73 research outputs found

    The application of manifold based visual speech units for visual speech recognition

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    This dissertation presents a new learning-based representation that is referred to as a Visual Speech Unit for visual speech recognition (VSR). The automated recognition of human speech using only features from the visual domain has become a significant research topic that plays an essential role in the development of many multimedia systems such as audio visual speech recognition(AVSR), mobile phone applications, human-computer interaction (HCI) and sign language recognition. The inclusion of the lip visual information is opportune since it can improve the overall accuracy of audio or hand recognition algorithms especially when such systems are operated in environments characterized by a high level of acoustic noise. The main contribution of the work presented in this thesis is located in the development of a new learning-based representation that is referred to as Visual Speech Unit for Visual Speech Recognition (VSR). The main components of the developed Visual Speech Recognition system are applied to: (a) segment the mouth region of interest, (b) extract the visual features from the real time input video image and (c) to identify the visual speech units. The major difficulty associated with the VSR systems resides in the identification of the smallest elements contained in the image sequences that represent the lip movements in the visual domain. The Visual Speech Unit concept as proposed represents an extension of the standard viseme model that is currently applied for VSR. The VSU model augments the standard viseme approach by including in this new representation not only the data associated with the articulation of the visemes but also the transitory information between consecutive visemes. A large section of this thesis has been dedicated to analysis the performance of the new visual speech unit model when compared with that attained for standard (MPEG- 4) viseme models. Two experimental results indicate that: 1. The developed VSR system achieved 80-90% correct recognition when the system has been applied to the identification of 60 classes of VSUs, while the recognition rate for the standard set of MPEG-4 visemes was only 62-72%. 2. 15 words are identified when VSU and viseme are employed as the visual speech element. The accuracy rate for word recognition based on VSUs is 7%-12% higher than the accuracy rate based on visemes

    TEXT-DRIVEN MOUTH ANIMATION FOR HUMAN COMPUTER INTERACTION WITH PERSONAL ASSISTANT

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    International audiencePersonal assistants are becoming more pervasive in our environments but still do not provide natural interactions. Their lack of realism in term of expressiveness and their lack of visual feedback can create frustrating experiences and make users lose patience. In this sense, we propose an end-to-end trainable neural architecture for text-driven 3D mouth animations. Previous works showed such architectures provide better realism and could open the door for integrated affective Human Computer Interface (HCI). Our study shows that such visual feedback improves users' comfort for 78% of the candidates significantly while slightly improving their time perception

    Visual Speech Synthesis using Dynamic Visemes and Deep Learning Architectures

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    The aim of this work is to improve the naturalness of visual speech synthesis produced automatically from a linguistic input over existing methods. Firstly, the most important contribution is on the investigation of the most suitable speech units for the visual speech synthesis. We propose the use of dynamic visemes instead of phonemes or static visemes and found that dynamic visemes can generate better visual speech than either phone or static viseme units. Moreover, best performance is obtained by a combined phoneme-dynamic viseme system. Secondly, we examine the most appropriate model between hidden Markov model (HMM) and different deep learning models that include feedforward and recurrent structures consisting of one-to-one, many-to-one and many-to-many architectures. Results suggested that that frame-by-frame synthesis from deep learning approach outperforms state-based synthesis from HMM approaches and an encoder-decoder many-to-many architecture is better than the one-to-one and many-to-one architectures. Thirdly, we explore the importance of contextual features that include information at varying linguistic levels, from frame level up to the utterance level. Our findings found that frame level information is the most valuable feature, as it is able to avoid discontinuities in the visual feature sequence and produces a smooth and realistic animation output. Fourthly, we found that the two most common objective measures of correlation and root mean square error are not able to indicate realism and naturalness of human perceived quality. We introduce an alternative objective measure and show that the global variance is a better indicator of human perception of quality. Finally, we propose a novel method to convert a given text input and phoneme transcription into a dynamic viseme transcription in the case when a reference dynamic viseme sequence is not available. Subjective preference tests confirmed that our proposed method is able to produce animation, that are statistically indistinguishable from animation produced using reference data

    Discovering Dynamic Visemes

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    Abstract This thesis introduces a set of new, dynamic units of visual speech which are learnt using computer vision and machine learning techniques. Rather than clustering phoneme labels as is done traditionally, the visible articulators of a speaker are tracked and automatically segmented into short, visually intuitive speech gestures based on the dynamics of the articulators. The segmented gestures are clustered into dynamic visemes, such that movements relating to the same visual function appear within the same cluster. Speech animation can then be generated on any facial model by mapping a phoneme sequence to a sequence of dynamic visemes, and stitching together an example of each viseme in the sequence. Dynamic visemes model coarticulation and maintain the dynamics of the original speech, so simple blending at the concatenation boundaries ensures a smooth transition. The efficacy of dynamic visemes for computer animation is formally evaluated both objectively and subjectively, and compared with traditional phoneme to static lip-pose interpolation

