968 research outputs found

    Adversarial Training in Affective Computing and Sentiment Analysis: Recent Advances and Perspectives

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    Over the past few years, adversarial training has become an extremely active research topic and has been successfully applied to various Artificial Intelligence (AI) domains. As a potentially crucial technique for the development of the next generation of emotional AI systems, we herein provide a comprehensive overview of the application of adversarial training to affective computing and sentiment analysis. Various representative adversarial training algorithms are explained and discussed accordingly, aimed at tackling diverse challenges associated with emotional AI systems. Further, we highlight a range of potential future research directions. We expect that this overview will help facilitate the development of adversarial training for affective computing and sentiment analysis in both the academic and industrial communities

    Producing Acoustic-Prosodic Entrainment in a Robotic Learning Companion to Build Learner Rapport

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    abstract: With advances in automatic speech recognition, spoken dialogue systems are assuming increasingly social roles. There is a growing need for these systems to be socially responsive, capable of building rapport with users. In human-human interactions, rapport is critical to patient-doctor communication, conflict resolution, educational interactions, and social engagement. Rapport between people promotes successful collaboration, motivation, and task success. Dialogue systems which can build rapport with their user may produce similar effects, personalizing interactions to create better outcomes. This dissertation focuses on how dialogue systems can build rapport utilizing acoustic-prosodic entrainment. Acoustic-prosodic entrainment occurs when individuals adapt their acoustic-prosodic features of speech, such as tone of voice or loudness, to one another over the course of a conversation. Correlated with liking and task success, a dialogue system which entrains may enhance rapport. Entrainment, however, is very challenging to model. People entrain on different features in many ways and how to design entrainment to build rapport is unclear. The first goal of this dissertation is to explore how acoustic-prosodic entrainment can be modeled to build rapport. Towards this goal, this work presents a series of studies comparing, evaluating, and iterating on the design of entrainment, motivated and informed by human-human dialogue. These models of entrainment are implemented in the dialogue system of a robotic learning companion. Learning companions are educational agents that engage students socially to increase motivation and facilitate learning. As a learning companion’s ability to be socially responsive increases, so do vital learning outcomes. A second goal of this dissertation is to explore the effects of entrainment on concrete outcomes such as learning in interactions with robotic learning companions. This dissertation results in contributions both technical and theoretical. Technical contributions include a robust and modular dialogue system capable of producing prosodic entrainment and other socially-responsive behavior. One of the first systems of its kind, the results demonstrate that an entraining, social learning companion can positively build rapport and increase learning. This dissertation provides support for exploring phenomena like entrainment to enhance factors such as rapport and learning and provides a platform with which to explore these phenomena in future work.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    Continuous Interaction with a Virtual Human

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    Attentive Speaking and Active Listening require that a Virtual Human be capable of simultaneous perception/interpretation and production of communicative behavior. A Virtual Human should be able to signal its attitude and attention while it is listening to its interaction partner, and be able to attend to its interaction partner while it is speaking – and modify its communicative behavior on-the-fly based on what it perceives from its partner. This report presents the results of a four week summer project that was part of eNTERFACE’10. The project resulted in progress on several aspects of continuous interaction such as scheduling and interrupting multimodal behavior, automatic classification of listener responses, generation of response eliciting behavior, and models for appropriate reactions to listener responses. A pilot user study was conducted with ten participants. In addition, the project yielded a number of deliverables that are released for public access

    LMs with a Voice: Spoken Language Modeling beyond Speech Tokens

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    We present SPECTRON, a novel approach to adapting pre-trained language models (LMs) to perform speech continuation. By leveraging pre-trained speech encoders, our model generates both text and speech outputs with the entire system being trained end-to-end operating directly on spectrograms. Training the entire model in the spectrogram domain simplifies our speech continuation system versus existing cascade methods which use discrete speech representations. We further show our method surpasses existing spoken language models both in semantic content and speaker preservation while also benefiting from the knowledge transferred from pre-existing models. Audio samples can be found in our website https://michelleramanovich.github.io/spectron/spectro

    A Study of Accomodation of Prosodic and Temporal Features in Spoken Dialogues in View of Speech Technology Applications

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    Inter-speaker accommodation is a well-known property of human speech and human interaction in general. Broadly it refers to the behavioural patterns of two (or more) interactants and the effect of the (verbal and non-verbal) behaviour of each to that of the other(s). Implementation of thisbehavior in spoken dialogue systems is desirable as an improvement on the naturalness of humanmachine interaction. However, traditional qualitative descriptions of accommodation phenomena do not provide sufficient information for such an implementation. Therefore, a quantitativedescription of inter-speaker accommodation is required. This thesis proposes a methodology of monitoring accommodation during a human or humancomputer dialogue, which utilizes a moving average filter over sequential frames for each speaker. These frames are time-aligned across the speakers, hence the name Time Aligned Moving Average (TAMA). Analysis of spontaneous human dialogue recordings by means of the TAMA methodology reveals ubiquitous accommodation of prosodic features (pitch, intensity and speech rate) across interlocutors, and allows for statistical (time series) modeling of the behaviour, in a way which is meaningful for implementation in spoken dialogue system (SDS) environments.In addition, a novel dialogue representation is proposed that provides an additional point of view to that of TAMA in monitoring accommodation of temporal features (inter-speaker pause length and overlap frequency). This representation is a percentage turn distribution of individual speakercontributions in a dialogue frame which circumvents strict attribution of speaker-turns, by considering both interlocutors as synchronously active. Both TAMA and turn distribution metrics indicate that correlation of average pause length and overlap frequency between speakers can be attributed to accommodation (a debated issue), and point to possible improvements in SDS “turntaking” behaviour. Although the findings of the prosodic and temporal analyses can directly inform SDS implementations, further work is required in order to describe inter-speaker accommodation sufficiently, as well as to develop an adequate testing platform for evaluating the magnitude ofperceived improvement in human-machine interaction. Therefore, this thesis constitutes a first step towards a convincingly useful implementation of accommodation in spoken dialogue systems

