6,421 research outputs found
Object Referring in Visual Scene with Spoken Language
Object referring has important applications, especially for human-machine
interaction. While having received great attention, the task is mainly attacked
with written language (text) as input rather than spoken language (speech),
which is more natural. This paper investigates Object Referring with Spoken
Language (ORSpoken) by presenting two datasets and one novel approach. Objects
are annotated with their locations in images, text descriptions and speech
descriptions. This makes the datasets ideal for multi-modality learning. The
approach is developed by carefully taking down ORSpoken problem into three
sub-problems and introducing task-specific vision-language interactions at the
corresponding levels. Experiments show that our method outperforms competing
methods consistently and significantly. The approach is also evaluated in the
presence of audio noise, showing the efficacy of the proposed vision-language
interaction methods in counteracting background noise.Comment: 10 pages, Submitted to WACV 201
A summary of the 2012 JHU CLSP Workshop on Zero Resource Speech Technologies and Models of Early Language Acquisition
We summarize the accomplishments of a multi-disciplinary workshop exploring the computational and scientific issues surrounding zero resource (unsupervised) speech technologies and related models of early language acquisition. Centered around the tasks of phonetic and lexical discovery, we consider unified evaluation metrics, present two new approaches for improving speaker independence in the absence of supervision, and evaluate the application of Bayesian word segmentation algorithms to automatic subword unit tokenizations. Finally, we present two strategies for integrating zero resource techniques into supervised settings, demonstrating the potential of unsupervised methods to improve mainstream technologies.5 page(s
Robust Dialog Management Through A Context-centric Architecture
This dissertation presents and evaluates a method of managing spoken dialog interactions with a robust attention to fulfilling the human user’s goals in the presence of speech recognition limitations. Assistive speech-based embodied conversation agents are computer-based entities that interact with humans to help accomplish a certain task or communicate information via spoken input and output. A challenging aspect of this task involves open dialog, where the user is free to converse in an unstructured manner. With this style of input, the machine’s ability to communicate may be hindered by poor reception of utterances, caused by a user’s inadequate command of a language and/or faults in the speech recognition facilities. Since a speech-based input is emphasized, this endeavor involves the fundamental issues associated with natural language processing, automatic speech recognition and dialog system design. Driven by ContextBased Reasoning, the presented dialog manager features a discourse model that implements mixed-initiative conversation with a focus on the user’s assistive needs. The discourse behavior must maintain a sense of generality, where the assistive nature of the system remains constant regardless of its knowledge corpus. The dialog manager was encapsulated into a speech-based embodied conversation agent platform for prototyping and testing purposes. A battery of user trials was performed on this agent to evaluate its performance as a robust, domain-independent, speech-based interaction entity capable of satisfying the needs of its users
Individual and Domain Adaptation in Sentence Planning for Dialogue
One of the biggest challenges in the development and deployment of spoken
dialogue systems is the design of the spoken language generation module. This
challenge arises from the need for the generator to adapt to many features of
the dialogue domain, user population, and dialogue context. A promising
approach is trainable generation, which uses general-purpose linguistic
knowledge that is automatically adapted to the features of interest, such as
the application domain, individual user, or user group. In this paper we
present and evaluate a trainable sentence planner for providing restaurant
information in the MATCH dialogue system. We show that trainable sentence
planning can produce complex information presentations whose quality is
comparable to the output of a template-based generator tuned to this domain. We
also show that our method easily supports adapting the sentence planner to
individuals, and that the individualized sentence planners generally perform
better than models trained and tested on a population of individuals. Previous
work has documented and utilized individual preferences for content selection,
but to our knowledge, these results provide the first demonstration of
individual preferences for sentence planning operations, affecting the content
order, discourse structure and sentence structure of system responses. Finally,
we evaluate the contribution of different feature sets, and show that, in our
application, n-gram features often do as well as features based on higher-level
linguistic representations
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uC: Ubiquitous Collaboration Platform for Multimodal Team Interaction Support
A human-centered computing platform that improves teamwork and transforms the “human- computer interaction experience” for distributed teams is presented. This Ubiquitous Collaboration, or uC (“you see”), platform\u27s objective is to transform distributed teamwork (i.e., work occurring when teams of workers and learners are geographically dispersed and often interacting at different times). It achieves this goal through a multimodal team interaction interface realized through a reconfigurable open architecture. The approach taken is to integrate: (1) an intuitive speech- and video-centric multi-modal interface to augment more conventional methods (e.g., mouse, stylus and touch), (2) an open and reconfigurable architecture supporting information gathering, and (3) a machine intelligent approach to analysis and management of heterogeneous live and stored sensor data to support collaboration. The system will transform how teams of people interact with computers by drawing on both the virtual and physical environment
Speaker-independent negative emotion recognition
This work aims to provide a method able to distinguish between negative and non-negative emotions in vocal interaction. A large pool of 1418 features is extracted for that purpose. Several of those features are tested in emotion recognition for the first time. Next, feature selection is applied separately to male and female utterances. In particular, a bidirectional Best First search with backtracking is applied. The first contribution is the demonstration that a significant number of features, first tested here, are retained after feature selection. The selected features are then fed as input to support vector machines with various kernel functions as well as to the K nearest neighbors classifier. The second contribution is in the speaker-independent experiments conducted in order to cope with the limited number of speakers present in the commonly used emotion speech corpora. Speaker-independent systems are known to be more robust and present a better generalization ability than the speaker-dependent ones. Experimental results are reported for the Berlin emotional speech database. The best performing classifier is found to be the support vector machine with the Gaussian radial basis function kernel. Correctly classified utterances are 86.73%±3.95% for male subjects and 91.73%±4.18% for female subjects. The last contribution is in the statistical analysis of the performance of the support vector machine classifier against the K nearest neighbors classifier as well as the statistical analysis of the various support vector machine kernels impact. © 2010 IEEE
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