    Facial Modelling and animation trends in the new millennium : a survey

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    M.Sc (Computer Science)Facial modelling and animation is considered one of the most challenging areas in the animation world. Since Parke and Waters’s (1996) comprehensive book, no major work encompassing the entire field of facial animation has been published. This thesis covers Parke and Waters’s work, while also providing a survey of the developments in the field since 1996. The thesis describes, analyses, and compares (where applicable) the existing techniques and practices used to produce the facial animation. Where applicable, the related techniques are grouped in the same chapter and described in a chronological fashion, outlining their differences, as well as their advantages and disadvantages. The thesis is concluded by exploratory work towards a talking head for Northern Sotho. Facial animation and lip synchronisation of a fragment of Northern Sotho is done by using software tools primarily designed for English.Computin

    Modelling talking human faces

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    This thesis investigates a number of new approaches for visual speech synthesis using data-driven methods to implement a talking face. The main contributions in this thesis are the following. The accuracy of shared Gaussian process latent variable model (SGPLVM) built using the active appearance model (AAM) and relative spectral transform-perceptual linear prediction (RASTAPLP) features is improved by employing a more accurate AAM. This is the first study to report that using a more accurate AAM improves the accuracy of SGPLVM. Objective evaluation via reconstruction error is performed to compare the proposed approach against previously existing methods. In addition, it is shown experimentally that the accuracy of AAM can be improved by using a larger number of landmarks and/or larger number of samples in the training data. The second research contribution is a new method for visual speech synthesis utilising a fully Bayesian method namely the manifold relevance determination (MRD) for modelling dynamical systems through probabilistic non-linear dimensionality reduction. This is the first time MRD was used in the context of generating talking faces from the input speech signal. The expressive power of this model is in the ability to consider non-linear mappings between audio and visual features within a Bayesian approach. An efficient latent space has been learnt iii Abstract iv using a fully Bayesian latent representation relying on conditional nonlinear independence framework. In the SGPLVM the structure of the latent space cannot be automatically estimated because of using a maximum likelihood formulation. In contrast to SGPLVM the Bayesian approaches allow the automatic determination of the dimensionality of the latent spaces. The proposed method compares favourably against several other state-of-the-art methods for visual speech generation, which is shown in quantitative and qualitative evaluation on two different datasets. Finally, the possibility of incremental learning of AAM for inclusion in the proposed MRD approach for visual speech generation is investigated. The quantitative results demonstrate that using MRD in conjunction with incremental AAMs produces only slightly less accurate results than using batch methods. These results support a way of training this kind of models on computers with limited resources, for example in mobile computing. Overall, this thesis proposes several improvements to the current state-of-the-art in generating talking faces from speech signal leading to perceptually more convincing results

