Colloque IMT -04/04/2019- L'IA au cœur des mutations industrielles - "Machine...I MT
Colloque IMT -04/04/2019- L'IA au cœur des mutations industrielles - "Machine Listening: L'intelligence artificielle pour les sons et la musique". Présentation par Gaël Richard
Shane Myrbeck - Listening to Design - Immersive Acoustics Modeling in the ARU...swissnex San Francisco
Shane Myrbeck is a senior consultant at Arup who specializes in acoustics, audiovisual design, and immersive audio environments. Arup is a global firm of over 10,000 professionals in various engineering and design disciplines. Myrbeck discussed Arup's acoustic consulting work and the Arup SoundLab, which is used to design and evaluate 3D computer models and immersive soundscapes for new audio environments. He also covered topics such as spatial hearing, ambisonics, and challenges in communicating acoustic concepts to non-experts.
MLConf2013: Teaching Computer to Listen to MusicEric Battenberg
The document discusses machine listening and music information retrieval. It introduces common techniques in music auto-tagging like extracting features from audio spectrograms and training classifiers. Deep learning approaches that learn features directly from data are showing promise. Recurrent neural networks are discussed for modeling temporal dependencies in music, with an example of applying them to onset detection. The talk concludes with an example of live drum transcription using drum modeling, onset detection, spectrogram slicing and non-negative source separation.
The document provides an overview of Music Information Retrieval (MIR) techniques for analyzing music with computers. It discusses common MIR tasks like genre/mood classification, beat tracking, and music similarity. Recent approaches to music auto-tagging using deep learning are highlighted, such as using neural networks to learn features directly from audio rather than relying on hand-designed features. Recurrent neural networks are presented as a way to model temporal dependencies in music for applications like onset detection. As an example, the document describes a system for live drum transcription that uses onset detection, spectrogram slicing, and non-negative matrix factorization for source separation to detect drum activations in real-time performance audio.
Presented by Audio Analytic's Director of R&D, Sacha Krstulovic, at 2017's SANE workshop at Google's offices in New York.
The recognition of audio events is emerging as a relatively new field of research compared to speech and music recognition. Whereas it has started from known recipes from the latter fields, 24/7 sound recognition actually defines a new range of research problems which are distinct from speech and music. After reviewing the constraints related to running sound recognition successfully on real world consumer products deployed across thousands of homes, the talk discusses the nature of some of sound recognition’s distinctive problems, such as open set recognition or the modelling of interrupted sequences. This is put in context with the most recent advances in the field, supported in the public domain, e.g., by competitive evaluations such as the DCASE challenge, to assess which of sound recognition’s distinctive problems are being currently addressed by state-of-the-art methods, and which ones could deserve more attention.
Music Information Retrieval is about retrieving information from music entities.
The slides will introduce the basic concepts of the music language, passing through different kind of music representations and it will end up describing some low level features that are used when dealing with music entities.
Music Information Retrieval is about retrieving information from music entities.
The slides will introduce the basic concepts of the music language, passing through different kind of music representations and it will end up describing some low level features that are used when dealing with music entities.
Internet radio provides new opportunities for niche audiences and customized playlists but also new challenges for radio networks and record companies. It reduces the power of radio networks as gatekeepers and enables low-cost, tailored streaming for very small music tastes. However, record companies want to maintain control and royalty streams and limit streaming functionality to mimic traditional radio. New forms of interaction between listeners, artists and stations are also emerging using tools like Twitter.
Colloque IMT -04/04/2019- L'IA au cœur des mutations industrielles - "Machine...I MT
Colloque IMT -04/04/2019- L'IA au cœur des mutations industrielles - "Machine Listening: L'intelligence artificielle pour les sons et la musique". Présentation par Gaël Richard
Shane Myrbeck - Listening to Design - Immersive Acoustics Modeling in the ARU...swissnex San Francisco
Shane Myrbeck is a senior consultant at Arup who specializes in acoustics, audiovisual design, and immersive audio environments. Arup is a global firm of over 10,000 professionals in various engineering and design disciplines. Myrbeck discussed Arup's acoustic consulting work and the Arup SoundLab, which is used to design and evaluate 3D computer models and immersive soundscapes for new audio environments. He also covered topics such as spatial hearing, ambisonics, and challenges in communicating acoustic concepts to non-experts.
