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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Inferring Music Selections for Casual Music Interaction</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Daniel Boland</string-name>
          <email>daniel@dcs.gla.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ross McLachlan</string-name>
          <email>r.mclachlan.1@ research.gla.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Roderick Murray-Smith</string-name>
          <email>rod@dcs.gla.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Glasgow</institution>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
      </contrib-group>
      <fpage>2</fpage>
      <lpage>5</lpage>
      <abstract>
        <p>We present two novel music interaction systems developed for casual exploratory search. In casual search scenarios, users have an ill-de ned information need and it is not clear how to determine relevance. We apply Bayesian inference using evidence of listening intent in these cases, allowing for a belief over a music collection to be inferred. The rst system using this approach allows users to retrieve music by subjectively tapping a song's rhythm. The second system enables users to browse their music collection using a radio-like interaction that spans from casual mood-setting through to explicit music selection. These systems embrace the uncertainty of the information need to infer the user's intended music selection in casual music interactions.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>
        When interacting with a music system, listeners are faced
with selecting songs from increasingly large music
collections. With services like Spotify, these libraries can include
many songs the user has never heard of. This retrieval is
often a hedonic activity and may not serve a particular
information need. Users do not always have a song in mind
and are often just interested in setting a mood or nding
something `good enough' [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. This type of casual search has
recently been identi ed as not being well supported within
IR literature [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. In particular, the concept of relevance
becomes nebulous where the information need is not well
de ned. By inferring a belief over a music collection using
the likelihood of a user's input, we implement interactions
which incorporate this uncertainty. These interactions can
account for subjectivity and span from casual, serendipitous
listening through to highly engaged music selection.
Presented at EuroHCIR2013. Copyright c 2013 for the individual papers
by the papers authors. Copying permitted only for private and academic
purposes. This volume is published and copyrighted by its editors.
Music listeners are not always fully engaged with the
selection of music - as evidenced by the success of the shu e
playback feature. Large libraries of music such as Spotify are
available but users often just want background music, not a
speci c song out of millions. In these casual search
scenarios, users often satis ce i.e. search for something which is
`good enough' [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. As this information need is poorly
dened, so too is relevance, placing these interactions outside
of typical Information Retrieval approaches.
2.
      </p>
    </sec>
    <sec id="sec-2">
      <title>UNCERTAIN MUSIC SELECTION</title>
      <p>
        By asking `What would this user do?', we can develop a
likelihood model of user input within an interaction. With
Bayes theorem, this allows for an uncertain belief over a
music space to be inferred. Users can provide evidence of
their listening intent as part of a casual music interaction,
not needing to be fully engaged in the music retrieval. This is
an explicitly user-centered approach, focusing on how a user
will interact with the system. Both the systems discussed
here have been iteratively developed by comparing real user
behaviour against that predicted by the user input models.
We present two novel music retrieval systems which explore
two challenges with this approach: i) how to correctly
interpret evidence which may be subjective and ii) how to allow
users to set their current level of engagement:
i) `Query by Tapping' is a music retrieval technique where
users tap the rhythm of a song in order to retrieve it [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
As part of a user-centred development process, we identi ed
that rhythmic queries are often subjective and so developed
a model of rhythmic input which captures some of this
subjective behaviour. This allows for the system to be trained
to the user's tapping style, giving signi cant improvements
over previous e orts at rhythmic music retrieval.
ii) FineTuner is a prototype of a radio-like music interface
that enables users to retrieve music at a level of
engagement suited to their current information need. Users
navigate their music collection using a dial, with the system
using prior knowledge of the user to inform the music
selection. A pressure sensor enables users to assert varying
levels of control over the system { with no pressure, users
can casually tune in to sections of their music collection to
hear recommended music with common characteristics. As
pressure is applied, the user is able to make increasingly
speci c selections from the collection. The inferred music
selection is conditioned upon the asserted control, allowing
for the seamless transition from casual mood-setting to
engaged music interaction.
User 1
      </p>
      <p>User 2</p>
    </sec>
    <sec id="sec-3">
      <title>MODELLING SUBJECTIVITY</title>
      <p>
        In this section we describe our e orts to model the
subjectivity of rhythmic queries, yielding a query by tapping system
for casual music retrieval which can be trained to users to
account for their subjective querying style. After training
the system, a user can tap a rhythm to re-order their music
collection by rhythmic similarity to their query. The top 20
highly ranked results are listed on-screen as a music playlist,
from which the user could also then select a speci c song.
