3,758 research outputs found

    Feature extraction for speech and music discrimination

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    Driven by the demand of information retrieval, video editing and human-computer interface, in this paper we propose a novel spectral feature for music and speech discrimination. This scheme attempts to simulate a biological model using the averaged cepstrum, where human perception tends to pick up the areas of large cepstral changes. The cepstrum data that is away from the mean value will be exponentially reduced in magnitude. We conduct experiments of music/speech discrimination by comparing the performance of the proposed feature with that of previously proposed features in classification. The dynamic time warping based classification verifies that the proposed feature has the best quality of music/speech classification in the test database

    Semantic Sound Similarity with Deep Embeddings for Freesound

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    Freesound is an online platform where people using sounds for various purposes can share or download audio clips. In such platforms, it is crucial that the users are provided with accurate sound recommendations, which becomes challenging due to the large size of the audio collection, complexity of the sound properties, and the human aspect of the recommendations. To provide sound recommendations, Freesound features a "similar sounds" function. However, this function primarily relies on creating a digital representation of audio clips that assesses the acoustic characteristics of sounds, which proves to be insufficient for accurately capturing their semantic properties. This limitation reduces the content-based retrieval capa-bilities of Freesound users. Moreover, the audio representation is created by hand-picking features that were engineered using domain knowledge. Today, in various fields related to audio, this approach has been replaced by using neural networks as feature extractors. In this work, we search for pretrained general-purpose neural net-works that can be used to represent the semantic content of audio clips. We choose 8 such models and compare their semantic sound similarity performances both ob-jectively and subjectively. During the integration of deep embeddings in the sound similarity system, we explore numerous design choices and share valuable insights. We use the FSD50K evaluation set for all experiments and report various objective metrics using the sound class hierarchy to perform multi-level analysis, including class- and family-level. We find out that most of the neural networks outperform the hand-made representation subjectively and objectively. Specifically, the multi-modal representation learning model CLAP that uses natural language and audio as modalities outperforms other models by a significant margin, while the models that attempt to leverage the CLIP model for creating tri-modal representations fail

    Audio-visual football video analysis, from structure detection to attention analysis

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    Sport video is an important video genre. Content-based sports video analysis attracts great interest from both industry and academic fields. A sports video is characterised by repetitive temporal structures, relatively plain contents, and strong spatio-temporal variations, such as quick camera switches and swift local motions. It is necessary to develop specific techniques for content-based sports video analysis to utilise these characteristics. For an efficient and effective sports video analysis system, there are three fundamental questions: (1) what are key stories for sports videos; (2) what incurs viewer’s interest; and (3) how to identify game highlights. This thesis is developed around these questions. We approached these questions from two different perspectives and in turn three research contributions are presented, namely, replay detection, attack temporal structure decomposition, and attention-based highlight identification. Replay segments convey the most important contents in sports videos. It is an efficient approach to collect game highlights by detecting replay segments. However, replay is an artefact of editing, which improves with advances in video editing tools. The composition of replay is complex, which includes logo transitions, slow motions, viewpoint switches and normal speed video clips. Since logo transition clips are pervasive in game collections of FIFA World Cup 2002, FIFA World Cup 2006 and UEFA Championship 2006, we take logo transition detection as an effective replacement of replay detection. A two-pass system was developed, including a five-layer adaboost classifier and a logo template matching throughout an entire video. The five-layer adaboost utilises shot duration, average game pitch ratio, average motion, sequential colour histogram and shot frequency between two neighbouring logo transitions, to filter out logo transition candidates. Subsequently, a logo template is constructed and employed to find all transition logo sequences. The precision and recall of this system in replay detection is 100% in a five-game evaluation collection. An attack structure is a team competition for a score. Hence, this structure is a conceptually fundamental unit of a football video as well as other sports videos. We review the literature of content-based temporal structures, such as play-break structure, and develop a three-step system for automatic attack structure decomposition. Four content-based shot classes, namely, play, focus, replay and break were identified by low level visual features. A four-state hidden Markov model was trained to simulate transition processes among these shot classes. Since attack structures are the longest repetitive temporal unit in a sports video, a suffix tree is proposed to find the longest repetitive substring in the label sequence of shot class transitions. These occurrences of this substring are regarded as a kernel of an attack hidden Markov process. Therefore, the decomposition of attack structure becomes a boundary likelihood comparison between two Markov chains. Highlights are what attract notice. Attention is a psychological measurement of “notice ”. A brief survey of attention psychological background, attention estimation from vision and auditory, and multiple modality attention fusion is presented. We propose two attention models for sports video analysis, namely, the role-based attention model and the multiresolution autoregressive framework. The role-based attention model is based on the perception structure during watching video. This model removes reflection bias among modality salient signals and combines these signals by reflectors. The multiresolution autoregressive framework (MAR) treats salient signals as a group of smooth random processes, which follow a similar trend but are filled with noise. This framework tries to estimate a noise-less signal from these coarse noisy observations by a multiple resolution analysis. Related algorithms are developed, such as event segmentation on a MAR tree and real time event detection. The experiment shows that these attention-based approach can find goal events at a high precision. Moreover, results of MAR-based highlight detection on the final game of FIFA 2002 and 2006 are highly similar to professionally labelled highlights by BBC and FIFA

