
Matthew Yee-King- PhD
- Research Associate at Goldsmiths University of London
Matthew Yee-King
- PhD
- Research Associate at Goldsmiths University of London
About
47
Publications
18,661
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388
Citations
Introduction
Matthew Yee-King currently works at the Department of Computing, Goldsmiths, University of London. Matthew does research in Creative Applications of AI, Educational Technology, and Human-computer Interaction. Their current project is 'Synthbot'.
Current institution
Additional affiliations
September 2006 - present
Publications
Publications (47)
Multiuser museum interactives are computer systems installed in museums or galleries which allow several visitors to interact together with digital representations of artefacts and information from the museum's collection. WeCurate is such a system, providing a multiuser curation workflow where the aim is for the users to synchronously view and dis...
This work presents a software synthesizer programmer, SynthBot, which is able to automatically find the settings necessary to produce a sound similar to a given target. As modern synthesizers become more capable and the un-derlying synthesis architectures more obscure, the task of programming them to produce a desired sound becomes more time consum...
WeCurate is a multiuser museum interactive system that allows users to collaboratively create a virtual exhibition from a cultural image archive. WeCurate provides a synchronised image browser across multiple devices to enable a group of users to work together to curate a collection of images, through negotiation and collective decision making. Thi...
Human collaboration with systems within the Computational Creativity (CC) field is often restricted to shallow interactions, where the creative processes, of systems and humans alike, are carried out in isolation, without any (or little) intervention from the user, and without any discussion about how the unfolding decisions are taking place. Fruit...
Machines incorporating techniques from artificial intelligence and machine learning can work with human users on a moment-to-moment, real-time basis to generate creative outcomes, performances and artefacts. We define such systems collaborative, creative AI systems, and in this article, consider the theoretical and practical considerations needed f...
Experts from a range of disciplines explore how humans and artificial agents can quickly learn completely new tasks through natural interactions with each other.
Humans are not limited to a fixed set of innate or preprogrammed tasks. We learn quickly through language and other forms of natural interaction, and we improve our performance and teach o...
Collaboration is built on trust, and establishing trust with a creative Artificial Intelligence is difficult when the decision process or internal state driving its behaviour isn't exposed. When human musicians improvise together, a number of extra-musical cues are used to augment musical communication and expose mental or emotional states which af...
Collaboration is built on trust, and establishing trust with a creative Artificial Intelligence is difficult when the decision process or internal state driving its behaviour isn't exposed. When human musicians improvise together, a number of extra-musical cues are used to augment musical communication and expose mental or emotional states which af...
In this paper, we present an analysis of feedback as it occurs in classroom-based and technology supported music instrument learning. Feedback is key to learning in music education and we have developed technology based on ideas from social media and audio annotation which aims to make feedback more effective. The analysis here aims to enhance our...
Programming sound synthesizers is a complex and time-consuming task. Automatic synthesizer programming involves finding parameters for sound synthesizers using algorithmic methods. Sound matching is one application of automatic programming, where the aim is to find the parameters for a synthesizer that cause it to emit as close a sound as possible...
Computational music systems that afford improvised creative interaction in real time are often designed for a specific improviser and performance style. As such the field is diverse, fragmented and lacks a coherent framework. Through analysis of examples in the field, we identify key areas of concern in the design of new systems, which we use as ca...
For the last decade, there has been growing interest in the STEAM approach (essentially combining methods and practices in arts, humanities and social sciences into STEM teaching and research) to develop better research and education, and enable us to produce students who can work most effectively in the current and developing market-place. However...
For the last decade, there has been growing interest in the STEAM approach (essentially combining methods and practices in arts, humanities and social sciences into STEM teaching and research) to develop better research and education, and enable us to produce students who can work most effectively in the current and developing marketplace. However,...
A repository of xAPI recipes to describe actions taken by people writing computer programs. Edit
Two sound design methods were compared: modular synthesis and Evosynth, a novel variable architecture synthesizer programming system using an interactive genetic algorithm. They were compared using surveys , classification into established ontologies of creative systems and output analysis. Two surveys examined users' opinions about the two synthes...
This paper proposes a new technique for analysing the behaviour of students on an online course. This work considers a range of social learning behaviours supported in our recently designed and implemented collaborative learning system which supports students giving and receiving feedback on each other's developing work and practice. The course was...
The key contribution of this paper is to describe and demonstrate a novel application of grounded theory to the analysis of a human/machine music performance. Rather than attempting to measure the 'creativity' of our machine improviser, we instead proposed an investigation of the experiences of humans in this case the designer, the performer and th...
