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International Journal of Computing and Digital Systems ISSN (2210-142X) Int. J. Com. Dig. Sys. #, No.# (Mon-20..) A Literature Review of Music in Computer Science Harco Leslie Hendric Spits Warnars1 and Winston Rusli2 2 Computer Science Department, BINUS Graduate Program- Doctor of Computer Science, Bina Nusantara University, Jakarta, Indonesia 11480 1 Computer Science Department Global Class, School of Computer Science, Bina Nusantara University, Tangerang, Indonesia 15143 E-mail address: spits.hendric@binus.ac.id, Winston.rusli@binus.ac.id Received ## Mon. 20##, Revised ## Mon. 20##, Accepted ## Mon. 20##, Published ## Mon. 20## Abstract: Music has been a big part of human life since ancient civilizations and listening to music is fun and besides for the benefit of humans themselves. Over time, computer science continues to develop and music begins to be recorded digitally and belongs to the group of unstructured data whose data needs to be managed so that it becomes structured data. Much academic work has analyzed how music is digitized and there is also mixed analysis of the negative effects of music, but most research agrees that digitization has many positive effects in terms of the computer science-backed world of music. A large number of papers analyze what people think about the use of technology in music education and several have proposed several different ideas that can be applied. This paper analyzes and reviews papers that discuss the application of computer science technology that plays a role in managing digital music data, which is better known in the form of sound or sound. The literature review in this paper is carried out in 4 steps, namely paper collection, selective screening, classification, and summary analysis. The literature review discussed in this paper is divided into three parts, namely the rise of digital music, how computer science can be integrated into music education, and music creation through computer science. Keywords: Music in Computer Science, Computer Music, Music Pattern Recognition, Computational Music Thinking blowing or produced with one or a combination of several 1. INTRODUCTION musical instruments designed to produce a musical sound. Computer science has developed rapidly in the last few In addition, music can also be accompanied by a human centuries and has influenced people's lives so much that choir consisting of six types of which there are 3 types of most of our daily activities are confirmed to be using female voices, namely alto, Mezzo-Soprano, and Soprano, computer science. Through computer science, many as well as 3 types of male voices, namely bass, baritone, technical marvels have been created and enabled the and tenor. emergence of large corporate management, social We conduct a literature review as a starting point for networking sites, and much more. Nowadays the researching the knowledge of computer science which smartphones that we use are some of the gadgets that use limits the use of unstructured data, namely data in the form this computer science technology and it is hard to imagine of sound. What this paper does is that first, we did a Google how to live without using computer science technology. Scholar search for papers of all time with the phrase The development of research in the field of computer "computer science music" and got 2,900,000 search results. science is still being developed and explored and in its However, when each search result link is opened and read, development, it is combined with many things according to it turns out that not all search results represent the searched its uses and applications, including music. Music is an art phrase. Then the same search for papers all the time with form that has been a big part of human cultural activity the same phrase but limited to the search only on article since time immemorial and over time, it is only natural that titles and returns only 44 papers containing that search we should explore the possible applications of computer phrase. This shows that research on music data processing science to music. with computer science or the use of computer science for Meanwhile, the term music is a sound that is arranged music is still interesting, few have done it and interesting in such a way that it can be heard by humans which to observe. contains rhythms, songs, tones, and sound harmonies that can be produced naturally, such as the sound of the wind E-mail: spits.hendric@binus.ac.id, Winston.rusli@binus.ac.id http://journals.uob.edu.bh
2 Winston Rusli, Harco Leslie Hendric Spits Warnars: A Literature Review of Music in Computer Science In addition, the reason this literature review was created papers with titles that seem related to our main topic and is that very few literature reviews have been conducted on some of which have special requirements if we want to this particular topic. We believe that it is important that a access them. In this case, we find and limit the total to 120 literature review on this topic is conducted to gather and papers. condense the knowledge and information we have on this topic. Furthermore, through this paper, we want to convey B. Selective filtering this to people in an easy-to-understand format where we try After collecting papers, in this second stage, we do not to understand the problem based on understanding previous use all of them and limit them. We only want to use papers research. Hopefully, we can develop interpretations of past that are relevant to the research we are doing, which is papers and use this literature review as fuel for future related to the application of computer science technology research related to the use of computer technology for voice to unstructured data in the form of sound, so we do data. selective filtering. This stage is done by skimming all academic papers obtained from the next stage and if the In order to complete this literature review, it was done topic is not related to music in computer science, then we in four steps as seen in Figure 1 where the activity was discard it. So that after selective selection, there were 62 carried on started from the paper collection, selective papers left. filtering, classification, and analysis summarization. The next section will explain in more detail the steps. C. Classifications In this third stage, the classification stage is carried out Paper Collection in 2 sub-stages starting with subtopic classification where the classification will be divided into three sub-topics, namely the rise of digital music, how computer science can Selective Filtering be integrated into music education, and the creation of music through the use of computer science. The next stage is paper quality sub-classification which is divided into 2 Classification sub-stages, namely subtopic classification and paper quality 1) Subtopic classification Analyze and Summarize Although all the remaining papers have topics related to music in computer science, we feel that each paper Figure 1. Literature Review Creation Steps individually focuses on a different subject matter, and if we were to make a literature review of it, it would not be 2. LITERATURE REVIEW IMPLEMENTATION systematic and structured. Therefore, This is why we need a way to divide the filtered papers. In order to review the This section will be explained the four steps of literature academic paper most effectively and cohesively, we have review activities carried in this paper as seen in figure 1 divided