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IEEE TRANSACTIONS ON HUMAN - MACHINE SYSTEMS 1

Human Computer Musical Interfaces: A survey


Roberto Avila - Va´zquez1, Rogelio Bustamante - Bello 1, Arturo Molina 1, Sergio Navarro - Tuch 1,
Javier Izquierdo Reyes 1 and Rafael Ferrer 2
1Tecnolo´gico de Monterrey, School of Science and Engineering, Ciudad de Me´xico, Me´xico
2 Tecnolo´gico de Monterrey, School of Education and Humanities, Ciudad de Me´xico , Me´xico

Human Computer Musical Interfaces (HCMI) is a growing research area closely related to Human and Brain Computer
Interaction (HCI / BCI). These systems have many potential applications, such as, music composition, interactive sonification,
recommendation systems and music therapy. HCMI emerged with a strong epistemic justification but perhaps because of the
assimilation of new technologies borrowed from the most diverse fields, it has become disperse and fragmented. This paper presents a
theoretical framework that combines an analysis of the state of the art with a review about the technological tools used for interface
development during the last fifteen years. In addition, this work includes a discussion about the future development of the discipline
in terms of methodological standardization of devices and experiences, the use of machine learning techniques, and a renewal of the
musical experience for education and entertainment.

Index Terms—Human Computer Musical Interface, music, Human - Computer Interface, sonification, music composition, music
therapy, recommendation systems

I. I NTRODUCTION input, implies particular changes of data processing,

H UMAN - Computer Music Interfaces (HCMI) is a


research field focused in the interaction between computer
machines and humans. It typically includes a device, a
understanding of the relationship between input and
output, and an adequate organization of space and tasks
for an effective audio perception or production. Another
procedure or a way of interaction, related with music hearing fundamental characteristic is the speed of the system,
and performance. HCMI core is comprised by a wide range which must respond in at least 10 milliseconds to
of multidisciplinary studies that entail music as an input produce an effective impact of stimuli given to the
for modeled systems, being that of cybernetic (i.e., person that interacts with the device.
computers) and organic (e.g., human beings) nature the • HCMI also focus on very different forms of physical
most frequently investigated. A central paradigm consists of interactions between devices and subjects. Even subtle
knowing the forms of interaction between machines and mechanics applied to musical instruments in
humans, more specifically, understanding the information performance, can be captured and transported into further
exchange. At an international level professionals from interfaces. Moreover, the special possibilities of this kind
different disciplines produce musical interfaces. Hence, the of interfaces allows for experimentation of new kinds of
fundamental background and evidence of important interaction, such as, unconventional movements, spatial
developments in the area are distributed along several intervention, and communication with robots by sound.
sources sustained by diverse disciplines, such as specialized • HCMI has special ways of storage (e.g., sheet
journals (e.g., computer science, machine learning, acoustics, music, MIDI –Musical Instrument Digital Interface–
medicine and virtual reality). This work represents an effort format), which implies additional processing for
to bring together the adequate recording of the results and modifications
most relevant advances and research topics within the area. performed over the sound material.