Good posture is vital to successful musical performance and music teachers spend a considerable amount of effort on improving their students' posture. This paper presents a user study to evaluate a skeletal motion capture system (based on the Microsoft Kinect™) for supporting teachers as they give feedback to learners about their posture and moveme...
The underlying patterns in large scale social media datasets can reveal valuable information for interaction designers and researchers, both as part of realtime interactive systems and for post-hoc analysis. Music Circle is a social media platform aimed at researching the role of community feedback in online learning environments. A large dataset w...
8. Finn Peters/Paul Hession/the Matt Yee-King simulator
The Matthew Yee-King simulator attempts to model and reproduce the improvisational behavior of Matthew Yee-King. The performance begins with the real Matthew manipulating two sampling machines and a set of effects implemented in the Super- Collider environment, controlled via an Akai MPD24 MID...
This paper describes work in progress on the development of a social timeline that aims to enrich feedback for people learning music within an online community. This interface is novel because it uses multiple layers for group discussions rather than the single layer found in websites such as SoundCloud. Multi-layered timelines are commonly used fo...
This paper considers some of the issues involved in building a crowdbased system for learning music socially in communities. The effective implementation of building such systems provides several fascinating challenges if they are to be sufficiently flexible and personal for effective social learning to take place when they are large number of user...
We report on our development of an educational social machine based on the concept that feedback in communities is an effective means to support the development of communities of learning and practice. Key challenges faced by this work are how best to support educational and social interactions, how to deliver personalised tuition, and how to enabl...
This paper proposes the notion of experience to help situate agents in their environment, providing a link on how the continually evolving environment impacts the evolution of an agent's BDI model and vice versa. Then, using the notion of shared experience as a primitive construct, we develop a novel formal model of shared intention which we believ...
This paper proposes a system that allows a group of human users to share their cultural experiences online, like buying together a gift from a museum or browsing simultaneously the collection of this museum. We show that such application involves two multiple criteria decision problems for choosing between different alternatives (e.g. possible gift...
We introduce the new concept of community browsing: A group of people browsing the web together and simultaneously. Community browsing is part of the broader notion of shared experience, where individuals share the experience of an event. We have developed a prototype of a mobile application that enables community browsing, and involves new technol...
WeCurate is a shared image browser for collaboratively curating a virtual exhibition from a cultural image archive. This paper is concerned with the evaluation and iteration of a prototype UI (User In- Terface) design to enable this community image browsing. In WeCurate, several remote users work together with autonomic agents to browse the archive...
A new autonomous musical agent is described which is intended to improvise alongside a human instrumentalist. The system collects high level, symbolic information about the musical behaviour of the human player such as note sequences and rhythmic patters. It also extracts tim-bral trajectories in MFCC space. It produces permutations of this informa...
Parametric optimisation techniques are compared in their abilities to elicit parameter settings for sound synthesis algorithms which cause them to emit sounds as similar as possible to target sounds. A hill climber, a genetic algorithm, a neural net and a data driven approach are compared. The error metric used is the Euclidean distance in MFCC fea...
The aim of this thesis is to investigate techniques for, and applications of automatic sound synthesizer programming. An automatic sound synthesizer programmer is a system which removes the requirement to explicitly specify parameter settings for a sound syn- thesis algorithm from the user. Two forms of these systems are discussed in this thesis: t...
JVstHost is an open-source Java-based VST host for Linux, OS X, and Windows written by Martin Roth and Matthew Yee-King. It aims to load and manipulate all audio plugins conforming to the Steinberg VST standard, including those generated with jVSTwRapper.
Note that the (only) constructor of JVstHost throws an exception of type com.synthbot.audiopl...
This paper describes an automated computer improviser which attempts to follow and improvise against the frequencies and timbres
found in an incoming audio stream. The improviser is controlled by an ever changing set of sequences which are generated by
analysing the incoming audio stream (which may be a feed from a live musician) for its physical a...
The expectation of the listener from house and techno music seems to be that percussion sounds will maintain the same timbre for the duration of a piece of music. For the composers of such musics the synthesizing of drum sounds of a quality equal to those available from commercial drum machines or samples is difficult and seems unneces- sary. A sys...
Interactive evolution with genetic algorithms can be used to facilitate the rapid development of interesting sonic forms. This paper describes two rather different and innovative systems that allow multiple users to evolve sound collaboratively. The Sound Gallery was conceived as an interactive installation artwork where the movements of a group of...
In this paper, we describe the Sound Gallery, an ongoing experiment in art and science, in which ideas and techniques from the field of Artificial Life have been used to create an interactive and adaptive sound environment. The sounds are generated by evolving virtual frequency and amplitude (FM/AM) modulation circuits that gradually mutate in resp...