    Detecting Inappropriate Clarification Requests in Spoken Dialogue Systems

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    Spoken Dialogue Systems ask for clarification when they think they have misunderstood users. Such requests may differ depending on the information the system believes it needs to clarify. However, when the error type or location is misidentified, clarification requests appear confusing or inappropriate. We describe a classifier that identifies inappropriate requests, trained on features extracted from user responses in laboratory studies. This classifier achieves 88.5% accuracy and .885 F-measure in detecting such requests

    Investigating Automatic Measurements of Prosodic Accommodation and Its Dynamics in Social Interaction

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    Spoken dialogue systems are increasingly being used to facilitate and enhance human communication. While these interactive systems can process the linguistic aspects of human communication, they are not yet capable of processing the complex dynamics involved in social interaction, such as the adaptation on the part of interlocutors. Providing interactive systems with the capacity to process and exhibit this accommodation could however improve their efficiency and make machines more socially-competent interactants. At present, no automatic system is available to process prosodic accommodation, nor do any clear measures exist that quantify its dynamic manifestation. While it can be observed to be a monotonically manifest property, it is our hypotheses that it evolves dynamically with functional social aspects. In this paper, we propose an automatic system for its measurement and the capture of its dynamic manifestation. We investigate the evolution of prosodic accommodation in 41 Japanese dyadic telephone conversations and discuss its manifestation in relation to its functions in social interaction. Overall, our study shows that prosodic accommodation changes dynamically over the course of a conversation and across conversations, and that these dynamics inform about the naturalness of the conversation flow, the speakers’ degree of involvement and their affinity in the conversation

    LINGUISTIC ENTRAINMENT IN MULTI-PARTY SPOKEN DIALOGUES

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    Entrainment is the propensity of speakers to begin behaving like one another in conversations. Evidence of entrainment has been found in multiple aspects of speech, including acoustic-prosodic and lexical. More interestingly, the strength of entrainment has been shown to be associated with numerous conversational qualities, such as social variables. These two characteristics make entrainment an interesting research area for multiple disciplines, such as natural language processing and psychology. To date, mainly simple methods such as unweighted averaging have been used to move from pairs to groups, and the focus of prior multi-party work has been on text rather than speech (e.g., Wikipedia, Twitter, online forums, and corporate emails). The focus of this research, unlike previous studies, is multi-party spoken dialogues. The goal of this work is to develop, validate, and evaluate multi-party entrainment measures that incorporate characteristics of multi-party interactions, and are associated with measures of team outcomes. In this thesis, first, I explore the relation between entrainment on acoustic-prosodic and lexical features and show that they correlate. In addition, I show that a multi-modal model using entrainment features from both of these modalities outperforms the uni-modal model at predicting team outcomes. Moreover, I present enhanced multi-party entrainment measures which utilize dynamics of entrainment in groups for both global and local settings. As for the global entrainment, I present a weighted convergence based on group dynamics. As the first step toward the development of local multi-party measures, I investigate whether local entrainment occurs within a time-lag in groups using a temporal window approach. Next, I propose a novel approach to learn a vector representation of multi-party local entrainment by encoding the structure of the presented multi-party entrainment graphs. The positive results of both the global and local settings indicate the importance of incorporating entrainment dynamics in groups. Finally, I propose a novel approach to incorporate a team-level factor of gender-composition to enhance multi-party entrainment measures. All of the proposed works are in the direction of enhancing multi-party entrainment measures with the focus on spoken dialogues although they can also be employed on text-based communications

    Diff-TTSG: Denoising probabilistic integrated speech and gesture synthesis

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    With read-aloud speech synthesis achieving high naturalness scores, there is a growing research interest in synthesising spontaneous speech. However, human spontaneous face-to-face conversation has both spoken and non-verbal aspects (here, co-speech gestures). Only recently has research begun to explore the benefits of jointly synthesising these two modalities in a single system. The previous state of the art used non-probabilistic methods, which fail to capture the variability of human speech and motion, and risk producing oversmoothing artefacts and sub-optimal synthesis quality. We present the first diffusion-based probabilistic model, called Diff-TTSG, that jointly learns to synthesise speech and gestures together. Our method can be trained on small datasets from scratch. Furthermore, we describe a set of careful uni- and multi-modal subjective tests for evaluating integrated speech and gesture synthesis systems, and use them to validate our proposed approach. For synthesised examples please see https://shivammehta25.github.io/Diff-TTSGComment: 7 pages, 2 figures, Accepted at ISCA Speech Synthesis Workshop (SSW) 202

    A Study on Dialogue Reward Prediction for Open-Ended Conversational Agents

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    The amount of dialogue history to include in a conversational agent is often underestimated and/or set in an empirical and thus possibly naive way. This suggests that principled investigations into optimal context windows are urgently needed given that the amount of dialogue history and corresponding representations can play an important role in the overall performance of a conversational system. This paper studies the amount of history required by conversational agents for reliably predicting dialogue rewards. The task of dialogue reward prediction is chosen for investigating the effects of varying amounts of dialogue history and their impact on system performance. Experimental results using a dataset of 18K human-human dialogues report that lengthy dialogue histories of at least 10 sentences are preferred (25 sentences being the best in our experiments) over short ones, and that lengthy histories are useful for training dialogue reward predictors with strong positive correlations between target dialogue rewards and predicted ones
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