II. T HEORETICAL A PPROACHES Laske [3] presented an early proposal about the interfaces that
incorporate music as stimuli or final product. He recognized
A multidisciplinary research area also requires a wide
two central ideas: the musical task –used in interventions
range of definitions borrowed from diverse areas. Some
that involve the creation of a musical play– and the musical
authors have tried to organize a theoretical corpus for
ambient (i.e., the use of music as an element of the
HCMI, centered on different conceptualization of this kind
soundscape [4]) inside the interface. He also identified two
of platforms. For instance, Holland [1] argues that the
types of feedback: stimulus generation and proof, and
techniques, common practices, and languages derived from
heuristic research (i.e., feedback with a test applied to the
the long musical tradition, make HCMI a branch of
subject or the scenario). Finally, the paper mentions another
knowledge different from HCI. Another example, from
basic components of this kind of interfaces: task analysis,
Wessel [2] , outlines the main differences between HCI and
analysis of the basal state (i.e., initial state) of the subject,
HCMI. These are listed next:
recognition and assessment of discrepancies between basal
• HCMI has a different set of peripheral devices in state and competence state of users, and improvement of
comparison to another kind of interfaces. Joining interface design. Keller [5] classified the interactions between
musical instruments, loudspeakers, visualization devices humans and computers with musical interface in four major
for sheet music management, design of haptic devices, types [6]:
and development of multimedia platforms, with audio
• Natural interaction: It corresponds to usual ways of research objectives or forms of interaction. These major areas
interaction between computers (e.g., pressing keys, are: music composition interfaces, interactive sonification,
giving voice commands, and using a touch screen) and music recommendation systems, music therapy, and emergent
musical instruments (e.g., blowing, rubbing or hitting). approaches.
• Event sequence: It corresponds to sequences of sonic
phenomena related to a particular task or steps in a
complex process. This type of interaction includes alarms A. Music Composition Interfaces
and sonified space. Alternatives of music composition by HCMI platforms
• Process control: It corresponds to the monitoring comprise the major group of proposals in the area. This
and automatic change of sound, caused by a branch of research includes simple devices like modular
specific variable from the scenario (e.g., temperature, sound generators by analogue electronics [13], and platforms
humidity, illumination) or the subject (e.g., position, that include electroencephalographic measures classified by
gesture, facial expression, electrocardiographic, and artificial intelligence that controls musical instruments [14].
electroencephalographic signal). This kind of interfaces can be divided in two major
• A mixture of two or more of the outlined types of areas: interfaces that incorporate HCI strategies and tools
interaction. and interfaces that include BCI strategies. The interfaces
Sodnik [7] distinguishes three main design strategies for this that manage HCI strategies can be further divided in four
kind of interfaces: main areas: audio synthesis and hyper instruments, musical
• Sonification, which is a method for shifting any source composition based in human gestures, affectively - driven
of information into the auditory domain [8]. For instance, algorithmic music generation, and platforms for collective
an n-dimensional signal that is parametrized to produce musical composition.
a specific sound or acoustic feature, hence mapping Various strategies have been applied for sound synthesis,
every salient pattern identified in the original signal. The from hardware modification to software programming. Some
sonified signal may have any source, for example, a authors proposed the use of modular units of synthesis that
physiological or ambient variable, a spatial coordinate or can be assembled and modified to produce more complex
trajectory, and a set of parametrized gestures. For Kramer sounds [13], or the use of microphones in different granular
[9], sonification is the transformation of data relations materials for recording sound with unusual patterns [15].
into perceived relations in an acoustic signal, for the Software proposals are centered in interactive genetic
purposes of facilitating communication or interpretation. algorithms, that can substitute the goal function by user’s
• Sound clues: Sound clues, points to virtual objects evaluation of the produced musical piece [16], or evaluation
representing acoustic phenomena, this is, a set of sounds of the mood evoked by the synthesized sound [17]. Another
or acoustic features of a sound that allows for the strategies that does not make use of direct synthesis is the
reproduction of data associated with the sound clue by sound production for musical accompaniment of a human
following a specific set of rules. This is also known as performer, based on fixed rules and recorded audio [18]. The
sound icon [10]. emotional state as an interpretation of electro-dermal
• Interface metaphors, are physical objects that interact activity acquisition [19], or the use of a genetic algorithm for
with a given platform (i.e., sets of algorithms comprising selecting recorded chords based on the live play of a musical
a software) in a typical way, such as that of a common instrument by the user [20].
object or musical instrument. This strategy not Hyper instruments are electroacoustic devices that combine
necessarily imply that the physical morphology of the acoustic and electronic instrument features for enhancing the
metaphor must coincide with the object that inspired its sound production [21]. Music composition interfaces is an
function [11]. active research area since the beginning of the 1980s [22],
as it is centered in the distributed and simultaneous control
HCMI had then, special challenges to face in the following
of multiple instruments, computer-based sound synthesis, and
years. For instance, the high diversity of projects in the area
keyboard interfaces; this made possible by the advent of MIDI
produce incompatibility, which in turn resulted in a need
protocol. At the present time different interface metaphors
for standards. This represents a critical trouble that must be
are implemented, like violins [23] and sitars [24]. Also,
tackled to reach major advances within the area of research.
there are different strategies for music instrument intervention,
Furthermore, subjects typically use bad quality headphones
like full modification of the instrument in the first case,
and loudspeakers, thus the adoption of high quality audio
or pattern identification of a fully modified instrument –for
experiences may not always be well accepted by the market
minimum intervention of similar instruments– in the second
[12].
case. Hyper instruments research is suffering a serious change
that combines other types of sound modification, such as
interactive sonification or haptic device development, which
III. M AIN R ESEARCH A REAS IN THE D ISCIPLINE seriously modify the traditional concepts in the area of
HCMI seems to be a wide research area with multiple research.
research objectives, motivations, tools and results. The subject Using human gestures for controlling audio data has its own
