1) The document discusses measuring cultural value in electronic music using social network analysis. It explores how to quantify cultural value in a way that can be used by computational creativity systems.
2) The study examines social networks on SoundCloud to identify key electronic music producers and communities. It analyzes relationships between producers based on geography, genre, and interactions like comments.
3) The research aims to use social network data as a proxy for measuring cultural value computationally. Factors like an artist's position in genre/location based subnetworks and frequency of positive comments may indicate higher cultural value. This approach could help computational creativity systems evaluate and emulate valuable interactions.
Socially synergistic enterprises 10 june m. baronMarcel Baron
This document discusses balancing internal and external collaboration to improve innovation. It describes IBM's integrated product development process which brings together multiple teams including an integrated portfolio management team, project development team, and investment review board to share market insights, develop strategies, and manage new product development from concept through launch. The process aims to improve innovation through collaboration between functions and continuous feedback from customers and markets.
Digital Transformation: What it is and how to get thereEconsultancy
Digital Transformation: What it is and how to get there.
Authored by Econsultancy CEO Ashley Friedlein, this presentation on the topic of 'Digital Transformation', is broken down into six sections covering:
1. Digital Transformation - what it is and recent data and research on the topic
2. Strategy - what a digital strategy should include
3. Technology - the challenges of technology and the skills gap
4. People - looking at organisational structure, culture, roles & responsibilities, environment recquired
5. Process - how to address the speed, innovation and agility required
6. Business Transformation - how digital transformation is actually business transformation
The current revolution in the music industry represents great opportunities and challenges for music recommendation systems. Recommendation systems are now central to music streaming platforms, which are rapidly increasing in listenership and becoming the top source of revenue for the music industry. It is increasingly more common for a music listener to simply access music than to purchase and own it in a personal collection. In this scenario, recommendation calls no longer for a one-shot recommendation for the purpose of a track or album purchase, but for a recommendation of a listening experience, comprising a very wide range of challenges, such as sequential recommendation, or conversational and contextual recommendations. Recommendation technologies now impact all actors in the rich and complex music industry ecosystem (listeners, labels, music makers and producers, concert halls, advertisers, etc.).
This document provides an overview of music recommendation research challenges in 2018. It discusses how the music industry is transitioning from a "discover and own" model to an "access" model with the rise of streaming services. It also discusses various data sources and algorithms used for music recommendation, including collaborative filtering, content-based approaches using audio features, and incorporating additional information like text, images, and user context. Finally, it outlines new challenges for music information retrieval research in further improving music discovery and recommendation.
This module examines popular music cultures through several lenses. Students will critically analyze the relationships between musical, cultural, social, economic and technological factors in popular music history. Various theories of popular culture will be developed and applied to the production, consumption and enjoyment of popular music, and how these have related to socio-political changes in society. Specific musical genres and performers will then be examined using these conceptual and theoretical frameworks. Students will complete two case studies and a final essay to demonstrate their understanding.
Introduction to Fast by Professor Mark SandlerFASTIMPACT
The document discusses the FAST-IMPACT Programme Grant, which brings together UK experts in audio/music technology, semantic web, e-science, and HCI. The program aims to pursue innovations to benefit the music industry through proof-of-concept demonstrator projects. This includes developing semantic, standardized metadata for digital music objects to enhance the experience of both music producers and consumers. Key work threads include developing ontologies and metadata, using semantic web technologies to extract meaning from music content and production processes.
The document outlines an agenda for a professional development workshop on integrating music, technology, and 21st century skills. The agenda includes introductions and background, a presentation of the 7E instructional model, and modules on topics like aural culture and identity, imagination and ideas, careers in music, and social relevance. Presenters will demonstrate how to use software like Audacity and Finale Notepad. Participants will learn about developing a Music and Media Communications course and lessons focused on composition, analysis, and collaboration.
Steve and Social Tagging: Seeing Collections Through Visitors' EyesSteve Project
Brief introduction to Steve: The Museum Social Tagging Project, prepared for the RUSA Presidents' Program at the American Library Association's 2009 annual meeting.
