141 research outputs found

    Audio computing in the wild: frameworks for big data and small computers

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    This dissertation presents some machine learning algorithms that are designed to process as much data as needed while spending the least possible amount of resources, such as time, energy, and memory. Examples of those applications, but not limited to, can be a large-scale multimedia information retrieval system where both queries and the items in the database are noisy signals; collaborative audio enhancement from hundreds of user-created clips of a music concert; an event detection system running in a small device that has to process various sensor signals in real time; a lightweight custom chipset for speech enhancement on hand-held devices; instant music analysis engine running on smartphone apps. In all those applications, efficient machine learning algorithms are supposed to achieve not only a good performance, but also a great resource-efficiency. We start from some efficient dictionary-based single-channel source separation algorithms. We can train this kind of source-specific dictionaries by using some matrix factorization or topic modeling, whose elements form a representative set of spectra for the particular source. During the test time, the system estimates the contribution of the participating dictionary items for an unknown mixture spectrum. In this way we can estimate the activation of each source separately, and then recover the source of interest by using that particular source's reconstruction. There are some efficiency issues during this procedure. First off, searching for the optimal dictionary size is time consuming. Although for some very common types of sources, e.g. English speech, we know the optimal rank of the model by trial and error, it is hard to know in advance as to what is the optimal number of dictionary elements for the unknown sources, which are usually modeled during the test time in the semi-supervised separation scenarios. On top of that, when it comes to the non-stationary unknown sources, we had better maintain a dictionary that adapts its size and contents to the change of the source's nature. In this online semi-supervised separation scenario, a mechanism that can efficiently learn the optimal rank is helpful. To this end, a deflation method is proposed for modeling this unknown source with a nonnegative dictionary whose size is optimal. Since it has to be done during the test time, the deflation method that incrementally adds up new dictionary items shows better efficiency than a corresponding na\"ive approach where we simply try a bunch of different models. We have another efficiency issue when we are to use a large dictionary for better separation. It has been known that considering the manifold of the training data can help enhance the performance for the separation. This is because of the symptom that the usual manifold-ignorant convex combination models, such as from low-rank matrix decomposition or topic modeling, tend to result in ambiguous regions in the source-specific subspace defined by the dictionary items as the bases. For example, in those ambiguous regions, the original data samples cannot reside. Although some source separation techniques that respect data manifold could increase the performance, they call for more memory and computational resources due to the fact that the models call for larger dictionaries and involve sparse coding during the test time. This limitation led the development of hashing-based encoding of the audio spectra, so that some computationally heavy routines, such as nearest neighbor searches for sparse coding, can be performed in a cheaper bit-wise fashion. Matching audio signals can be challenging as well, especially if the signals are noisy and the matching task involves a big amount of signals. If it is an information retrieval application, for example, the bigger size of the data leads to a longer response time. On top of that, if the signals are defective, we have to perform the enhancement or separation job in the first place before matching, or we might need a matching mechanism that is robust to all those different kinds of artifacts. Likewise, the noisy nature of signals can add an additional complexity to the system. In this dissertation we will also see some compact integer (and eventually binary) representations for those matching systems. One of the possible compact representations would be a hashing-based matching method, where we can employ a particular kind of hash functions to preserve the similarity among original signals in the hash code domain. We will see that a variant of Winner Take All hashing can provide Hamming distance from noise-robust binary features, and that matching using the hash codes works well for some keyword spotting tasks. From the fact that some landmark hashes (e.g. local maxima from non-maximum suppression on the magnitudes of a mel-scaled spectrogram) can also robustly represent the time-frequency domain signal efficiently, a matrix decomposition algorithm is also proposed to take those irregular sparse matrices as input. Based on the assumption that the number of landmarks is a lot smaller than the number of all the time-frequency coefficients, we can think of this matching algorithm efficient if it operates entirely on the landmark representation. On the contrary to the usual landmark matching schemes, where matching is defined rigorously, we see the audio matching problem as soft matching where we find a similar constellation of landmarks to the query. In order to perform this soft matching job, the landmark positions are smoothed by a fixed-width Gaussian caps, with which the matching job is reduced down to calculating the amount of overlaps in-between those Gaussians. The Gaussian-based density approximation is also useful when we perform decomposition on this landmark representation, because otherwise the landmarks are usually too sparse to perform an ordinary matrix factorization algorithm, which are originally for a dense input matrix. We also expand this concept to the matrix deconvolution problem as well, where we see the input landmark representation of a source as a two-dimensional convolution between a source pattern and its corresponding sparse activations. If there are more than one source, as a noisy signal, we can think of this problem as factor deconvolution where the mixture is the combination of all the source-specific convolutions. The dissertation also covers Collaborative Audio Enhancement (CAE) algorithms that aim to recover the dominant source at a sound scene (e.g. music signals of a concert rather than the noise from the crowd) from multiple low-quality recordings (e.g. Youtube video clips uploaded by the audience). CAE can be seen as crowdsourcing a recording job, which needs a substantial amount of denoising effort afterward, because the user-created recordings might have been contaminated with various artifacts. In the sense that the recordings are from not-synchronized heterogenous sensors, we can also think of CAE as big ad-hoc sensor array processing. In CAE, each recording is assumed to be uniquely corrupted by a specific frequency response of the microphone, an aggressive audio coding algorithm, interference, band-pass filtering, clipping, etc. To consolidate all these recordings and come up with an enhanced audio, Probabilistic Latent Component Sharing (PLCS) has been proposed as a method of simultaneous probabilistic topic modeling on synchronized input signals. In PLCS, some of the parameters are fixed to be same during and after the learning process to capture common audio content, while the rest of the parameters are for the unwanted recording-specific interference and artifacts. We can speed up PLCS by incorporating a hashing-based nearest neighbor search so that at every EM iteration PLCS can be applied only to a small number of recordings that are closest to the current source estimation. Experiments on a small simulated CAE setup shows that the proposed PLCS can improve the sound quality from variously contaminated recordings. The nearest neighbor search technique during PLCS provides sensible speed-up at larger scaled experiments (up to 1000 recordings). Finally, to describe an extremely optimized deep learning deployment system, Bitwise Neural Networks (BNN) will be also discussed. In the proposed BNN, all the input, hidden, and output nodes are binaries (+1 and -1), and so are all the weights and bias. Consequently, the operations on them during the test time are defined with Boolean algebra, too. BNNs are spatially and computationally efficient in implementations, since (a) we represent a real-valued sample or parameter with a bit (b) the multiplication and addition correspond to bitwise XNOR and bit-counting, respectively. Therefore, BNNs can be used to implement a deep learning system in a resource-constrained environment, so that we can deploy a deep learning system on small devices without using up the power, memory, CPU clocks, etc. The training procedure for BNNs is based on a straightforward extension of backpropagation, which is characterized by the use of the quantization noise injection scheme, and the initialization strategy that learns a weight-compressed real-valued network only for the initialization purpose. Some preliminary results on the MNIST dataset and speech denoising demonstrate that a straightforward extension of backpropagation can successfully train BNNs whose performance is comparable while necessitating vastly fewer computational resources