can be grouped in five major areas of research (combining tradition and practices. Since the modification of conducting
HCI and BCI methodologies), centering the classification on
practice on the Nineteenth century, the use of hand gestures [48] and music score transcription [49]. The second approach
from the conductor for orchestra performance has developed has opened more possibilities of development, for example,
its own codification and variations [25]. The identification of management of a musical instrument by disabled population
these gestures oriented to manage audio information is an [50], [51], use of AAC with electroencephalographic signals
important research topic in HCMI, which includes proposals [52], and hybrid approaches between sonification and
ranging from traditional gestures on orchestra performances voluntary modification of audio [53]. These systems have
[26], [27] , to motion capture of the whole body while dancing also relied on diverse forms of data processing, such as
[28], [29]. These proposals evolved to platforms that amplify Hjorth analysis [50], bump modeling [49], linear discriminant
the traditional ways to understand music conduction, like analysis (LDA) [52], P300 [54], steady state visually evoked
motion capture of hand gestures on Theremin playing [30], potentials (SSVEP) identification [42], [51], Laplace filtering,
sound control by feet movement [31], or eye tracking [32]. A and artificial neural networks [50]. Noticeable, this corpus
wide range of sensors have been used in this kind of of research is the fundamental base for applications like
interfaces, like motion capture by low cost infrared sensor, composition for quadriplegic population, or research of new
accelerometers and eye trackers. Also an increasing number of audio material based on electroencephalographic information.
strategies have been used to manage the relationship between Moreover, this line of research does not only pursue the
the gesture and the sound material. For instance, artificial enhancement of the natural capabilities of musical expression,
neuro-fuzzy networks [33], databases of recorded sounds [32], but represents an opportunity for vulnerable population to
and rules for conversion to MIDI format [31]. improve the quality of their lives through artistic expression.
A special paradigm of music composition by human Two major research lines are focused on this approach:
computer interaction is the affectively-driven algorithmic interfaces for music creation directed to persons with
music composition (AAC). The term was developed mainly disabilities, and interfaces for music education. These sort
by Miranda and colleagues [34], [35], [36], [37], but include of applications face complicated design challenges because
proposals of feeling-based interactive genetic algorithms [18], of the special needs of children and the wide range of
[20], and proposals for electroencephalographic modification disabilities requiring optimal design processes. Furthermore,
of emotion [38], [37]. This kind of interfaces had a relevant the techniques used in this kind of populations, comprising the
problem: the definition of emotion production, expression use of special interface metaphors and methods for retrieval
and significance. Eerola and Vuoskoski [39] contrasted two of physiological variables, could not be applied uniformly to
main models of emotion classified by the type of variable the whole population.
for emotion characterization: discrete models (i.e., discrete Most recent efforts are focused on three types of disabilities:
variables evaluated by Likert scale [40]) and dimensional blind people, hemiplegic, and quadriplegics. According to
models (i.e., Russell’s Circumplex Model [41] with Haenselmann [55], musical expressivity on blind population
continuous variables). Both models have been used on HCMI, can be reached by three different strategies: by using
meaning that this novel approach combines knowledge of devices with braille interfaces, musical sheet conversion
different physiological and psychological paradigms that tend to braille format, and the use of musical keyboards with
to be measured in real time. Possibly, AAC platforms will braille messages for note identification. Anderson’s proposal
have a wide range of applications in music therapy [38] and [56] for hemiplegic population uses limited mobility as
automatic musical accompaniment [42]. a way of interaction for music production; the system
Musical composition has been understood as an individual identifies with infrared sensors the position of the subject on
activity, but HCMI aids in obtaining better collective wheelchair and maps the coordinates in terms of pitch and
experiences while elaborating music. These type of platforms amplitude of the sound being reproduced by loudspeakers.
could be used as a way for investigating human interactions Working with quadriplegic population requires a sophisticated
in music production on real stages [43], [44] and also development, such as Miranda’s solution [57]. There, the
in virtual environments [45], [46]. This kind of interfaces electroencephalographic signal is processed by a set of rules
combine metaphors and sound clues, mainly in virtual that determinate the sound, played by a piano using MIDI
reality proposals, to foster the interaction between two protocol, and reproduced by a loudspeaker. Naturally, this
or more people in an active process of sound selection proposal was capable of providing a experience of flexible
and mixing. A collaborative experience means producing musical composition without the need, for the user, to produce
sonification of collaborative activities of daily life [43], as a single movement.
well as interaction with uncommon interfaces like a tactile
surface [45] or a circular electro-mechanic music box [44].
Collaborative musical composition is an emergent approach B. Interactive sonification
exploring the process of human interaction and emotions Interactive sonification is the second major area of research
evoked by creative activities [47]. HCMI that link BCI of HCMI. Diniz [58] defines this kind of platforms as
strategies can be grouped in two classes: platforms that the presentation of multiple non-linguistic sound variables,
sonify the electroencephalographic signal and platforms with for communication with a human being, especially in the
electroencephalographic management of the sound material. interaction with a space. He proposed two models of
The first type of platform was originally developed by Lucier sonification: one way sonification –with a fixed strategy of
and has many purposes along time like artistic expression sound production, and two way sonification –with a variable
strategy of sound production. Leider [12] discusses some diverse purposes, for instance, better sleep quality [70],
basic principles for the design of spaces for this kind of discovery of new music based on user preferences [71], [72],
purposes: singer identification [73], mood recognition [74], indexing
• Independence of the space instrumented from the original of huge audio databases [75], and automatic visualization
recorded space of the sound used for the interface. of music preferences [76]. Audio recommendation systems
• Consistency and repeatability of the sound reproduced can be grouped in two major areas according to the nature
must be assured with special care to the equalization of of the content analyzed by the system: linguistic and