Socially synergistic enterprises 10 june m. baronMarcel Baron
This document discusses balancing internal and external collaboration to improve innovation. It describes IBM's integrated product development process which brings together multiple teams including an integrated portfolio management team, project development team, and investment review board to share market insights, develop strategies, and manage new product development from concept through launch. The process aims to improve innovation through collaboration between functions and continuous feedback from customers and markets.
Digital Transformation: What it is and how to get thereEconsultancy
Digital Transformation: What it is and how to get there.
Authored by Econsultancy CEO Ashley Friedlein, this presentation on the topic of 'Digital Transformation', is broken down into six sections covering:
1. Digital Transformation - what it is and recent data and research on the topic
2. Strategy - what a digital strategy should include
3. Technology - the challenges of technology and the skills gap
4. People - looking at organisational structure, culture, roles & responsibilities, environment recquired
5. Process - how to address the speed, innovation and agility required
6. Business Transformation - how digital transformation is actually business transformation
The current revolution in the music industry represents great opportunities and challenges for music recommendation systems. Recommendation systems are now central to music streaming platforms, which are rapidly increasing in listenership and becoming the top source of revenue for the music industry. It is increasingly more common for a music listener to simply access music than to purchase and own it in a personal collection. In this scenario, recommendation calls no longer for a one-shot recommendation for the purpose of a track or album purchase, but for a recommendation of a listening experience, comprising a very wide range of challenges, such as sequential recommendation, or conversational and contextual recommendations. Recommendation technologies now impact all actors in the rich and complex music industry ecosystem (listeners, labels, music makers and producers, concert halls, advertisers, etc.).
This document provides an overview of music recommendation research challenges in 2018. It discusses how the music industry is transitioning from a "discover and own" model to an "access" model with the rise of streaming services. It also discusses various data sources and algorithms used for music recommendation, including collaborative filtering, content-based approaches using audio features, and incorporating additional information like text, images, and user context. Finally, it outlines new challenges for music information retrieval research in further improving music discovery and recommendation.
This module examines popular music cultures through several lenses. Students will critically analyze the relationships between musical, cultural, social, economic and technological factors in popular music history. Various theories of popular culture will be developed and applied to the production, consumption and enjoyment of popular music, and how these have related to socio-political changes in society. Specific musical genres and performers will then be examined using these conceptual and theoretical frameworks. Students will complete two case studies and a final essay to demonstrate their understanding.
Introduction to Fast by Professor Mark SandlerFASTIMPACT
The document discusses the FAST-IMPACT Programme Grant, which brings together UK experts in audio/music technology, semantic web, e-science, and HCI. The program aims to pursue innovations to benefit the music industry through proof-of-concept demonstrator projects. This includes developing semantic, standardized metadata for digital music objects to enhance the experience of both music producers and consumers. Key work threads include developing ontologies and metadata, using semantic web technologies to extract meaning from music content and production processes.
The document outlines an agenda for a professional development workshop on integrating music, technology, and 21st century skills. The agenda includes introductions and background, a presentation of the 7E instructional model, and modules on topics like aural culture and identity, imagination and ideas, careers in music, and social relevance. Presenters will demonstrate how to use software like Audacity and Finale Notepad. Participants will learn about developing a Music and Media Communications course and lessons focused on composition, analysis, and collaboration.
Steve and Social Tagging: Seeing Collections Through Visitors' EyesSteve Project
Brief introduction to Steve: The Museum Social Tagging Project, prepared for the RUSA Presidents' Program at the American Library Association's 2009 annual meeting.
This document discusses strategies for using social media, blogs, podcasts and other online media for music promotion. It recommends segmenting target audiences based on psychographics like shared values and interests rather than just demographics. It provides examples of targeting fans of specific artists or genres. The document also outlines tools for finding relevant blogs and podcasts to engage with, and emphasizes using analytics to understand audience behavior on social networks.
Steve is a collaborative project between several major art museums to allow visitors to socially tag and search artwork in museum collections. By allowing social tagging, the project aims to address the "semantic gap" where traditional search methods fail to capture how people search based on subjects, emotions, and ideas. It is a virtual collaboration where participants can tag works and communicate using free online tools. From 2006-2008, the project's research agenda examined questions about who tags, what terms are used, and how tagging impacts search and understanding of collections. Going forward from 2008-2011, the plan is to put social tagging into practice at participating museums and continue collaborating with other institutions.
