144,154 research outputs found

    Audio-based event detection for sports video

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    In this paper, we present an audio-based event detection approach shown to be effective when applied to the Sports broadcast data. The main benefit of this approach is the ability to recognise patterns that indicate high levels of crowd response which can be correlated to key events. By applying Hidden Markov Model-based classifiers, where the predefined content classes are parameterised using Mel-Frequency Cepstral Coefficients, we were able to eliminate the need for defining a heuristic set of rules to determine event detection, thus avoiding a two-class approach shown not to be suitable for this problem. Experimentation indicated that this is an effective method for classifying crowd response in Soccer matches, thus providing a basis for automatic indexing and summarisation

    Learning sound representations using trainable COPE feature extractors

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    Sound analysis research has mainly been focused on speech and music processing. The deployed methodologies are not suitable for analysis of sounds with varying background noise, in many cases with very low signal-to-noise ratio (SNR). In this paper, we present a method for the detection of patterns of interest in audio signals. We propose novel trainable feature extractors, which we call COPE (Combination of Peaks of Energy). The structure of a COPE feature extractor is determined using a single prototype sound pattern in an automatic configuration process, which is a type of representation learning. We construct a set of COPE feature extractors, configured on a number of training patterns. Then we take their responses to build feature vectors that we use in combination with a classifier to detect and classify patterns of interest in audio signals. We carried out experiments on four public data sets: MIVIA audio events, MIVIA road events, ESC-10 and TU Dortmund data sets. The results that we achieved (recognition rate equal to 91.71% on the MIVIA audio events, 94% on the MIVIA road events, 81.25% on the ESC-10 and 94.27% on the TU Dortmund) demonstrate the effectiveness of the proposed method and are higher than the ones obtained by other existing approaches. The COPE feature extractors have high robustness to variations of SNR. Real-time performance is achieved even when the value of a large number of features is computed.Comment: Accepted for publication in Pattern Recognitio

    Deep Learning for Audio Signal Processing

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    Given the recent surge in developments of deep learning, this article provides a review of the state-of-the-art deep learning techniques for audio signal processing. Speech, music, and environmental sound processing are considered side-by-side, in order to point out similarities and differences between the domains, highlighting general methods, problems, key references, and potential for cross-fertilization between areas. The dominant feature representations (in particular, log-mel spectra and raw waveform) and deep learning models are reviewed, including convolutional neural networks, variants of the long short-term memory architecture, as well as more audio-specific neural network models. Subsequently, prominent deep learning application areas are covered, i.e. audio recognition (automatic speech recognition, music information retrieval, environmental sound detection, localization and tracking) and synthesis and transformation (source separation, audio enhancement, generative models for speech, sound, and music synthesis). Finally, key issues and future questions regarding deep learning applied to audio signal processing are identified.Comment: 15 pages, 2 pdf figure

    Speech-based recognition of self-reported and observed emotion in a dimensional space

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    The differences between self-reported and observed emotion have only marginally been investigated in the context of speech-based automatic emotion recognition. We address this issue by comparing self-reported emotion ratings to observed emotion ratings and look at how differences between these two types of ratings affect the development and performance of automatic emotion recognizers developed with these ratings. A dimensional approach to emotion modeling is adopted: the ratings are based on continuous arousal and valence scales. We describe the TNO-Gaming Corpus that contains spontaneous vocal and facial expressions elicited via a multiplayer videogame and that includes emotion annotations obtained via self-report and observation by outside observers. Comparisons show that there are discrepancies between self-reported and observed emotion ratings which are also reflected in the performance of the emotion recognizers developed. Using Support Vector Regression in combination with acoustic and textual features, recognizers of arousal and valence are developed that can predict points in a 2-dimensional arousal-valence space. The results of these recognizers show that the self-reported emotion is much harder to recognize than the observed emotion, and that averaging ratings from multiple observers improves performance

    Vision systems with the human in the loop

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    The emerging cognitive vision paradigm deals with vision systems that apply machine learning and automatic reasoning in order to learn from what they perceive. Cognitive vision systems can rate the relevance and consistency of newly acquired knowledge, they can adapt to their environment and thus will exhibit high robustness. This contribution presents vision systems that aim at flexibility and robustness. One is tailored for content-based image retrieval, the others are cognitive vision systems that constitute prototypes of visual active memories which evaluate, gather, and integrate contextual knowledge for visual analysis. All three systems are designed to interact with human users. After we will have discussed adaptive content-based image retrieval and object and action recognition in an office environment, the issue of assessing cognitive systems will be raised. Experiences from psychologically evaluated human-machine interactions will be reported and the promising potential of psychologically-based usability experiments will be stressed
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