Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Luke Barrington is active.

Publication


Featured researches published by Luke Barrington.


IEEE Transactions on Audio, Speech, and Language Processing | 2008

Semantic Annotation and Retrieval of Music and Sound Effects

Douglas Turnbull; Luke Barrington; David A. Torres; Gert R. G. Lanckriet

We present a computer audition system that can both annotate novel audio tracks with semantically meaningful words and retrieve relevant tracks from a database of unlabeled audio content given a text-based query. We consider the related tasks of content-based audio annotation and retrieval as one supervised multiclass, multilabel problem in which we model the joint probability of acoustic features and words. We collect a data set of 1700 human-generated annotations that describe 500 Western popular music tracks. For each word in a vocabulary, we use this data to train a Gaussian mixture model (GMM) over an audio feature space. We estimate the parameters of the model using the weighted mixture hierarchies expectation maximization algorithm. This algorithm is more scalable to large data sets and produces better density estimates than standard parameter estimation techniques. The quality of the music annotations produced by our system is comparable with the performance of humans on the same task. Our ldquoquery-by-textrdquo system can retrieve appropriate songs for a large number of musically relevant words. We also show that our audition system is general by learning a model that can annotate and retrieve sound effects.


international conference on acoustics, speech, and signal processing | 2007

Audio Information Retrieval using Semantic Similarity

Luke Barrington; Antoni B. Chan; Douglas Turnbull; Gert R. G. Lanckriet

We improve upon query-by-example for content-based audio information retrieval by ranking items in a database based on semantic similarity, rather than acoustic similarity, to a query example. The retrieval system is based on semantic concept models that are learned from a training data set containing both audio examples and their text captions. Using the concept models, the audio tracks are mapped into a semantic feature space, where each dimension indicates the strength of the semantic concept. Audio retrieval is then based on ranking the database tracks by their similarity to the query in the semantic space. We experiment with both semantic- and acoustic-based retrieval systems on a sound effects database and show that the semantic-based system improves retrieval both quantitatively and qualitatively.


IEEE Transactions on Audio, Speech, and Language Processing | 2012

Learning Content Similarity for Music Recommendation

Brian McFee; Luke Barrington; Gert R. G. Lanckriet

Many tasks in music information retrieval, such as recommendation, and playlist generation for online radio, fall naturally into the query-by-example setting, wherein a user queries the system by providing a song, and the system responds with a list of relevant or similar song recommendations. Such applications ultimately depend on the notion of similarity between items to produce high-quality results. Current state-of-the-art systems employ collaborative filter methods to represent musical items, effectively comparing items in terms of their constituent users. While collaborative filter techniques perform well when historical data is available for each item, their reliance on historical data impedes performance on novel or unpopular items. To combat this problem, practitioners rely on content-based similarity, which naturally extends to novel items, but is typically outperformed by collaborative filter methods. In this paper, we propose a method for optimizing content-based similarity by learning from a sample of collaborative filter data. The optimized content-based similarity metric can then be applied to answer queries on novel and unpopular items, while still maintaining high recommendation accuracy. The proposed system yields accurate and efficient representations of audio content, and experimental results show significant improvements in accuracy over competing content-based recommendation techniques.


international acm sigir conference on research and development in information retrieval | 2009

Combining audio content and social context for semantic music discovery

Douglas Turnbull; Luke Barrington; Gert R. G. Lanckriet; Mehrdad Yazdani

When attempting to annotate music, it is important to consider both acoustic content and social context. This paper explores techniques for collecting and combining multiple sources of such information for the purpose of building a query-by-text music retrieval system. We consider two representations of the acoustic content (related to timbre and harmony) and two social sources (social tags and web documents). We then compare three algorithms that combine these information sources: calibrated score averaging (CSA), RankBoost, and kernel combination support vector machines (KC-SVM). We demonstrate empirically that each of these algorithms is superior to algorithms that use individual information sources.


IEEE Transactions on Audio, Speech, and Language Processing | 2010

Modeling Music as a Dynamic Texture

Luke Barrington; Antoni B. Chan; Gert R. G. Lanckriet

We consider representing a short temporal fragment of musical audio as a dynamic texture, a model of both the timbral and rhythmical qualities of sound, two of the important aspects required for automatic music analysis. The dynamic texture model treats a sequence of audio feature vectors as a sample from a linear dynamical system. We apply this new representation to the task of automatic song segmentation. In particular, we cluster audio fragments, extracted from a song, as samples from a dynamic texture mixture (DTM) model. We show that the DTM model can both accurately cluster coherent segments in music and detect transition boundaries. Moreover, the generative character of the proposed model of music makes it amenable for a wide range of applications besides segmentation. As examples, we use DTM models of songs to suggest possible improvements in other music information retrieval applications such as music annotation and similarity.