The document discusses Classical Music Library (CML), a digital classical music service for libraries. CML provides over 30,000 classical music recordings for on-demand listening. After 18 months, CML has signed up over 150 library customers globally. While reviews have been positive and sales are increasing, challenges remain in obtaining more content from major labels, developing additional learning tools, and expanding the service internationally on a tight budget. The presentation emphasizes the need to be relentless and patient in overcoming these challenges to continue growing the library market for CML.
This document summarizes a presentation on various topics related to music, media, and technology. It discusses the history of remixing and reusing music, the concept of spreadable media, examples of viral videos like the Harlem Shake, the use of music in games, open source tools for musicians, emerging technologies, and challenges around surveillance, credibility and professionalism versus amateurism. The presentation aims to be interdisciplinary and cover collaboration across fields.
Each year, a panel of museum professionals recognises the Best of the Web, choosing sites from those nominated by the community.
These slides are from the presentation at Museums and the Web 2011 (MW2011) in Philadelphia.
For details see http://conference.archimuse.com/mw2011/best/
Museums and Big Data — Supporting Exploration, Innovation, and Audience Engag...Robert J. Stein
Today’s museums are awash in data. With so many sources of information available, an organization can be drowning in numbers, but starved for real insight. Robert Stein, former Deputy Director of the Dallas Museum of Art (DMA), will examine how museums can begin to collect and analyze data to illuminate their practice and enhance their impact on visitors. Using a unique visitor loyalty program at the DMA as a case study, he will raise questions about what “big data” in the cultural sector looks like and what insights it might provide.
Museum foyers leicester dec methodological challengesRuthPage
This document discusses methodological challenges for evaluating museum foyer spaces and proposes using Q methodology. Key points:
1. Foyer evaluations should consider the space as an ensemble of interacting elements, not separate parts. Evaluations need a before/after design to assess changes to the ensemble.
2. Visitor experiences are shaped by how they make sense of the foyer ensemble based on their own perspectives, not just designer intentions.
3. Conventional evaluation tools like surveys and interviews can provide useful data but have limitations. Q methodology is proposed as a mixed-methods approach.
4. Q methodology involves having visitors sort statements derived from discourse into grids. Analysis identifies coherent perspectives ("types") on the foyer
Linked data for knowledge curation in humanities researchEnrico Daga
The identification and cataloguing of documentary evidence is an important part of empirical research in the humanities.
An increasing number of recent initiatives in the digital humanities have as a primary objective the curation of collections of digital artefacts augmented with fine-grained metadata, for example, mentioning the entities and their relations, often adopting the "Linked Data" paradigm. This talk is focused on exploring the potential of Linked Data to support humanities scholars in identifying, collecting, and curating documentary evidence. First, I will introduce the basic notions around Linked Data and place its emergence in the tradition of Knowledge Representation, an area of Artificial Intelligence (AI). Second, I will show how Linked Data and AI techniques have been successfully applied in the Listening Experience Database project to support the retrieval and curation of documentary evidence. Finally, I will conclude the presentation by discussing the potential (and challenges) of adopting a "knowledge extraction" paradigm to automate the identification and cataloguing of metadata about documentary evidence in texts.
This document proposes an interactive tool called MULHER for exploring music listening histories. It describes issues with existing visualizations like being static, lacking interactivity, and scaling issues. MULHER uses a timeline-based visualization combined with other synchronized views to allow interactive browsing, filtering, and detection of listening patterns. An evaluation with users found the timeline mechanism was effective for exploration. Context information and representing the "age" of songs also helped convey listening habits. The tool enabled users to analyze their profiles and infer hidden behaviors from their music listening data.
Keynote for the Prague Platform on the Future of Cultural Heritage, convened by the European Commission, October 7-8, 2019. The Prague Platform talks about
“Enhanced digitally enabled cultural heritage participation for all citizens.”
But what do these words mean? And how might we approach them — as practitioners, communities, governments and institutions, and citizens?
