MUSYNERGY: A framework for music collaboration discovery based on neural networks and graph analysis

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Alejandro Fernandez-Sanchez, Pedro J. Navarro, Fernando Terroso-Saenz
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引用次数: 0

Abstract

The music industry has been reshaped by the rise of artist collaborations, driven by digital technologies, streaming platforms, and the globalization of music. While existing research has examined the cultural and commercial impact of collaborations, few efforts have focused on recommendation systems to assist musicians in discovering potential creative partners. Moreover, most approaches rely on proprietary data, limiting scalability and reproducibility. This paper presents MUSYNERGY, a novel framework for music collaboration discovery based on neural networks and graph analysis. MUSYNERGY builds a Heterogeneous Knowledge Graph (HKG) using open data from MusicBrainz, representing relationships among artists, tracks, and musical attributes over five decades. By formulating collaboration discovery as a link prediction task, the system identifies new, plausible collaborations between artists with no prior joint work. This open, scalable framework addresses current limitations in data accessibility and supports innovation, transparency, and cultural exchange in the global music landscape through data-driven collaboration discovery.
MUSYNERGY:一个基于神经网络和图形分析的音乐协作发现框架
在数字技术、流媒体平台和音乐全球化的推动下,艺术家合作的兴起重塑了音乐产业。虽然现有的研究已经考察了合作对文化和商业的影响,但很少有人关注帮助音乐家发现潜在创意合作伙伴的推荐系统。此外,大多数方法依赖于专有数据,限制了可伸缩性和再现性。本文提出了一种基于神经网络和图分析的音乐协作发现新框架MUSYNERGY。MUSYNERGY使用MusicBrainz的开放数据构建了一个异构知识图(HKG),代表了50年来艺术家、曲目和音乐属性之间的关系。通过将合作发现制定为链接预测任务,系统可以识别艺术家之间没有先前合作作品的新的、合理的合作。这个开放的、可扩展的框架解决了当前数据可访问性方面的限制,并通过数据驱动的协作发现,支持全球音乐领域的创新、透明度和文化交流。
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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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