MLConf2013: Teaching Computer to Listen to MusicEric Battenberg
The document discusses machine listening and music information retrieval. It introduces common techniques in music auto-tagging like extracting features from audio spectrograms and training classifiers. Deep learning approaches that learn features directly from data are showing promise. Recurrent neural networks are discussed for modeling temporal dependencies in music, with an example of applying them to onset detection. The talk concludes with an example of live drum transcription using drum modeling, onset detection, spectrogram slicing and non-negative source separation.
The document provides an overview of Music Information Retrieval (MIR) techniques for analyzing music with computers. It discusses common MIR tasks like genre/mood classification, beat tracking, and music similarity. Recent approaches to music auto-tagging using deep learning are highlighted, such as using neural networks to learn features directly from audio rather than relying on hand-designed features. Recurrent neural networks are presented as a way to model temporal dependencies in music for applications like onset detection. As an example, the document describes a system for live drum transcription that uses onset detection, spectrogram slicing, and non-negative matrix factorization for source separation to detect drum activations in real-time performance audio.
Presented by Audio Analytic's Director of R&D, Sacha Krstulovic, at 2017's SANE workshop at Google's offices in New York.
The recognition of audio events is emerging as a relatively new field of research compared to speech and music recognition. Whereas it has started from known recipes from the latter fields, 24/7 sound recognition actually defines a new range of research problems which are distinct from speech and music. After reviewing the constraints related to running sound recognition successfully on real world consumer products deployed across thousands of homes, the talk discusses the nature of some of sound recognition’s distinctive problems, such as open set recognition or the modelling of interrupted sequences. This is put in context with the most recent advances in the field, supported in the public domain, e.g., by competitive evaluations such as the DCASE challenge, to assess which of sound recognition’s distinctive problems are being currently addressed by state-of-the-art methods, and which ones could deserve more attention.
Music Information Retrieval is about retrieving information from music entities.
The slides will introduce the basic concepts of the music language, passing through different kind of music representations and it will end up describing some low level features that are used when dealing with music entities.
Music Information Retrieval is about retrieving information from music entities.
The slides will introduce the basic concepts of the music language, passing through different kind of music representations and it will end up describing some low level features that are used when dealing with music entities.
Internet radio provides new opportunities for niche audiences and customized playlists but also new challenges for radio networks and record companies. It reduces the power of radio networks as gatekeepers and enables low-cost, tailored streaming for very small music tastes. However, record companies want to maintain control and royalty streams and limit streaming functionality to mimic traditional radio. New forms of interaction between listeners, artists and stations are also emerging using tools like Twitter.
Archiving and disseminating sound archives – 3. Analysis and treatment of sou...Phonothèque MMSH
This document outlines a program on analyzing and treating sound data from sound archives. It discusses acquiring skills to design sound archives, mastering the audio software Audacity to analyze sound files, practicing common sound archiving standards, and treating sound files with Audacity. The document provides examples of analyzing a sound file from an archive, cataloging the file with metadata following Dublin Core standards, and inventorying unpublished sound recordings with details on the physical media and content. It also discusses digitizing sound and the technical aspects of digital sound recording and file formats.
The document discusses the history of sound recording and playback technology from the late 19th century to modern times. It focuses on how technology evolved in the 1990s, enabling home recording. This posed challenges and opportunities for audio engineers to adapt to new software and non-traditional recording environments. The role of an audio engineer is outlined, requiring skills like operating equipment, achieving balance, and strong communication to record artists effectively.
This document summarizes a comparison of six sound analysis/synthesis systems conducted at the 2000 International Computer Music Conference. Each system analyzed the same set of 27 varied input sounds and output the results in a common format (SDIF). The comparison describes each system, compares them in terms of availability, sound models used, interpolation models, noise modeling, parameter mutability, required analysis parameters, and artifacts. The goal was not competition but providing information to help musicians choose appropriate analysis/synthesis tools.
A Computational Framework for Sound Segregation in Music Signals using MarsyasLuís Gustavo Martins
This document discusses a computational framework for sound segregation in music signals. It begins with acknowledgments of collaborators on the work. It then provides an overview of the research project, which involves developing an auditory scene analysis framework for sound segregation in polyphonic music signals. The document outlines the problem statement, main challenges, current state of research, related research areas, and the main contributions and proposed approach of the framework. It involves applying ideas from computational auditory scene analysis to define perceptual grouping cues and implement a flexible and efficient sound segregation system based on these cues.