This document provides an overview of a presentation on mobile interpretation and experience design at Balboa Park. It discusses moving from traditional audio tours to audience-led mobile content and experiences. The presentation covers theory, such as considering the target audience and their questions, and practice, like identifying key messages and choosing appropriate content modalities and voices. It also provides examples of mobile interpretation projects and resources for continuing discussion.
Digital Culture and the Shaking Hand of ChangeMichael Edson
The presentation shows how to create and use a "problem space" to organize complex challenges. The central metaphor for the talk is the "civic handshake" — a process by which different parts of society cooperate through the informal exchange of information and the sharing of responsibilities.
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The document discusses open, connected, and smart approaches to cultural heritage. It argues that new technologies can help provide better access to vast amounts of digital cultural content. Specifically, it presents examples of projects that use crowdsourcing to engage users in indexing, tagging, and interpreting cultural works. This allows cultural institutions to enrich their collections by tapping into the knowledge and perspectives of online audiences. The goal is to make cultural heritage more accessible and to shape new forms of online engagement with the cultural record.
The presentation discusses how emotions are at the core of the library experience. It shares findings from surveys and case studies that show patrons value the physical and social aspects of libraries. While technology allows remote access, many patrons still prefer visiting libraries for inspiration and community. The emotional connection patrons feel encourages continued support and visitation. Libraries should focus on experiences that can't be duplicated digitally to make the most of this relationship.
The document discusses insights from several conferences on making feedback more engaging. It provides examples of non-traditional feedback approaches used by other organizations, such as using graffiti walls, videos, diaries, drawings, participatory mapping, and memes. These approaches aim to make feedback more fun and engaging for users compared to traditional methods like surveys and comments cards. The document also discusses targeting feedback approaches based on different user groups and settings, and conducting further market research to understand how resources are used in context.
The document discusses how libraries are evolving from passive collections of books and information to more interactive community hubs that facilitate learning, creativity, and connection through new technologies. It provides examples of how some libraries are embracing this change by creating spaces for gaming, media labs, and programming around emerging technologies. The author shares their own journey working in libraries and experience helping to establish technology-focused programs and spaces in various libraries.
Keynote talk on "Music in the Archives: Digital Musicology as a case study in Computational Archival Science" by David De Roure, for the workshop on "Computational Archival Science: digital records in the age of big data" at IEEE Big Data 2020, 11 December 2020.
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Similar to Measuring cultural value using social network analysis: a case study on valuing electronic musicians
This document discusses strategies for using social media, blogs, podcasts and other online media for music promotion. It recommends segmenting target audiences based on psychographics like shared values and interests rather than just demographics. It provides examples of targeting fans of specific artists or genres. The document also outlines tools for finding relevant blogs and podcasts to engage with, and emphasizes using analytics to understand audience behavior on social networks.
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This document summarizes a presentation on various topics related to music, media, and technology. It discusses the history of remixing and reusing music, the concept of spreadable media, examples of viral videos like the Harlem Shake, the use of music in games, open source tools for musicians, emerging technologies, and challenges around surveillance, credibility and professionalism versus amateurism. The presentation aims to be interdisciplinary and cover collaboration across fields.
Each year, a panel of museum professionals recognises the Best of the Web, choosing sites from those nominated by the community.
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Today’s museums are awash in data. With so many sources of information available, an organization can be drowning in numbers, but starved for real insight. Robert Stein, former Deputy Director of the Dallas Museum of Art (DMA), will examine how museums can begin to collect and analyze data to illuminate their practice and enhance their impact on visitors. Using a unique visitor loyalty program at the DMA as a case study, he will raise questions about what “big data” in the cultural sector looks like and what insights it might provide.
Museum foyers leicester dec methodological challengesRuthPage
This document discusses methodological challenges for evaluating museum foyer spaces and proposes using Q methodology. Key points:
1. Foyer evaluations should consider the space as an ensemble of interacting elements, not separate parts. Evaluations need a before/after design to assess changes to the ensemble.
2. Visitor experiences are shaped by how they make sense of the foyer ensemble based on their own perspectives, not just designer intentions.