it into three parts, namely: where there are four steps such as paper collection, a. The rise of digital music selective filtering, classification, and analysis and summary. The newest form of music media is digital music and in this section, we will explore and limit it to only A. Paper collection papers that discuss how digital music emerged and The first step in this paper is to collect a large number what impact it has on the music industry. In addition, of academic papers using Google Scholar, which is a free we also explore some of the interesting uses of web search engine that can show us scientific literature of computer science in music. various formats and disciplines. To keep work current and relevant, we use a filter that will only show academic b. How computer science can be integrated into musical papers from 2015 to the present year 2021. To keep it as a education generic search, we use the search term "music in computer Music education has become an integral part of science" but return very limited results, with only 20 papers keeping our musical culture alive. This section will be for publication published at any time. limited to papers relating to how computer science To address this, we use more specific search terms with technology can be used to assist the music education different levels of focus. Next, the search terms used are process. digital music, music technology, music education c. Music creation through the use of computer science technology, computer music, music generation, music composition technology. From the results of filtering and In this section, we limit ourselves to papers that show searching for papers using Google Scholar, we collect how computer science technology can help people http://journals.uob.edu.bh
Int. J. Com. Dig. Sys. #, No.#, ..-.. (Mon-20..) 3 with or without musical composition experience literature review. This step was explained in the third become more creative in creating music. section as the next section where the explanation will refer to the three sub-topic classification as mentioned before 2) Paper quality classification such as the rise of digital music, how computer science can The second form of sub-classification carried out is to be integrated into music education, and music creation separate papers based on the type of paper quality as shown through the use of computer science. in table 1 below which specifically for journals will refer to the scimago rating journal at https://scimagojr.com. Figure 3. LITERATURE REVIEW 1 is a graph of paper qualification classification referring to As mentioned before where this section will explain in the data in table 1, where there is 7 paper type such as B.S detail the three sub-topic classifications mentioned before Thesis, Ph.D. dissertation, Journal Q1, Journal Q2, Journal such as the rise of digital music, how computer science can Q3, Journal no Q and conference proceeding where each be integrated into music education, and music creation paper type has a total number of papers and refer to the through the use of computer science. number of paper in the references in this paper. Paper type Conference proceeding as the most references with 32 1. The Rise of Digital Music papers where journal no Q as the least reference with only Music has become a big part of human life and has 1 paper. played a large role in human life for a long time and Tracing its origins means understanding many things that can be TABLE I. PAPER QUALITY CLASSIFICATION extracted from the music itself. In line with the sound, the Paper type References Total almighty certainly created the ear as a tool that can be used by humans to listen to this sound or music. The formation B. S. Thesis [1], [14], [28], [29], [34] 5 of the human ear when referring to the theory of evolution Ph. D dissertation [2], [43] 2 is When mammals evolved, where they formed rib bones from the jaw spine, where this would be used to receive Journal Q1 [7], [12], [22], [25], [32], [51], [60] 7 sound waves in the air and of course these ribs would Journal Q2 [3], [4], [5], [6], [8], [9], [11], [18], 11 become part of the ear. With a better level of intelligence [19], [35], [52] and sense of hearing, humans learn to do vocalizations to Journal Q3 [10], [13], [20], [24] 4 increase the beauty of the sound produced both with sound and its combination with musical instruments which can Journal no Q [40] 1 change the mood or please the mood when hearing certain Conference [15], [16], [17], [21], [23], [26], [27], 32 types of music. proceedings [30], [31], [33], [37], [38], [39], [41], [42], [43], [44], [45], [46], [47], [48], Over time, humans began to experiment in creating a [49], [50], [53], [54], [55], [56], [57], harmonious sound. Traces of this can be found in our [58], [59], [61], [62] ancestors, where early hominids would form groups to sing and bond together. Finally, they began to make instruments that can produce sounds and so that these sounds which are called musical instruments are combined with the human 35 voice to produce sound sounds which are called music and 30 in essence can bring human emotions and feelings when 25 20 listening to music. certain. In his paper, M. Williams 15 reviews research conducted by other researchers and 10 concludes that after humans evolved to utilize language, 5 music was created to take advantage of the greater 0 efficiency of language as a bonding mechanism [1]. According to H. Sun, the most popular way of recording music before the digital era was to use a technique called analog recording. This allows music to be played back at a later time. The shift from analog to digital is believed to have started with the creating of the compact disc, or CDs for short, in 1982. And when Peer-To-Peer, P2P for short, a file-sharing service was introduced, the Figure 2. Paper Quality Classification Graphic music industry began to thrive. forever changing. Responses to these changes are varied and complex. Some D. Analyze and summarize major labels are trying to defend themselves by reaffirming In this last step, each of the papers was analyzed stronger copyright enforcement while independent labels thoroughly and summarized and key points from each are embracing new opportunities. As the transition to academic paper were taken and used as material for this digital took place, the first important advances were made http://journals.uob.edu.bh
