603 research outputs found
Online Localization and Tracking of Multiple Moving Speakers in Reverberant Environments
We address the problem of online localization and tracking of multiple moving
speakers in reverberant environments. The paper has the following
contributions. We use the direct-path relative transfer function (DP-RTF), an
inter-channel feature that encodes acoustic information robust against
reverberation, and we propose an online algorithm well suited for estimating
DP-RTFs associated with moving audio sources. Another crucial ingredient of the
proposed method is its ability to properly assign DP-RTFs to audio-source
directions. Towards this goal, we adopt a maximum-likelihood formulation and we
propose to use an exponentiated gradient (EG) to efficiently update
source-direction estimates starting from their currently available values. The
problem of multiple speaker tracking is computationally intractable because the
number of possible associations between observed source directions and physical
speakers grows exponentially with time. We adopt a Bayesian framework and we
propose a variational approximation of the posterior filtering distribution
associated with multiple speaker tracking, as well as an efficient variational
expectation-maximization (VEM) solver. The proposed online localization and
tracking method is thoroughly evaluated using two datasets that contain
recordings performed in real environments.Comment: IEEE Journal of Selected Topics in Signal Processing, 201
Online Localization of Multiple Moving Speakers in Reverberant Environments
International audienceThis paper addresses the problem of online multiple moving speakers localization in reverberant environments. The direct-path relative transfer function (DP-RTF), as defined by the ratio between the first taps of the convolutive transfer function (CTF) of two microphones, encodes the inter-channel direct-path information and is thus used as a localization feature being robust against reverberation. The CTF estimation is based on the cross-relation method. In this work, the recursive least-square method is proposed to solve the cross-relation problem, due to its relatively low computational cost and its good convergence rate. The DP-RTF feature estimated at each time-frequency bin is assumed to correspond to a single speaker. A complex Gaussian mixture model is used to assign each observed feature to one among several speakers. The recursive expectation-maximization algorithm is adopted to update online the model parameters. The method is evaluated with a new dataset containing multiple moving speakers, where the ground-truth speaker trajectories are recorded with a motion capture system
PSD Estimation of Multiple Sound Sources in a Reverberant Room Using a Spherical Microphone Array
We propose an efficient method to estimate source power spectral densities
(PSDs) in a multi-source reverberant environment using a spherical microphone
array. The proposed method utilizes the spatial correlation between the
spherical harmonics (SH) coefficients of a sound field to estimate source PSDs.
The use of the spatial cross-correlation of the SH coefficients allows us to
employ the method in an environment with a higher number of sources compared to
conventional methods. Furthermore, the orthogonality property of the SH basis
functions saves the effort of designing specific beampatterns of a conventional
beamformer-based method. We evaluate the performance of the algorithm with
different number of sources in practical reverberant and non-reverberant rooms.
We also demonstrate an application of the method by separating source signals
using a conventional beamformer and a Wiener post-filter designed from the
estimated PSDs.Comment: Accepted for WASPAA 201
Towards End-to-End Acoustic Localization using Deep Learning: from Audio Signal to Source Position Coordinates
This paper presents a novel approach for indoor acoustic source localization
using microphone arrays and based on a Convolutional Neural Network (CNN). The
proposed solution is, to the best of our knowledge, the first published work in
which the CNN is designed to directly estimate the three dimensional position
of an acoustic source, using the raw audio signal as the input information
avoiding the use of hand crafted audio features. Given the limited amount of
available localization data, we propose in this paper a training strategy based
on two steps. We first train our network using semi-synthetic data, generated
from close talk speech recordings, and where we simulate the time delays and
distortion suffered in the signal that propagates from the source to the array
of microphones. We then fine tune this network using a small amount of real
data. Our experimental results show that this strategy is able to produce
networks that significantly improve existing localization methods based on
\textit{SRP-PHAT} strategies. In addition, our experiments show that our CNN
method exhibits better resistance against varying gender of the speaker and
different window sizes compared with the other methods.Comment: 18 pages, 3 figures, 8 table
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Nonnative implicit phonetic training in multiple reverberant environments.
Speech intelligibility is adversely affected by reverberation, particularly when listening to a foreign language. However, little is known about how phonetic learning is affected by room acoustics. This study investigated how room reverberation impacts the acquisition of novel phonetic categories during implicit training in virtual environments. Listeners were trained to distinguish a difficult nonnative dental-retroflex contrast in phonemes presented either in a fixed room (anechoic or reverberant) or in multiple anechoic and reverberant spaces typical of everyday listening. Training employed a videogame in which phonetic stimuli were paired with rewards delivered upon successful task performance, in accordance with the task-irrelevant perceptual learning paradigm. Before and after training, participants were tested using familiar and unfamiliar speech tokens, speakers, and rooms. Implicit training performed in multiple rooms induced learning, while training in a single environment did not. The multiple-room training improvement generalized to untrained rooms and tokens, but not to untrained voices. These results show that, following implicit training, nonnative listeners can overcome the detrimental effects of reverberation and that exposure to sounds in multiple reverberant environments during training enhances implicit phonetic learning rather than disrupting it
Acoustic localization of people in reverberant environments using deep learning techniques
La localización de las personas a partir de información acústica es cada vez más importante en aplicaciones del mundo real como la seguridad, la vigilancia y la interacción entre personas y robots. En muchos casos, es necesario localizar con precisión personas u objetos en función del sonido que generan, especialmente en entornos ruidosos y reverberantes en los que los métodos de localización tradicionales pueden fallar, o en escenarios en los que los métodos basados en análisis de vídeo no son factibles por no disponer de ese tipo de sensores o por la existencia de oclusiones relevantes. Por ejemplo, en seguridad y vigilancia, la capacidad de localizar con precisión una fuente de sonido puede ayudar a identificar posibles amenazas o intrusos. En entornos sanitarios, la localización acústica puede utilizarse para controlar los movimientos y actividades de los pacientes, especialmente los que tienen problemas de movilidad. En la interacción entre personas y robots, los robots equipados con capacidades de localización acústica pueden percibir y responder mejor a su entorno, lo que permite interacciones más naturales e intuitivas con los humanos. Por lo tanto, el desarrollo de sistemas de localización acústica precisos y robustos utilizando técnicas avanzadas como el aprendizaje profundo es de gran importancia práctica. Es por esto que en esta tesis doctoral se aborda dicho problema en tres líneas de investigación fundamentales: (i) El diseño de un sistema extremo a extremo (end-to-end) basado en redes neuronales capaz de mejorar las tasas de localización de sistemas ya existentes en el estado del arte. (ii) El diseño de un sistema capaz de localizar a uno o varios hablantes simultáneos en entornos con características y con geometrías de arrays de sensores diferentes sin necesidad de re-entrenar. (iii) El diseño de sistemas capaces de refinar los mapas de potencia acústica necesarios para localizar a las fuentes acústicas para conseguir una mejor localización posterior. A la hora de evaluar la consecución de dichos objetivos se han utilizado diversas bases de datos realistas con características diferentes, donde las personas involucradas en las escenas pueden actuar sin ningún tipo de restricción. Todos los sistemas propuestos han sido evaluados bajo las mismas condiciones consiguiendo superar en términos de error de localización a los sistemas actuales del estado del arte
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