3. Conventional evaluation tools like surveys and interviews can provide useful data but have limitations. Q methodology is proposed as a mixed-methods approach.
4. Q methodology involves having visitors sort statements derived from discourse into grids. Analysis identifies coherent perspectives ("types") on the foyer
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The identification and cataloguing of documentary evidence is an important part of empirical research in the humanities.
An increasing number of recent initiatives in the digital humanities have as a primary objective the curation of collections of digital artefacts augmented with fine-grained metadata, for example, mentioning the entities and their relations, often adopting the "Linked Data" paradigm. This talk is focused on exploring the potential of Linked Data to support humanities scholars in identifying, collecting, and curating documentary evidence. First, I will introduce the basic notions around Linked Data and place its emergence in the tradition of Knowledge Representation, an area of Artificial Intelligence (AI). Second, I will show how Linked Data and AI techniques have been successfully applied in the Listening Experience Database project to support the retrieval and curation of documentary evidence. Finally, I will conclude the presentation by discussing the potential (and challenges) of adopting a "knowledge extraction" paradigm to automate the identification and cataloguing of metadata about documentary evidence in texts.
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“Enhanced digitally enabled cultural heritage participation for all citizens.”
But what do these words mean? And how might we approach them — as practitioners, communities, governments and institutions, and citizens?
This document provides an overview of a presentation on mobile interpretation and experience design at Balboa Park. It discusses moving from traditional audio tours to audience-led mobile content and experiences. The presentation covers theory, such as considering the target audience and their questions, and practice, like identifying key messages and choosing appropriate content modalities and voices. It also provides examples of mobile interpretation projects and resources for continuing discussion.
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The presentation shows how to create and use a "problem space" to organize complex challenges. The central metaphor for the talk is the "civic handshake" — a process by which different parts of society cooperate through the informal exchange of information and the sharing of responsibilities.
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The document discusses open, connected, and smart approaches to cultural heritage. It argues that new technologies can help provide better access to vast amounts of digital cultural content. Specifically, it presents examples of projects that use crowdsourcing to engage users in indexing, tagging, and interpreting cultural works. This allows cultural institutions to enrich their collections by tapping into the knowledge and perspectives of online audiences. The goal is to make cultural heritage more accessible and to shape new forms of online engagement with the cultural record.
The presentation discusses how emotions are at the core of the library experience. It shares findings from surveys and case studies that show patrons value the physical and social aspects of libraries. While technology allows remote access, many patrons still prefer visiting libraries for inspiration and community. The emotional connection patrons feel encourages continued support and visitation. Libraries should focus on experiences that can't be duplicated digitally to make the most of this relationship.
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The document discusses how libraries are evolving from passive collections of books and information to more interactive community hubs that facilitate learning, creativity, and connection through new technologies. It provides examples of how some libraries are embracing this change by creating spaces for gaming, media labs, and programming around emerging technologies. The author shares their own journey working in libraries and experience helping to establish technology-focused programs and spaces in various libraries.
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Similar to Measuring cultural value using social network analysis: a case study on valuing electronic musicians (20)
Measuring cultural value using social network analysis: a case study on valuing electronic musicians
1. Measuring cultural value using
social network analysis
A case study on valuing electronic musicians
Anna Jordanous (University of Kent, CC/music informatics),
Daniel Allington (University of the West of England, SNA/digital culture),
Byron Dueck (Open University, music/ethnomusicology)
Valuing Electronic Music http://valuingelectronicmusic.org
2. Types of value
Valuing Electronic Music http://valuingelectronicmusic.org
• Monetary value £ $ €
– (what a thing is worth)
• “Good” things
– e.g. “good” opinions
– (Thanks Mike Cook)
• etc …
• Cultural value
– Based on what we are culturally led to like
– Subjective
– Value shared between members of a community/culture
3. Introduction: Aim of this work
Can we measure the cultural value of a creative
entity in a quantitative / algorithmic way?
In other words…
Is there a way to judge cultural value, that can
be computerised and stuck into the creative
process of a computational creativity system?
