Music genre classification using deep neural networks and data augmentation

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Thanh Chu Ba , Thuy Dao Thi Le , Loan Trinh Van
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引用次数: 0

Abstract

Music is an indispensable part of spiritual life. Today, humanity’s musical treasure is truly huge and precious, and the number of musical works is constantly increasing. Computers, machine learning, and deep learning have greatly aided in the storing, organizing, searching, and enjoying of musical works in priceless treasures. Many music databases have been built for such music-data processing studies. One operation that needs to be handled automatically for musical works is musical genre classification (MGC). This paper presents new research results on MGC for GTZAN music data. Deep neural networks, such as convolutional neural networks (CNN), long short-term memory (LSTM), gated recurrent units (GRU), and capsule neural networks (CSN), have produced excellent results when combined with data augmentation methods such as splitting audio files, noise addition, and pitch shifting. A classification accuracy of 99.91% for the ten musical genres of GTZAN was achieved using the CSN model with the Mel spectrogram as input features and data enhanced by the aforementioned methods. This classification accuracy outperformed that of all previous GTZAN classification accuracy studies.
基于深度神经网络和数据增强的音乐类型分类
音乐是精神生活不可缺少的一部分。今天,人类的音乐宝藏确实是巨大而珍贵的,音乐作品的数量也在不断增加。计算机、机器学习和深度学习极大地帮助了无价之宝中的音乐作品的存储、组织、搜索和欣赏。许多音乐数据库已经建立起来,用于音乐数据处理研究。音乐作品需要自动处理的一个操作是音乐类型分类(MGC)。本文介绍了GTZAN音乐数据的MGC新研究成果。深度神经网络,如卷积神经网络(CNN)、长短期记忆(LSTM)、门通循环单元(GRU)和胶囊神经网络(CSN),在与数据增强方法(如分割音频文件、噪声添加和音高移动)相结合时,已经产生了出色的结果。使用以Mel谱图为输入特征并经上述方法增强的CSN模型对GTZAN的10种音乐类型进行分类,准确率达到99.91%。该分类精度优于以往所有GTZAN分类精度研究。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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