This paper presents a new approach to sound composition
for soundtrack composers and sound designers. We propose
a tool for usable sound manipulation and composition that
targets sound variety and expressive rendering of the compo-
sition. We rst automatically segment audio recordings into
atomic grains which are displayed on our navigation tool ac-
cording to signal properties. To perform the synthesis, the
user selects one recording as model for rhythmic pattern and
timbre evolution, and a set of audio grains. Our synthesis
system then processes the chosen sound material to create
new sound sequences based on onset detection on the record-
ing model and similarity measurements between the model
and the selected grains. With our method, we can create a
large variety of sound events such as those encountered in
virtual environments or other training simulations, but also
sound sequences that can be integrated in a music compo-
sition. We present a usability-minded interface that allows
to manipulate and tune sound sequences in an appropriate
way for sound design.
This document outlines a project to create a soundscape composition of Portsmouth based on the acoustic ecology theory of R. Murray Schafer. It will involve collecting audio recordings from various locations around Portsmouth and removing the link between the sounds and accompanying footage. The project will apply Schafer's concepts of soundmarks, keynotes, and sound signals to analyze the geophony, biophony and anthrophony present. It discusses the methodology, locations that will be sampled, equipment needed, a Gantt chart, SWOT analysis, example audio/footage, and references.
Metadata refers to all the information that describes and identifies music such as names of artists, songwriters, production details, and numeric identifiers. As the music landscape becomes more digital, proper metadata is an increasingly important part of the release workflow. It underlies transactions and powers discovery, attribution and payment across many platforms. The document provides guidance on gathering metadata such as credits, identifiers codes, and details needed for submissions to organizations that track usage and payments.
An RSS feed auditory aggregator using earconsAndreas Floros
The document discusses building a state-of-the-art RSS auditory aggregator to monitor real-time stock information using web technologies for information exchange, sonification of stock data, and binaural technology for spatialization. It describes using text-to-speech, data sonification techniques, and binaural rendering of audio signals to develop the system. The document provides examples of setting up the system to maximize user perception and aid in recognizing stock trends using different parameters. It evaluates that the RSS-feed sonification approach achieves adequate performance and that a new spatially shaped auditory display can effectively monitor RSS stock market data when using earcons.
This document summarizes a study investigating studio production techniques that remove elements of human performance from music, specifically looking at the genre of djent. The study included a literature review of sources on djent's origins and characteristics as well as practical work experimenting with djent production in a studio. Key findings were that djent relies heavily on MIDI drum programming and digital audio sequencing which replace live human drumming. Additionally, djent and some electronic music genres both utilize minimal home studio setups and share influences from technological advances in recording.
The document discusses developing a model to compose monophonic world music using deep learning techniques. It proposes using a bi-axial recurrent neural network with one axis representing time and the other representing musical notes. The network will be trained on a dataset of MIDI files describing pitch, timing, and velocity of notes. It will also incorporate information from music theory on scales, chords, and other elements extracted from sheet music files. The goal is to generate unique musical sequences while adhering to music theory rules. The model aims to address the problem of composing long durations of background music for public spaces in an automated way.
This document provides a glossary of terms related to sound design and production for computer games. It defines terms such as foley artistry, sound libraries, file formats like .wav and .aiff, compression types, audio hardware limitations, and audio configurations like mono, stereo, and surround sound. For each term, it provides a short definition and links to external sources, as well as describing the relevance of the term to the document author's own production practice. The glossary is intended to research and gather definitions for provided terms as part of a BTEC course assignment on sound design for computer games.
Music Recommendation and Discovery in the Long TailOscar Celma
Music consumption is biased towards a few popular artists. For instance, in 2007 only 1% of all digital tracks accounted for 80% of all sales. Similarly, 1,000 albums accounted for 50% of all album sales, and 80% of all albums sold were purchased less than 100 times. There is a need to assist people to filter, discover, personalise and recommend from the huge amount of music content available along the Long Tail.
Current music recommendation algorithms try to accurately predict what people demand to listen to. However, quite often these algorithms tend to recommend popular -or well-known to the user- music, decreasing the effectiveness of the recommendations. These approaches focus on improving the accuracy of the recommendations. That is, try to make accurate predictions about what a user could listen to, or buy next, independently of how useful to the user could be the provided recommendations.
In this Thesis we stress the importance of the user's perceived quality of the recommendations. We model the Long Tail curve of artist popularity to predict -potentially- interesting and unknown music, hidden in the tail of the popularity curve. Effective recommendation systems should promote novel and relevant material (non-obvious recommendations), taken primarily from the tail of a popularity distribution.
