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Lonce L. Wyse

dblp:w/LonceLWyse · also Lonce Wyse · DBLP profile ↗
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27ranked-venue papers
7as first author
4since 2021 · last 2024
0000-0002-9200-1048ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 6 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 8 · 1 since 2021Artificial intelligence and machine learning · 5 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 1 first-author · 1 since 2021

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.

Artificial intelligence
1 paper
Generative modeling · 100%
Computer graphics and multimedia
5 papers
Visual content generation and editing · 51% Audio and music processing · 43% Multimedia systems and quality of experience · 3%
Human-computer interaction and pervasive computing
3 papers
Accessibility and assistive technology · 40% Interaction techniques and input · 24% User interface design and tools · 24%

Topics — the 11 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling › generative adversarial network
GAN-based generation
0.812024
Example-Based Framework for Perceptually Guided Audio Texture Generation · IEEE ACM Trans. Audio Speech Lang. Process. 2024
Machine learning › Generative modeling › generative adversarial network › StyleGAN
StyleGAN latent space manipulation
0.812024
Example-Based Framework for Perceptually Guided Audio Texture Generation · IEEE ACM Trans. Audio Speech Lang. Process. 2024
Visual content generation and editing
controllable generation
0.812024
Example-Based Framework for Perceptually Guided Audio Texture Generation · IEEE ACM Trans. Audio Speech Lang. Process. 2024
Audio and music processing
spatial audio
0.212014
States of Diffusion for n+1 devices · ACM Multimedia 2014
Audio and music processing › acoustic signal processing
audio signal reconstruction
0.112007
Real-Time Signal Estimation From Modified Short-Time Fourier Transform Magnitude Spectra · IEEE Trans. Speech Audio Process. 2007
Audio and music processing › audio effects
pitch and time-scale modification
0.112007
Real-Time Signal Estimation From Modified Short-Time Fourier Transform Magnitude Spectra · IEEE Trans. Speech Audio Process. 2007
Audio and music processing › time-frequency analysis
spectrogram inversion
0.112007
Real-Time Signal Estimation From Modified Short-Time Fourier Transform Magnitude Spectra · IEEE Trans. Speech Audio Process. 2007
Interaction techniques and input
mobile interaction
0.112014
States of Diffusion for n+1 devices · ACM Multimedia 2014
Multimedia systems and quality of experience › multimedia streaming
music streaming
0.012003
Application of a content-based percussive sound synthesizer to packet loss recovery in music streaming · ACM Multimedia 2003
Image and video coding › error resilience
packet loss recovery
0.012003
Application of a content-based percussive sound synthesizer to packet loss recovery in music streaming · ACM Multimedia 2003
Audio and music processing
sound synthesis
0.012003
Application of a content-based percussive sound synthesizer to packet loss recovery in music streaming · ACM Multimedia 2003

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

latent space guidance vectors · 1.5StyleGAN · 1.5web server coordination · 0.4low-level sound synthesis · 0.4user study · 0.1survey · 0.1short-time fourier transform · 0.1content-based audio codebook · 0.0
YearPublicationVenuePosition
2024 Latent Spaces as Platforms for Sonic Creativity
Koray Tahiroglu, Lonce L. Wyse
ICCC2
2024 Example-Based Framework for Perceptually Guided Audio Texture Generation
abstract
Controllable generation in StyleGANs is usually achieved by training the model using labeled data. For audio textures, however, there is currently a lack of large semantically labeled datasets. Therefore, to control generation, we develop a method for semantic control over an unconditionally trained StyleGAN in the absence of such labeled datasets. In this paper, we propose an example-based framework to determine guidance vectors for audio texture generation based on user-defined semantic attributes. Our approach leverages the semantically disentangled latent space of an unconditionally trained StyleGAN. By using a few synthetic examples to indicate the presence or absence of a semantic attribute, we infer the guidance vectors in the latent space of the StyleGAN to control that attribute during generation. Our results show that our framework can find user-defined and perceptually relevant guidance vectors for controllable generation for audio textures. Furthermore, we demonstrate an application of our framework to other tasks, such as selective semantic attribute transfer.
Purnima Kamath, Chitralekha Gupta, Lonce L. Wyse, Suranga Nanayakkara
IEEE ACM Trans. Audio Speech Lang. Process.3
2023 Towards Controllable Audio Texture Morphing
abstract
In this paper, we propose a data-driven approach to train a Generative Adversarial Network (GAN) conditioned on "soft-labels" distilled from the penultimate layer of an audio classifier trained on a target set of audio texture classes. We demonstrate that interpolation between such conditions or control vectors provide smooth morphing between the generated audio textures, and show similar or better audio texture morphing capability compared to the state-of-the-art methods. The proposed approach results in a well-organized latent space that generates novel audio outputs while remaining consistent with the semantics of the conditioning parameters. This is a step towards a general data-driven approach to designing generative audio models with customized controls capable of traversing out-of-distribution regions for novel sound synthesis.
