309 research outputs found

    What information is necessary for speech categorization? Harnessing variability in the speech signal by integrating cues computed relative to expectations

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    This is the author's accepted manuscript. This article may not exactly replicate the final version published in the APA journal. It is not the copy of record. The original publication is available at http://psycnet.apa.org/index.cfm?fa=search.displayrecord&uid=2011-05323-001.Most theories of categorization emphasize how continuous perceptual information is mapped to categories. However, equally important are the informational assumptions of a model, the type of information subserving this mapping. This is crucial in speech perception where the signal is variable and context dependent. This study assessed the informational assumptions of several models of speech categorization, in particular, the number of cues that are the basis of categorization and whether these cues represent the input veridically or have undergone compensation. We collected a corpus of 2,880 fricative productions (Jongman, Wayland, & Wong, 2000) spanning many talker and vowel contexts and measured 24 cues for each. A subset was also presented to listeners in an 8AFC phoneme categorization task. We then trained a common classification model based on logistic regression to categorize the fricative from the cue values and manipulated the information in the training set to contrast (a) models based on a small number of invariant cues, (b) models using all cues without compensation, and (c) models in which cues underwent compensation for contextual factors. Compensation was modeled by computing cues relative to expectations (C-CuRE), a new approach to compensation that preserves fine-grained detail in the signal. Only the compensation model achieved a similar accuracy to listeners and showed the same effects of context. Thus, even simple categorization metrics can overcome the variability in speech when sufficient information is available and compensation schemes like C-CuRE are employed

    The role of phonology in visual word recognition: evidence from Chinese

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    Posters - Letter/Word Processing V: abstract no. 5024The hypothesis of bidirectional coupling of orthography and phonology predicts that phonology plays a role in visual word recognition, as observed in the effects of feedforward and feedback spelling to sound consistency on lexical decision. However, because orthography and phonology are closely related in alphabetic languages (homophones in alphabetic languages are usually orthographically similar), it is difficult to exclude an influence of orthography on phonological effects in visual word recognition. Chinese languages contain many written homophones that are orthographically dissimilar, allowing a test of the claim that phonological effects can be independent of orthographic similarity. We report a study of visual word recognition in Chinese based on a mega-analysis of lexical decision performance with 500 characters. The results from multiple regression analyses, after controlling for orthographic frequency, stroke number, and radical frequency, showed main effects of feedforward and feedback consistency, as well as interactions between these variables and phonological frequency and number of homophones. Implications of these results for resonance models of visual word recognition are discussed.postprin

    Interactive effects of orthography and semantics in Chinese picture naming

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    Posters - Language Production/Writing: abstract no. 4035Picture-naming performance in English and Dutch is enhanced by presentation of a word that is similar in form to the picture name. However, it is unclear whether facilitation has an orthographic or a phonological locus. We investigated the loci of the facilitation effect in Cantonese Chinese speakers by manipulating—at three SOAs (2100, 0, and 1100 msec)—semantic, orthographic, and phonological similarity. We identified an effect of orthographic facilitation that was independent of and larger than phonological facilitation across all SOAs. Semantic interference was also found at SOAs of 2100 and 0 msec. Critically, an interaction of semantics and orthography was observed at an SOA of 1100 msec. This interaction suggests that independent effects of orthographic facilitation on picture naming are located either at the level of semantic processing or at the lemma level and are not due to the activation of picture name segments at the level of phonological retrieval.postprin

    Change blindness: eradication of gestalt strategies

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    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    Multi-Level Audio-Visual Interactions in Speech and Language Perception

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    That we perceive our environment as a unified scene rather than individual streams of auditory, visual, and other sensory information has recently provided motivation to move past the long-held tradition of studying these systems separately. Although they are each unique in their transduction organs, neural pathways, and cortical primary areas, the senses are ultimately merged in a meaningful way which allows us to navigate the multisensory world. Investigating how the senses are merged has become an increasingly wide field of research in recent decades, with the introduction and increased availability of neuroimaging techniques. Areas of study range from multisensory object perception to cross-modal attention, multisensory interactions, and integration. This thesis focuses on audio-visual speech perception, with special focus on facilitatory effects of visual information on auditory processing. When visual information is concordant with auditory information, it provides an advantage that is measurable in behavioral response times and evoked auditory fields (Chapter 3) and in increased entrainment to multisensory periodic stimuli reflected by steady-state responses (Chapter 4). When the audio-visual information is incongruent, the combination can often, but not always, combine to form a third, non-physically present percept (known as the McGurk effect). This effect is investigated (Chapter 5) using real word stimuli. McGurk percepts were not robustly elicited for a majority of stimulus types, but patterns of responses suggest that the physical and lexical properties of the auditory and visual stimulus may affect the likelihood of obtaining the illusion. Together, these experiments add to the growing body of knowledge that suggests that audio-visual interactions occur at multiple stages of processing

    The dawn of the human-machine era: a forecast of new and emerging language technologies

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    New language technologies are coming, thanks to the huge and competing private investment fuelling rapid progress; we can either understand and foresee their effects, or be taken by surprise and spend our time trying to catch up. This report scketches out some transformative new technologies that are likely to fundamentally change our use of language. Some of these may feel unrealistically futuristic or far-fetched, but a central purpose of this report - and the wider LITHME network - is to illustrate that these are mostly just the logical development and maturation of technologies currently in prototype. But will everyone benefit from all these shiny new gadgets? Throughout this report we emphasise a range of groups who will be disadvantaged and issues of inequality. Important issues of security and privacy will accompany new language technologies. A further caution is to re-emphasise the current limitations of AI. Looking ahead, we see many intriguing opportunities and new capabilities, but a range of other uncertainties and inequalities. New devices will enable new ways to talk, to translate, to remember, and to learn. But advances in technology will reproduce existing inequalities among those who cannot afford these devices, among the world's smaller languages, and especially for sign language. Debates over privacy and security will flare and crackle with every new immersive gadget. We will move together into this curious new world with a mix of excitement and apprehension - reacting, debating, sharing and disagreeing as we always do. Plug in, as the human-machine era dawn

    Application of Machine Learning within Visual Content Production

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    We are living in an era where digital content is being produced at a dazzling pace. The heterogeneity of contents and contexts is so varied that a numerous amount of applications have been created to respond to people and market demands. The visual content production pipeline is the generalisation of the process that allows a content editor to create and evaluate their product, such as a video, an image, a 3D model, etc. Such data is then displayed on one or more devices such as TVs, PC monitors, virtual reality head-mounted displays, tablets, mobiles, or even smartwatches. Content creation can be simple as clicking a button to film a video and then share it into a social network, or complex as managing a dense user interface full of parameters by using keyboard and mouse to generate a realistic 3D model for a VR game. In this second example, such sophistication results in a steep learning curve for beginner-level users. In contrast, expert users regularly need to refine their skills via expensive lessons, time-consuming tutorials, or experience. Thus, user interaction plays an essential role in the diffusion of content creation software, primarily when it is targeted to untrained people. In particular, with the fast spread of virtual reality devices into the consumer market, new opportunities for designing reliable and intuitive interfaces have been created. