6,852 research outputs found

    Scaffolding Cognition with Words

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    We describe a set of experiments investigating the role of natural language symbols in scaffolding situated action. Agents are evolved to respond appropriately to commands in order to perform simple tasks. We explore three different conditions, which show a significant advantage to the re-use of a public symbol system, through self-cueing leading to qualitative changes in performance. This is modelled by looping spoken output via environment back to heard input. We argue this work can be linked to, and sheds new light on, the account of self-directed speech advanced by the developmental psychologist Vygotsky in his model of the development of higher cognitive function

    Analyzing analytical methods: The case of phonology in neural models of spoken language

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    Given the fast development of analysis techniques for NLP and speech processing systems, few systematic studies have been conducted to compare the strengths and weaknesses of each method. As a step in this direction we study the case of representations of phonology in neural network models of spoken language. We use two commonly applied analytical techniques, diagnostic classifiers and representational similarity analysis, to quantify to what extent neural activation patterns encode phonemes and phoneme sequences. We manipulate two factors that can affect the outcome of analysis. First, we investigate the role of learning by comparing neural activations extracted from trained versus randomly-initialized models. Second, we examine the temporal scope of the activations by probing both local activations corresponding to a few milliseconds of the speech signal, and global activations pooled over the whole utterance. We conclude that reporting analysis results with randomly initialized models is crucial, and that global-scope methods tend to yield more consistent results and we recommend their use as a complement to local-scope diagnostic methods.Comment: ACL 202

    Capture, Learning, and Synthesis of 3D Speaking Styles

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    Audio-driven 3D facial animation has been widely explored, but achieving realistic, human-like performance is still unsolved. This is due to the lack of available 3D datasets, models, and standard evaluation metrics. To address this, we introduce a unique 4D face dataset with about 29 minutes of 4D scans captured at 60 fps and synchronized audio from 12 speakers. We then train a neural network on our dataset that factors identity from facial motion. The learned model, VOCA (Voice Operated Character Animation) takes any speech signal as input - even speech in languages other than English - and realistically animates a wide range of adult faces. Conditioning on subject labels during training allows the model to learn a variety of realistic speaking styles. VOCA also provides animator controls to alter speaking style, identity-dependent facial shape, and pose (i.e. head, jaw, and eyeball rotations) during animation. To our knowledge, VOCA is the only realistic 3D facial animation model that is readily applicable to unseen subjects without retargeting. This makes VOCA suitable for tasks like in-game video, virtual reality avatars, or any scenario in which the speaker, speech, or language is not known in advance. We make the dataset and model available for research purposes at http://voca.is.tue.mpg.de.Comment: To appear in CVPR 201

    King's speech: pronounce a foreign language with style

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    Computer assisted pronunciation training requires strategies that capture the attention of the learners and guide them along the learning pathway. In this paper, we introduce an immersive storytelling scenario for creating appropriate learning conditions. The proposed learning interaction is orchestrated by a spoken karaoke. We motivate the concept of the spoken karaoke and describe our design. Driven by the requirements of the proposed scenario, we suggest a modular architecture designed for immersive learning applications. We present our prototype system and our approach for the processing of spoken and visual interaction modalities. Finally, we discuss how technological challenges can be addressed in order to enable the learner's self-evaluation

    GEMINI: A Generic Multi-Modal Natural Interface Framework for Videogames

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    In recent years videogame companies have recognized the role of player engagement as a major factor in user experience and enjoyment. This encouraged a greater investment in new types of game controllers such as the WiiMote, Rock Band instruments and the Kinect. However, the native software of these controllers was not originally designed to be used in other game applications. This work addresses this issue by building a middleware framework, which maps body poses or voice commands to actions in any game. This not only warrants a more natural and customized user-experience but it also defines an interoperable virtual controller. In this version of the framework, body poses and voice commands are respectively recognized through the Kinect's built-in cameras and microphones. The acquired data is then translated into the native interaction scheme in real time using a lightweight method based on spatial restrictions. The system is also prepared to use Nintendo's Wiimote as an auxiliary and unobtrusive gamepad for physically or verbally impractical commands. System validation was performed by analyzing the performance of certain tasks and examining user reports. Both confirmed this approach as a practical and alluring alternative to the game's native interaction scheme. In sum, this framework provides a game-controlling tool that is totally customizable and very flexible, thus expanding the market of game consumers.Comment: WorldCIST'13 Internacional Conferenc

    Speech-based recognition of self-reported and observed emotion in a dimensional space

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    The differences between self-reported and observed emotion have only marginally been investigated in the context of speech-based automatic emotion recognition. We address this issue by comparing self-reported emotion ratings to observed emotion ratings and look at how differences between these two types of ratings affect the development and performance of automatic emotion recognizers developed with these ratings. A dimensional approach to emotion modeling is adopted: the ratings are based on continuous arousal and valence scales. We describe the TNO-Gaming Corpus that contains spontaneous vocal and facial expressions elicited via a multiplayer videogame and that includes emotion annotations obtained via self-report and observation by outside observers. Comparisons show that there are discrepancies between self-reported and observed emotion ratings which are also reflected in the performance of the emotion recognizers developed. Using Support Vector Regression in combination with acoustic and textual features, recognizers of arousal and valence are developed that can predict points in a 2-dimensional arousal-valence space. The results of these recognizers show that the self-reported emotion is much harder to recognize than the observed emotion, and that averaging ratings from multiple observers improves performance

    Object Referring in Videos with Language and Human Gaze

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    We investigate the problem of object referring (OR) i.e. to localize a target object in a visual scene coming with a language description. Humans perceive the world more as continued video snippets than as static images, and describe objects not only by their appearance, but also by their spatio-temporal context and motion features. Humans also gaze at the object when they issue a referring expression. Existing works for OR mostly focus on static images only, which fall short in providing many such cues. This paper addresses OR in videos with language and human gaze. To that end, we present a new video dataset for OR, with 30, 000 objects over 5, 000 stereo video sequences annotated for their descriptions and gaze. We further propose a novel network model for OR in videos, by integrating appearance, motion, gaze, and spatio-temporal context into one network. Experimental results show that our method effectively utilizes motion cues, human gaze, and spatio-temporal context. Our method outperforms previousOR methods. For dataset and code, please refer https://people.ee.ethz.ch/~arunv/ORGaze.html.Comment: Accepted to CVPR 2018, 10 pages, 6 figure
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