The main contributions of this Thesis are: (i) a novel network-based approach for recommender systems, based on the analysis of the item (or user) similarity graph, and the popularity of the items, (ii) a user-centric evaluation that measures the user's relevance and novelty of the recommendations, and (iii) two prototype systems that implement the ideas derived from the theoretical work. Our findings have significant implications for recommender systems that assist users to explore the Long Tail, digging for content they might like.
Audio information and media can exist in several forms and formats. It includes radio broadcasts, music, sound recordings, sound effects, and audio podcasts. Audio can be stored on tapes, CDs, USB drives, memory cards, computer hard drives, and online. Common audio file formats are MP3, M4A/AAC, WAV, and WMA. Audio is either analog, replicating the original sound wave, or digital, sampling the sound wave at set intervals like a strobe light. High quality digital audio can be indistinguishable from analog but will always lack the full original signal.
The document discusses how new multimedia technologies have changed musical culture and practices. It outlines how the music industry has shifted from CDs to online delivery and DAW production. It also discusses new trends in music consumption like music discovery sites, more passionate fans, the influence of celebrity culture, and openness to brand sponsorships. New content models are emerging like remixes, mashups, and live DJ sets. Research topics discussed include new methods of music representation, interaction rules for group experiences, automatic structure discovery, and characterizing aesthetics and emotions.
Colloque Healthcare 4.0 : "Accompagnement des troubles du sommeil : la recher...I MT
Colloque Healthcare 4.0 : "Accompagnement des troubles du sommeil : la recherche-projet Som'Health"
Plus d'infos : https://www.imt.fr/retour-sur-le-colloque-imt-healthcare-4-0-du-15-octobre-2019/
Archiving and disseminating sound archives – 3. Analysis and treatment of sou...Phonothèque MMSH
This document outlines a program on analyzing and treating sound data from sound archives. It discusses acquiring skills to design sound archives, mastering the audio software Audacity to analyze sound files, practicing common sound archiving standards, and treating sound files with Audacity. The document provides examples of analyzing a sound file from an archive, cataloging the file with metadata following Dublin Core standards, and inventorying unpublished sound recordings with details on the physical media and content. It also discusses digitizing sound and the technical aspects of digital sound recording and file formats.
The document discusses the history of sound recording and playback technology from the late 19th century to modern times. It focuses on how technology evolved in the 1990s, enabling home recording. This posed challenges and opportunities for audio engineers to adapt to new software and non-traditional recording environments. The role of an audio engineer is outlined, requiring skills like operating equipment, achieving balance, and strong communication to record artists effectively.
This document summarizes a comparison of six sound analysis/synthesis systems conducted at the 2000 International Computer Music Conference. Each system analyzed the same set of 27 varied input sounds and output the results in a common format (SDIF). The comparison describes each system, compares them in terms of availability, sound models used, interpolation models, noise modeling, parameter mutability, required analysis parameters, and artifacts. The goal was not competition but providing information to help musicians choose appropriate analysis/synthesis tools.
A Computational Framework for Sound Segregation in Music Signals using MarsyasLuís Gustavo Martins
This document discusses a computational framework for sound segregation in music signals. It begins with acknowledgments of collaborators on the work. It then provides an overview of the research project, which involves developing an auditory scene analysis framework for sound segregation in polyphonic music signals. The document outlines the problem statement, main challenges, current state of research, related research areas, and the main contributions and proposed approach of the framework. It involves applying ideas from computational auditory scene analysis to define perceptual grouping cues and implement a flexible and efficient sound segregation system based on these cues.
This paper presents a new approach to sound composition
for soundtrack composers and sound designers. We propose
a tool for usable sound manipulation and composition that
targets sound variety and expressive rendering of the compo-
sition. We rst automatically segment audio recordings into
atomic grains which are displayed on our navigation tool ac-
cording to signal properties. To perform the synthesis, the
user selects one recording as model for rhythmic pattern and
timbre evolution, and a set of audio grains. Our synthesis
system then processes the chosen sound material to create
new sound sequences based on onset detection on the record-
ing model and similarity measurements between the model
and the selected grains. With our method, we can create a
large variety of sound events such as those encountered in
virtual environments or other training simulations, but also
sound sequences that can be integrated in a music compo-
sition. We present a usability-minded interface that allows
to manipulate and tune sound sequences in an appropriate
way for sound design.