4 Winston Rusli, Harco Leslie Hendric Spits Warnars: A Literature Review of Music in Computer Science by Apple, a technology company. They developed the The encounter iPod, a media player, along with iTunes, a media management application. It created a platform for people to The first proposed idea is the ‘encounter’. It is defined enjoy digital music and soon after, several other companies as the process that people use to gain non-conformist created similar platforms, however, the nature of their knowledge on the Internet. To test this, Popham and system left some to be desired [2]. Volpe use an adapted version of the Computer Self Efficacy Scale. Aguiar and J. Waldfogel describe their findings on how unpredictable music quality uses digital sales in the United Shielding States, Canada, and 15 other European countries by time The Internet acts as a shield for the perpetrators. and vintage. From there, they concluded that the Meaning that they hide the negative behaviors of the digitization of music has brought many positive side people. The scale of the measure was derived from a effects. They point out that the overall quality of music has questionnaire by Lwin and Williams. improved worldwide after the change. their research note notes that products with modest release prospects will Imitation occupy the top positions despite the concentration of The Internet enables the formation of custom networks growth in sales and product numbers[3]. for digital gatherings focused on counter-hegemonic Aguiar and Martens found that there are major changes exchange. in the way people consume music based on data obtained Affect from the IFPI, known as the International Federation of the Phonographic Industry. From 1999 to 2014, sales of ‘effect’ concerns the person’s assessment of their recorded music declined while sales of digital music behavior. A singular measure of effect was used, based increased exponentially. With the advent and development on the procedures used by Panas & Ninni. of digital music, there is a fear of music piracy and it is feared that most people will choose to pirate music instead Moral disengagement of buying licensed music. Therefore, it reduces music The people feel as though what they are doing is not revenue and, in turn, eliminates the incentive to create too morally wrong A cumulative and singular measure innovative music. An analysis of 16,500 clickstream was used based on the methods from Bandura et al. activities of internet users in 2011 showed no evidence of unauthorized music downloads on digital music purchases. They concluded that the discontinuous nature of the On the contrary, it was found that there is a positive Internet may cause people to do digital music piracy [6]. relationship between them. From their statistics, it can be In their paper, J. Waldfogel proposes the golden age of understood that digital music purchases would drop by 2% music as an elaboration how digitalization where most if pirated music websites did not exist. It also shows that people assume that digitization to the industry would cause different countries are affected by pirated music a great reduction in their revenue, which is especially true differently. In addition, they need to take into account that for the music industry. However, it was observed that the the music industry continues and will continue to grow [4]. main effect of digitization was reducing the creation of new works to market. But it would also seem that digitization Several people assume that the digitization of music has made music more widely accessible to people. would cause the music industry to lose intermediation between music producers and consumers. However, P. Digitization has indeed led to piracy, which in turn Galuszka argues against this, as the music industry is causes decreased revenue. Threats to reduced revenue exceedingly complex and intermediation provides several result in reduced cost. It is unclear whether copyright is benefits to both producers and consumers. Music doing its function and needs further assessment. It’s a good aggregators such as iTunes or Spotify allow major record thing to enforce rules against piracy, but it should not company, independent labels, and artists to put their hinder creative output [7]. products on digital music stores for consumption [5]. R. Fleischer and P. Snickars took software studies and The interaction order by Brewer and Goldsmith is digital humanities approach towards streaming media, tested by several hypotheses by J.F. Popham and C. Volpe, where in 2017 Spotify has been using almost 100 million where correlated with action in terms of piracy in terms of users. In their time spent on the research project, they digital music. This provides an argument that the discovered that it was difficult for them to grasp the hypothesis obtained in the study is that the internet is used definition and the nature of Spotify. This is why they made to commit cybercrimes, especially in terms of piracy in an effort to localize and historicizing Spotify as a company. terms of digital music without the permission of the owner, They attempted to localize Spotify as a company and either on YouTube in the form of music videos. For this found it to be difficult as there are a lot of grey areas. In the paper, five theories and five forms of measurements were year 2012, Snickars conducted a discussion together with used: Sophia Bendz, who was Spotify’s Head of Marketing at the http://journals.uob.edu.bh
Int. J. Com. Dig. Sys. #, No.#, ..-.. (Mon-20..) 5 time. She was asked what type of company is Spotify Crooke expressed his research opinion in the hope of classified as and she replied that it was a tech company. changing the way people view music technology in music However, after some analysis, Fleischer and Snickars therapy. Where on the one hand music therapy can affect stated that Spotify has become more of a media company. the development of the human psyche and besides that there is a negative side where certain music can also Aside from localizing Spotify, they also took a crack at damage the human psyche and morals with descriptions of historicizing Spotify. They felt that this was important invitations to violate the law and crime. What's more, Hip because Spotify is constantly changing and so their Hop music is also strongly associated with social justice research and findings should be based on historical acts which are because they are a product of minority information. Due to its immense number of users and culture [11]. growing valuation, Spotify is often considered a prosperous company. However, the researchers explored multiple Throughout the continuous development of the other perspectives on how to view Spotify’s history and digitization of music, one of the most notable applications noticed that it was filled with unachieved visions and regarding music is Shazam. A. L. Wang attempts to break predictions [8]. down how Shazam functions. Shazam is an application that can help people identify music that’s currently being Contestability in digital music players was analyzed by played. Using the device’s microphone, Shazam takes in a Dai and Yu and they hypothesize that due to threats from query containing the small and short ambient audio sample. new entrants, the power of the firm’s market is held at bay. The smallest being as short as two seconds. Then, it Others argue against this point as they think that a searches through its large database containing around 40 contestable market is a rare occurrence. At the beginning million songs. There may be distortions in the query audio of the digitization of music, the market for portable music and they may be filtered out. The algorithm Shazam utilizes players was dominated by Apple. Apple developed the is comparatively better than previously available iPod, a portable personal media player released in 2001. algorithms. Firstly, it computes many times faster, with Since 2004, the iPod was the dominant digital music player processing time as fast as a millisecond. It is also more with its sales being 90% of the market in the US. quality- tolerant towards distortion to the query audio by about 20 adjusted price index estimates as part of a study conducted to 30 db SNR. When comparing the efficiency. It was by Dai and Yu, who used data between 2002 and 2010 in found that Shazam is approximately 1e + 9 times more which they found that there was a decline of about 20% efficient [12]. annually for the market price index. They consider this as a supporting idea that proves their hypothesis to be correct Recording companies and music promoters make use [9]. of