Chitralekha Gupta, Purnima Kamath, Yize Wei, Zhuoyao Li, Suranga Nanayakkara, Lonce L. Wyse
ICASSP6
2023 Evaluating Descriptive Quality of AI-Generated Audio Using Image-Schemas
abstract
Novel AI-generated audio samples are evaluated for descriptive qualities such as the smoothness of a morph using crowdsourced human listening tests. However, the methods to design interfaces for such experiments and to effectively articulate the descriptive audio quality under test receive very little attention in the evaluation metrics literature. In this paper, we explore the use of visual metaphors of image-schema to design interfaces to evaluate AI-generated audio. Furthermore, we highlight the importance of framing and contextualizing a descriptive audio quality under measurement using such constructs. Using both pitched sounds and textures, we conduct two sets of experiments to investigate how the quality of responses vary with audio and task complexities. Our results show that, in both cases, by using image-schemas we can improve the quality and consensus of AI-generated audio evaluations. Our findings reinforce the importance of interface design for listening tests and stationary visual constructs to communicate temporal qualities of AI-generated audio samples, especially to naïve listeners on crowdsourced platforms.
Purnima Kamath, Zhuoyao Li, Chitralekha Gupta, Kokil Jaidka, Suranga Nanayakkara, Lonce L. Wyse
IUI6
2020 Applying visual domain style transfer and texture synthesis techniques to audio: insights and challenges
Muhammad Huzaifah 0001, Lonce L. Wyse
Neural Comput. Appl.2
2019 MASSE: A System for Music Action Selection Through State Evaluation
Prashanth Thattai, Lonce L. Wyse
ICCC2
2019 Mechanisms of Artistic Creativity in Deep Learning Neural Networks
Lonce L. Wyse
ICCC1
2018 Effect of temporality, physical activity and cognitive load on spatiotemporal vibrotactile pattern recognition
abstract
Previous research demonstrated the ability for users to accurately recognize Spatiotemporal Vibrotactile Patterns (SVP): sequences of vibrations on different motors occurring either sequentially or simultaneously. However, the experiments were only run in a lab setting and the ability for users to recognize SVP in a real-world environment remains unclear. In this paper, we investigate how several factors may affect recognition: (1) physical activity (running), (2) cognitive task (i.e. primary task, typing), (3) distribution of the vibration motors across body parts and (4) temporality of the patterns. Our results suggest that physical activity has very little impact, specifically compared to cognitive task, location of the vibrations or temporality. We discuss these results and propose a set of guidelines for the design of SVPs.
Simon T. Perrault, Quentin Roy, Lonce L. Wyse
AVI4
2017 The Temporal Window: Explicit Representation of Future Actions in Improvisational Performances
abstract
Improvisation often requires performers to anticipate each other's upcoming actions to coordinate their performance. Traditionally, improvisation does not involve explicit representation of upcoming actions, relying instead on implicit cues and overt gestures. Providing a concrete representation of these actions may impact the nature of improvisation. To explore how performers use such a representation, we introduce the "temporal window", a shared workspace for collaborators to indicate upcoming actions shortly before those actions are carried out. We describe versions for music and storytelling, and present results of an observational study of use of these systems by 11 pairs of participants. Participants used the temporal window in various ways, including using knowledge about upcoming actions when performing live, and adjusting upcoming actions based on knowledge of both the live performance and upcoming actions. These observations can inform design to support improvisation as well as other systems that support anticipating upcoming actions.
Alex Mitchell 0001, Jude Yew, Prashanth Thattai, Benjamin Loh, Dennis Ang, Lonce L. Wyse
Creativity & Cognition6
2017 The AntWriter Improvisational Writing System: Visualizing and Coordinating Upcoming Actions
Alex Mitchell 0001, Jude Yew, Lonce L. Wyse, Dennis Ang, Prashanth Thattai
ICIDS3
2014 States of Diffusion for n+1 devices
abstract
States of Diffusion is a participative audio installation artwork that explores patterns of sound transformation that move through space as they evolve spectrally. Six one-minute segments exploring themes of intonation and timing of events across possibly many different audio sources are coordinated via a web server. The spatial diffusion flows through mobile devices held by visitors to the gallery. Visitors also exert a subtle influence over sound through the movement of their device and their movement through the gallery.
Lonce L. Wyse
ACM Multimedia1
2014 Interactive Audio Web Development Workflow
abstract
New low-level sound synthesis capabilities have recently become available in Web browsers. However, there is a considerable gap between the enabling technology for interactive audio and its wide-spread adoption in Web media content. We identify several areas where technologies are necessary to support the various stages of development and deployment, describe systems we have developed to address those needs, and show how they work together within a specific Web content development scenario.