    Developing an Affect-Aware Rear-Projected Robotic Agent

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    Social (or Sociable) robots are designed to interact with people in a natural and interpersonal manner. They are becoming an integrated part of our daily lives and have achieved positive outcomes in several applications such as education, health care, quality of life, entertainment, etc. Despite significant progress towards the development of realistic social robotic agents, a number of problems remain to be solved. First, current social robots either lack enough ability to have deep social interaction with human, or they are very expensive to build and maintain. Second, current social robots have yet to reach the full emotional and social capabilities necessary for rich and robust interaction with human beings. To address these problems, this dissertation presents the development of a low-cost, flexible, affect-aware rear-projected robotic agent (called ExpressionBot), that is designed to support verbal and non-verbal communication between the robot and humans, with the goal of closely modeling the dynamics of natural face-to-face communication. The developed robotic platform uses state-of-the-art character animation technologies to create an animated human face (aka avatar) that is capable of showing facial expressions, realistic eye movement, and accurate visual speech, and then project this avatar onto a face-shaped translucent mask. The mask and the projector are then rigged onto a neck mechanism that can move like a human head. Since an animation is projected onto a mask, the robotic face is highly flexible research tool, mechanically simple, and low-cost to design, build and maintain compared with mechatronic and android faces. The results of our comprehensive Human-Robot Interaction (HRI) studies illustrate the benefits and values of the proposed rear-projected robotic platform over a virtual-agent with the same animation displayed on a 2D computer screen. The results indicate that ExpressionBot is well accepted by users, with some advantages in expressing facial expressions more accurately and perceiving mutual eye gaze contact. To improve social capabilities of the robot and create an expressive and empathic social agent (affect-aware) which is capable of interpreting users\u27 emotional facial expressions, we developed a new Deep Neural Networks (DNN) architecture for Facial Expression Recognition (FER). The proposed DNN was initially trained on seven well-known publicly available databases, and obtained significantly better than, or comparable to, traditional convolutional neural networks or other state-of-the-art methods in both accuracy and learning time. Since the performance of the automated FER system highly depends on its training data, and the eventual goal of the proposed robotic platform is to interact with users in an uncontrolled environment, a database of facial expressions in the wild (called AffectNet) was created by querying emotion-related keywords from different search engines. AffectNet contains more than 1M images with faces and 440,000 manually annotated images with facial expressions, valence, and arousal. Two DNNs were trained on AffectNet to classify the facial expression images and predict the value of valence and arousal. Various evaluation metrics show that our deep neural network approaches trained on AffectNet can perform better than conventional machine learning methods and available off-the-shelf FER systems. We then integrated this automated FER system into spoken dialog of our robotic platform to extend and enrich the capabilities of ExpressionBot beyond spoken dialog and create an affect-aware robotic agent that can measure and infer users\u27 affect and cognition. Three social/interaction aspects (task engagement, being empathic, and likability of the robot) are measured in an experiment with the affect-aware robotic agent. The results indicate that users rated our affect-aware agent as empathic and likable as a robot in which user\u27s affect is recognized by a human (WoZ). In summary, this dissertation presents the development and HRI studies of a perceptive, and expressive, conversational, rear-projected, life-like robotic agent (aka ExpressionBot or Ryan) that models natural face-to-face communication between human and emapthic agent. The results of our in-depth human-robot-interaction studies show that this robotic agent can serve as a model for creating the next generation of empathic social robots

    Decoding visemes: improving machine lip-reading

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    Abstract This thesis is about improving machine lip-reading, that is, the classi�cation of speech from only visual cues of a speaker. Machine lip-reading is a niche research problem in both areas of speech processing and computer vision. Current challenges for machine lip-reading fall into two groups: the content of the video, such as the rate at which a person is speaking or; the parameters of the video recording for example, the video resolution. We begin our work with a literature review to understand the restrictions current technology limits machine lip-reading recognition and conduct an experiment into resolution a�ects. We show that high de�nition video is not needed to successfully lip-read with a computer. The term \viseme" is used in machine lip-reading to represent a visual cue or gesture which corresponds to a subgroup of phonemes where the phonemes are indistinguishable in the visual speech signal. Whilst a viseme is yet to be formally de�ned, we use the common working de�nition `a viseme is a group of phonemes with identical appearance on the lips'. A phoneme is the smallest acoustic unit a human can utter. Because there are more phonemes per viseme, mapping between the units creates a many-to-one relationship. Many mappings have been presented, and we conduct an experiment to determine which mapping produces the most accurate classi�cation. Our results show Lee's [82] is best. Lee's classi�cation also outperforms machine lip-reading systems which use the popular Fisher [48] phonemeto- viseme map. Further to this, we propose three methods of deriving speaker-dependent phonemeto- viseme maps and compare our new approaches to Lee's. Our results show the ii iii sensitivity of phoneme clustering and we use our new knowledge for our �rst suggested augmentation to the conventional lip-reading system. Speaker independence in machine lip-reading classi�cation is another unsolved obstacle. It has been observed, in the visual domain, that classi�ers need training on the test subject to achieve the best classi�cation. Thus machine lip-reading is highly dependent upon the speaker. Speaker independence is the opposite of this, or in other words, is the classi�cation of a speaker not present in the classi�er's training data. We investigate the dependence of phoneme-to-viseme maps between speakers. Our results show there is not a high variability of visual cues, but there is high variability in trajectory between visual cues of an individual speaker with the same ground truth. This implies a dependency upon the number of visemes within each set for each individual. Finally, we investigate how many visemes is the optimum number within a set. We show the phoneme-to-viseme maps in literature rarely have enough visemes and the optimal number, which varies by speaker, ranges from 11 to 35. The last di�culty we address is decoding from visemes back to phonemes and into words. Traditionally this is completed using a language model. The language model unit is either: the same as the classi�er, e.g. visemes or phonemes; or the language model unit is words. In a novel approach we use these optimum range viseme sets within hierarchical training of phoneme labelled classi�ers. This new method of classi�er training demonstrates signi�cant increase in classi�cation with a word language network
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