data from sales reports to make strategic decisions makings. In their paper, E. Kristiani et al. discuss data Consumers of digital music usually keep their library of warehouse design techniques. To simulate real data, they songs on their hard disks. One issue they may encounter is use chinook, which is a data sample available to the masses. the duplication of music files. This is not optimal as they During the design process, they use Object Relational take unnecessary space in the hard disk. H. I. Hamzah, T. Mapping. The creation of the data warehouse design is to J. Low, and A. A. Mutalib decide to tackle this problem. help relevant stakeholders in making important decisions There have been existing applications that detect duplicate [13]. music files but they still leave something to be desired. They propose the Cognitive and Constructive Learning M. I. Fadhil, R. Magdalena, and I. N. Ramatryana (CCL) approach. They came up with the Digital Music wanted to make a database containing the reff and verses Archiving Model (DMAM). To test the effectiveness of of songs. However, doing separating these reff and verses their model, they compare it to existing applications that manually would be very work-intensive and time- detect duplicate music files. The analysis shows that the consuming. To help overcome this, the research on ways to DMAM is better than the other applications [10]. automatically do these separations. They achieved a way to do this by using correlation calculations between frames. The article written by A. H. D. Crooke contextualize music technology in Hip Hop. They start their paper by The system receives an mp3 song as an input and explaining the historic significance that music technology converts it into small frames in the framing process. Each has had to the Hip Hop tradition of beat making. As time of the frames is transformed using the Harmonic Fast went on, the beat-making culture starts to expand and Fourier Transform method. The result determines the diversify. This diversity extends to the equipment used. correlation pattern of the frames. Then, it can determine the The article gives a typology of these beat-making location of the reff and verse. Lastly, the reff and verse are equipment. It shows the varying music technology and taken from the song depending on the previously states how they should be considered as instruments on determined location. The researchers conducted this their own. It also explains how these technologies are process on 25 songs and analyzed the result The study integrated into music therapy. produces an accuracy of more than 50% in determining the location of the reff and verse. The best computation time http://journals.uob.edu.bh
6 Winston Rusli, Harco Leslie Hendric Spits Warnars: A Literature Review of Music in Computer Science produced in this final project is 86 seconds with a 1000ms that this time, most of the participants are those with frame to cut a single song mp3 file [14]. musical backgrounds, allowing them to more easily understand HexaChord. The results showed that most were Ubimus introduced in 1999 by Weiser is a research impressed and astounded by the integration of computers focus that combines Ubiquitous (Ubicomp) computing and on music learning and how mathematics can be used as a music, which literally means Ubicomp calculates learning tool as well [16]. anywhere, anytime, anything, and every day, including the definition of Invisible computing. , Silent technology, or In the process of learning a musical instrument, it is Pervasive. computing. This Ubicomp examines the use of usually of great significance that the external instrument software and hardware in implementing its benefits in the becomes one with the musician’s consciousness. M. music field, which uses special software to produce digital Myllykoski et al. think that obtaining such skill requires music following the selection of special hardware that can patience and perseverance. As an alternative, they produce variations of the musical art itself [36]. developed SmartHand, which is a wearable device for musical education. The idea was to reduce the need for 2. How Computer Science Can be Integrated to Musical external instruments and use something we are already Education familiar with in terms of our sensory-motor skills. The ARPiano, an abbreviation of Augmented Reality Piano, developed prototype was a wearable glove with touch is an augmented reality keyboard designed for fun and sensors. One hand wears the glove and acts as an efficient music learning. F. Trujano et al. discussed that instrument while the other hand plays it. The glove’s note music sheets may be difficult and off-putting for beginners mapping uses the western tonal system but it may be because they need to understand the musical theory before switched with other systems. being able to read them. Using augmented reality, a They used several different approaches to studying the different method could be used by using a system where parameters needed for their project. They use cooperative the user plays the note to correspond with the bars that design to conceptualize and design the project. As for appear. ARPiano can locate a physical keyboard and sketching the interaction, bodystorming was used. Use overlay digital objects on individual keys and around the scenarios were utilized to further explain the particulars of keyboards. Furthermore, it has other features such as being the experiment. Interviews were also conducted to gain the able to provide analysis on mistakes made during the requirements of the project and user experience [17]. performance or play the song at different speeds [15]. P. R. Webster suggested that the use of computing In their paper, S. Cannas took an interesting approach technology in music should be more than just using as they analyzed how pedagogical methods can be used on hardware but also includes software that is combined to learning both music and geometry. There exist several create and arrange music so that humans are familiar with musical graphs such as the Tonnetz, a note-based graph, it and assisted by computing technology in designing and and the chicken-wire torus, a chord-based graph. There are making music. They outline that there is a newfound also circular geometric models such as the circle of fifths respect for computer-assisted teaching. Interest in and the tone-clock. These graphs are sometimes used in constructionism as an idea underlying learning created musical theory to help visualize and convey the relations more contemporary research on music technology. Such an between musical objects. approach focuses on creativity and motivation to learn Festival of Science (2017) was held at the Vaisseau of using activities [18]. Strasbourg. There, they set up an IT-mathemusical G. Waddel and A. Williamon conducted research that laboratory specially designed for children. Cannas used is focused on the usage of digital technologies by a student two main methods for musical education: a software named in individual settings. An exploratory survey was made to HexaChord and a wooden model of the Tonnetz and provide insight and knowledge on this topic. It had a total chicken-wire torus. HexaChord was utilized due to its of 338 respondents, all of whom were musicians. The ability to visualize the progression of a song in a geometric survey was shared online and contained several sections. model. It was also possible to connect the software to a The first one is regarding the characteristics