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Standardization is sorely lacking in the field of musical machine learning. This thesis project endeavors to contribute to this standardization by training three machine learning models on the same dataset and comparing them using the same metrics. The music-specific metrics utilized provide more relevant information for diagnosing the shortcomings of each model.
Cornhole, traditionally seen as tailgate entertainment, has rapidly risen in popularity since the launching of the American Cornhole League in 2016. However, it lacks robust quality control over large tournaments, since many of the matches are scored and refereed by the players themselves. In the past, there have been issues where entire competition brackets have had to be scrapped and replayed because scores were not handled correctly. The sport is in need of a supplementary scoring solution that can provide quality control and accuracy over large matches where there aren’t enough referees present to score games. Drawing from the ACL regulations as well as personal experience and testimony from ACL Pro players, a list of requirements was generated for a potential automatic scoring system. Then, a market analysis of existing scoring solutions was done, and it found that there are no solutions on the market that can automatically score a cornhole game. Using the problem requirements and previous attempts to solve the scoring problem, a list of concepts was generated and evaluated against each other to determine which scoring system design should be developed. After determining that the chosen concept was the best way to approach the problem, the problem requirements and cornhole rules were further refined into a set of physical assumptions and constraints about the game itself. This informed the choice, structure, and implementation of the algorithms that score the bags. The prototype concept was tested on their own, and areas of improvement were found. Lastly, based on the results of the tests and what was learned from the engineering process, a roadmap was set out for the future development of the automatic scoring system into a full, market-ready product.
Speedsolving, the art of solving twisty puzzles like the Rubik's Cube as fast as possible, has recently benefitted from the arrival of smartcubes which have special hardware for tracking the cube's face turns and transmitting them via Bluetooth. However, due to their embedded electronics, existing smartcubes cannot be used in competition, reducing their utility in personal speedcubing practice. This thesis proposes a sound-based design for tracking the face turns of a standard, non-smart speedcube consisting of an audio processing receiver in software and a small physical speaker configured as a transmitter. Special attention has been given to ensuring that installing the transmitter requires only a reversible centercap replacement on the original cube. This allows the cube to benefit from smartcube features during practice, while still maintaining compliance with competition regulations. Within a controlled test environment, the software receiver perfectly detected a variety of transmitted move sequences. Furthermore, all components required for the physical transmitter were demonstrated to fit within the centercap of a Gans 356 speedcube.