NB Evaluation is an important part of the
creative process… but this is another talk…
Valuing Electronic Music http://valuingelectronicmusic.org
4. Evaluating value
(as part of evaluating creativity)
We (CC) would like to have metrics for
value that we can implement
computationally
Q How do we measure/assess cultural value?
…using social network analysis?
Valuing Electronic Music http://valuingelectronicmusic.org
5. Some premises before we start
1. Evaluating value is an important part of
evaluating how creative something is
2. If you want to know how good a creative
entity is, ask someone (something) that
knows what it means to be good in that way
3. This is a case study in judging value of
electronic musicians, but can be useful for
other creative domains (with a little work)
Valuing Electronic Music http://valuingelectronicmusic.org
6. Premise 1. Evaluating value is an important part
of evaluating how creative something is
Creativity =
novelty
+ value
+ …??
Valuing Electronic Music http://valuingelectronicmusic.org
7. Premise 2. To know how valuable a creative entity is, ask
someone/something(s) that knows that creative area
Valuing Electronic Music http://valuingelectronicmusic.org
https://www.youtube.com/watch?v=FZu097wb8wU
8. e.g. Would you trust Dan Ventura on what
art galleries are good in Park City?
Valuing Electronic Music http://valuingelectronicmusic.org
9. Premise 3: Our approach to measuring value in
electronic music can be useful more widely
• ‘One size does not fit all’
• But [I argue] our
approach is useful, if
you want to analyse
cultural value in
domains other than
electronic music
• (with a little work)
Valuing Electronic Music http://valuingelectronicmusic.org
10. Premises set out… let’s begin
We (CC) would like to have metrics for value
Q How do we measure/assess cultural value?
…using social network analysis?
Case study: electronic music[ians]
– Who are the main ‘players’ (no pun intended..?)
– Who values who? How do they show this?
Valuing Electronic Music http://valuingelectronicmusic.org
11. Qualitative and Quantitative work
informing each other
Interviews
SoundCloud data
analysis
Valuing Electronic Music http://valuingelectronicmusic.org
e.g. focus on
valuing (as a
verb), not
value (as a
noun)
e.g. it is
possible to
create SC
groups - is
this useful?
12. Distinct types of electronic music
Valuing Electronic Music http://valuingelectronicmusic.org
http://valuingelectronicmusic.org/2014/1
2/19/glitch-lich-live-performance/
http://valuingelectronicmusic.org/201
5/01/02/winterlight-live-set/
http://valuingelectronicmusic.org/2015/02
/01/slackk-live-set/
http://valuingelectronicmusic.org/2014/11
/25/slackk-winterlight-glitch-lich-electronic-
music-producers-panel/
13. (Where we left this -
work-in-progress paper ICCC’14)
Valuing Electronic Music http://valuingelectronicmusic.org
14. Who is on SoundCloud?
From analysing ‘follow’ relationships:
–By countries, top 3 are US, UK, Germany
–By cities, top 3 are London, New York, Berlin
–People tend to follow people within same city
–http://valuingelectronicmusic.org/2014/09/08/geography-soundcloud-following/
• And people in same genre
–By genre, top 3 are house, hip hop, techno
–http://valuingelectronicmusic.org/2014/06/04/exploring-genre-on-soundcloud-part-i/
–NB This is not filtered for electronic music genres - but electronic music dominates
Valuing Electronic Music http://valuingelectronicmusic.org
15. Comments: typically very positive
Valuing Electronic Music http://valuingelectronicmusic.org
Comments
highlighted by
interviewees
as an important
valuing activity
16. Identifying sub-networks: place
• Ego-network of one
of our interviewees
and their immediate
followers/followees
• Colours = places
– London = Green
– Bristol = Purple
– LA = Red
(Tony what should we call
these colours?)
Valuing Electronic Music http://valuingelectronicmusic.org
17. Identifying sub-networks: genres
• Three distinct
macro-genres
identified:
– EDM
– Urban
– ‘other’
• (Corresponds
with music
research
groupings)
Valuing Electronic Music http://valuingelectronicmusic.org
18. Distinct vocabularies per genres
# Techno Dubstep House Hiphop
1 set sick nice dope
2 great tune house shit
3 tracks nice super beat
4 loved big production leave
5 fantastic mix support song
Valuing Electronic Music http://valuingelectronicmusic.org
Top words appearing in comments per genre
19. Bringing this back to computational creativity -
how can CC use this work?