    A Review of Deep Learning Techniques for Speech Processing

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    The field of speech processing has undergone a transformative shift with the advent of deep learning. The use of multiple processing layers has enabled the creation of models capable of extracting intricate features from speech data. This development has paved the way for unparalleled advancements in speech recognition, text-to-speech synthesis, automatic speech recognition, and emotion recognition, propelling the performance of these tasks to unprecedented heights. The power of deep learning techniques has opened up new avenues for research and innovation in the field of speech processing, with far-reaching implications for a range of industries and applications. This review paper provides a comprehensive overview of the key deep learning models and their applications in speech-processing tasks. We begin by tracing the evolution of speech processing research, from early approaches, such as MFCC and HMM, to more recent advances in deep learning architectures, such as CNNs, RNNs, transformers, conformers, and diffusion models. We categorize the approaches and compare their strengths and weaknesses for solving speech-processing tasks. Furthermore, we extensively cover various speech-processing tasks, datasets, and benchmarks used in the literature and describe how different deep-learning networks have been utilized to tackle these tasks. Additionally, we discuss the challenges and future directions of deep learning in speech processing, including the need for more parameter-efficient, interpretable models and the potential of deep learning for multimodal speech processing. By examining the field's evolution, comparing and contrasting different approaches, and highlighting future directions and challenges, we hope to inspire further research in this exciting and rapidly advancing field

    Developing a Framework for Stigmergic Human Collaboration with Technology Tools: Cases in Emergency Response

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    Information and Communications Technologies (ICTs), particularly social media and geographic information systems (GIS), have become a transformational force in emergency response. Social media enables ad hoc collaboration, providing timely, useful information dissemination and sharing, and helping to overcome limitations of time and place. Geographic information systems increase the level of situation awareness, serving geospatial data using interactive maps, animations, and computer generated imagery derived from sophisticated global remote sensing systems. Digital workspaces bring these technologies together and contribute to meeting ad hoc and formal emergency response challenges through their affordances of situation awareness and mass collaboration. Distributed ICTs that enable ad hoc emergency response via digital workspaces have arguably made traditional top-down system deployments less relevant in certain situations, including emergency response (Merrill, 2009; Heylighen, 2007a, b). Heylighen (2014, 2007a, b) theorizes that human cognitive stigmergy explains some self-organizing characteristics of ad hoc systems. Elliott (2007) identifies cognitive stigmergy as a factor in mass collaborations supported by digital workspaces. Stigmergy, a term from biology, refers to the phenomenon of self-organizing systems with agents that coordinate via perceived changes in the environment rather than direct communication. In the present research, ad hoc emergency response is examined through the lens of human cognitive stigmergy. The basic assertion is that ICTs and stigmergy together make possible highly effective ad hoc collaborations in circumstances where more typical collaborative methods break down. The research is organized into three essays: an in-depth analysis of the development and deployment of the Ushahidi emergency response software platform, a comparison of the emergency response ICTs used for emergency response during Hurricanes Katrina and Sandy, and a process model developed from the case studies and relevant academic literature is described

