91,659 research outputs found

    The listening talker: A review of human and algorithmic context-induced modifications of speech

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    International audienceSpeech output technology is finding widespread application, including in scenarios where intelligibility might be compromised - at least for some listeners - by adverse conditions. Unlike most current algorithms, talkers continually adapt their speech patterns as a response to the immediate context of spoken communication, where the type of interlocutor and the environment are the dominant situational factors influencing speech production. Observations of talker behaviour can motivate the design of more robust speech output algorithms. Starting with a listener-oriented categorisation of possible goals for speech modification, this review article summarises the extensive set of behavioural findings related to human speech modification, identifies which factors appear to be beneficial, and goes on to examine previous computational attempts to improve intelligibility in noise. The review concludes by tabulating 46 speech modifications, many of which have yet to be perceptually or algorithmically evaluated. Consequently, the review provides a roadmap for future work in improving the robustness of speech output

    Visual units and confusion modelling for automatic lip-reading

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    Automatic lip-reading (ALR) is a challenging task because the visual speech signal is known to be missing some important information, such as voicing. We propose an approach to ALR that acknowledges that this information is missing but assumes that it is substituted or deleted in a systematic way that can be modelled. We describe a system that learns such a model and then incorporates it into decoding, which is realised as a cascade of weighted finite-state transducers. Our results show a small but statistically significant improvement in recognition accuracy. We also investigate the issue of suitable visual units for ALR, and show that visemes are sub-optimal, not but because they introduce lexical ambiguity, but because the reduction in modelling units entailed by their use reduces accuracy

    Language Identification Using Visual Features

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    Automatic visual language identification (VLID) is the technology of using information derived from the visual appearance and movement of the speech articulators to iden- tify the language being spoken, without the use of any audio information. This technique for language identification (LID) is useful in situations in which conventional audio processing is ineffective (very noisy environments), or impossible (no audio signal is available). Research in this field is also beneficial in the related field of automatic lip-reading. This paper introduces several methods for visual language identification (VLID). They are based upon audio LID techniques, which exploit language phonology and phonotactics to discriminate languages. We show that VLID is possible in a speaker-dependent mode by discrimi- nating different languages spoken by an individual, and we then extend the technique to speaker-independent operation, taking pains to ensure that discrimination is not due to artefacts, either visual (e.g. skin-tone) or audio (e.g. rate of speaking). Although the low accuracy of visual speech recognition currently limits the performance of VLID, we can obtain an error-rate of < 10% in discriminating between Arabic and English on 19 speakers and using about 30s of visual speech

    What does touch tell us about emotions in touchscreen-based gameplay?

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the player’s emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence

    Seismic Fault Preserving Diffusion

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    This paper focuses on the denoising and enhancing of 3-D reflection seismic data. We propose a pre-processing step based on a non linear diffusion filtering leading to a better detection of seismic faults. The non linear diffusion approaches are based on the definition of a partial differential equation that allows us to simplify the images without blurring relevant details or discontinuities. Computing the structure tensor which provides information on the local orientation of the geological layers, we propose to drive the diffusion along these layers using a new approach called SFPD (Seismic Fault Preserving Diffusion). In SFPD, the eigenvalues of the tensor are fixed according to a confidence measure that takes into account the regularity of the local seismic structure. Results on both synthesized and real 3-D blocks show the efficiency of the proposed approach.Comment: 10 page
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