of the piano keyboard to record a musical arrangement. The respondents. The second section is about their use of children were interested in the wooden model more than technology in their daily life. The third section asks about the software. One reason is that the children recognize the technology in their learning process. The fourth and final model to be entertaining. In comparison, the piano section asks them how they view future technologies. keyboard and HexaChord were viewed as foreign items they don’t understand. The results also showed that the From the result of the survey it was found that while mathematical skills required in making chords were less musicians have several issues with technology, they difficult compared to the musical skills required. generally have a positive attitude towards technology. They actively use technology such as smartphones, laptops, and A second activity was conducted in another Festival of desktops for video and audio recording and playback. The Science (2017) held in Cagliari, Italy. What’s different is majority also prefer to use applications for music tools such http://journals.uob.edu.bh
Int. J. Com. Dig. Sys. #, No.#, ..-.. (Mon-20..) 7 as tuners, metronomes, and video or audio recording level of comfort with using technology, the average rating instead of the actual equipment. It also shows that was 4.85 out of 7. Metronomes and audio recorders were generally, musicians are optimistic towards future among the most commonly used tool. Overall, the teachers hypothetical technologies [19]. were divided in their opinion if the use of technology helps their students or not. It is believed that a large number of A study conducted by S. Nart aims to explore the teachers refuse to use technology in their teaching because software that may be used by music teachers and how they don’t need it to successfully teach their students effective they are in educating the students. By the time of music. The level of comfort with technology didn’t seem to writing, there is much software that fits inside the category matter as they don’t see it as a requirement in their teaching of musical education. There are many possible ways on process [21]. how the teacher may use this software as a tool in spreading musical knowledge, composing, and performing music. W. I. Bauer and R. J. Dammers observe how collegiate However, it is of utmost importance for the teacher to have music teacher education programs help preservice teachers a good understanding of the software’s features. use technology in teaching the K-12 music curriculum. From 250 NASM schools, half of them were randomly In their study, Nart highlights five types of musical selected and from each of them, the head of music software. Tutorial software, which is a less interactive education was asked to complete an online survey. A total medium that displays detailed explanations on music. Drill of 89 respondents participated. After reviewing the result, and practice software, which allows the students to practice approximately 80% of the respondents said that there is a at whatever level they want. Game software educates music technology class for the student. 77% of them said students through interactive computer games that may have that those classes included integrated information about an evaluating system. Notation software, which lets the pedagogical uses of technology. Bauer and Dammers feel students arrange or edit music. Sequencing and recording that a single class is not enough. Technology, musical software, which records the music and allows editing via content, and pedagogy should be integrated into music sequencer section. learning [22]. The main goal of software implementation in musical Studio One is software used as a digital audio education is to positively impact both the educator and workstation. In a paper by R. Putra, he proposed Studio students. The expanded teaching methods support group One as an alternative to traditional music education for activities and allow an increase in scientific thinking skills. students of Sendratari PGRI Palembang. Initially, he It also provides encouragement and motivation towards explains the importance of musical education, especially those learning music [20]. regarding traditional music. The reasoning for this is that it Similarly, a study was done by R. Uptis, P. C. Abrami is important we do not lose our tradition. He emphasizes and K. Bose seek to understand how music teachers that the medium for education plays an important role. consider the significance of self-regulation and how do Innovations in technology have allowed students to learn they implement digital tools in their teaching process. music through a digital medium. This brings us to the main Evidence from other researches shows that digital tools can point of the paper. Using software such as Studio One as an help students learn music, especially correlating to alternative way of teaching music. Studio One is a product supporting their self-regulation, given that they are guided created by the company Presonus, that connects MIDI along the way by a teacher or mentor. The writers of the controller and sequencer audio digital for Windows. It has paper wish to know if this is the case with independent comprehensive features that allow for productive audio and music teachers. music creation. An experiment was conducted where it uses the following equipment as Laptop/CPU with Studio To answer the question, they created a survey to gather One installed, mouse, MIDI-Controller, and speaker. information. In short, the survey consisted of questions Participants were then taught to use the Studio One regarding the demographic of the participants, which were software to create musical melodies. From the gathered all teachers. Their opinions and views on digital tools, results, it can be concluded that Studio One can be an studio practices, digital tools usage, and development effective tool in aiding students in learning traditional activities. The survey was conducted in Canada and music [23]. distributed across the dataset of The Royal Conservatory along with music schools and conservatories. They also Another paper by F. D. Pramanta, A. Rohman, and M. invited the teachers to reply to a prompt. In total, they R. Kurniawan tries to promote traditional music education amassed 1,468 submissions and 443 responses for the with the use of modern technology. They explained the prompt. difficulties in traditional music education, including getting access to the instruments, which may cost large amounts of The results show that the teachers think that it is very money. Their proposed solution was to use Realsense important to have the existence of self-regulating activities based technology to simulate real instruments. It can be as they have numerous amount of benefits both for the used to visualize traditional instruments such as the teachers and the students. When asked to describe their Javanese gamelan. The output of the application will be http://journals.uob.edu.bh
