Abstract:In this paper, we map out the landscape of options available to visual artists for creating personal artworks, including crafting, adapting and navigating deep generative models. Following that, we argue for revisiting model crafting, defined as the design and manipulation of generative models for creative goals, and motivate studying and designing for model crafting as a creative activity in its own right.
Abstract:Non-technical end-users are silent and invisible users of the state-of-the-art explainable artificial intelligence (XAI) technologies. Their demands and requirements for AI explainability are not incorporated into the design and evaluation of XAI techniques, which are developed to explain the rationales of AI decisions to end-users and assist their critical decisions. This makes XAI techniques ineffective or even harmful in high-stakes applications, such as healthcare, criminal justice, finance, and autonomous driving systems. To systematically understand end-users' requirements to support the technical development of XAI, we conducted the EUCA user study with 32 layperson participants in four AI-assisted critical tasks. The study identified comprehensive user requirements for feature-, example-, and rule-based XAI techniques (manifested by the end-user-friendly explanation forms) and XAI evaluation objectives (manifested by the explanation goals), which were shown to be helpful to directly inspire the proposal of new XAI algorithms and evaluation metrics. The EUCA study findings, the identified explanation forms and goals for technical specification, and the EUCA study dataset support the design and evaluation of end-user-centered XAI techniques for accessible, safe, and accountable AI.
Abstract:The boundaries of existing explainable artificial intelligence (XAI) algorithms are confined to problems grounded in technical users' demand for explainability. This research paradigm disproportionately ignores the larger group of non-technical end users of XAI, who do not have technical knowledge but need explanations in their AI-assisted critical decisions. Lacking explainability-focused functional support for end users may hinder the safe and responsible use of AI in high-stakes domains, such as healthcare, criminal justice, finance, and autonomous driving systems. In this work, we explore how designing XAI tailored to end users' critical tasks inspires the framing of new technical problems. To elicit users' interpretations and requirements for XAI algorithms, we first identify eight explanation forms as the communication tool between AI researchers and end users, such as explaining using features, examples, or rules. Using the explanation forms, we then conduct a user study with 32 layperson participants in the context of achieving different explanation goals (such as verifying AI decisions, and improving user's predicted outcomes) in four critical tasks. Based on the user study findings, we identify and formulate novel XAI technical problems, and propose an evaluation metric verifiability based on users' explanation goal of verifying AI decisions. Our work shows that grounding the technical problem in end users' use of XAI can inspire new research questions. Such end-user-inspired research questions have the potential to promote social good by democratizing AI and ensuring the responsible use of AI in critical domains.
Abstract:We propose the Multi-Track Music Machine (MMM), a generative system based on the Transformer architecture that is capable of generating multi-track music. In contrast to previous work, which represents musical material as a single time-ordered sequence, where the musical events corresponding to different tracks are interleaved, we create a time-ordered sequence of musical events for each track and concatenate several tracks into a single sequence. This takes advantage of the Transformer's attention-mechanism, which can adeptly handle long-term dependencies. We explore how various representations can offer the user a high degree of control at generation time, providing an interactive demo that accommodates track-level and bar-level inpainting, and offers control over track instrumentation and note density.
Abstract:Realistic recordings of soundscapes often have multiple sound events co-occurring, such as car horns, engine and human voices. Sound event retrieval is a type of content-based search aiming at finding audio samples, similar to an audio query based on their acoustic or semantic content. State of the art sound event retrieval models have focused on single-label audio recordings, with only one sound event occurring, rather than on multi-label audio recordings (i.e., multiple sound events occur in one recording). To address this latter problem, we propose different Deep Learning architectures with a Siamese-structure and a Pairwise Presence Matrix. The networks are trained and evaluated using the SONYC-UST dataset containing both single- and multi-label soundscape recordings. The performance results show the effectiveness of our proposed model.
Abstract:Whether literally or suggestively, the concept of soundscape is alluded in both modern and ancient music. In this study, we examine whether we can analyze and compare Western and Chinese classical music based on soundscape models. We addressed this question through a comparative study. Specifically, corpora of Western classical music excerpts (WCMED) and Chinese classical music excerpts (CCMED) were curated and annotated with emotional valence and arousal through a crowdsourcing experiment. We used a sound event detection (SED) and soundscape emotion recognition (SER) models with transfer learning to predict the perceived emotion of WCMED and CCMED. The results show that both SER and SED models could be used to analyze Chinese and Western classical music. The fact that SER and SED work better on Chinese classical music emotion recognition provides evidence that certain similarities exist between Chinese classical music and soundscape recordings, which permits transferability between machine learning models.
Abstract:The rise of non-linear and interactive media such as video games has increased the need for automatic movement animation generation. In this survey, we review and analyze different aspects of building automatic movement generation systems using machine learning techniques and motion capture data. We cover topics such as high-level movement characterization, training data, features representation, machine learning models, and evaluation methods. We conclude by presenting a discussion of the reviewed literature and outlining the research gaps and remaining challenges for future work.