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Taylor Zheng

dblp:188/1199 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2016
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

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
1 paper
Audio and music processing · 100%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%
Artificial intelligence
1 paper
Information extraction and text analysis · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Audio and music processing
audio effects
0.212016
SocialFX: Studying a Crowdsourced Folksonomy of Audio Effects Terms · ACM Multimedia 2016
Collaborative and social computing
crowdsourcing
0.212016
SocialFX: Studying a Crowdsourced Folksonomy of Audio Effects Terms · ACM Multimedia 2016

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

crowdsourced user study · 0.8
YearPublicationVenuePosition
2016 SocialFX: Studying a Crowdsourced Folksonomy of Audio Effects Terms
abstract
We present the analysis of crowdsourced studies into how a population of Amazon Mechanical Turk Workers describe three commonly used audio effects: equalization, reverberation, and dynamic range compression. We find three categories of words used to describe audio: ones that are generally used across effects, ones that tend towards a single effect, and ones that are exclusive to a single effect. We present select examples from these categories. We visualize and present an analysis of the shared descriptor space between audio effects. Data on the strength of association between words and effects is made available online for a set of 4297 words drawn from 1233 unique users for three effects (equalization, reverberation, compression). This dataset is an important step towards implementing of an end-to-end language-based audio production system, in which a user describes a creative goal, as they would to a professional audio engineer, and the system picks which audio effect to apply, as well as the setting of the audio effect.
Taylor Zheng, Prem Seetharaman, Bryan Pardo
ACM Multimedia1