sound. musical. Linguistic analysis systems incorporate the research
• Feedback strategy not only considers functional in metadata (e.g.,lyrics, tags) linked to the sound object [77],
characteristics, but includes also aesthetic considerations [78]. Metadata is a rich source of information that can be
about the sound creation. used for genre [79] or mood classification. Conversely, music
Another proposal, by Diniz [58], uses a camera with infrared content analysis can be based on time [80], frequency [81],
movement sensors, image projectors, loudspeakers and a and spectral features, graph analysis [82], and features in the
computer to link the variables. The interface detects the time-frequency domain, such as wavelets, and Mel Frequency
posture and position of the subject, then reproduces a sound Cepstral Coefficients (MFCC) [83], [84].
varying its main features (e.g., timbre, pitch) as a function of Moreover, physiological data is used in the recommendation
these two variables. Camurri [59] presented a prototype based to generate an accurate modification of the sonic environment,
on the record of a musical piece for orchestra. In his setting, in real time, for specific purposes, like relaxation [85];
every spatial section is related to a specific set of instruments incorporation of physiological data in recommendation will
of the original musical piece. It can be argued that such an become critical to improve the accuracy of recommendation
strategy is directed to explore the timbre, given that different systems. This procedure could be applied for different
sections of the orchestra are explored using the movement purposes, such as employing electroencephalographic signals
of the subject. This system also makes use of an infrared to elucidate musical preferences [86], sonification of
sensor for the movement, and loudspeakers connected with a physiological variables [87], and subject mood modification
computer that map the spatial position and relates it to the [37]. Furthermore, Liu [88] has determined subject’s mood
sound that will be reproduced. Furthermore, the space is not through their electrocardiographic signal, having the
necessarily explored with a direct physical interaction with advantage of synchronizing the tempo in recommended music
the subject, but also an auxiliary device can be used for this with users’ heartbeats.
purpose. Livingstone [60] developed a system named Orb3, A special mention is worth for audio recommendation systems
which has a plastic sphere with accelerometers, microphones, used for driver’s assistance. The specific requirements on
and sensors. These are capable of producing sounds to reflect attention and commodity need a system with optimal driver
the position, environmental conditions, and proximity with behavior and comfort. Most diverse approaches could be
another Orb3 devices. assessed to accomplish this objective, for instance, automatic
Nevertheless, interactive sonification also refers to proposals music selection by scenario recognition [89], voice analysis
beyond space sonification. Human movement sonification for mood recognition [90], electroencephalographic
has been used in multiple applications, for instance, artistic recognition of drowsiness [91], or automatic music
expression [28], [61], help on arm rehabilitation after stroke equalization [92]. These systems might result in better driver
[62], live automatic harmonization of melodies [63], music performance, but it must be acknowledged that they must pass
conduction training aid [64], sonification of movement for a full range of proofs on real performance to validate the
chronic pain rehabilitation [65] and management of sound improvement in the subject behavior.
material –as preprocessing– for musical composition [26],
[31], [32], [30], [66]. This kind of sonification means an D. Therapeutic Applications
interaction with the sound material in uncommon ways, thus
resulting in a new comprehension in contrast with traditional HCMI in therapy has become a central topic of research
techniques of musical composition. Also these proposals during the last decade. Music therapy has increasingly been
introduce music techniques and material on new applications, accepted as a serious empirical field during the last 30 years,
like rehabilitation programs or interactive expositions on but a standardized methodology is still far from reaching
museums. a stability point in development. Nevertheless, there are
studies directed at identifying pathologies (i.e., unhealthy
behaviors) that could be palliated by the interaction with
the interface: hypertension and cardiovascular diseases [93],
C. Music Recommendation Systems [94], stress [95], [85], stroke rehabilitation [62], [96] and
Recommendation systems are software tools and techniques depression [38]. The characteristics of the disease selected to
providing suggestions for items to be of use to a user be evaluated, strongly influence the type of instrumentation
[67]. Recommendation of audio content is a wide area of required to assure the security and efficiency of the
research with multiple applications on entertainment industry. therapeutic intervention through HCMI.
Moreover, it is a topic that uses multiple novel techniques Cardiovascular diseases (e.g., hypertension and tachycardia)
(e.g., machine learning, artificial intelligence) [68], [69] for had demonstrated a positive response to music therapy.
giving better recommendations. Preliminary attempts had
Unfortunately, research about musical genres and audio devices. Noticeably, these topics will seemingly represent the
features has not reached yet a unified approach for music future of the discipline, by increasing the management of
therapy. This knowledge is critical for a personalized music audio information in daily situations through new ways of
recommendation because it can optimize heartbeat frequency interaction.
and blood pressure. The origins of the relationship between For example, interaction between robot systems and human
music hearing and cardiovascular behavior is still unclear: beings should have its own classification, because the
Ho and Chen [93] propose tempo as the central feature applications tend to emulate social interaction with other
determining pulse, and Kim [97] is focused in the mood human being. This kind of interfaces were defined by
communicated by the musical piece. Both cases regard Hoffman [98] as robot musicianship, systems that could
biofeedback as the fundamental design approach, but models measure environmental factors, psychological (e.g., emotion,
does not include yet the personal musical preference –or attention, drowsiness), and physiological variables (e.g., heart
personality– as an input for selecting the stimulus given to and respiratory rate, galvanic skin response) for planning a
the patient. response adapted to individual needs. These responses could
People use stress management by music in an instinctive be stored on a database or modified by artificial intelligence
fashion, however, this state has not been defined as an (i.e., genetic algorithms or neural networks). In addition, this
operative concept capable of being measured easily. Thus, kind of systems use facial recognition [99] and identification
bioinstrumentation for measuring stress is a fuzzy topic in of gestures linked to music performance [98]. Recently, there
the need of further research. Shin [95] proposes measuring are systems with automatic accompaniment based on real