This document outlines a project to create a soundscape composition of Portsmouth based on the acoustic ecology theory of R. Murray Schafer. It will involve collecting audio recordings from various locations around Portsmouth and removing the link between the sounds and accompanying footage. The project will apply Schafer's concepts of soundmarks, keynotes, and sound signals to analyze the geophony, biophony and anthrophony present. It discusses the methodology, locations that will be sampled, equipment needed, a Gantt chart, SWOT analysis, example audio/footage, and references.
Metadata refers to all the information that describes and identifies music such as names of artists, songwriters, production details, and numeric identifiers. As the music landscape becomes more digital, proper metadata is an increasingly important part of the release workflow. It underlies transactions and powers discovery, attribution and payment across many platforms. The document provides guidance on gathering metadata such as credits, identifiers codes, and details needed for submissions to organizations that track usage and payments.
An RSS feed auditory aggregator using earconsAndreas Floros
The document discusses building a state-of-the-art RSS auditory aggregator to monitor real-time stock information using web technologies for information exchange, sonification of stock data, and binaural technology for spatialization. It describes using text-to-speech, data sonification techniques, and binaural rendering of audio signals to develop the system. The document provides examples of setting up the system to maximize user perception and aid in recognizing stock trends using different parameters. It evaluates that the RSS-feed sonification approach achieves adequate performance and that a new spatially shaped auditory display can effectively monitor RSS stock market data when using earcons.
This document summarizes a study investigating studio production techniques that remove elements of human performance from music, specifically looking at the genre of djent. The study included a literature review of sources on djent's origins and characteristics as well as practical work experimenting with djent production in a studio. Key findings were that djent relies heavily on MIDI drum programming and digital audio sequencing which replace live human drumming. Additionally, djent and some electronic music genres both utilize minimal home studio setups and share influences from technological advances in recording.
The document discusses developing a model to compose monophonic world music using deep learning techniques. It proposes using a bi-axial recurrent neural network with one axis representing time and the other representing musical notes. The network will be trained on a dataset of MIDI files describing pitch, timing, and velocity of notes. It will also incorporate information from music theory on scales, chords, and other elements extracted from sheet music files. The goal is to generate unique musical sequences while adhering to music theory rules. The model aims to address the problem of composing long durations of background music for public spaces in an automated way.
This document provides a glossary of terms related to sound design and production for computer games. It defines terms such as foley artistry, sound libraries, file formats like .wav and .aiff, compression types, audio hardware limitations, and audio configurations like mono, stereo, and surround sound. For each term, it provides a short definition and links to external sources, as well as describing the relevance of the term to the document author's own production practice. The glossary is intended to research and gather definitions for provided terms as part of a BTEC course assignment on sound design for computer games.
Music Recommendation and Discovery in the Long TailOscar Celma
Music consumption is biased towards a few popular artists. For instance, in 2007 only 1% of all digital tracks accounted for 80% of all sales. Similarly, 1,000 albums accounted for 50% of all album sales, and 80% of all albums sold were purchased less than 100 times. There is a need to assist people to filter, discover, personalise and recommend from the huge amount of music content available along the Long Tail.
Current music recommendation algorithms try to accurately predict what people demand to listen to. However, quite often these algorithms tend to recommend popular -or well-known to the user- music, decreasing the effectiveness of the recommendations. These approaches focus on improving the accuracy of the recommendations. That is, try to make accurate predictions about what a user could listen to, or buy next, independently of how useful to the user could be the provided recommendations.
In this Thesis we stress the importance of the user's perceived quality of the recommendations. We model the Long Tail curve of artist popularity to predict -potentially- interesting and unknown music, hidden in the tail of the popularity curve. Effective recommendation systems should promote novel and relevant material (non-obvious recommendations), taken primarily from the tail of a popularity distribution.
The main contributions of this Thesis are: (i) a novel network-based approach for recommender systems, based on the analysis of the item (or user) similarity graph, and the popularity of the items, (ii) a user-centric evaluation that measures the user's relevance and novelty of the recommendations, and (iii) two prototype systems that implement the ideas derived from the theoretical work. Our findings have significant implications for recommender systems that assist users to explore the Long Tail, digging for content they might like.
Audio information and media can exist in several forms and formats. It includes radio broadcasts, music, sound recordings, sound effects, and audio podcasts. Audio can be stored on tapes, CDs, USB drives, memory cards, computer hard drives, and online. Common audio file formats are MP3, M4A/AAC, WAV, and WMA. Audio is either analog, replicating the original sound wave, or digital, sampling the sound wave at set intervals like a strobe light. High quality digital audio can be indistinguishable from analog but will always lack the full original signal.