8 Winston Rusli, Harco Leslie Hendric Spits Warnars: A Literature Review of Music in Computer Science displayed on a mobile device for the students to see. They Nuterpea is a programming language used for teaching hope that using this method, students at primary school and the art of music (www.nuterpea.org) so that students focus middle school levels can gain a better understanding of on the music rather than programming languages traditional instruments [24]. developed at the state university of the western state of Colorado USA, where students who do not have a Hhuang et al. explored how elementary school students, computer or music background are invited. to study who are not familiar with music theory, experience algorithm coding with a programming language as a new automated music composition tools. This research creates model for music education. The curriculum is designed to software that is used by students to compose and arrange include computer science in learning music theory around their music which is an automatic music composition the music genre that is easily programmed with the software in terms of music education. The melodies and programming language and follows topics that contain rhythm will be up to the students, but more abstract stuff music theory and structure and besides that programming such as chord configuration and arrangement are generated language syntax is given in this case [41]. automatically by the software. In order to test the software, students from the non-experimental school in their sixth EarSketch is free web-based learning accessible at year are gathered to use the software. They were observed http://earsketch.gatech.edu developed at the music school in the level of reaction, learning effectiveness, and the at the Georgia Institute of Technology, the USA which correlation between them. The conclusion is that students aims to provide an understanding of computer science using the ACME software gained improvements in terms through art learning. music for students in the university of reaction level and learning level [25]. without any previous knowledge in music or computer science[42]. The application of Earsketch is carried out Whilst most propose technology to be incorporated in using the Python or JavaScript programming language the teaching process, T. Siburian, R. Dewi and Widodo which focuses on types of hip hop and dubstep music to propose to use technology to help recommend course learn the basics of programming languages such as places. First, they explained that music has been a popular variables, loops, options, functions, strings, recursion, and interest for many people and how many varying types it others [43][44]. has. Due to this, people who are interested in learning music may struggle on deciding where to start. A good Another study developed at the Lawrence University of place to study music is in a course place but even then there Technology in the USA demonstrates an idea of teaching are many types of course place for different kinds of music. mathematics and computer science to elementary and middle school students by integrating programming Their proposed method is to use a recommendation languages, dance, music, and the arts known as the system based on the Multi-Factor Evaluation Process, or MathDance & Music project. Teaching was piloted to MFEP for short. MFEP takes in a large number of criteria study it using the scratch app version 2.0 which showed that that will be used for decision-making. It then uses a students could easily learn math and computer science weighting system calculation to give a score to each while simultaneously learning music and art. The criterion. The scores allow for qualitative comparison of MathDance & Music application is the same as any other the different factors [26]. programming language that has variables, repetition, Computer technology with special software and selection, functions, and others, where students learn to hardware used to teach music to students with visual code with this application in composing music. [45]. impairment implemented in a rehabilitation center in A study conducted by the University of Applied Leningrad, Russia. In its application, braille letters are used Sciences and Arts Northwestern Switzerland linked to make it easier for students who have vision problems, teaching computer science and music science using five and besides that, they are equipped with a 19-inch touch Computational Musical Thinking (CMT) patterns such as screen MIDI keyboard, 2 active speakers, and a interpreters, interactions, opportunities, hierarchies, and microphone are used to make it easier to see and rewriting rules in game design and simulation. The communicate with the system[37][38]. In addition, the application of CMT greatly helps students in understanding system is equipped with speech applications such as computer science and music simultaneously and it is JAWS, NVDA for voice access to the system, including the proven in its application that students become more use of games to increase student interest in learning [39]. enthusiastic in studying computer science and music at the A project called L2Ork was developed at Virginia Tech same time even though they do not have the basics of either University, the USA in 2009 with the aim of integrating computer science or music [46]. arts and science into primary and secondary school A study looked at the correlation between female education in the USA where there are ten female and male gender in the relationship between music and computer students aged 11 to 13 years. This project aims to make science education carried out in Brazil, in which this study students proficient in creating and designing complex focused on female senior high school students who were digital music arts while learning computer interested in continuing their education to university. These programming[40]. female students were taught the basics of programming and http://journals.uob.edu.bh
Int. J. Com. Dig. Sys. #, No.#, ..-.. (Mon-20..) 9 the art of music including playing musical instruments This methodology combines the lego brick game as a simultaneously and in addition, this project was carried out means for elementary school students to learn basic music using games with the aim of attracting female students to notation and in practice, these students are required to play be more interested in studying simultaneously, namely the lego brick which is equipped with basic music notation music science and computer science. This research shows on each brick and played physically as well as on the that female students are successful in learning the arts of second block. Step. students work in teams to create music music and computer science simultaneously and the coding software by laying virtual LEGO bricks [54]. application of games makes it more interesting and easier to follow the subject matter presented[47]. Google Blockly is a visual programming language that has been implemented in many other fields such as its A study of multiculturalism in the US was undertaken application to create applications so that girls like to learn to identify the teaching of computer science and its effects programming languages and the application was on black music and its application for new computer successfully implemented for research on 24 young girls in science students and non-computer science sophomore Germany [55], besides that, it was applied to children students. This study aims to increase diversity in the field primary school in Bucharest, Romania in understanding of computer science where the 2015 data shows only 8.6% computer hardware theory studied the Internet of Things black / African American, 19.6% Asian, and 6.8 Hispanic / (IoT) and its application is named Wyliodrin [56]. In Latino have jobs in their respective fields in computer addition, research in Japan was carried out by making science. Therefore teaching the basics of computer science prototypes for the SPIN process to increase software combined with the application of black music such as Hip- reliability in reducing bugs and errors [57]. In addition, hop, R&B to increase interest in learning, especially for there are many more applications, but not all of them black or African American students in the field of computer intersect with applications in the world of music learning. science[48]. 