Music-related collective influences, trends and behaviours
From MIReS
Music is a social phenomenon, thus its understanding and modelling requires the inclusion of this dimension. Social interaction is a driving force of music listening, categorisation, preference, purchasing behaviour, etc. Additionally, teams or crowds are usually able to achieve feats that go beyond what individuals accomplish, and this is especially relevant for annotation and other collaborative scenarios. Finally, scattered in different virtual places, formats and time-scales, there is much data available that contains implicit information about music-related social factors, which could make possible the understanding and prediction of trends and other collective behaviours related to music. To carry out this research, which would complement the other, more traditional, approaches to music description, we need to involve people working in Social Computing, Sociologists and experts in Dynamic Systems and Complex Networks. Social computing will help to gather massive annotations and obtain knowledge on the key actors and factors of collective-mediated processes in musical choice, interaction and conceptualisation. Human dynamics will make possible massive-scale predictions about trends, ways and moments to listen to music, and provide pointers to the best locations and conditions for commercial and marketing activities (e.g., Buzzdeck). The main obstacle to promising advances is the scarcity of open data and the privacy issues associated with access to data. Contrastingly, there are also issues to be solved when managing and analysing extremely large amounts of data of this kind.
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State of the art
Even though most of the XXth Century technologies have made possible different modes of experiencing music individually, if we consider all the cultures in the world, music is still mostly experienced and valued in a social context. Even in the Western culture individual listening becomes a social activity as the experience is frequently, afterwards or simultaneously, interpreted and shared with other people. Hence, the value of music as social mediator and the social dynamics it makes possible have yet to be properly addressed by researchers. In addition to a traditional view corresponding to the social psychology of music/sociology of music (see section Knowledge-driven methodologies) we consider two research perspectives on social aspects of music: human dynamics and social computing.
How has MIR addressed, supported or capitalised on the social aspects of music? What is still to be done? As an orientation, the word "social" can be found in more or less 100 papers presented in the past 12 ISMIR editions but in most of the cases it is just a passing word, or part of a somewhat shallow expression like "social tags" or "social networks". In the bunch of papers that really deal with social aspects, social psychology and social computing are dominant perspectives, whereas human dynamics has been, up to now, absent.
Most basic research on social aspects of music has focused on individuals with relation to significant groups (i.e., peers, family, gang, nation), as we have summarised above. Alternatively, social behaviour can be considered globally, nearly getting rid of the individual (we cannot avoid the link to Asimov’s "psychohistory", like researchers on social animals (especially insects) usually do. A global understanding of the flow patterns of spread, influence and consumption/enjoyment of a specific musical agent or content calls for new techniques such as complex network analysis or human dynamics [Barabási, 2005]. Our knowledge of the interplay between individual activity and social network is limited, partly due to the difficulty in collecting large-scale data that record, simultaneously, dynamical traces of individual behaviours, their contexts and social interactions. This situation is changing rapidly, however, thanks to the pervasive use of mobile phones and portable computing devices. Indeed, the records of mobile communications collected by telecommunication carriers provide extensive proxy of individual symbolic and physical behaviours and social relationships. The high penetration of mobile phones implies that such data captures a large fraction of the population of an entire country. The availability of these massive CDRs (Call Detail Records) has made possible, for instance, the empirical validation in a large-scale setting of traditional social network hypotheses [Wang et al., 2011]. Taking advantage of them for music-related purposes is still pending because massive geo-temporally tagged data is still one of the bottlenecks for MIR researchers. We are still lacking knowledge about listening patterns and how they are modulated by interaction with peers, by sharing of musical information with peers, or by geographical and environmental conditions (e.g., weather, time of the day) [Herrera et al., 2010]. In order to study massive concurrent behaviour patterns we only have available a large dataset of last.fm scrobblings harvested by Òscar Celma. It is interesting to note that the most recent "Million Song Dataset" does not include any geo-temporal information. Telecommunication service companies should then be targeted by researchers and research project managers in order to make some progress along this line.