The document discusses how new multimedia technologies have changed musical culture and practices. It outlines how the music industry has shifted from CDs to online delivery and DAW production. It also discusses new trends in music consumption like music discovery sites, more passionate fans, the influence of celebrity culture, and openness to brand sponsorships. New content models are emerging like remixes, mashups, and live DJ sets. Research topics discussed include new methods of music representation, interaction rules for group experiences, automatic structure discovery, and characterizing aesthetics and emotions.
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Plus d'infos : https://www.imt.fr/retour-sur-le-colloque-imt-healthcare-4-0-du-15-octobre-2019/
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Introduction- e - waste – definition - sources of e-waste– hazardous substances in e-waste - effects of e-waste on environment and human health- need for e-waste management– e-waste handling rules - waste minimization techniques for managing e-waste – recycling of e-waste - disposal treatment methods of e- waste – mechanism of extraction of precious metal from leaching solution-global Scenario of E-waste – E-waste in India- case studies.
Comparative analysis between traditional aquaponics and reconstructed aquapon...bijceesjournal
The aquaponic system of planting is a method that does not require soil usage. It is a method that only needs water, fish, lava rocks (a substitute for soil), and plants. Aquaponic systems are sustainable and environmentally friendly. Its use not only helps to plant in small spaces but also helps reduce artificial chemical use and minimizes excess water use, as aquaponics consumes 90% less water than soil-based gardening. The study applied a descriptive and experimental design to assess and compare conventional and reconstructed aquaponic methods for reproducing tomatoes. The researchers created an observation checklist to determine the significant factors of the study. The study aims to determine the significant difference between traditional aquaponics and reconstructed aquaponics systems propagating tomatoes in terms of height, weight, girth, and number of fruits. The reconstructed aquaponics system’s higher growth yield results in a much more nourished crop than the traditional aquaponics system. It is superior in its number of fruits, height, weight, and girth measurement. Moreover, the reconstructed aquaponics system is proven to eliminate all the hindrances present in the traditional aquaponics system, which are overcrowding of fish, algae growth, pest problems, contaminated water, and dead fish.
Null Bangalore | Pentesters Approach to AWS IAMDivyanshu
#Abstract:
- Learn more about the real-world methods for auditing AWS IAM (Identity and Access Management) as a pentester. So let us proceed with a brief discussion of IAM as well as some typical misconfigurations and their potential exploits in order to reinforce the understanding of IAM security best practices.
- Gain actionable insights into AWS IAM policies and roles, using hands on approach.
#Prerequisites:
- Basic understanding of AWS services and architecture
- Familiarity with cloud security concepts
- Experience using the AWS Management Console or AWS CLI.
- For hands on lab create account on [killercoda.com](https://killercoda.com/cloudsecurity-scenario/)
# Scenario Covered:
- Basics of IAM in AWS
- Implementing IAM Policies with Least Privilege to Manage S3 Bucket
- Objective: Create an S3 bucket with least privilege IAM policy and validate access.
- Steps:
- Create S3 bucket.
- Attach least privilege policy to IAM user.
- Validate access.
- Exploiting IAM PassRole Misconfiguration
-Allows a user to pass a specific IAM role to an AWS service (ec2), typically used for service access delegation. Then exploit PassRole Misconfiguration granting unauthorized access to sensitive resources.
- Objective: Demonstrate how a PassRole misconfiguration can grant unauthorized access.
- Steps:
- Allow user to pass IAM role to EC2.
- Exploit misconfiguration for unauthorized access.
- Access sensitive resources.
- Exploiting IAM AssumeRole Misconfiguration with Overly Permissive Role
- An overly permissive IAM role configuration can lead to privilege escalation by creating a role with administrative privileges and allow a user to assume this role.
- Objective: Show how overly permissive IAM roles can lead to privilege escalation.
- Steps:
- Create role with administrative privileges.
- Allow user to assume the role.
- Perform administrative actions.
