4,855 research outputs found

    Generating expressive speech for storytelling applications

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    Work on expressive speech synthesis has long focused on the expression of basic emotions. In recent years, however, interest in other expressive styles has been increasing. The research presented in this paper aims at the generation of a storytelling speaking style, which is suitable for storytelling applications and more in general, for applications aimed at children. Based on an analysis of human storytellers' speech, we designed and implemented a set of prosodic rules for converting "neutral" speech, as produced by a text-to-speech system, into storytelling speech. An evaluation of our storytelling speech generation system showed encouraging results

    Automatisation of intonation modelling and its linguistic anchoring

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    This paper presents a fully machine-driven approach for intonation description and its linguistic interpretation. For this purpose,a new intonation model for bottom-up F0 contour analysis and synthesis is introduced, the CoPaSul model which is designed in the tradition of parametric, contour-based, and superpositional approaches. Intonation is represented by a superposition of global and local contour classes that are derived from F0 parameterisation. These classes were linguistically anchored with respect to information status by aligning them with a text which had been coarsely analysed for this purpose by means of NLP techniques. To test the adequacy of this data-driven interpretation a perception experiment was carried out, which confirmed 80% of the findings

    Prosody generation for text-to-speech synthesis

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    The absence of convincing intonation makes current parametric speech synthesis systems sound dull and lifeless, even when trained on expressive speech data. Typically, these systems use regression techniques to predict the fundamental frequency (F0) frame-by-frame. This approach leads to overlysmooth pitch contours and fails to construct an appropriate prosodic structure across the full utterance. In order to capture and reproduce larger-scale pitch patterns, we propose a template-based approach for automatic F0 generation, where per-syllable pitch-contour templates (from a small, automatically learned set) are predicted by a recurrent neural network (RNN). The use of syllable templates mitigates the over-smoothing problem and is able to reproduce pitch patterns observed in the data. The use of an RNN, paired with connectionist temporal classification (CTC), enables the prediction of structure in the pitch contour spanning the entire utterance. This novel F0 prediction system is used alongside separate LSTMs for predicting phone durations and the other acoustic features, to construct a complete text-to-speech system. Later, we investigate the benefits of including long-range dependencies in duration prediction at frame-level using uni-directional recurrent neural networks. Since prosody is a supra-segmental property, we consider an alternate approach to intonation generation which exploits long-term dependencies of F0 by effective modelling of linguistic features using recurrent neural networks. For this purpose, we propose a hierarchical encoder-decoder and multi-resolution parallel encoder where the encoder takes word and higher level linguistic features at the input and upsamples them to phone-level through a series of hidden layers and is integrated into a Hybrid system which is then submitted to Blizzard challenge workshop. We then highlight some of the issues in current approaches and a plan for future directions of investigation is outlined along with on-going work

    Continuous Interaction with a Virtual Human

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    Attentive Speaking and Active Listening require that a Virtual Human be capable of simultaneous perception/interpretation and production of communicative behavior. A Virtual Human should be able to signal its attitude and attention while it is listening to its interaction partner, and be able to attend to its interaction partner while it is speaking – and modify its communicative behavior on-the-fly based on what it perceives from its partner. This report presents the results of a four week summer project that was part of eNTERFACE’10. The project resulted in progress on several aspects of continuous interaction such as scheduling and interrupting multimodal behavior, automatic classification of listener responses, generation of response eliciting behavior, and models for appropriate reactions to listener responses. A pilot user study was conducted with ten participants. In addition, the project yielded a number of deliverables that are released for public access

    Spoken affect classification : algorithms and experimental implementation : a thesis presented in partial fulfilment of the requirements for the degree of Master of Science in Computer Science at Massey University, Palmerston North, New Zealand

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    Machine-based emotional intelligence is a requirement for natural interaction between humans and computer interfaces and a basic level of accurate emotion perception is needed for computer systems to respond adequately to human emotion. Humans convey emotional information both intentionally and unintentionally via speech patterns. These vocal patterns are perceived and understood by listeners during conversation. This research aims to improve the automatic perception of vocal emotion in two ways. First, we compare two emotional speech data sources: natural, spontaneous emotional speech and acted or portrayed emotional speech. This comparison demonstrates the advantages and disadvantages of both acquisition methods and how these methods affect the end application of vocal emotion recognition. Second, we look at two classification methods which have gone unexplored in this field: stacked generalisation and unweighted vote. We show how these techniques can yield an improvement over traditional classification methods

    Analyzing Input and Output Representations for Speech-Driven Gesture Generation

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    This paper presents a novel framework for automatic speech-driven gesture generation, applicable to human-agent interaction including both virtual agents and robots. Specifically, we extend recent deep-learning-based, data-driven methods for speech-driven gesture generation by incorporating representation learning. Our model takes speech as input and produces gestures as output, in the form of a sequence of 3D coordinates. Our approach consists of two steps. First, we learn a lower-dimensional representation of human motion using a denoising autoencoder neural network, consisting of a motion encoder MotionE and a motion decoder MotionD. The learned representation preserves the most important aspects of the human pose variation while removing less relevant variation. Second, we train a novel encoder network SpeechE to map from speech to a corresponding motion representation with reduced dimensionality. At test time, the speech encoder and the motion decoder networks are combined: SpeechE predicts motion representations based on a given speech signal and MotionD then decodes these representations to produce motion sequences. We evaluate different representation sizes in order to find the most effective dimensionality for the representation. We also evaluate the effects of using different speech features as input to the model. We find that mel-frequency cepstral coefficients (MFCCs), alone or combined with prosodic features, perform the best. The results of a subsequent user study confirm the benefits of the representation learning.Comment: Accepted at IVA '19. Shorter version published at AAMAS '19. The code is available at https://github.com/GestureGeneration/Speech_driven_gesture_generation_with_autoencode
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