Query by tapping provides an example of a casual music
interaction which su ers from subjective queries. In
mobile music-listening contexts, it can often be inconvenient
for users to remove their mobile device from their pocket
or bag and engage with it to select music. This tapping of
music as a querying technique for music is depicted in gure
2. Tapping a rhythm is already a common act and rhythm
is a universal aspect of music [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. In an exploratory design
session where users were asked to provide rhythmic queries,
it became apparent that users di ered in querying style. We
describe this subjective behaviour and our approach to
modelling it in previous work [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. One of the key aspects of the
model is that users have preferences for which instruments
they tap to, as depicted in gure 1.
      </p>
      <p>
        In order to assign a belief to the songs in the music
collection given a rhythmic query, we compare the query to
those predicted by the user input model. This comparison is
done using the edit distance from string comparison
methods, scaling the mismatch penalty to the time di erences
between the rhythmic sequences [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
3.1
      </p>
    </sec>
    <sec id="sec-4">
      <title>Query By Tapping</title>
      <p>
        `Query by Tapping' has received some consideration in the
Music Information Retrieval community. The term was
introduced in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] which demonstrated that rhythm alone can
be used to retrieve musical works, with their system
yielding a top 10 ranking for the desired result 51% of the time.
Their work is limited however in considering only
monophonic rhythms i.e. the rhythm from only one instrument,
as opposed to being polyphonic and comprising of multiple
instruments. Their music corpus consists of MIDI
representations of tunes such as "You are my sunshine" which is
hardly analogous to real world retrieval of popular music.
Rhythmic interaction has been recognised in HCI [
        <xref ref-type="bibr" rid="ref15 ref8">8, 15</xref>
        ]
with [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] introducing rhythmic queries as a replacement for
hot-keys. In [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] tempo is used as a rhythmic input for
exploring a music collection { indicating that users enjoyed such a
method of interaction. The consideration of human factors
is also an emerging trend in Music Information Retrieval
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Our work draws upon both these themes, being the
rst QBT system to adapt to users. A number of key
techniques for QBT are introduced in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] which describes rhythm
as a sequence of time intervals between notes { termed
interonset intervals (IOIs). They identify the need for such
intervals to be de ned relative to each other to avoid the user
having to exactly recreate the music's tempo.
      </p>
      <p>
        In previous implementations of QBT, each IOI is de ned
relative to the preceding one [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. This sequential
dependency compounds user errors in reproducing a rhythm, as
an erroneous IOI value will also distort the following one.
100
) 75
%
(
e
t
a
r
iitno50
n
g
o
rce25
0
0.5
1.0 2.0 5.0 10.0
query length in seconds (log)
20.0 30.0
      </p>
      <p>t
querymodel</p>
      <p>Gen. Model
Baseline
Dial position</p>
      <p>Dial position</p>
      <p>
        Dial position
(a)
(b)
(c)
The approach to rhythmic interaction in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] however used
kmeans clustering to classify taps and IOIs into three classes
based on duration. The clustering based approach avoids
the sequential error however loses a great deal of detail in
the rhythmic query and so we explore a hybrid approace.
3.2
      </p>
    </sec>
    <sec id="sec-5">
      <title>Evaluation</title>
      <p>
        The most important metric for the system to be usable was
whether a rhythmic input produced an on-screen (top 20)
result. We asked eight participants to provide queries for
songs selected from a corpus of 300 songs which we had
complete note onset data for. Participants listened to the
songs rst to ensure familiarity and were asked to provide
training queries for each song. These training queries were
used to train the generative model using leave-one-out
crossvalidation. We use a state-of-the-art onset detection
algorithm (based on measuring spectral ux [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]) as a baseline
which does not account for subjectivity. Performance
typically improves with query length as seen in gure 3. Higher
rankings are achieved for all query lengths when using the
generative model. Interestingly, queries over 10 seconds lead
to a rapid fall-o in performance - possibly due to errors
accumulating beyond the initial query the user had in mind or
due to users becoming bored.
      </p>
    </sec>
    <sec id="sec-6">
      <title>MODELLING ENGAGEMENT</title>
      <p>
        We consider casual search interactions as spanning a range
of levels of engagement. How much a user is willing to
engage with a system and provide evidence of their listening
intent will undoubtedly vary with listening context. An
interaction which is xedly casual would be as problematic
as one which requires a user's full attention, with users
unable to take control when they wish to. An example of this
would be old analogue radios { whilst they o er a simple
music interaction, users have limited control over what they
hear. Previous work by Hopmann et al. sought to bring the
bene ts of interaction with vintage analog radio to modern
digital music collections [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], however their work also required
explicit selection (a xed level of engagement).