    Geoinformatics in Citizen Science

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    The book features contributions that report original research in the theoretical, technological, and social aspects of geoinformation methods, as applied to supporting citizen science. Specifically, the book focuses on the technological aspects of the field and their application toward the recruitment of volunteers and the collection, management, and analysis of geotagged information to support volunteer involvement in scientific projects. Internationally renowned research groups share research in three areas: First, the key methods of geoinformatics within citizen science initiatives to support scientists in discovering new knowledge in specific application domains or in performing relevant activities, such as reliable geodata filtering, management, analysis, synthesis, sharing, and visualization; second, the critical aspects of citizen science initiatives that call for emerging or novel approaches of geoinformatics to acquire and handle geoinformation; and third, novel geoinformatics research that could serve in support of citizen science

    Spatial and Temporal Sentiment Analysis of Twitter data

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    The public have used Twitter world wide for expressing opinions. This study focuses on spatio-temporal variation of georeferenced Tweets’ sentiment polarity, with a view to understanding how opinions evolve on Twitter over space and time and across communities of users. More specifically, the question this study tested is whether sentiment polarity on Twitter exhibits specific time-location patterns. The aim of the study is to investigate the spatial and temporal distribution of georeferenced Twitter sentiment polarity within the area of 1 km buffer around the Curtin Bentley campus boundary in Perth, Western Australia. Tweets posted in campus were assigned into six spatial zones and four time zones. A sentiment analysis was then conducted for each zone using the sentiment analyser tool in the Starlight Visual Information System software. The Feature Manipulation Engine was employed to convert non-spatial files into spatial and temporal feature class. The spatial and temporal distribution of Twitter sentiment polarity patterns over space and time was mapped using Geographic Information Systems (GIS). Some interesting results were identified. For example, the highest percentage of positive Tweets occurred in the social science area, while science and engineering and dormitory areas had the highest percentage of negative postings. The number of negative Tweets increases in the library and science and engineering areas as the end of the semester approaches, reaching a peak around an exam period, while the percentage of negative Tweets drops at the end of the semester in the entertainment and sport and dormitory area. This study will provide some insights into understanding students and staff ’s sentiment variation on Twitter, which could be useful for university teaching and learning management

    European Handbook of Crowdsourced Geographic Information

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    "This book focuses on the study of the remarkable new source of geographic information that has become available in the form of user-generated content accessible over the Internet through mobile and Web applications. The exploitation, integration and application of these sources, termed volunteered geographic information (VGI) or crowdsourced geographic information (CGI), offer scientists an unprecedented opportunity to conduct research on a variety of topics at multiple scales and for diversified objectives. The Handbook is organized in five parts, addressing the fundamental questions: What motivates citizens to provide such information in the public domain, and what factors govern/predict its validity?What methods might be used to validate such information? Can VGI be framed within the larger domain of sensor networks, in which inert and static sensors are replaced or combined by intelligent and mobile humans equipped with sensing devices? What limitations are imposed on VGI by differential access to broadband Internet, mobile phones, and other communication technologies, and by concerns over privacy? How do VGI and crowdsourcing enable innovation applications to benefit human society? Chapters examine how crowdsourcing techniques and methods, and the VGI phenomenon, have motivated a multidisciplinary research community to identify both fields of applications and quality criteria depending on the use of VGI. Besides harvesting tools and storage of these data, research has paid remarkable attention to these information resources, in an age when information and participation is one of the most important drivers of development. The collection opens questions and points to new research directions in addition to the findings that each of the authors demonstrates. Despite rapid progress in VGI research, this Handbook also shows that there are technical, social, political and methodological challenges that require further studies and research.