respiratory rate, electrocardiogram, and concentration of time performance [100] and capable to interact with a human
carbon dioxide. And the stress is measured as an index of the performer.
frequency spectrum of the electrocardiographic signal. Chang Interestingly, it can be argued that the major part of the
[85] uses for this purpose the electroencephalographic signal, interfaces developed in HCMI are oriented to individual
but advances in this direction are still in initial stages. usage. Therefore, collective musical experiences are a novelty
An important advance is mood modification by musical area of development that entail a novel comprehension of the
stimulus; two main related works have demonstrated, through musical experience, emerging from an introspective to social
careful methodology and solid results, the efficacy of the sharing activities. This kind of interfaces combine different
procedure. These are, Ram´ırez [38] work against depression, variables from the social group: gesture recognition [101],
and Daly’s [37] proposal on mood modification. Ram´ırez motion analysis [102], physical variables [103], and video
found a relationship between Rusell’s Circumplex Model and transmitted on real time [104]. The diversity and novelty of
the electroencephalographic waves from specific electrodes. the experience also brought a new kind of challenges that
The approach is an emergent alternative to measure emotions must be solved. For example, evaluating the interface as a real
by using objective and contrasting data. Daly [37] also collective experience, assuring a real communication between
includes galvanic skin response and respiration rate, related the participants and the interface, and management of multiple
with subject’s emotion, estimating a personal rating through a input and output devices. These novel approaches on audio
Support Vector Machine (SVM). After a classification experience have not become widely used devices, but will
process, the system composes a melody based on a database increasingly change the understanding and practice of music
of piano sounds and a genetic algorithm. The system performs performance in different contexts.
basic accuracy on emotion classification, but it is now the This change in the traditional understanding of music hearing
most relevant advance on this line of research. also entails the use of virtual reality scenarios to provide a
The trend in HCMI is to gather the consolidation of novel experience of this activity. Some proposals are centered
individualized therapeutic applications. This direction implies on sonification of virtual environments [46], [105], systems
a fundamental shift in the planning and execution of the with virtual elements that control real instruments [45], and
experiments, and the design of the interfaces, oriented to the use of virtual interface metaphors for musical home
fulfill the best standards in bioethics, and satisfy the scenarios [106]. The advances in this area were
preconditions settled by ethics committees. It also implies that conceptualized by Vorla¨nder [107] as Virtual Room Acoustics.
the design can not be oriented to a proof of concept, rather, a This discipline, based in the traditional work of Room
rigorous methodology to attain the efficacy of the interaction Acoustics, might establish the basis for simulating the
and warrant the security for the clients in every step of the behavior of sound on a virtual space by trying to emulate
therapy. the physical behavior of the space designed on real conditions.
Recent advances on availability on this technology and similar
proposals will be developed to contribute to the development
E. Emergent Approaches of virtual reality. Finally, there is the design of haptic devices
Even though HCMI has been presented as a research for musical composition, and sound reproduction and
area with well defined research lines, still numerous studies management. This kind of devices allow enables a balance
could be classified as emergent because their disciplinary between traditional musical instrument performance and new
boundaries do not represent yet a differentiated research ways of interaction through manual manipulation. The devices
line. This section summarizes the main characteristics of are characterized by their creativity on design and purposes,
this sort of HCMI, comprised by machine musicianship, for example, foam spheres [108], gloves [109], rubber
collective interfaces, virtual reality, and development of haptic balls [110], and
cubes [111]. This particular group of interfaces also have be, applications, software, and hardware. These layers are
its own purposes, like direct synthesis and playlist browsing linked to fulfill the purpose of transporting digitized musical
and reproduction. Most proposals are on preliminary stages scores and performance subtleties, such as duration of notes
of design, but will gradually become the base of commercial and velocity of attacks, among other things. Thus, through
devices and alternatives of choice for music performance and digital interfaces and connectors, a wide variety of electronic
research. musical instruments, computers and other related devices can
communicate with one another [112]. Most operating systems
(e.g., Windows, OSX ) have generic MIDI players, which
IV. INSTRUMENTATION AND RELEVANT TOOLS
are capable of producing sound by translating sequences
HCMI is supported by a full set of hardware and software of orders encoded in a given score. The mechanism is
tools that can be used for development. Usually, development straightforward, just as it might occur with a musician
of devices involved problems related to the compatibility reading a sore, MIDI players select sounds from a database
of the systems with computers and other devices, such as to play them through a given output. No sound is encoded
musical instruments. The enormous variety of applications in MIDI, so timbre and quality depend on how the particular
emerged from this kind of interfaces does not only need database was built; some of these might be comprised of
a theoretical framework, but also requires an explanation sounds produced by low quality synthesizers, some are
about the main tools that could be used in the design and gigantic collections of samples that have reached the level
construction of these devices. Concerning the particular of industrial standards. Another protocol frequently used in
characteristics of music, these imply using specific tools HCMI is Open Sound Control (OSC), developed at the Center
that can modulate the interaction between sounds and users. of New Music and Audio Technologies [113]; this is also
Measuring physiological variables is a major matter of used for controlling synthesizers and multimedia elements
disagreement in HCMI. For instance, the level of precision by computer programming. Furthermore, OSC is capable of
–needed for the management of the interface– correlates managing temporal information and network architecture that
positively with the price and the computational demand of allows for complex development on audio interfacing. Both
the interfaces. protocols are widely used in the control of HCMI.
The capability to recognize every detail in the physiological
variables is needed in the context of a therapeutic interface,
V. D ISCUSSION
but it is not essential for an interface designed for artistic
expression or audio management. To define the possibilities Conceptualization of HCMI represents a challenging