3. Music Creation Through the Use of Computer A study conducted at the College of Charleston, USA Science where data used between 2010 and 2014 showed brilliant As computer science is continuously being results when course delivery in programming basics was linked to music theory and practice for first-year students implemented in music, the next logical step is on the automated generation of music. However, achieving a from multiple disciplines. The subjects provided include computers, the art of music, music appreciation, and the realistic generation is not an easy challenge. Prior works on basics of music as well as the following subject matter such music generation focused mostly on symbolic as introduction to computer music, music programming, representations such as scores, MIDI1 sequence, etc. Due to this, several aspects of music are removed, resulting in computer music performances, and others[49]. an impact on the music quality. One example of such an A study developed an open-source tool called aspect is the imprecise timing of the notes played by a BlockyTalky that can run on low-cost processors such as musician. the raspberry pi interactive computer music device for A proposed solution for generating music is to model teens between the ages of 11 and 13 to program music behavior and user interaction and for that matter. case, the music in the raw audio domain. Models that are capable of doing this are the autoregressive models. To be exact, proving that computer music supports computer science autoregressive discrete autoencoders are used to capture learning as part of integrating computer music into the computer science curriculum[50]. local signal structure in waveforms which are then used to generate piano music. They experimented on using BlockTalky is available in a web-based form with real- autoregressive models to create the long-range structure for time sensors, message reception, and sending, which in its the audio signals. They modeled this structure on development using the Google Blockly toolkit together approximately 400,000 timesteps, which allows them to with Javascript and the programming languages Elixir and create stylistically consistent music. The result shows BlockyTalky have been successfully applied to music successful generation with stylistic bits [27]. theory learning and practice in playing musical instruments and have proven very easy. implemented even though they In their paper, R. Manzelli et al discuss the approach to do not have knowledge of music or computer combining symbolic and raw audio models. They explain that symbolic models can be used on note generation and science[51][52] raw audio models can be used to generate the A study in Italy was proposed using the LEGO brick expressiveness and nuance of performed music. game approach in the context of learning algorithmic programming concepts and the application of Google They used two different types of deep learning models Blockly visual programming in the context of learning to generate music. The first of which utilizes raw audio music through programming concepts [53]. models. Initially, a raw audio generation used LSTMs. Then WaveNet was developed by DeepMind. It was capable of interacting with raw audio. The other deep http://journals.uob.edu.bh
10 Winston Rusli, Harco Leslie Hendric Spits Warnars: A Literature Review of Music in Computer Science learning models used are the symbolic models. A L. Yang et al found the results of the experiment to be commonly used one is MIDI however many other exists: quite satisfying. They feel that their model can be a great Chord2Vec, piano roll representation, Blues Melody alternative to RNNs. They have plans on expanding Generation and many more. MidiNet to generate music with multiple tracks as well as velocity and pauses. Moreover, they also hope that the A work-in-progress model was developed to achieve model would be able to implement music theory and this by working with WaveNet architecture and the LTSM receive input from music information retrieval models [30]. network. In the future, they plan on combining them into a coupled architecture, omitting the requirements to J. Granger et al. presents Lumanote as an interactive synthesizing the files before usage [28]. music composition tool intended for beginner or intermediate composers. After analyzing existing tools for J. Cruz experimented to compare deep learning musical composition, they have decided on four main algorithms and Markov models on their effectiveness in requirements: music generation. Early on in the deep learning model development, a decision was made to use a Recurrent Build an efficient composition software Neural Network (RNN) model as the basis. The final architecture used is a Biaxial Recurrent Neural Network The software can be used with or without a musical with several modifications. The model was separated into instrument four and trained on music collections by four piano Show appropriate chords and notes to users with little composers. Each of the models was instructed to generate music composition experience 100 songs. The resulting songs were very distinct and pleasant to listen to but they do show apparent evidence of Guide uses to create songs without being forceful being computer-generated as there are repetitive patterns The resulting product can be accessed on the website and abrupt silence. As for the Markov model, a Hidden www.lumanote.net. It scans for any MIDI-type devices Markov Model (HMM) was used. It undergoes the same connected to the hardware. Then the user will be introduced procedures as the deep learning model on generating to the main interface and may begin composing. To see the music. To compare the results between them, the models effectiveness of Lumanote an evaluation was conducted on were passed to a classifier that attempts to classify the 20 people. They were asked to create a simple piece of music based on the composer they were trained on. Results music with and without Lumanote. Results showed that all show that the songs made by the deep learning model were participants improve their composition’s quality and more accurately classified compared to the Markov model musicality after using Lumanote, regardless of their [29]. musical experiences [31]. L. Yang et al have created a model called MidiNet, A new way of conducting computational calculation is which is capable of music generation using a Convolutional through the use of biocomputers. Bio computers are Neural Network (CNN) model. The model uses random computers that use electronic components from biological noises as input and generates the music in musical bars. materials. With the development of biocomputers also Distribution of melodies was possible due to the model also comes the development of bio-memristors, jointing passive being a Generative Adversarial Network (GAN). Previous components that serves as a resistor with memory. E. R. knowledge can be utilized to achieve music that follows a Miranda, E. Braund, and S. Ventakesh are interested in chord sequence. A total of 1,022 MIDI tabs of pop music using the