    Towards Cognizant Hearing Aids: Modeling of Content, Affect and Attention

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    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

    A survey on perceived speaker traits: personality, likability, pathology, and the first challenge

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    The INTERSPEECH 2012 Speaker Trait Challenge aimed at a unified test-bed for perceived speaker traits – the first challenge of this kind: personality in the five OCEAN personality dimensions, likability of speakers, and intelligibility of pathologic speakers. In the present article, we give a brief overview of the state-of-the-art in these three fields of research and describe the three sub-challenges in terms of the challenge conditions, the baseline results provided by the organisers, and a new openSMILE feature set, which has been used for computing the baselines and which has been provided to the participants. Furthermore, we summarise the approaches and the results presented by the participants to show the various techniques that are currently applied to solve these classification tasks

    The Perception of Emotion from Acoustic Cues in Natural Speech

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    Knowledge of human perception of emotional speech is imperative for the development of emotion in speech recognition systems and emotional speech synthesis. Owing to the fact that there is a growing trend towards research on spontaneous, real-life data, the aim of the present thesis is to examine human perception of emotion in naturalistic speech. Although there are many available emotional speech corpora, most contain simulated expressions. Therefore, there remains a compelling need to obtain naturalistic speech corpora that are appropriate and freely available for research. In that regard, our initial aim was to acquire suitable naturalistic material and examine its emotional content based on listener perceptions. A web-based listening tool was developed to accumulate ratings based on large-scale listening groups. The emotional content present in the speech material was demonstrated by performing perception tests on conveyed levels of Activation and Evaluation. As a result, labels were determined that signified the emotional content, and thus contribute to the construction of a naturalistic emotional speech corpus. In line with the literature, the ratings obtained from the perception tests suggested that Evaluation (or hedonic valence) is not identified as reliably as Activation is. Emotional valence can be conveyed through both semantic and prosodic information, for which the meaning of one may serve to facilitate, modify, or conflict with the meaning of the other—particularly with naturalistic speech. The subsequent experiments aimed to investigate this concept by comparing ratings from perception tests of non-verbal speech with verbal speech. The method used to render non-verbal speech was low-pass filtering, and for this, suitable filtering conditions were determined by carrying out preliminary perception tests. The results suggested that nonverbal naturalistic speech provides sufficiently discernible levels of Activation and Evaluation. It appears that the perception of Activation and Evaluation is affected by low-pass filtering, but that the effect is relatively small. Moreover, the results suggest that there is a similar trend in agreement levels between verbal and non-verbal speech. To date it still remains difficult to determine unique acoustical patterns for hedonic valence of emotion, which may be due to inadequate labels or the incorrect selection of acoustic parameters. This study has implications for the labelling of emotional speech data and the determination of salient acoustic correlates of emotion
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