Graham E. Poliner

dblp:29/5107 · DBLP profile ↗
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5ranked-venue papers
1as first author
0since 2021 · last 2008
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Multimedia analysis and retrieval · 63% Audio and music processing · 28% Multimedia systems and quality of experience · 10%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Multimedia analysis and retrieval
active learning
0.112008
Active Learning for Interactive Multimedia Retrieval · Proc. IEEE 2008
Multimedia analysis and retrieval
interactive retrieval
0.112008
Active Learning for Interactive Multimedia Retrieval · Proc. IEEE 2008
Audio and music processing
music information retrieval
0.112007
Melody Transcription From Music Audio: Approaches and Evaluation · IEEE Trans. Speech Audio Process. 2007
Multimedia systems and quality of experience
user interaction
0.012008
Active Learning for Interactive Multimedia Retrieval · Proc. IEEE 2008

Methods — techniques the papers use, named apart from their topics

active learning · 0.1
YearPublicationVenuePosition
2008 Active Learning for Interactive Multimedia Retrieval
abstract
As the first decade of the 21st century comes to a close, growth in multimedia delivery infrastructure and public demand for applications built on this backbone are converging like never before. The push towards reaching truly interactive multimedia technologies becomes stronger as our media consumption paradigms continue to change. In this paper, we profile a technology leading the way in this revolution: active learning. Active learning is a strategy that helps alleviate challenges inherent in multimedia information retrieval through user interaction. We show how active learning is ideally suited for the multimedia information retrieval problem by giving an overview of the paradigm and component technologies used with special attention given to the application scenarios in which these technologies are useful. Finally, we give insight into the future of this growing field and how it fits into the larger context of multimedia information retrieval.
Thomas S. Huang, Charlie K. Dagli, Shyamsundar Rajaram, Edward Y. Chang, Michael I. Mandel, Graham E. Poliner, Daniel P. W. Ellis
Proc. IEEE6
2007 Identifying 'Cover Songs' with Chroma Features and Dynamic Programming Beat Tracking
abstract
Large music collections, ranging from thousands to millions of tracks, are unsuited to manual searching, motivating the development of automatic search methods. When different musicians perform the same underlying song or piece, these are known as `cover' versions. We describe a system that attempts to identify such a relationship between music audio recordings. To overcome variability in tempo, we use beat tracking to describe each piece with one feature vector per beat. To deal with variation in instrumentation, we use 12-dimensional `chroma' feature vectors that collect spectral energy supporting each semitone of the octave. To compare two recordings, we simply cross-correlate the entire beat-by-chroma representation for two tracks and look for sharp peaks indicating good local alignment between the pieces. Evaluation on several databases indicate good performance, including best performance on an independent international evaluation, where the system achieved a mean reciprocal ranking of 0.49 for true cover versions among top-10 returns.
Daniel P. W. Ellis, Graham E. Poliner
ICASSP (4)2
2007 Melody Transcription From Music Audio: Approaches and Evaluation
abstract
Although the process of analyzing an audio recording of a music performance is complex and difficult even for a human listener, there are limited forms of information that may be tractably extracted and yet still enable interesting applications. We discuss melody-roughly, the part a listener might whistle or hum-as one such reduced descriptor of music audio, and consider how to define it, and what use it might be. We go on to describe the results of full-scale evaluations of melody transcription systems conducted in 2004 and 2005, including an overview of the systems submitted, details of how the evaluations were conducted, and a discussion of the results. For our definition of melody, current systems can achieve around 70% correct transcription at the frame level, including distinguishing between the presence or absence of the melody. Melodies transcribed at this level are readily recognizable, and show promise for practical applications
Graham E. Poliner, Daniel P. W. Ellis, Andreas F. Ehmann, Emilia Gómez, Sebastian Streich, Bee Suan Ong
IEEE Trans. Speech Audio Process.1
2006 Classification-based melody transcription
Daniel P. W. Ellis, Graham E. Poliner
Mach. Learn.2
2006 Support vector machine active learning for music retrieval
Michael I. Mandel, Graham E. Poliner, Daniel P. W. Ellis
Multim. Syst.2