22,142 research outputs found

    Continuous Estimation of Emotions in Speech by Dynamic Cooperative Speaker Models

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    Automatic emotion recognition from speech has been recently focused on the prediction of time-continuous dimensions (e.g., arousal and valence) of spontaneous and realistic expressions of emotion, as found in real-life interactions. However, the automatic prediction of such emotions poses several challenges, such as the subjectivity found in the definition of a gold standard from a pool of raters and the issue of data scarcity in training models. In this work, we introduce a novel emotion recognition system, based on ensemble of single-speaker-regression-models (SSRMs). The estimation of emotion is provided by combining a subset of the initial pool of SSRMs selecting those that are most concordance among them. The proposed approach allows the addition or removal of speakers from the ensemble without the necessity to re-build the entire machine learning system. The simplicity of this aggregation strategy, coupled with the flexibility assured by the modular architecture, and the promising results obtained on the RECOLA database highlight the potential implications of the proposed method in a real-life scenario and in particular in WEB-based applications

    Strength is in numbers: Can concordant artificial listeners improve prediction of emotion from speech?

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    Humans can communicate their emotions by modulating facial expressions or the tone of their voice. Albeit numerous applications exist that enable machines to read facial emotions and recognize the content of verbal messages, methods for speech emotion recognition are still in their infancy. Yet, fast and reliable applications for emotion recognition are the obvious advancement of present 'intelligent personal assistants', and may have countless applications in diagnostics, rehabilitation and research. Taking inspiration from the dynamics of human group decision-making, we devised a novel speech emotion recognition system that applies, for the first time, a semi-supervised prediction model based on consensus. Three tests were carried out to compare this algorithm with traditional approaches. Labeling performances relative to a public database of spontaneous speeches are reported. The novel system appears to be fast, robust and less computationally demanding than traditional methods, allowing for easier implementation in portable voice-analyzers (as used in rehabilitation, research, industry, etc.) and for applications in the research domain (such as real-time pairing of stimuli to participants' emotional state, selective/differential data collection based on emotional content, etc.)

    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

    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
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