The social computing view, on the other hand, addresses either the creation of social conventions and context by means of technology (i.e., wikis, bookmarking, networking services, blogs), or the creation of data, information and knowledge in a collective and collaborative way (e.g., by means of collaborative filtering, reputation assignment systems, tagging [Lamere, 2008], game playing [Ahn, 2006], collaborative music creation tools, etc.). It is usually assumed that social computation, sometimes also called social information processing, will be more effective and efficient than individual or disconnected efforts [Surowiecki, 2004]. When information is created socially, it is not independent of people, but rather is significant precisely because it links to people, who are in turn associated with other people [Erickson, 2011]. Games with a purpose (GWAP) are a paradigmatic example of social computation for annotation of different knowledge domains. Major Miner, The Listen Game, TagATune, MagnaTagATune [Law et al., 2009], Moodswings [Kim et al., 2008], Mooso, HerdIt [Barrington et al., 2009], etc., have been successfully used for gathering massive ground-truth "annotations" of music excerpts or for generating data about music preference or relatedness (see above section Collecting music related data). A further step in generating knowledge consists in building ontologies from tagging and writing behaviour inside a delimited social network [Levy and Sandler, 2007]; [Pan et al., 2009]. A unified model of social networks and semantics where social tagging systems can be modelled as a tripartite graph with actors, concepts and instances (e.g., songs or files) makes possible, by analysing the relations between concepts both on the basis of co-occurrence in instances and common usage by actors (users), the emergence of lightweight ontologies from online communities [Mika, 2007]. A completely different approach to community knowledge extraction for the design of ontologies is the implementation of Web portals with collaborative ontology management capabilities [Zhdanova, 2006]. It has been recently reported on these strategies related to the Freesound community [Font et al., 2012]. In addition to games and tag-related activity, collective musical knowledge can be generated by means of musical activity itself (and not just by tags or texts). Collective generation of playlists has been studied under different perspectives [e.g. Sprague et a., 2008; Stumpf and Muscroft, 2011]. Precisely in this category Turntable.fm (unavailable in many European countries) is one of the recent successful musical apps for the iPhone (but see also Patent US7603352, or just the collective playlist creation function as available in Spotify). Mashups [Sinnreich, 2010] are another contemporary type of music content that benefits from music audio and context analysis technologies [Griffin et al., 2010] although it is still pending to study how collective knowledge emerges inside communities that are focused on them. To conclude, a proper multidisciplinary forum to discuss music social computation would be the "International Conference on Social Computing, Behavioral Modeling and Prediction" (held since 2008).
References
- [Ahn, 2006] L. von Ahn. Games with a purpose. IEEE Computer Magazine, 39(6): 92-94, 2006.
- [Barabási, 2005] A.L. Barabási. The origin of bursts and heavy tails in human dynamics. Nature, 435: 207-211, 2005.
- [Barrington et al., 2009] Luke Barrington, Damien O'Malley, Douglas Turnbull, and Gert Lanckriet. User-centered design of a social game to tag music. In Proceedings of the ACM SIGKDD Workshop on Human Computation, pp. 7-10, New York, USA, 2009.
- [Erickson, 2011] Thomas Erickson. Social Computing. In: Soegaard, Mads and Dam, Rikke Friis (eds.) The Encyclopedia of Human-Computer Interaction. The Interaction Design Foundation, Aarhus, Denmark, 2011.
- [Font et al., 2012] F. Font, G. Roma, P. Herrera, and X. Serra. Characterization of the Freesound online community. In Proceedings of the 3rd International Workshop on Cognitive Information Processing, 2012.
- [Griffin et al., 2010] G. Griffin, Y. E. Kim, and D. Turnbull. Beat-syncmash-coder: A web application for real-time creation of beat-synchronous music mashups. In Proceedings of the IEEE Conference on Acoustics, Speech, and Signal Processing, 2010.
- [Herrera et al., 2010] P. Herrera, Z. Resa, and M. Sordo. Rocking around the clock eight days a week: an exploration of temporal patterns of music listening. In Proceedings of 1st Workshop On Music Recommendation And Discovery (WOMRAD), ACM RecSys, Barcelona, Spain, 2010.
- [Kim et al., 2008] Y. E. Kim, E. Schimdt, and L. Emelle. Moodswings: a collaborative game for music mood label collection. In Proceedings of the 9th International Conference on Music Information Retrieval (ISMIR), Philadelphia, USA, 2008.
- [Lamere, 2008] P. Lamere. Social tagging and music information retrieval. Journal of New Music Research, Special Issue: From Genres to Tags: Music Information Retrieval in the Age of Social Tagging, 37(2):101-114, 2008.
