2,250 research outputs found
Learning Speech-driven 3D Conversational Gestures from Video
We propose the first approach to automatically and jointly synthesize both
the synchronous 3D conversational body and hand gestures, as well as 3D face
and head animations, of a virtual character from speech input. Our algorithm
uses a CNN architecture that leverages the inherent correlation between facial
expression and hand gestures. Synthesis of conversational body gestures is a
multi-modal problem since many similar gestures can plausibly accompany the
same input speech. To synthesize plausible body gestures in this setting, we
train a Generative Adversarial Network (GAN) based model that measures the
plausibility of the generated sequences of 3D body motion when paired with the
input audio features. We also contribute a new way to create a large corpus of
more than 33 hours of annotated body, hand, and face data from in-the-wild
videos of talking people. To this end, we apply state-of-the-art monocular
approaches for 3D body and hand pose estimation as well as dense 3D face
performance capture to the video corpus. In this way, we can train on orders of
magnitude more data than previous algorithms that resort to complex in-studio
motion capture solutions, and thereby train more expressive synthesis
algorithms. Our experiments and user study show the state-of-the-art quality of
our speech-synthesized full 3D character animations
Learning Speech-driven {3D} Conversational Gestures from Video
We propose the first approach to automatically and jointly synthesize both the synchronous 3D conversational body and hand gestures, as well as 3D face and head animations, of a virtual character from speech input. Our algorithm uses a CNN architecture that leverages the inherent correlation between facial expression and hand gestures. Synthesis of conversational body gestures is a multi-modal problem since many similar gestures can plausibly accompany the same input speech. To synthesize plausible body gestures in this setting, we train a Generative Adversarial Network (GAN) based model that measures the plausibility of the generated sequences of 3D body motion when paired with the input audio features. We also contribute a new way to create a large corpus of more than 33 hours of annotated body, hand, and face data from in-the-wild videos of talking people. To this end, we apply state-of-the-art monocular approaches for 3D body and hand pose estimation as well as dense 3D face performance capture to the video corpus. In this way, we can train on orders of magnitude more data than previous algorithms that resort to complex in-studio motion capture solutions, and thereby train more expressive synthesis algorithms. Our experiments and user study show the state-of-the-art quality of our speech-synthesized full 3D character animations
Vowel Recognition from Articulatory Position Time-Series Data
A new approach of recognizing vowels from articulatory position time-series data was proposed and tested in this paper. This approach directly mapped articulatory position time-series data to vowels without extracting articulatory features such as mouth opening. The input time-series data were time-normalized and sampled to fixed-width vectors of articulatory positions. Three commonly used classifiers, Neural Network, Support Vector Machine and Decision Tree were used and their performances were compared on the vectors. A single speaker dataset of eight major English vowels acquired using Electromagnetic Articulograph (EMA) AG500 was used. Recognition rate using cross validation ranged from 76.07% to 91.32% for the three classifiers. In addition, the trained decision trees were consistent with articulatory features commonly used to descriptively distinguish vowels in classical phonetics. The findings are intended to improve the accuracy and response time of a real-time articulatory-to-acoustics synthesizer
Visual Passwords Using Automatic Lip Reading
This paper presents a visual passwords system to increase security. The
system depends mainly on recognizing the speaker using the visual speech signal
alone. The proposed scheme works in two stages: setting the visual password
stage and the verification stage. At the setting stage the visual passwords
system request the user to utter a selected password, a video recording of the
user face is captured, and processed by a special words-based VSR system which
extracts a sequence of feature vectors. In the verification stage, the same
procedure is executed, the features will be sent to be compared with the stored
visual password. The proposed scheme has been evaluated using a video database
of 20 different speakers (10 females and 10 males), and 15 more males in
another video database with different experiment sets. The evaluation has
proved the system feasibility, with average error rate in the range of 7.63% to
20.51% at the worst tested scenario, and therefore, has potential to be a
practical approach with the support of other conventional authentication
methods such as the use of usernames and passwords
Generation of realistic human behaviour
As the use of computers and robots in our everyday lives increases so does the need for better interaction with these devices. Human-computer interaction relies on the ability to understand and generate human behavioural signals such as speech, facial expressions and motion. This thesis deals with the synthesis and evaluation of such signals, focusing not only on their intelligibility but also on their realism. Since these signals are often correlated, it is common for methods to drive the generation of one signal using another. The thesis begins by tackling the problem of speech-driven facial animation and proposing models capable of producing realistic animations from a single image and an audio clip. The goal of these models is to produce a video of a target person, whose lips move in accordance with the driving audio. Particular focus is also placed on a) generating spontaneous expression such as blinks, b) achieving audio-visual synchrony and c) transferring or producing natural head motion. The second problem addressed in this thesis is that of video-driven speech reconstruction, which aims at converting a silent video into waveforms containing speech. The method proposed for solving this problem is capable of generating intelligible and accurate speech for both seen and unseen speakers. The spoken content is correctly captured thanks to a perceptual loss, which uses features from pre-trained speech-driven animation models. The ability of the video-to-speech model to run in real-time allows its use in hearing assistive devices and telecommunications. The final work proposed in this thesis is a generic domain translation system, that can be used for any translation problem including those mapping across different modalities. The framework is made up of two networks performing translations in opposite directions and can be successfully applied to solve diverse sets of translation problems, including speech-driven animation and video-driven speech reconstruction.Open Acces
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