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    <article-meta>
      <title-group>
        <article-title>An environment for machine pedagogy: Learning how to teach computers to read music</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Gabriel Vigliensoni</string-name>
          <email>gabriel.vigliensonimartin@mcgill.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jorge Calvo-Zaragoza</string-name>
          <email>jorge.calvozaragoza@mcgill.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ichiro Fujinaga</string-name>
          <email>ichiro.fujinaga@mcgill.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ACM Classification Keywords H.</institution>
          <addr-line>5.5. Information interfaces and presentation (e.g., HCI): Sound and Music Computing-Systems; H.5.2. Information interfaces and presentation (e.g., HCI): User Interfaces-Usercentered design; I.5.5. Pattern recognition: Implementation- Interactive systems</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Schulich School of Music, McGill University</institution>
          ,
          <addr-line>CIRMMT Montréal, QC</addr-line>
          ,
          <country country="CA">Canada</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We believe that in many machine learning systems it would be effective to create a pedagogical environment where both the machines and the humans can incrementally learn to solve problems through interaction and adaptation. We are designing an optical music recognition (OMR) workflow system where human operators can intervene to correct and teach the system at certain stages so that they can learn from the errors and the overall performance can be improved progressively as more music scores are processed. In order to instantiate this pedagogical process, we have developed a series of browser-based interfaces for the different stages of our OMR workflow: image preprocessing, music symbol recognition, musical notation recognition, and final representation construction. In most of these stages we integrate human input with the aim of teaching the computers to improve the performance.</p>
      </abstract>
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      <title>-</title>
      <p>
        Author Keywords
Optical music recognition; interactive machine learning;
artificial pedagogy;
INTRODUCTION
The idea of achieving intellectual development of a machine—
or making computers smarter when creating algorithmic
models, is not new. Alan Turing stated in the middle of the last
century that the interaction of machines with humans would
be necessary to adapt machines to the human standard and to
achieve intellectual or performance parity with humans [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
He envisioned that human guidance and feedback are
desirable at various points of the machine’s process of learning.
However, Turing also anticipated that humans can act as a
“brake” in fast machine computational processes, and so the
places and levels of interaction between machines and humans
should be studied and considered carefully.
©2018. Copyright for the individual papers remains with the authors.
Copying permitted for private and academic purposes.
      </p>
      <p>MILC ’18, March 11, 2018, Tokyo, Japan
One of the strengths of current learning machines lies in their
ability to recognize complex patterns, provided that there is a
large amount of labeled training data (ground truth). In cases
where massive ground-truth datasets are not readily available,
one solution is to incrementally and interactively train an
adaptive system, with gradual exposure of new data. We argue
that in these supervised adaptive learning environments, it is
important to study how humans impart their knowledge to the
machine: what are the different teaching methods (pedagogy)
for the machine to achieve a desired performance and how do
humans learn these effective strategies.</p>
      <p>A Pedagogy for “Learning Machines”
In this paper, we propose the idea of a pedagogy for learning
machines as the study of the methods and activities of teaching
machines. This pedagogy is about creating an environment
where humans can learn the art of how to teach machines
running learning algorithms in an incremental learning process.
Turing also anticipated [14, p. 472] that learning machines
will make mistakes at times, and at times they may make
new and very interesting statements, and on the whole
the output of them will be worth attention to the same
sort of extent as the output of a human mind.</p>
      <p>Following Turing’s vision, we propose to exploit human skills
and knowledge to teach machines to optimize their
performance. In order to achieve this, we first need to understand
how humans interact with a machine-learning component and
then we need to build a clever workflow in order to take
advantages of the intelligence of the human and the ability to
perform fast calculations of the computer.</p>
      <p>
        Bieger et al. proposed a conceptual framework for
teaching intelligent systems [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. They identified the constituent
elements of that framework and stated that the interaction
between teachers (e.g., a human actor) and learners (e.g., a
computer system) has the goal of teaching the learning system
to gain knowledge about something or about a specific task.
As a pedagogical strategy, we hypothesize that by knowing
the learner, and how the learner reacts to correction and new
input, teachers can adapt their teaching tactics to improve the
pedagogy.
      </p>
      <p>
        The impact of human supervision in the loop of supervised
machine learning workflows has been also empirically studied.