- Differentiation between PassRole vs AssumeRole
Try at [killercoda.com](https://killercoda.com/cloudsecurity-scenario/)
Advanced control scheme of doubly fed induction generator for wind turbine us...IJECEIAES
This paper describes a speed control device for generating electrical energy on an electricity network based on the doubly fed induction generator (DFIG) used for wind power conversion systems. At first, a double-fed induction generator model was constructed. A control law is formulated to govern the flow of energy between the stator of a DFIG and the energy network using three types of controllers: proportional integral (PI), sliding mode controller (SMC) and second order sliding mode controller (SOSMC). Their different results in terms of power reference tracking, reaction to unexpected speed fluctuations, sensitivity to perturbations, and resilience against machine parameter alterations are compared. MATLAB/Simulink was used to conduct the simulations for the preceding study. Multiple simulations have shown very satisfying results, and the investigations demonstrate the efficacy and power-enhancing capabilities of the suggested control system.
Optimizing Gradle Builds - Gradle DPE Tour Berlin 2024Sinan KOZAK
Sinan from the Delivery Hero mobile infrastructure engineering team shares a deep dive into performance acceleration with Gradle build cache optimizations. Sinan shares their journey into solving complex build-cache problems that affect Gradle builds. By understanding the challenges and solutions found in our journey, we aim to demonstrate the possibilities for faster builds. The case study reveals how overlapping outputs and cache misconfigurations led to significant increases in build times, especially as the project scaled up with numerous modules using Paparazzi tests. The journey from diagnosing to defeating cache issues offers invaluable lessons on maintaining cache integrity without sacrificing functionality.
Colloque IMT -04/04/2019- L'IA au cœur des mutations industrielles - Machine listening: l'IA pour les sons et la musique.
1. "MACHINE LISTENING:
L'INTELLIGENCE
ARTIFICIELLE POUR LES
SONS ET LA MUSIQUE"
COLLOQUE IMT - L’INTELLIGENCE
ARTIFICIELLE AU COEUR DES
MUTATIONS INDUSTRIELLES.
APRIL 4TH, 2019
Gaël RICHARD
Professor, Head of the Image, Data, Signal department
2. 09/04/2019
2
MACHINE LISTENING ?
A well established domain for speech …
Speech Recognition
« What a great workshop !»
Speech Emotion Recognition
« The person who’s speaking is happy but anxious»
Speaker Recognition
« Gaël Richard is speaking»
Speech Translation
« Quel excellent colloque ! »
« What a great workshop ! »
3. MACHINE LISTENING FOR AUDIO AND MUSIC
Goal: to extract « information » from the audio signal
09/04/2019
3
Music recognition (or Audio ID): identifying the music recording
Music Information retrieval
Music transcription, Music similarity, Music genre recognition,
Musical instrument recognition, Music recommendation, Autotagging,
Audio Scene recognition: sound recorded in streets, in subway station, in office,….)
Audio Source separation
Demixing music, Singing voice extraction, source localisation,
Audio Event recognition: Speech, Music, Car noises, birds, …
Audio Sound capture: Localisation, Dereverberation, Denoising, …
Music Emotion recognition: Sad vs happy vs dance music, ….
Bioacoustics: Wildlife monitoring, biodiversity, species id…
4. SOME APPLICATIONS …
09/04/2019
4
Music streaming,
music recommendation Music education
Music Identification, Audio Fringerprint Karaoke, speech to rap conversion
Sound recognition,
smarthomes, smart hearables
bmat
Audeering
Stratégie de marque
musicale, Supervision
musicale (pub.; films)
Bioacoustics
Vocal separation, music separation
8. AN EXAMPLE OF MODEL FOR AUDIO SOURCES
Non Negative Matrix factorization
09/04/2019
8
9. SOURCE SEPARATION - S. LEGLAIVE
(EXAMPLE REMIXED BY RADIO FRANCE)
09/04/2019
9
S. Leglaive, R. Badeau, G. Richard, "Multichannel Audio Source Separation with Probabilistic Reverberation
Priors", IEEE/ACM Transactions on Audio, Speech, and Language Processing, Vol. 24, no. 12, December 2016
Simon Leglaive, Roland Badeau, Gaël Richard, Separating Time-Frequency Sources from Time-Domain
Convolutive Mixtures Using Non-negative Matrix Factorization. WASPAA , Oct. 2017 New Paltz, US.
10. AUDIO IDENTIFICATION OU AUDIOID
Audio ID = find high-level metadata from a music recording
Challenges:
Efficiency in adverse conditions (distorsion, noises,..)
Scale to “Big data” (bases > millions of titles)
Rapidity / Real time
Product example :
Audio
identification
Information of the
recording (title, artist,
etc.., …)
11. REAL-TIME AUDIO IDENTIFICATION
(FENET & AL.)