Proceedings of the National Academy of Sciences of the United States of America | 2012

Game-powered machine learning

Luke Barrington; Douglas Turnbull; Gert R. G. Lanckriet

Searching for relevant content in a massive amount of multimedia information is facilitated by accurately annotating each image, video, or song with a large number of relevant semantic keywords, or tags. We introduce game-powered machine learning, an integrated approach to annotating multimedia content that combines the effectiveness of human computation, through online games, with the scalability of machine learning. We investigate this framework for labeling music. First, a socially-oriented music annotation game called Herd It collects reliable music annotations based on the “wisdom of the crowds.” Second, these annotated examples are used to train a supervised machine learning system. Third, the machine learning system actively directs the annotation games to collect new data that will most benefit future model iterations. Once trained, the system can automatically annotate a corpus of music much larger than what could be labeled using human computation alone. Automatically annotated songs can be retrieved based on their semantic relevance to text-based queries (e.g., “funky jazz with saxophone,” “spooky electronica,” etc.). Based on the results presented in this paper, we find that actively coupling annotation games with machine learning provides a reliable and scalable approach to making searchable massive amounts of multimedia data.


Journal of Vision | 2008

NIMBLE: A kernel density model of saccade-based visual memory

Luke Barrington; Tim K. Marks; Janet Hui-wen Hsiao; Garrison W. Cottrell

We present a Bayesian version of J. Lacroix, J. Murre, and E. Postmas (2006) Natural Input Memory (NIM) model of saccadic visual memory. Our model, which we call NIMBLE (NIM with Bayesian Likelihood Estimation), uses a cognitively plausible image sampling technique that provides a foveated representation of image patches. We conceive of these memorized image fragments as samples from image class distributions and model the memory of these fragments using kernel density estimation. Using these models, we derive class-conditional probabilities of new image fragments and combine individual fragment probabilities to classify images. Our Bayesian formulation of the model extends easily to handle multi-class problems. We validate our model by demonstrating human levels of performance on a face recognition memory task and high accuracy on multi-category face and object identification. We also use NIMBLE to examine the change in beliefs as more fixations are taken from an image. Using fixation data collected from human subjects, we directly compare the performance of NIMBLEs memory component to human performance, demonstrating that using human fixation locations allows NIMBLE to recognize familiar faces with only a single fixation.


intelligent user interfaces | 2006

Ambient Display using Musical Effects

Luke Barrington; Michael J. Lyons; Dominique Diegmann; Shinji Abe

The paper presents a novel approach to the peripheral display of information by applying audio effects to an arbitrary selection of music. We examine a specific instance: the communication of information about human affect, and construct a functioning prototype which captures behavioral activity level from the face and maps it to musical effects. Several audio effects are empirically evaluated as to their suitability for ambient display. We report measurements of the ambience, perceived affect, and pleasure of these effects. The findings support the hypothesis that musical effects are a promising method for ambient informational display.


PLOS ONE | 2014

Crowdsourcing the Unknown: The Satellite Search for Genghis Khan

Albert Yu-Min Lin; Andrew Huynh; Gert R. G. Lanckriet; Luke Barrington

Massively parallel collaboration and emergent knowledge generation is described through a large scale survey for archaeological anomalies within ultra-high resolution earth-sensing satellite imagery. Over 10K online volunteers contributed 30K hours (3.4 years), examined 6,000 km2, and generated 2.3 million feature categorizations. Motivated by the search for Genghis Khans tomb, participants were tasked with finding an archaeological enigma that lacks any historical description of its potential visual appearance. Without a pre-existing reference for validation we turn towards consensus, defined by kernel density estimation, to pool human perception for “out of the ordinary” features across a vast landscape. This consensus served as the training mechanism within a self-evolving feedback loop between a participant and the crowd, essential driving a collective reasoning engine for anomaly detection. The resulting map led a National Geographic expedition to confirm 55 archaeological sites across a vast landscape. A increased ground-truthed accuracy was observed in those participants exposed to the peer feedback loop over those whom worked in isolation, suggesting collective reasoning can emerge within networked groups to outperform the aggregate independent ability of individuals to define the unknown.


international conference on acoustics, speech, and signal processing | 2009

Dynamic texture models of music

Luke Barrington; Antoni B. Chan; Gert R. G. Lanckriet

In this paper, we consider representing a musical signal as a dynamic texture, a model for both the timbral and rhythmical qualities of sound. We apply the new representation to the task of automatic song segmentation. In particular, we cluster sequences of audio feature-vectors, extracted from the song, using a dynamic texture mixture model (DTM). We show that the DTM model can both detect transition boundaries and accurately cluster coherent segments. The similarities between the dynamic textures which define these segments are based on both timbral and rhythmic qualities of the music, indicating that the DTM model simultaneously captures two of the important aspects required for automatic music analysis.

Collaboration


Dive into the Luke Barrington's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Antoni B. Chan

City University of Hong Kong

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Andrew Huynh

University of California

View shared research outputs
Top Co-Authors

Avatar

Brian McFee

University of California

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Ruoran Liu

University of California

View shared research outputs
Researchain Logo
Decentralizing Knowledge