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HOOKED A GAME FOR DISCOVERING WHAT MAKES MUSIC CATCHY John Ashley Burgoyne Dimitrios Bountouridis HOOKED A GAME FOR DISCOVERING WHAT MAKES MUSIC CATCHY John Ashley Burgoyne Dimitrios Bountouridis

HOOKED A GAME FOR DISCOVERING WHAT MAKES MUSIC CATCHY John Ashley Burgoyne Dimitrios Bountouridis - PDF document

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HOOKED A GAME FOR DISCOVERING WHAT MAKES MUSIC CATCHY John Ashley Burgoyne Dimitrios Bountouridis - PPT Presentation

aburgoynehoninguvanl dbountouridisjmhvanbalenuunl ABSTRACT Although there has been some empirical research on ear worms songs that become caught and replayed in ones memory over and over again there has been surprisingly little empirical research on ID: 40649

aburgoynehoninguvanl dbountouridisjmhvanbalenuunl ABSTRACT Although there

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aswellasthetheoriesunderlyingitsdesignandtheresultsofapilotstudyweundertooktocheckitsscientiÞcvalidity.WefoundsigniÞcantdi!erencesintimetorecallpiecesofmusicacrossdi!erentsegments,identiÞedparametersfor content[].Thisareaofstudy,incontrast,isbroaderthanourareaofinquiry.Althoughcatchinessiscertainlycorrelatedwithpopularity,manypopularsongsarequiteforgettable,andwearemostinterestedinmusicthatre- blurryÕ[ memory;onestudyhasshownthatafteronly400ms,listen-erscanidentifyfamiliarmusicwithasigniÞcantlygreaterfrequencythanonewouldexpectfromchance[12].Wehavedesignedanexperimentthatwebelievewillhelptoquantifythee inwhatwefeltwasthemostentertainingfashionpossible.Inthisway,wehopetobeablerecruitthelargestnumberofsubjectspossiblewithoutsacriÞcingscientiÞcquality.2.1RecognitionTaskTherecognitiontaskistheheartofthegame.ItstemsfromtheideathatthedeÞningaspectofcatchinessitse!ectonlong-termmemory.Inparticular,theeasierafragmentofmusicistorecallafteralongperiodoftime,thecatchieritshouldbe.Thus,aÔdrop-the-needleÕstylequiz,wherebyapieceofmusicstartsplayingfromapointinthemiddleandplayersareaskedtorecogniseit,seemedtobeappropri-ate.Asnotedabove,thereisaconsensusinthetheoreticalliteraturethatthehookshouldstartatthebeginningofanewstructuralsection(possiblyincludingthebeginningofthepieceitself),andweextendedthisideatolimitthenumberofstartingpointstoastatisticallytractablesubset:Musicwillalwaysstartplayingfromthebeginningofastructuralsection.Thentheamountoftimeittakesaplayertorecognisethepieceisaproxyforhoweasythatsectionistorecall,orinshort,howcatchyitis.Figure1aillustratestherecognitiongameasimplemen-tedinourcurrentiOSprototype.Apieceofmusicstartsplayingfromthestartofastructuralsection,andplayershaveseveralsecondstodecidewhethertheyknowit.Whileplayersarelistening,pointsarecountingdown;thefasterplayersrecognisesthepiece,themorepointstheycanwin.2.2VeriÞcationTaskInacontrolledlaboratoryenvironment,itmightbejusti-Þabletotrustsubjectstobehonestinclaimingtohave thenameoftheperformingartist;moreover,evenforthoseuserswhodoknowsuchtrivia,theextracognitiveloadinrecallingitinadditiontorecognisingthemusicitselfwould beabletofollowalongwiththesongintheirheadsforsometimeevenafterthemusicstopsplaying.Moreover,thereisevidencethatabsolutetempoispartofmusicalmemory,al-thoughtheerrordistributionissomewhatskewedinfavourofoverlyfasttempi[14].InHooked,assoonasplayersclaimtoknowasong,playbackmutesforafewseconds.Duringthemute,playersareaskedtoimaginementallyorsingalongactivelyforafewseconds(Figure1b).Whenthesoundreturns,halfthetimethemusicreturnsthecorrectplace(i.e.,themutewasgenuinelyonlyamute)andhalfthetimetheplaybackiso catchymembersofeachpairandsendingthosepredic-tionstothoseopponentsforarecognitiontask;wewould Section Start Time (s)Mean Response Time (s)0246810Figure2:Meanresponsetimesfromtherecognitiontaskondi!erentsectionsofAdeleÕsÔRumourHasItÕ.Errorbarsreßectstandarderror.Controllingformultiplecomparisons,therearesigniÞcantdi!erences(p05)inresponsetimesbetweenthebridge(133.9s)ortheverseat91.3s,andtheinitialentryofthevocals(12.6s)orthepre-chorusat38.9s.percentthrough.Nonetheless,becausewerandomisedthepresentationofsectionsandparametersettingsforeachsubject,wehavenoreasontobelievethatthemissingdatashouldexhibitanysystematicbias.Fortherecognitiontask,theBox-Coxproceduresug-gestsalogtransformonresponsetime,andweassumethatresponsetimesarelog-normallydistributed.Regressingthusacrossallsongsections,theaverageresponsetimeforsuccessfullyveriÞedclaimstoknowasongis5.2s. areashighas4s.InordertotunetheveriÞcationtask,weneededtode-terminethebestvaluestousefor tioncorrectly.AkaikeÕsInformationCriterion toplayinghonestlyÐagain,a64percentimprovementintheoddsofansweringtheveriÞcationcorrectlyÐsuggestthatwemayfeelcomfortablethatplayershaveanincentivetoplayhonestlyregardlessoftheparametersettingsandthuscanfocusonmakingthegameaspleasantforhonestplayersaspossible.Assuch,weintendtoallow15sforrecognitionandusethe"15-sdistractoro!set.Weweresurprisedthatthedistractoro!sethadsuchastronge!ectontheplayersÕaccuracy,andtheideathatdis-tractorsfromthepastareeasiertoidentifyasincorrectthandistractorsfromthefutureisespeciallyintriguingfromacognitiveperspective:Isiteasiertorewindmusicalmemorythanitistofast-forward?Anotherpossibility,perhapssim-pler,isthattheforwarddistractorismorelikelytobeinthesamestructuralsectionastheoriginalfragment,whereasbecausewehavechosenourfragmentsalwaystostartatthebeginningsofnewsections,thebackwarddistractorwillal-waysbeinadi!erentone.Assumingthatstructuralsectionsmaintainsomedegreeoftimbralconsistency,thebackwarddistractormaymoreofteno!ertimbralcluestotheplayerthatsomethingisnotrightwhenthesoundreturns.Thedataforthepredictiontaskdonotlendstrongsup- second,butoverall,playersdonotappeartobeconsistentwiththeirrecognitionbehaviourwhenmakingpredictions.theirpersonalfeelingsaboutcatchiness;infact,justthereverseseemstobetrue.AkintoWilliamsonandMŸllen-siefenÕsworkonearwormsandBurnsÕsmorespeculativework,[4,19],aswerollHookedouttolargeraudienceandtherebygeneratealargerdatabase,weplantoÞndsetsaudiofeaturesthatcorrelatewithrecognitionandpredic-tionperformance.Thedi!erencebetweenthesetwosetswillhelpclarifythisdivergencebetweenlistenersÕactuallong-termmusicalmemoriesandtheirexpectationsofthem.6.REFERENCES[1]L.vanAhnandL.Dabbish:ÔDesigningGameswithaPurposeÕ,Communicationsofthe!"#,Vol.51,No.8,