bio memristor to build a music generation system. was acquired from TheoryTab and used as the training set. The particular bio-computer they use is the PhyBox. For To reduce the complexity of the data, they filter out some their music generation system, they use a voltage that goes of the chords and group the remaining tabs. Their model through the bio-memristor to represent music input. The uses the TensorFlow library to help complete its training current obtained from the system’s memristive behavior is and tasks. the music output [32]. MidiNet was compared with three MelodtRNN models Choi, Fazekas, and Sandler used the Repetitive Neural by eight bars of melody generated by each model. Network model to introduce the use of automatic jazz Analyzing them were 21 participants, 10 of whom have chord progressions in their use and implementation of musical backgrounds of varying degrees. The character and word-based rock drum tracks using LSTM questionnaire was conducted online. They were asked to be units. Two LSTM layers were used, they both had 512 in a quiet room and were given random melodies generated hidden units in them. The Keras framework was also used. by the models. Even though all of the melodies were For the training data, musical pieces were taken from The generated by a machine, the participants were told that Realbooks and The Fakebooks. The character-based RNN some of the music may be or may not be real. Several failed to create structure when composing drum tracks so different questions were asked and by the end of the they proceeded with word-based RNN, which was able to experiment it was found that MidiNet was capable of perform well on both tasks. This proves that LSTM may be generating interesting melodies in addition to being on par used as a tool in assisting music composition [33]. with MelodyRNN on being realistic and pleasant to hear to http://journals.uob.edu.bh
Int. J. Com. Dig. Sys. #, No.#, ..-.. (Mon-20..) 11 In their paper, R. B. Dannenberg explores the idea of MIDI files. Moreover, they would like to improve the Languages for Computer Music as a language distinct from user’s interaction by incorporating other devices like the ordinary programming languages. This software helps mouse or joystick [35]. composers to use computers effectively even if they have no prior knowledge as software engineers. They point out In Brazil, early year students for computer science and some of the differences between regular programming engineering study programs are directed to make music as languages and computer music languages which include: a musical instrument for students who are interested in researching the field of games which for them is part of a • Programming languages focus on getting quick final project and where theory and practice about music are answers while computer music generates 'answers' also delivered to the student[58]. In practice, they use the within a set time. Java programming language as part of the object-oriented programming concept and use the Greenfoot Introductory • It is important To enable the processing of large Learning Environment concept [59]. capacity audio files, where the audio is counted incrementally and constantly to pass the recorded A study was conducted at The Australian National audio samples through the use of generators and University (ANU) reports on the activity of LENS: ANU operators. Laptop ENSemble which combines musicians and brings musicians and computer scientists into an ensemble laptop • The application of musical arrangements requires where a musician or a computer scientist can hold a concert accurate and dynamic calculations in which the with his laptop ensemble as a musical instrument[60]. preparation requires the use of human language which is more expressive in conveying the meaning of the Another study was conducted at the College of music than the human voice produced. Charleston, USA to develop a free and open-source software called JythonMusic (http://jythonmusic.org) They also show examples of existing computer music which was developed using the Python programming languages: Music N, Max/MSP and Pd, SuperCollider, and language with the Jython library which can be run with the many more Even after many years of development, Java Virtual Machine (JVM) to create interactive music computer music language is still constantly being that helps composers with manipulation. music, pictures, developed because of the large range of users with a large graphical interface, and includes MIDI support and OSC range of needs [34]. library[53]. There have been several projects developed In their paper, M. N. Caceres et al proposed a different starting in 2010 called Laptop Orchestra, in 2011 a project idea for automated music generation. A system would called Monterey Mirror, in 2014 a project called Time generate musical melodies while being supervised and Jitters, in 2015 a project called Diving into infinity and the guided by a user using a mechanical device. Essentially, it Migrant Project, and lastly, in 2016 a project called works by capturing the user’s movements with the SoundMorpheus. [54]. mechanical device and translating them into melodies. The Research conducted in the department of computer machine can improve itself by learning from previous science at the College of Charleston, USA developed compositions because it uses the Case-Base Reasoning Specter which performs music information retrieval (MIR) architecture. Furthermore, the machine can change the by combining sound spatialization for musical user’s movement to create greater musical melodies. arrangements and live music orchestras using Kinect A mechanical device was incorporated because it is one sensors and interfaces such as hand tracking, smartphone- of their goals to encourage human-machine collaboration. based OSC library controllers, and voice. in three When using it, users are asked to create a profile and select dimensions. This system was developed with the open- several parameters. Based on these parameters, the system source JythonMusic (http://jythonmusic.org) as software may search from their internal memory or the Internet for for music processing, graphics, animation, and audio or previous solutions. These solutions along with the user’s sound manipulation [61][62]. movement will be used as training sets for note probability calculation. Based on how good is the result, it may be stored in the memory for later melody generations. 4. AUTHORS’ OPINION There were three experiments conducted during this Conducting this literature review has been an research. The first one is to check the learning architecture. enlightening experience for us as it has taught us about The second checks the features of the system. The last one how music and computer science can be integrated. It has conducts a usability and listening test. Feedback from users given us a new appreciation for how far the music industry indicated that the melodies generated by the system are has evolved as well as for how influential technology is to good and follow a single style. In the future, they would our life. We agree with the notion that digitization has like for the system to take in emotions as another input for brought a positive impact on the music industry and how the music generation. They would also like to introduce a we consume it. Regarding using musical education way to include musical styles not depending on tagged http://journals.uob.edu.bh
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