Audio recordings recognition
• Identical
• Approximate (live vs studio)
• Real time demonstrator
• For music recommendation, second screen applications, …
09/04/2019
11
Sébastien Fenet, Yves Grenier, Gaël Richard: An Extended Audio Fingerprint Method with Capabilities for
Similar Music Detection. ISMIR 2013: 569-574
14. AN EXEMPLE OF A RECENT APPROACH
09/04/2019
14
V. Bisot, R. Serizel, S. Essid, G. Richard, "Feature Learning with Matrix Factorization Applied to Acoustic Scene
Classification", IEEE/ACM Transactions on Audio, Speech, and Language Processing, (2017), Special Issue on
Sound Scene and Event Analysis.
18. EXAMPLE WITH DNN: ACOUSTIC SCENE RECOGNITION
V. Bisot & al., "Feature Learning with Matrix Factorization Applied to Acoustic Scene Classification", IEEE/ACM
Transactions on Audio, Speech, and Language Processing, (2017),
V. Bisot & al., Leveraging deep neural networks with nonnegative representations for improved environmental sound
classification IEEE International Workshop on Machine Learning for Signal Processing MLSP, Sep 2017, Tokyo,
19. TYPICAL PERFORMANCES OF ACOUSTIC SCENE RECOGNITION (CHALLENGE
DCASE 2016)
A Mesaros & al. Detection and Classification of Acoustic Scenes and Events: Outcome of the DCASE 2016
challenge IEEE/ACM Transactions on Audio, Speech, and Language Processing 26 (2), 379-393
20. MUSIC INFORMATION RETRIEVAL
Major topics:
• Music transcription (Multiple F0 estimation, Beat/Downbeat detection, instrument classification,
…),
• Music recommendation
• Source separation,
• Multimodal music processing
09/04/2019
20
21. MIR: AN EXAMPLE WITH DOWNBEAT ESTIMATION
(DURAND & AL. 2017)
22. MIR: AN EXAMPLE WITH DOWNBEAT ESTIMATION
(DURAND & AL. 2017)
S Durand & al., "Robust Downbeat Tracking Using an Ensemble of Convolutional Networks", IEEE/ACM
Transactions on Audio, Speech, and Language Processing, Vol 25, N°1, 2017
23. DOWNBEAT ESTIMATION: DÉMO
Examples at the output of each network
https://simondurand.github.io/dnn_audio.html
Other audio example
JBB (Downbeat)
JBB (Tatum)
Exemple (Downbeat)
Exemple (Tatum)
24. MUSIC INFORMATION RETRIEVAL
Some Current trends:
09/04/2019
24
Context-aware music
Recommendation
with
Text-Informed Lead
Vocal Extraction
with
EEG-driven
music processing
With
(ex Technicolor)
Context-driven
Style transfer
With
(ex Technicolor)
Conditional audio
generation
With
5 new PhD grants within ITN-MIP-Frontiers projects
Editor's Notes
Audio identification consists in retrieving the data linked with an audio excerpt
For example, if we are talking about music, you might want to retrieve the name of the song you’re listening to, the artist, and so on...
Audio identification must work in spite of the distortions that are induced by the transmission channel. For instance: if you’re acquiring a signal from a radio broadcast : First, the radio station has probably modified the audio signal from the song: they probably changed the equalization (to put more bass for example), changed the stereo (better fit when listening to the song in a car), they might even have time stretched it so that it last longer or shorter (in order to fit in their programs),
Second,
The signal is transmitted: it is encoded, transmitted through the radio transmitters, decoded, then converted into an analogical signal that you can finally listen
Third,
You will acquire the signal through a microphone. So it is re-encoded in a numeric version with the characterics of your microphone (which can be quite bad, if you’re capturing with your mobile phone for example). Besides, you might have surrounding noise.
So all these steps make your captured signal quite different from your original one. Which means, your audio ID has to take this into account.
Another point, you generally want to Identify any song you’re listening to. That implies that your audio ID system must manage a big number of references. For example, in Quaero, we target a reference database which would contain 100.000 songs.
Last point, which is quite opposed to the previous one, you must provide an algorithm which is fast... even with large number of references. The reason is simple: most of the applications require real time responses: if you’re delivering a music recognition service to individuals, you don’t want the user to get the name of the song he is listening to one day later, if you’re doing broadcast monitoring (which means, you’re checking every song which is broadcasted on a radio channel / TV channel) you also need real-time processing.
So, we have seen Audio Identification, let’s see Audio fingerprinting