For example, Fails and Olsen built a system for creating image
classifiers and proposed the concept of interactive machine
learning [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] for those environments where human teachers
evaluate a model created by a learning machine, then edit the
training data, and retrain the model according to their expert
judgment to improve the performance of the system in the
given task. Also, Fiebrink et al. studied evaluation practices
of human actors interactively building supervised learning
systems for gesture analysis [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>In the next section we will detail how we have incorporated
interactive checkpoints between human teachers and
learningmachine systems in the development of an intelligent interface
for encoding symbolic music, so that people can access
cultural music heritage in an unprecedented manner.</p>
      <p>TEACHING MACHINES HOW TO READ MUSIC SCORES
Our aim is to read and extract the content from digitized
images of music documents. This process is called optical music
recognition (OMR) and, despite more than 30 years of
research, it remains to be a difficult problem. The slow
development in OMR, particularly when dealing with older music
documents, lies mainly in the large variability of musical sources
(i.e., degradation, bleed-through, handwriting and notation
style, among others). Since most approaches for extracting the
musical content in the different layers of these manuscripts
(e.g., musical notes, lyrics, staff lines, ornamental letters, etc.)
have been developed using heuristic approaches, they rely on
specific characteristics of the documents, and so these
methods usually do not generalize well to music documents of a
different type or era.</p>
      <p>
        Fully manual OMR projects have been developed to overcome
the large degree of variability in handwritten music scores.
Allegro, for example, is a recently developed web-based
crowdsourcing tool to transcribe and encode scores of a corpus of
folk songs in Common Western Music Notation [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
In order to work at a larger scale, we have taken a different
route to OMR of Medieval and Renaissance music by using a
machine learning-based approach. Instead of using heuristics
and features that take advantage of specific characteristics of
the documents, we teach the computer to classify the different
elements in a music score by training it with a large number
of examples for each category to be classified. The computer
learns the regularities in these examples and creates a model
of the data. Once a model is created, it is used to classify new
examples that the computer has not yet seen. In other words,
the computer learns by examples from the teacher.
In the standard OMR workflow, a human intervention is
required to correct the errors generated by the automated process.
Hence, we can take advantage of this by incorporating the
previously corrected scores, as ground truth, for subsequent
processing in an adaptive OMR system [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Pugin et al.
experimented with this idea by building book-adaptive OMR models
for music from microfilms [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Their experiments showed
that human editing costs were substantially reduced and that
the approach was especially well suited to handle the
various degradation levels of music documents from typographic
prints.
      </p>
      <p>Our entire OMR workflow is depicted in Figure 1. This
process is divided into four stages: image preprocessing, music
symbol recognition, musical notation recognition, and final
representation reconstruction. Digitized music scores are the
input to the system and image preprocessing is applied to
segment the constituent parts of the music document into layers.
The recognition of the music symbols and the analysis of their
relationship is achieved once the symbols are isolated and
classified in the found layers. Finally, the retrieved musical
information is encoded into a machine-readable format. We
want to automate the process of extracting and digitizing the
content of music scores. However, since we know that this
process is not error free, and the errors generated in previous
steps are carried forward to the next ones, we want to learn
about the type of errors that the computer makes in each stage
in order to: (i) provide better ground-truth data to improve
the performance of the computer and (ii) let users (teachers)
of the system understand and know where computers make
mistakes in order to modify their behavior. To facilitate these
tasks, we have implemented interactive checkpoints in the
OMR workflow.</p>
      <p>In the next two subsections we present the interactive
interfaces we have developed for teaching the machine how to
perform tasks in the first two stages of the OMR workflow.
Teaching machines for image segmentation
The first stage in our OMR workflow is image preprocessing.
In this step, all pixels of the music score image are classified
into different, pre-defined layers. Since we need training
data as example for recognizing the different layers within
an image, and creating ground truth from scratch is onerous
and expensive, we have tested a few approaches for teaching
the computer to perform the image preprocessing. So far, we
have found that we can drastically reduce the time and effort
needed to build ground truth by preprocessing a small number
of images with a pre-existing model, usually a model learned
in pages of similar characteristics. If no model achieves a
meaningful result (i.e., if the output is not significantly better
than random), we use a heuristic method. Then, we correct
the coarse errors in the output of the previous stage with a
pixel-level editor. In this step, we only spend the amount of
time required to correct the major errors in order to have a
reasonable set of corrected data, but not perfect. Finally, we
iterate over the two previous steps until desired performance
is achieved. We assume that perfect performance can not be
achieved because, at pixel-level, even for humans it is hard to
discriminate to what layer a pixel belongs to, especially at the
boundaries.</p>
      <p>
        Most image preprocessing techniques (based on heuristic or
machine learning techniques) output a non-negligible amount
of misclassified pixels, and so we developed Pixel.js, an open
source, web-based, pixel-level classification application to
correct the output of image segmentation processes [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. We
use this tool interactively with a convolutional neural
networkbased classifier [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], to create ground-truth data incrementally.
A conventional machine learning approach would work under
the assumption that training and tuning will be performed a
few times and need not be interactive. Hence, one reasonable
strategy for improving supervised learning systems using
human interaction is enabling the user to evaluate a model, then
edit its training dataset based on his or her judgments of how
the model should improve.