- [Law et al., 2009] E. Law, K. West, M. Mandel, M. Bay, and J. S. Downie. Evaluation of algorithms using games: the case of music tagging. In Proceedings of the 10th International Conference on Music Information Retrieval, pp. 387-392, Kobe, Japan, 2009.
- [Levy and Sandler, 2007] M. Levy and M. Sandler. A semantic space for music derived from social tags. In Proceedings of the 8th International Conference on Music Information Retrieval, pp. 411-416, Vienna, Austria, 2007.
- [Mika, 2007] P. Mika. Ontologies are us: A unified model of social networks and semantics. Journal of Web Semantics, 5(1):5-15, 2007.
- [Pan et al., 2009] J. Z. Pan, S. Taylor, and E. Thomas. MusicMash2: Mashing Linked Music Data via An OWL DL Web Ontology. In Proceedings of the WebSci'09: Society On-Line, Athens, Greece, 2009.
- [Sinnreich, 2010] A. Sinnreich. Mashed Up: Music, Technology, and the Rise of Configurable Culture. University of Massachusetts Press, 2010.
- [Sprague et a., 2008] David Sprague, Fuqu Wu, and Melanie Tory. Music selection using the partyvote democratic jukebox. In Proceedings of the Working Conference on Advanced Visual Interfaces, pp. 433-436, New York, USA, 2008.
- [Stumpf and Muscroft, 2011] S. Stumpf and S. Muscroft. When users generate music playlists: When words leave off, music begins? In Proceedings of the IEEE International Conference on Multimedia and Expo (ICME), pp. 1-6, 2011.
- [Surowiecki, 2004] J. Surowiecki. The wisdom of crowds: why the many are smarter than the few and how collective wisdom shapes business economies societies and nations. New York: Doubleday, 2004.
- [Wang et al., 2011] D. Wang, D. Pedreschi, C. Song, F. Giannotti, and A.L. Barabási. Human mobility, social ties, and link prediction. In Proceedings of the 17th International Conference on Knowledge Discovery and Data Mining (ACM SIGKDD), pp. 1100-1108, 2011.
- [Zhdanova, 2006] A. V. Zhdanova. Community-driven ontology construction in social networking portals. Web Intelligence and Agent Systems: An International Journal, 6:93-121, 2006.
Challenges
- Promote formal techniques and methodologies for modelling music-related social and collective behaviour. Conference tutorials, keynotes and promotion of special sessions or workshops should be good vehicles for that.
- Adopt and adapt complex networks and dynamic systems perspectives, techniques and tools. Temporal sequences of descriptors can be considered as spanning a complex network. Semantic descriptors of a given file constitute networks too, so there are some opportunities to reframe existing research with network methodologies (e.g., diffusion models). In addition, decision processes about music items (in playlists or purchases, for example) can be addressed as specific cases of burst models.
- Analyse interaction and activity in social music networks. The roles, functions and activities of peers in digitally-mediated music recommendation and music engagement networks can be formally characterised by using specific analysis techniques. Trends, "infections" and influences in groups can be modelled mathematically and this can provide additional "contextual" information to understand activities related to music information.
- Characterise the interplay between physical space, time, network structures and musical contents and context. This requires a big data perspective where many disparate data sources and huge amounts of data can be integrated and mined (in some cases in real time). As some of these data are only available from business companies providing music, communication or geolocation services, strategic research coalitions with them have to be searched for.
- Develop tools for social gaming and social engagement with music. This will provide a "new" way to experience music and to create new knowledge and awareness about it. Sharing our music learning and experiencing processes may make them more robust and effective. Can we make typical teenage awe for music last until the very end of our lives by taking advantage of engaging activities with family, friends and colleagues? Can we revert the 20th Century trend of making music listening an isolationist activity?
- Develop technologies for collective music-behaviour self-awareness. Collective and simultaneous awareness/sensing is the target here. Personal tools for self-quantification are to be used to track and evidence collective synchronicities (e.g. entrainment, synchronous listening from remote places, sharing mood in a concert). It is easy to see that we, as members of a multitude, are clapping or rocking at the same time, and this has the ability to modify our external and internal states. In order to intensify such modifications we could use other signals than open behaviour, and more contexts than music concerts (e.g., games, tweeting, blogging, listening to music, ...).