and limitations of every kind of HCMI, it is crucial endeavor perhaps because of the asymmetry evoked by
to create a set of physiological measurements built historical baggage. This refers to the fact that music is
by the right physiological variables to be used in the a technology with more than forty thousand years of
device. The most basic physiological measures used in development, while the first generation of humans
HCMI are those generated by the electrocardiogram, the transformed by computing is still alive. Due this circumstance,
electroencephalograph, the galvanic skin response, and the a central problem emerge, which is the dispersion of the
facial recognition. New devices featuring synchronization theoretical framework at diverse levels, including the semantic
and real time acquisition offer flexible measurements and (i.e., jargon). It cannot be considered as a traditional
processing of the variables as an input for the management development in HCI because initial efforts were done in
of audio content and other capabilities of the interfaces. parallel with traditional application of HCI. Moreover, the
Not unexpectedly, selection of physiological variables inclusion of the applications of musical BCI on the
and precision of measurements increase response times classification done by Andujar [114], of Artistic Brain
of the system and physical connections with the user. Computer Interface, does not include the numerous projects
It is possible, however, to tackle this problem with the on HCI, and the possibilities of interaction with other
use of new technologies, such as low cost wireless variables like electrocardiography or galvanic skin response
electroencephalography (e.g., Emotiv TM EPOC), and are excluded. Thus, HCMI as an independent
electrocardiographic devices (e.g., Zephyr TM Bioharness). multidisciplinary research topic is the best way to understand
These apparatuses may prove comfortable for the user, this type of proposals, especially because of the use of the
although measurements lack of acceptable precision if music language, traditional communication (score and
compared with similar devices with clinical standards. Hence, recordings) and conceptualization of time and space in
the use of this sort of devices must always be oriented to interaction with the user.
fulfill user’s satisfaction. Figure 1 shows a general framework for the design of HCMI.
Controlling musical instruments by electronic means is This paradigm is a synthesis that reveals three domains in the
a rich research topic. Communication can be enabled by design of this kind of devices: the user domain, the computer
direct programming on a common platform (e.g., Matlab, domain and the interaction media. This division is relevant
LabView), or via MIDI. MIDI is an old but robust technical compared with other type of interfaces because the sound
standard protocol, better understood if analyzed as stacked could be modified by the physical or virtual space in which
layers, very much as the OSI (Open Systems Interconnection) the interaction is taking place. As the intuition suggest, the
model. A hierarchy for these layers from top-down would structure of a HCMI is a feedback cycle capable to modify
both interaction elements, but the presence of the objective
differences between the hardware and the software in the
input and the output domain - and also special interactions
that combine both possibilities - creates special considerations
reflected in the figure. As we see in the section about tools,
the physiological variables measure needs a clear pipeline
of input for a correct noise reduction and feature extraction
(specially in the case of the electroencephalographic record),
and the proper input devices of electronic music (e.g. musical
instruments or MIDI input devices) must be considered as a
whole in the interface device. Also the output pipeline has
devices (e.g. loudspeakers, set of lights,environmental control)
that must be considered in the control and the output pipeline,
with a special focus in crucial features like synchronization of
data, response rate of the device and interaction of different
software platforms for a common control. The essential
division between an output pipeline and a feedback pipeline
is the capabilities of the devices to give feedback to media
Fig. 1. General design framework for a HCMI without the interaction of the central machine that control the
interaction - like embedded systems or interactive systems.
As it could be observed in the revision presented, the sources
in the top of the diagram implies that this feedback process of information of HCMI are heterogeneous, making them
allows to reach the objective. difficult to summarize and understand. Therefore, a significant
This vision of HCMI reflects a central problem in the effort must be applied for accelerating the progress of the
design of HCMI: the equilibrium between the user needs and discipline. Researchers from this discipline should include the
the possibility to generate new ways of musical expression previous work considering this wide range of publications,
and comprehension as the origin of the device design. The to generate a common framework and a vision about the
utilitarian vision of design implies a complete study of the progress and possibilities of the discipline. A preparation
user needs and the technology available in order to satisfy the in different areas like engineering, psychology, acoustics,
need of the subject (or the collective). The radical innovation ergonomics, and machine learning, will be needed in future
principle imply a deep reflection about the experience and the developments to reach correct data interpretation and a correct
possibilities of the user and its interaction with the device in a comprehension of the relationship between the interface and
specific way (in this case the musical hearing and the user. Moreover, an extended revision of the literature is
performance experience). The framework presented allows to needed, not only focused in the traditional time period of
set the main objective as the satisfaction of a user need or engineering projects, but an extensive period to improve the
could be a exploration that not necessarily satisfies the heuristic cycle. To find relevant works that might enhance
subject. These alternatives could be a sound produced by the the understanding about previous work and analyze new
interaction performed to an audience, the behavioral change possibilities for design proposals.
of a device Accordingly, analytic tools for audio retrieval are needed on
- like an haptic or a robot - that not necessarily give feedback HCMI because prior works are centered in music developed
to the user but affects the media or other person. These by the user or recommendation systems of music recordings.
complexities must be carefully afforded in order to evaluate Our comprehension of the human response to audio should
the reliability of the device in the accomplish of the objective. be based on our own analytic comprehension of the stimulus
A fundamental issue in the design is the conception of the given by the user. Gradually, most recent techniques of
designer about the user because the music effects on the classification could give us a better comprehension of how
human would be evaluated from the conception of the the user is affected by specific characteristics of the stimulus.
designer on music as a physical stimulus, a mathematical This phenomena is dependent on the background, personality,