      </p>
      <p>
        In our approach for image segmentation, the output of a
learning system is used by a human teacher to further inform the
system about the performance of the task. As a result, we are
implementing an incremental and adaptive workflow based on
tactics and strategies by which human teachers modify their
actions depending on the outcome of a task given to learning
machines. Preliminary implementations of these
pedagogical strategies and actions have permitted us to considerably
reduce the amount of effort when creating ground truth for
image preprocessing for OMR by 40 percent. Importantly, we
have not only obtained similar performance than using ground
truth created from scratch, but we have also achieved higher
user satisfaction [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. We are currently increasing the iteration
rate between training, correction, and retraining to see if even
better results can be obtained.
      </p>
      <p>Once the image preprocessing step has been performed, our
OMR system outputs a number of image files per original
score image, where each file contains a layer representing
different type of musical information. For example, these
layers may contain notes, staff lines, lyrics, annotations, or
ornamental letters.</p>
      <p>
        Teaching machines to recognize musical symbols
Our application for the second stage of the OMR workflow,
music symbol recognition, is called Interactive Classifier (IC).
IC is a web-based version of the Gamera classifier [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In
this stage, the connected components of a specific layer of the
original image are automatically grouped into glyphs. Then, a
human teacher has to manually label the classes of a number of
musical glyphs. IC will extract a set of features for describing
each of the glyphs, and will classify the data based on the
k-nearest neighbors classifier.
      </p>
      <p>
        An attractive aspect of IC is that it can be used in an
incremental learning fashion [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. That is, as new data is entered
by a human teacher into the system, IC will learn from new
information and will accommodate the classes while
preserving previously acquired knowledge without building a new
classifier. In other words, the IC module for music symbol
recognition is designed in a way that human teachers do not
have to start over and over from scratch if new data or classes
are entered into the learning system. Instead, they can use a
previously trained classifier of glyphs and labels for the initial
classification. Then, they can manually correct the glyphs that
were misclassified and perform a reclassification. By repeating
this process, IC will learn the corrections at each iteration and
will build a better classifier until the teacher is satisfied with
the results.
      </p>
      <p>An interesting characteristic of IC is that how well the machine
learns depends on how well the human teaches it. In fact, the
human, through interaction, can gradually learn how to teach
the machine better. Furthermore, human teachers do not need
to know the intricacies of machine learning or need to be a
domain expert because, for humans, these are simple visual
tasks. We strongly believe that this interaction is important for
developing a pedagogy for machines that learn.</p>
      <p>
        Non-pedagogical OMR stages
The last two stages of our OMR workflow, musical
notation recognition and final representation construction have
a common interactive breakpoint for visualizing and
correcting the output of the automatized OMR process. This
humandriven checkpoint is embedded as a web-based interface called
Neume Editor Online (Neon) [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Neon allows a user to
inspect differences between the original music score image and
the rendered version of the output of the OMR process. By
visual inspection of the two overlaid scores, the user can
observe their difference and manually add, edit, or delete music
symbols in the browser. So far, however, corrections entered
by the user are not fed back into the learning system, but they
change the encoded music file output.
      </p>
      <p>
        Our OMR workflow management system
Since our workflow requires a human operator to teach the
learning system, we need to be able to create interactive
checkpoints where the system stops a process and waits for user
input. As a result, all the constituent parts of our OMR
workflow are handled by Rodan, a distributed, collaborative, and
networked adaptive workflow management system [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] that
allows to specify interactive and non-interactive tasks.
FINAL REMARKS AND FUTURE WORK
The end goal of our project is not only to segment images
and to recognize music symbols, but to create a final music
representation that can be browsable and searchable by
humans and computers by many different means. We envision
this interface as an intelligent, music-score-searching tool for
the 21st century. We are currently investigating the available
infrastructure for creating this interface. Among them, we are
making use of the International Image Interoperability
Framework (IIIF) and IIIF manifests, which allows for the display
of high-resolution images directly from the institutions having
the rights to these images. We also make use of visualization
interfaces (e.g., Diva.js document image viewer) that take
advantage of IIIF and the Music Encoding Initiative (MEI) music
encoding format (e.g., Verovio music notation engraving
library). We hope that this infrastructure, in combination with
the proper teaching strategies and tactics developed by human
teachers in the interfaces for training the OMR system, will
enable the end-to-end recognition and encoding of music from
music score images.
      </p>
      <p>ACKNOWLEDGMENTS
This research has been supported by the Social Sciences and
Humanities Research Council of Canada. Important parts of
this work used ComputeCanada’s High Performance
Computing resources.
Proceedings of the 13th International Society for Music
Information Retrieval Conference. 121–126.</p>
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