Lonce L. Wyse
ACM Multimedia1
2013 Enhancing Musical Experience for the Hearing-Impaired Using Visual and Haptic Displays
abstract
This article addresses the broad question of understanding whether and how a combination of tactile and visual information could be used to enhance the experience of music by the hearing impaired. Initially, a background survey was conducted with hearing-impaired people to find out the techniques they used to “listen” to music and how their listening experience might be enhanced. Information obtained from this survey and feedback received from two profoundly deaf musicians were used to guide the initial concept of exploring haptic and visual channels to augment a musical experience. The proposed solution consisted of a vibrating “Haptic Chair” and a computer display of informative visual effects. The Haptic Chair provided sensory input of vibrations via touch by amplifying vibrations produced by music. The visual display transcoded sequences of information about a piece of music into various visual sequences in real time. These visual sequences initially consisted of abstract animations corresponding to specific features of music such as beat, note onset, tonal context, and so forth. In addition, because most people with impaired hearing place emphasis on lip reading and body gestures to help understand speech and other social interactions, their experiences were explored when they were exposed to human gestures corresponding to musical input. Rigorous user studies with hearing-impaired participants suggested that musical representation for the hearing impaired should focus on staying as close to the original as possible and is best accompanied by conveying the physics of the representation via an alternate channel of perception. All the hearing-impaired users preferred either the Haptic Chair alone or the Haptic Chair accompanied by a visual display. These results were further strengthened by the fact that user satisfaction was maintained even after continuous use of the system over a period of 3 weeks. One of the comments received from a profoundly deaf user when the Haptic Chair was no longer available (“I am going to be deaf again”), poignantly expressed the level of impact it had made. The system described in this article has the potential to be a valuable aid in speech therapy, and a user study is being carried out to explore the effectiveness of the Haptic Chair for this purpose. It is also expected that the concepts presented in this paper would be useful in converting other types of environmental sounds into a visual display and/or a tactile input device that might, for example, enable a deaf person to hear a doorbell ring, footsteps approaching from behind, or a person calling him or her, or to make understanding conversations or watching television less stressful. Moreover, the prototype system could be used as an aid in learning to play a musical instrument or to sing in tune. This research work has shown considerable potential in using existing technology to significantly change the way the deaf community experiences music. We believe the findings presented here will add to the knowledge base of researchers in the field of human–computer interaction interested in developing systems for the hearing impaired.
Suranga Nanayakkara, Lonce L. Wyse, Sim Heng Ong, Elizabeth A. Taylor
Hum. Comput. Interact.2
2012 Effectiveness of the haptic chair in speech training
abstract
The 'Haptic Chair' [3] delivers vibrotactile stimulation to several parts of the body including the palmar surface of the hand (palm and fingers), and has been shown to have a significant positive effect on the enjoyment of music even by the profoundly deaf. In this paper, we explore the effectiveness of using the Haptic Chair during speech therapy for the deaf. We conducted a 24-week study with 20 profoundly deaf users to validate our initial observations. The improvements in word clarity observed over the duration of this study indicate that the Haptic Chair has the potential to make a significant contribution to speech therapy for the deaf.
Suranga Nanayakkara, Lonce L. Wyse, Elizabeth A. Taylor
ASSETS2
2011 Computer Mediated Visual Communication in Live Musical Performance: What's the Score?
Sudarshan Balachandran, Lonce L. Wyse
ArtsIT2
2009 An enhanced musical experience for the deaf: design and evaluation of a music display and a haptic chair
abstract
Music is a multi-dimensional experience informed by much more than hearing alone, and is thus accessible to people of all hearing abilities. In this paper we describe a prototype system designed to enrich the experience of music for the deaf by enhancing sensory input of information via channels other than in-air audio reception by the ear. The system has two main components-a vibrating 'Haptic Chair' and a computer display of informative visual effects that correspond to features of the music. The Haptic Chair provides sensory input of vibrations via touch. This system was developed based on an initial concept guided by information obtained from a background survey conducted with deaf people from multi-ethnic backgrounds and feedback received from two profoundly deaf musicians. A formal user study with 43 deaf participants suggested that the prototype system enhances the musical experience of a deaf person. All of the users preferred either the Haptic Chair alone (54%) or the Haptic Chair with the visual display (46%). The prototype system, especially the Haptic Chair was so enthusiastically received by our subjects that it is possible this system might significantly change the way the deaf community experiences music.
