1,970 research outputs found

    A Parametric Sound Object Model for Sound Texture Synthesis

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    This thesis deals with the analysis and synthesis of sound textures based on parametric sound objects. An overview is provided about the acoustic and perceptual principles of textural acoustic scenes, and technical challenges for analysis and synthesis are considered. Four essential processing steps for sound texture analysis are identifi ed, and existing sound texture systems are reviewed, using the four-step model as a guideline. A theoretical framework for analysis and synthesis is proposed. A parametric sound object synthesis (PSOS) model is introduced, which is able to describe individual recorded sounds through a fi xed set of parameters. The model, which applies to harmonic and noisy sounds, is an extension of spectral modeling and uses spline curves to approximate spectral envelopes, as well as the evolution of parameters over time. In contrast to standard spectral modeling techniques, this representation uses the concept of objects instead of concatenated frames, and it provides a direct mapping between sounds of diff erent length. Methods for automatic and manual conversion are shown. An evaluation is presented in which the ability of the model to encode a wide range of di fferent sounds has been examined. Although there are aspects of sounds that the model cannot accurately capture, such as polyphony and certain types of fast modulation, the results indicate that high quality synthesis can be achieved for many different acoustic phenomena, including instruments and animal vocalizations. In contrast to many other forms of sound encoding, the parametric model facilitates various techniques of machine learning and intelligent processing, including sound clustering and principal component analysis. Strengths and weaknesses of the proposed method are reviewed, and possibilities for future development are discussed

    Multi-Agent Simulation of Emergence of Schwa Deletion Pattern in Hindi

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    Recently, there has been a revival of interest in multi-agent simulation techniques for exploring the nature of language change. However, a lack of appropriate validation of simulation experiments against real language data often calls into question the general applicability of these methods in modeling realistic language change. We try to address this issue here by making an attempt to model the phenomenon of schwa deletion in Hindi through a multi-agent simulation framework. The pattern of Hindi schwa deletion and its diachronic nature are well studied, not only out of general linguistic inquiry, but also to facilitate Hindi grapheme-to-phoneme conversion, which is a preprocessing step to text-to-speech synthesis. We show that under certain conditions, the schwa deletion pattern observed in modern Hindi emerges in the system from an initial state of no deletion. The simulation framework described in this work can be extended to model other phonological changes as well.Language Change, Linguistic Agent, Language Game, Multi-Agent Simulation, Schwa Deletion

    Proceedings of the 7th Sound and Music Computing Conference

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    Proceedings of the SMC2010 - 7th Sound and Music Computing Conference, July 21st - July 24th 2010

    A Log Domain Pulse Model for Parametric Speech Synthesis

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    Most of the degradation in current Statistical Parametric Speech Synthesis (SPSS) results from the form of the vocoder. One of the main causes of degradation is the reconstruction of the noise. In this article, a new signal model is proposed that leads to a simple synthesizer, without the need for ad-hoc tuning of model parameters. The model is not based on the traditional additive linear source-filter model, it adopts a combination of speech components that are additive in the log domain. Also, the same representation for voiced and unvoiced segments is used, rather than relying on binary voicing decisions. This avoids voicing error discontinuities that can occur in many current vocoders. A simple binary mask is used to denote the presence of noise in the time-frequency domain, which is less sensitive to classification errors. Four experiments have been carried out to evaluate this new model. The first experiment examines the noise reconstruction issue. Three listening tests have also been carried out that demonstrate the advantages of this model: comparison with the STRAIGHT vocoder; the direct prediction of the binary noise mask by using a mixed output configuration; and partial improvements of creakiness using a mask correction mechanism.European Union's Horizon 2020 research and innovation programme under the Marie Sklodowska-Curie; 10.13039/501100000266-EPSR

    Improving Deep Reinforcement Learning Using Graph Convolution and Visual Domain Transfer

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    Recent developments in Deep Reinforcement Learning (DRL) have shown tremendous progress in robotics control, Atari games, board games such as Go, etc. However, model free DRL still has limited use cases due to its poor sampling efficiency and generalization on a variety of tasks. In this thesis, two particular drawbacks of DRL are investigated: 1) the poor generalization abilities of model free DRL. More specifically, how to generalize an agent\u27s policy to unseen environments and generalize to task performance on different data representations (e.g. image based or graph based) 2) The reality gap issue in DRL. That is, how to effectively transfer a policy learned in a simulator to the real world. This thesis makes several novel contributions to the field of DRL which are outlined sequentially in the following. Among these contributions is the generalized value iteration network (GVIN) algorithm, which is an end-to-end neural network planning module extending the work of Value Iteration Networks (VIN). GVIN emulates the value iteration algorithm by using a novel graph convolution operator, which enables GVIN to learn and plan on irregular spatial graphs. Additionally, this thesis proposes three novel, differentiable kernels as graph convolution operators and shows that the embedding-based kernel achieves the best performance. Furthermore, an improvement upon traditional nn-step QQ-learning that stabilizes training for VIN and GVIN is demonstrated. Additionally, the equivalence between GVIN and graph neural networks is outlined and shown that GVIN can be further extended to address both control and inference problems. The final subject which falls under the graph domain that is studied in this thesis is graph embeddings. Specifically, this work studies a general graph embedding framework GEM-F that unifies most of the previous graph embedding algorithms. Based on the contributions made during the analysis of GEM-F, a novel algorithm called WarpMap which outperforms DeepWalk and node2vec in the unsupervised learning settings is proposed. The aforementioned reality gap in DRL prohibits a significant portion of research from reaching the real world setting. The latter part of this work studies and analyzes domain transfer techniques in an effort to bridge this gap. Typically, domain transfer in RL consists of representation transfer and policy transfer. In this work, the focus is on representation transfer for vision based applications. More specifically, aligning the feature representation from source domain to target domain in an unsupervised fashion. In this approach, a linear mapping function is considered to fuse modules that are trained in different domains. Proposed are two improved adversarial learning methods to enhance the training quality of the mapping function. Finally, the thesis demonstrates the effectiveness of domain alignment among different weather conditions in the CARLA autonomous driving simulator
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