structure or a cultural product. The user is understood in the and culture of the user. Hence, a complex taxonomy of the
framework in three dimensions: own characteristics, needs musical taste must be done to identify common patterns in
and physiological variables. These dimensions interact in a people. This effort is especially important for the development
natural way in music hearing and performance: needs could of therapeutic applications because a detailed comprehension
driven the interaction or a need could be satisfied in the of human physiology in health and disease conditions may
interaction - but not necessarily it is the central objective of serve to attain a better behavior of human body on disease,
the device - but are limited by the person’s characteristics with the use of a HCMI.
and the possibility to measure the physiological variables Several unclassified emergent proposals are included in their
during the feedback process. These dimensions had an respective section. This situation is also a consequence of the
intrinsic conceptual problem to draw a clear division between technological changes in multimedia systems of our times.
them. Thus, a clear reflection about the conception of the The changes on the devices and methodologies in sound and
user will clarify an adequate design of the device. multimedia management also extend the possibilities of
The computer domain also has particularities in HCMI. The HCMI
in the context of ubiquitous music. Progressively, trends on the user in the HCMI. Successful applications are studied with
individualized consumption of multimedia works and novelty pink noise [132] and binaural beats [133], [134]. The stress
in music performance –for entertainment and health purposes– reduction and tinnitus management of both type of sounds is
may direct the proposals on HCMI as common devices in not well understood, thus the potential application of this kind
daily life. Also these changes open a clear opportunity for of sound material on HCI must be considered as a potential
specialists, to challenge their traditional understanding of therapeutic agent applied on this kind of interfaces. Also, a
music if searching for new forms of interaction to benefit deep analysis is necessary to learn about the links between
users through music. mechanisms of physiological reactions and sound stimuli,
Finally, it is important to acknowledge the social impact of both represented as sets of features. This problem is explored
the proposals of HCMI. The improvement of life quality in recent studies about the relationship between music and the
of different populations is present on the different research human voice [135], claim that correlates of the frequency
lines within the area. The work with disabled populations, pattern used for the expression of happy and sad music (major
the collective applications, and the first therapeutic interfaces, and minor scales) is similar with typical oral phrases that
indicate a social concern about the research involving music express different emotions. This relationship also could
features as central elements. The multidisciplinary nature of explain the cultural differences between folk music of non
this research area will improve the quality and diversity of Western musical traditions.
these interfaces that will doubtlessly improve the life quality
of societies through music. VII. C ONCLUSIONS
This paper presents a survey on Human Computer Music
VI. F UTURE WORK Interfaces. The work presents a historical framework from the
The use of A.I. on HCMI is an area of potential experiments of the sixties of the past century and theoretical
development of the discipline [115]. As we see in the analysis background on sonification, ways of interaction and design
of AAC, the incorporation of genetic algorithms in the strategies. Five major areas were identified: music
composition process could give better results that other types composition interfaces, interactive sonification, music
of approaches. Recent proposals of environmental control recommendation systems, therapeutic application and
presents the neurofuzzy algorithms that allows to link the user emergent approaches. Basic tools for the development of
state with the response of actuators. Also unsupervised HCMI were identified: physiological variables acquisition
learning algorithms with adequate feature like k-means could devices and communication protocols. A multidisciplinary
be capable of categorizing the sound material related with the background and a rigorous revision of the state of the art is
subject response in order to describe a stable behavior of the needed for future developments in the area.
interface with different users. A.I. gradually will be solving
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time based on emotions through a fuzzy logic approach.” In 2015 Latin on August 25th, 1987. He received the B.S. degree
America Congress on Computational Intelligence (LA-CCI), IEEE, on Biomedical Engineering from Tecnologico de
October 2015, pp. 1-6. Monterrey on 2014. He is currently pursuing the
[116] S. Chakraborty, G. Mazzola, S. Tewari, & M. Patra, Computational Ph. D. degree in the School of Engineering and
Musicology in Hindustani Music, Springer, 2014, p. 65. Science in the same university. His research
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evaluation.” Journal of New Music Research, vol. 43, no. 1, pp. 53-71,
2014.
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2014. Rogelio Bustamante Bello was born in Orizaba,
[120] K.K. Ganguli, & P. Rao, ”Discrimination of melodic patterns in indian Veracruz on 1965; He received the B.S. degree
classical music,” in Communications (NCC), 2015 Twenty First National Electronic Instrumentation from Universidad
Conference on, IEEE, 2015, pp. 1-6. Veracruzana, Xalapa, Ver.; his master on Electronic
[121] R. Islam, M. Xu, & Y. Fan, ”Chinese Traditional Opera database and Telecommunications from CICESE, Ensenada,
for Music Genre Recognition,” in Oriental COCOSDA held jointly with Baja California, Me´xico and his Ph. D. on
2015 Conference on Asian Spoken Language Research and Evaluation Telecommunications and Electronics from SEPI,
(O-COCOSDA/CASLRE), 2015 International Conference, IEEE, 2015, Instituto Politenico Nacional. His research interests
pp. 38-41. are wireless networks, biomedical wearables
[122] J. Zhang, X. Huang, L. Yang, & Y. Xu, ”Some issues of mood devices, research on emotional states and human
classification for Chinese popular music,” In Electrical and Computer computer interfaces with therapeutic applications.
Engineering (CCECE), 2015 IEEE 28th Canadian Conference on, IEEE,
May 2015, pp. 1193-1198.
Arturo Molina was born in Oaxaca, Mexico on
February 1st, 1964. He received the B.S. degree and
master on Computational Systems from Tecnologico
de Monterrey, his Ph. D. on Mechanics from
Budapest University of Technology and Economy
and his Ph. D. degree on Manufacturing Systems
from Loughborough University, United Kingdom.
He is Vice-President of Research at the Tecnolo´gico
de Monterrey. He is member of the National
Systems of Researchers of Mexico on Level III. He
has published four books, 43 articles on
arbitrated
journals, 58 book chapters and 60 articles con arbitrated conferences. His
areas of investigation include concurrent engineering, information models for
design and manufacturing, technology modeling and integration in
manufacturing and technologies for collaborative engineering.