As a proxy for value:
– look for [meaningful]
interactions between
people linked together
in subnetworks / ego
networks / cliques
= evidence of
interpersonal
relationships
– On SoundCloud,
interactions tend to be
(or spam)
Valuing Electronic Music http://valuingelectronicmusic.org
For a ‘CC electronic musician’:
– Set up London-based SC
account + upload tracks
– Develop the system to
interact with other music-
makers in similar genres:
• Comment on other tracks and
respond to comments using
that genre’s key vocab
• Follow users in those genres
– Follow users in key cities
(e.g London, NY, Berlin, LA)
20. Remember: comments usually positive
Valuing Electronic Music http://valuingelectronicmusic.org
Comments
highlighted by
interviewees
as an important
valuing activity
21. Hmm.. Can commenting be used as a
simple proxy for value judgments?
• Using commenting as a valuing activity
• # chars track comments = proxy value metric?
EXPERIMENTING: Trying this on Scottish users in our data
1. calvinharris (electro-pop, house)
2. the-nibelheim-incident (Daryl Constance) (dubstep)
3. === middleschoolfrown (John Kevin, electronic pop),
davecruickshank (techno), jasegallacher (techno)
• But differences in commenting behaviour by genre
(not just based on the different vocabulary used)
• dubstep producers most prolific (2569 comments)
• then techno (2254), hiphop (2081) and house (1725)
Valuing Electronic Music http://valuingelectronicmusic.org
Early days …
work in
progress
22. Conclusions
• You can ‘proxy’ cultural value computationally by
studying social network activity
– But – look at smaller subnetworks, not the whole
– In Soundcloud: networks around place and genre
• How do people show they value others’ work?
– Look for relationships/links between people
– Work out what linking activities indicate more value
• In Electronic Music it is commenting and collaborating
• We could take advantage of this to measure value
computationally, as part of evaluating creativity
Valuing Electronic Music http://valuingelectronicmusic.org
Editor's Notes
As another example of using computers to carry out tasks which should require human knowledge, we can use computational analysis to study interactions in social networks and extrapolate information about how people treat each other and show their interest in other people. But what does activity on a social network reveal about what people really think about each other? Considering the recent research project Valuing Electronic Music (http://valuingelectronicmusic.org), I shall discuss how musicians interact on the social network SoundCloud and what this reveals of their opinions of each other’s music.
As another example of using computers to carry out tasks which should require human knowledge, we can use computational analysis to study interactions in social networks and extrapolate information about how people treat each other and show their interest in other people. But what does activity on a social network reveal about what people really think about each other? Considering the recent research project Valuing Electronic Music (http://valuingelectronicmusic.org), I shall discuss how musicians interact on the social network SoundCloud and what this reveals of their opinions of each other’s music.
As another example of using computers to carry out tasks which should require human knowledge, we can use computational analysis to study interactions in social networks and extrapolate information about how people treat each other and show their interest in other people. But what does activity on a social network reveal about what people really think about each other? Considering the recent research project Valuing Electronic Music (http://valuingelectronicmusic.org), I shall discuss how musicians interact on the social network SoundCloud and what this reveals of their opinions of each other’s music.
As another example of using computers to carry out tasks which should require human knowledge, we can use computational analysis to study interactions in social networks and extrapolate information about how people treat each other and show their interest in other people. But what does activity on a social network reveal about what people really think about each other? Considering the recent research project Valuing Electronic Music (http://valuingelectronicmusic.org), I shall discuss how musicians interact on the social network SoundCloud and what this reveals of their opinions of each other’s music.
As another example of using computers to carry out tasks which should require human knowledge, we can use computational analysis to study interactions in social networks and extrapolate information about how people treat each other and show their interest in other people. But what does activity on a social network reveal about what people really think about each other? Considering the recent research project Valuing Electronic Music (http://valuingelectronicmusic.org), I shall discuss how musicians interact on the social network SoundCloud and what this reveals of their opinions of each other’s music.