affect, rather than the traditional Circumplex model. We describe system architecture, algorithms, interface and interactions followed by use-case and offline evaluations of the system, providing evidence of the benefits of our model based on similarities between the typical moods found in an artist’s music, for contextual music recommendation. Finally, we present results of a user study (N = 279) in which four versions of the interface are evaluated with varying degrees of visualization and interaction. Results show that our proposed visualization of items and mood information improves user acceptance and understanding of both the underlying data and the recommendations. Furthermore, our analysis reveals the role of mood in music recommendation, considering both artists’ mood and users’ self-reported mood in the user study. Our results and discussion highlight the impact of visual and interactive features in music recommendation, as well as associated human-cognitive limitations. This research also aims to inform the design of future interactive recommendation systems.

65 citations