2,357 research outputs found

    The INTERSPEECH 2013 computational paralinguistics challenge: social signals, conflict, emotion, autism

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    The INTERSPEECH 2013 Computational Paralinguistics Challenge provides for the first time a unified test-bed for Social Signals such as laughter in speech. It further introduces conflict in group discussions as new tasks and picks up on autism and its manifestations in speech. Finally, emotion is revisited as task, albeit with a broader ranger of overall twelve emotional states. In this paper, we describe these four Sub-Challenges, Challenge conditions, baselines, and a new feature set by the openSMILE toolkit, provided to the participants. \em Bj\"orn Schuller1^1, Stefan Steidl2^2, Anton Batliner1^1, Alessandro Vinciarelli3,4^{3,4}, Klaus Scherer5^5}\\ {\em Fabien Ringeval6^6, Mohamed Chetouani7^7, Felix Weninger1^1, Florian Eyben1^1, Erik Marchi1^1, }\\ {\em Hugues Salamin3^3, Anna Polychroniou3^3, Fabio Valente4^4, Samuel Kim4^4

    Reactive Statistical Mapping: Towards the Sketching of Performative Control with Data

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    Part 1: Fundamental IssuesInternational audienceThis paper presents the results of our participation to the ninth eNTERFACE workshop on multimodal user interfaces. Our target for this workshop was to bring some technologies currently used in speech recognition and synthesis to a new level, i.e. being the core of a new HMM-based mapping system. The idea of statistical mapping has been investigated, more precisely how to use Gaussian Mixture Models and Hidden Markov Models for realtime and reactive generation of new trajectories from inputted labels and for realtime regression in a continuous-to-continuous use case. As a result, we have developed several proofs of concept, including an incremental speech synthesiser, a software for exploring stylistic spaces for gait and facial motion in realtime, a reactive audiovisual laughter and a prototype demonstrating the realtime reconstruction of lower body gait motion strictly from upper body motion, with conservation of the stylistic properties. This project has been the opportunity to formalise HMM-based mapping, integrate various of these innovations into the Mage library and explore the development of a realtime gesture recognition tool

    Fusion for Audio-Visual Laughter Detection

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    Laughter is a highly variable signal, and can express a spectrum of emotions. This makes the automatic detection of laughter a challenging but interesting task. We perform automatic laughter detection using audio-visual data from the AMI Meeting Corpus. Audio-visual laughter detection is performed by combining (fusing) the results of a separate audio and video classifier on the decision level. The video-classifier uses features based on the principal components of 20 tracked facial points, for audio we use the commonly used PLP and RASTA-PLP features. Our results indicate that RASTA-PLP features outperform PLP features for laughter detection in audio. We compared hidden Markov models (HMMs), Gaussian mixture models (GMMs) and support vector machines (SVM) based classifiers, and found that RASTA-PLP combined with a GMM resulted in the best performance for the audio modality. The video features classified using a SVM resulted in the best single-modality performance. Fusion on the decision-level resulted in laughter detection with a significantly better performance than single-modality classification

    Laugh machine

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    The Laugh Machine project aims at endowing virtual agents with the capability to laugh naturally, at the right moment and with the correct intensity, when interacting with human participants. In this report we present the technical development and evaluation of such an agent in one specific scenario: watching TV along with a participant. The agent must be able to react to both, the video and the participant’s behaviour. A full processing chain has been implemented, inte- grating components to sense the human behaviours, decide when and how to laugh and, finally, synthesize audiovisual laughter animations. The system was evaluated in its capability to enhance the affective experience of naive participants, with the help of pre and post-experiment questionnaires. Three interaction conditions have been compared: laughter-enabled or not, reacting to the participant’s behaviour or not. Preliminary results (the number of experiments is currently to small to obtain statistically significant differences) show that the interactive, laughter-enabled agent is positively perceived and is increasing the emotional dimension of the experiment

    JVNV: A Corpus of Japanese Emotional Speech with Verbal Content and Nonverbal Expressions

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    We present the JVNV, a Japanese emotional speech corpus with verbal content and nonverbal vocalizations whose scripts are generated by a large-scale language model. Existing emotional speech corpora lack not only proper emotional scripts but also nonverbal vocalizations (NVs) that are essential expressions in spoken language to express emotions. We propose an automatic script generation method to produce emotional scripts by providing seed words with sentiment polarity and phrases of nonverbal vocalizations to ChatGPT using prompt engineering. We select 514 scripts with balanced phoneme coverage from the generated candidate scripts with the assistance of emotion confidence scores and language fluency scores. We demonstrate the effectiveness of JVNV by showing that JVNV has better phoneme coverage and emotion recognizability than previous Japanese emotional speech corpora. We then benchmark JVNV on emotional text-to-speech synthesis using discrete codes to represent NVs. We show that there still exists a gap between the performance of synthesizing read-aloud speech and emotional speech, and adding NVs in the speech makes the task even harder, which brings new challenges for this task and makes JVNV a valuable resource for relevant works in the future. To our best knowledge, JVNV is the first speech corpus that generates scripts automatically using large language models
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