Sergio Navarro Tuch was born in Mexico City


on August 16, 1990. He received the B.S. degree
on Mechatronic Engineering from Tecnologico de
Monterrey on 2014. He is currently pursuing the
Ph. D. degree in the School of Engineering and
Science in the same university. His research
interests are domotics with implementation on
emotional analyzing systems with social and
therapeutic implementations.

Javier Izquierdo Reyes was born in Mexico State


on September 19th 1991. He received the B.S.
degree from Instituto Polite´cnico Nacional on 2013
He is currently pursuing the Ph. D. degree in the
School of Engineering and Science in Tecnolgico
de Monterrey. His research interests are intelligent
vehicles, machine learning algorithms and security
systems in vehicles.

Rafael Ferrer was born in San Luis Potos´ı, Me´xico


on September 11th, 1974. He received the B.A. in
Music from the University of las Ame´ricas-Puebla,
Me´xico, his M.A. in Music, Mind and Technology and a
Ph.D. in Musicology from the University of
Jyva¨skyla¨, Finland. He is a member of the National System
of Researchers of Mexico at candidate level. He is a lecturer
of music theory and appreciation for engineers in digital
music production, and member of Knowledge Society
research group at the School of Humanities and Education
at the Tecnolo´gico
de Monterrey, Mexico. He investigates perception and cognition of musical
timbre, musical preferences, and soundscape, from a transdiciplinary
perspective.

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