    The Impact of Sound on Virtual Landscape Perception: An Empirical Evaluation of Aural-Visual Interaction for 3D Visualization

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    An understanding of quantitative and qualitative landscape characteristics is necessary to successfully articulate intervention or change in the landscape. In landscape planning and design 3D visualizations have been used to successfully communicate various aspects of landscape to a diverse population, though they have been shown to lag behind real-world experience in perceptual experiments. There is evidence that engaging other senses can alter the perception of 3D visualizations, which this thesis used as a departure point for the research project. Three research questions guide the investigation. The first research question is: How do fundamental elements in visualizations (i.e. terrain, vegetation and built form) interact with fundamental sound types (i.e. anthropogenic, mechanical and natural) to affect perceived realism of, and preference for, 3D landscape visualization? The research used empirical methods of a controlled experiment and statistical analysis of quantitative survey responses to examine the perceptual responses to the interaction aural and visual stimuli in St. James’s Park, London, UK. The visualizations were sourced from Google Earth, and the sounds recorded in situ, with Google Earth chosen as it is being used more frequently in landscape planning and design processes, though has received very little perceptual research focus. The second research question is: Do different user characteristics interact with combined aural-visual stimuli to alter perceived realism and preferences for 3D visualization? The final research question emerged out of the experiment design concentrating on research methodology: How effective is the Internet for aural-visual data collection compared to the laboratory setting? The results of the quantitative analysis can be summarized as follows: For research question 1 the results show that sound alters 3D visualization perception both positively and negatively, which varies by landscape element. For all visual conditions mechanical sound significantly lowers preference. For visualizations showing terrain only perceived realism and preference are significantly lowered by anthropogenic sound and significantly raised by natural sound for both realism and preference. For visualizations showing a combination of terrain with built form anthropogenic and mechanical sound significantly raises perceived realism. For visualizations showing a combination of terrain, vegetation and some built form a more complicated interaction occurs for realism, which is moderated by the amount of built form in the scene, e.g. with no buildings in the scene traffic and speech significantly lower realism ratings in similar ways while a small amount of built form visible resulted in speech significantly raising realism ratings. Preference was significantly lowered by anthropogenic and mechanical sound the most out of all three visual conditions. For research question 2 the results confirm that perception can vary for realism by gender and first language differences, and preference by age, first language, cultural and professional background and 3D familiarity. Finally for research question 3 and implications for Internet-based multisensory experiments there is strong evidence that audio hardware and experimental condition (laboratory vs. online) do not significantly alter realism and preference ratings, though larger display sizes can have a significant but very small effect on preference ratings (+/- 0.08 on a 5-point scale). The results indicate that sound significantly alters the perception of realism and preference for landscape simulated via 3D visualizations, with the congruence of aural and visual stimuli having a strong impact on both perceptual responses. The results provide important empirical evidence for future research to build upon, and raise important questions relating to authenticity of landscape experience, particularly when relying solely on visual material as visuals alone do not accurately simulate landscape experience. In addition the research confirms the cross-sensory nature of perception in virtual environments. As a result the inclusion of sound for landscape visualization and aesthetic research is concluded to be of critical importance. The research results suggest that when using sound with 3D visualizations the sound content match the visualized material, and to avoid using sounds that contain human speech unless there is a very strong reason to do so (e.g. there are humans in the visualization). The final chapter discusses opportunities for integrating sound with 3D visualizations in order to increase the perception of realism and preference in landscape planning and design processes, and concludes with areas for future research

    Computational Intelligence and Human- Computer Interaction: Modern Methods and Applications

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    The present book contains all of the articles that were accepted and published in the Special Issue of MDPI’s journal Mathematics titled "Computational Intelligence and Human–Computer Interaction: Modern Methods and Applications". This Special Issue covered a wide range of topics connected to the theory and application of different computational intelligence techniques to the domain of human–computer interaction, such as automatic speech recognition, speech processing and analysis, virtual reality, emotion-aware applications, digital storytelling, natural language processing, smart cars and devices, and online learning. We hope that this book will be interesting and useful for those working in various areas of artificial intelligence, human–computer interaction, and software engineering as well as for those who are interested in how these domains are connected in real-life situations

    Urban Informatics

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    This open access book is the first to systematically introduce the principles of urban informatics and its application to every aspect of the city that involves its functioning, control, management, and future planning. It introduces new models and tools being developed to understand and implement these technologies that enable cities to function more efficiently – to become ‘smart’ and ‘sustainable’. The smart city has quickly emerged as computers have become ever smaller to the point where they can be embedded into the very fabric of the city, as well as being central to new ways in which the population can communicate and act. When cities are wired in this way, they have the potential to become sentient and responsive, generating massive streams of ‘big’ data in real time as well as providing immense opportunities for extracting new forms of urban data through crowdsourcing. This book offers a comprehensive review of the methods that form the core of urban informatics from various kinds of urban remote sensing to new approaches to machine learning and statistical modelling. It provides a detailed technical introduction to the wide array of tools information scientists need to develop the key urban analytics that are fundamental to learning about the smart city, and it outlines ways in which these tools can be used to inform design and policy so that cities can become more efficient with a greater concern for environment and equity
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