      </p>
      <p>
        We explore how the inference of listening intent can be
conditioned upon the user's level of engagement, with the music
interaction spanning from casual mood-setting through to
speci c song selection. While it would be desirable to bring
the simplicity of radio-like interaction to modern music
collections, mapping a modern music collection to a dial such as
in gure 5 would require prolonged scrolling. An alternative
would be to instead support scrolling through an overview of
the music space however this removes granularity of control
from the user, leaving them unable to select speci c items.
We developed a radio-like system called FineTuner that
allows users to navigate their music, which is arranged along
a mood axis. Users can `tune in' to a mood to hear
recommended songs based on their listening history. FineTuner
allows the user to assert control over the music
recommendation by applying pressure to a sensor. This enables users to
seamlessly transition from a casual style of interaction akin
to a radio to controlling styles such as specifying a particular
sub-area of interest in a music space, or even selecting
individual songs. FineTuner provides a single interaction which
supports casual search through to fully engaged retrieval.
Our system enables both casual and engaged forms of
interaction, giving users varying degrees of control over the
selection of music. In casual interactions where users apply less
pressure, the system can become more autonomous { making
inferences from prior evidence about what the user intended.
This handover of control was termed the `H-metaphor' by
Flemisch et al. where it was likened to riding a horse { as
the rider asserts less control the horse behaves more
autonomously [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. By allowing users to make selections from
the general to the speci c, the system supports both speci c
selections and satis cing. Users can make broad and
uncertain general selections to casually describe what they want
to listen to. However, they can also assert more control over
the system and force it to play a speci c song. Control is
asserted by applying force to a pressure sensor.
      </p>
      <p>As the user begins an interaction, they have not applied
pressure and therefore are not asserting control over the system.
The inferred selection is thus broad, covering an entire
region of their collection and is biased towards popular tracks
( g. 4a). The music in the inferred selection is visualised by
randomly sampling tracks from it and drawing beams from
the dial position to the album art. The user may press in the
knob to accept the selection and the sampled track is played.
At low levels of assertion it is likely that most tracks played
would be highly popular tracks. This behaviour is a design
assumption, users may want the system to use other prior
evidence. When the user applies pressure, the system
interprets this as an assertion of control. The inferred selection is
smaller and the spread of beams becomes narrower, the
album art visualisation zooms in to show the smaller selection
( g. 4b). This selection is a combination of evidence from
the dial position with prior evidence i.e. their last.fm music
history. When users fully assert control (max. pressure),
they navigate the collection album by album ( g. 4c) and
can make exact selections. By varying the pressure, users
seamlessly move through this continuous range of control.
The smooth change in engagement is achieved using a
simple model of user input. We assume that in an engaged
interaction, users will point precisely at the song of
interest (as in g. 4c). For more casual selection, we assume
that users will point in the general area (mood) of the music
they want, modelled using a normal distribution as in ( g.
4b). As less pressure is applied the distribution is widened,
leading to less precise selection and a greater role for a prior
belief over the music collection such as listening history.</p>
    </sec>
    <sec id="sec-7">
      <title>5. SUMMARY</title>
      <p>The scenarios explored here involve casual music retrieval,
where users have an ill-de ned information need and browse
for hedonic purposes or to satis ce a music selection. In
these cases, considering what input a user would provide for
target songs and inferring selections is an intuitive approach
which avoids the issue of de ning relevance. We show two
music interactions which support the uncertain selection of
music, inferred from casual user input such as tapping a
rhythm or turning a radio dial.</p>
      <p>We have shown that modelling user input for inferring
music selection can address issues of subjectivity by taking a
user-centered approach to model development. The model
can be iterated by comparing its predictions against actual
user behaviour. Accounting for this subjectivity can yield
signi cant improvements in retrieval performance as well as
creating a more personalised search experience. A key
feature of the second system, FineTuner, is its ability to span
seamlessly from casual search scenarios, such as satis cing,
through to more explicit selections of music. By
conditioning the inference upon the user's level of engagement, we are
able to interpret the same input space (in this case the dial)
according to the current context.</p>
      <p>Our approach to casual music interaction empowers the user
to enjoy their music while expending as much or as little
e ort in the retrieval as they wish, providing queries in their
own subjective style. Instead of focusing solely on optimising
the retrieval process, we consider it equally important to
design retrieval systems which suit how the user currently
wants to interact. By considering how users might provide
casual evidence for their listening intent, we achieve music
interactions as simple as tapping a beat or tuning a radio.
6.</p>
    </sec>
    <sec id="sec-8">
      <title>ACKNOWLEDGMENTS</title>
      <p>We are grateful for support from Bang &amp; Olufsen and the
Danish Council for Strategic Research.</p>
    </sec>
  </body>
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