Suranga Nanayakkara, Elizabeth A. Taylor, Lonce L. Wyse, Sim Heng Ong
CHI3
2007 Real-Time Signal Estimation From Modified Short-Time Fourier Transform Magnitude Spectra
abstract
An algorithm for estimating signals from short-time magnitude spectra is introduced offering a significant improvement in quality and efficiency over current methods. The key issue is how to invert a sequence of overlapping magnitude spectra (a ldquospectrogramrdquo) containing no phase information to generate a real-valued signal free of audible artifacts. Also important is that the algorithm performs in real-time, both structurally and computationally. In the context of spectrogram inversion, structurally real-time means that the audio signal at any given point in time only depends on transform frames at local or prior points in time. Computationally, real-time means that the algorithm is efficient enough to run in less time than the reconstructed audio takes to play on the available hardware. The spectrogram inversion algorithm is parameterized to allow tradeoffs between computational demands and the quality of the signal reconstruction. The algorithm is applied to audio time-scale and pitch modification and compared to classical algorithms for these tasks on a variety of signal types including both monophonic and polyphonic audio signals such as speech and music.
Xinglei Zhu, Gerald Beauregard, Lonce L. Wyse
IEEE Trans. Speech Audio Process.3
2006 Real-Time Iterative Spectrum Inversion with Look-Ahead
abstract
In this paper, we present an algorithm for real-time iterative spectrogram inversion (RTISI) with look-ahead (RTISI-LA). RTISI-LA reconstructs a time-domain signal from a given sequence of short-time Fourier transform magnitude (STFTM) spectra without phase information. Whereas RTISI reconstructs the current frame using only magnitude spectra information for previous frames and the current frame, RTISI-LA also uses magnitude spectra for a small number future frames. This allows RTISI-LA to achieve substantially higher signal-to-noise (SNR) performance than either RTISI or the Griffin & Lim method with an equivalent computational load, while retaining the real-time properties of RTISI
Xinglei Zhu, Gerald Beauregard, Lonce L. Wyse
ICME3
2005 Deriving Matrix of Peptide-MHC Interactions in Diabetic Mouse by Genetic Algorithm
Menaka Rajapakse, Lonce L. Wyse, Bertil Schmidt, Vladimir Brusic
IDEAL2
2005 Generic Audio Classification Using a Hybrid Model Based on GMMs and HMMs
abstract
A hybrid model comprised of Gaussian Mixtures Models (GMMs) and Hidden Markov Models (HMMs) is used to model generic sounds with large intra class perceptual variations. Each class has variable number of mixture components in the GMM. The number of mixture components is derived using the Minimum Description Length (MDL) criterion. The overall performance of the hybrid model was compared against models based on HMMs and GMMs with a fixed number of mixture components across all classes. We show that a hybrid model outperforms both class-based GMMs, HMMs, and GMMs based on fixed number of components. Further, our experiments revealed that the contribution of transitions between states in HMMs has no significant effect on the overall classification performance of generic sounds when large intra class perceptual variations are present among sounds in the training and test datasets. Sounds that show multi-event structure with events that tend to be similar (repetitive) indicated improved performance when modeled with HMMs that can be attributed to HMM’s state transition property. Conversely, GMMs indicate better performance when the sound samples show subtle or no repetitive behavior. These results were validated using the MuscleFish sound database.
Menaka Rajapakse, Lonce L. Wyse
MMM2
2005 Generative Sound Models
abstract
An overview of generative sound models is presented. We discuss the benefits they offer in a variety of media contexts including indexing and retrieval, compression, sonification, traditional media and interactive media production. We examine ways in which working with sound models differs from working with sound. Model design is identified as an outstanding research issue, and several strategies for addressing this challenge are presented.
Lonce L. Wyse
MMM1
2004 ARTSTREAM: a neural network model of auditory scene analysis and source segregation
Stephen Grossberg, Krishna K. Govindarajan, Lonce L. Wyse, Michael A. Cohen
Neural Networks3
2003 Application of a content-based percussive sound synthesizer to packet loss recovery in music streaming
abstract
This paper presents a novel method to recover lost packets in music streaming using a synthesizer to generate percussive sounds. As an improvement of the state-of-the-art system that uses a content-based audio codebook, the new method can greatly reduce the redundant information needed to recover perceptually critical lost packets.
Lonce L. Wyse, Ye Wang 0007, Xinglei Zhu
ACM Multimedia1
2003 Face recognition with non-negative matrix factorization
Menaka Rajapakse, Lonce L. Wyse
VCIP2
1999 Editorial: Special Issue on Audio and Multimedia
Lonce L. Wyse
Multim. Syst.1
1999 Embedding Interactive Sounds in Multimedia Applications
Lonce L. Wyse, Peter R. Kellock
Multim. Syst.1
1991 A neural network architecture for figure-ground separation of connected scenic figures
Stephen Grossberg, Lonce L. Wyse
Neural Networks2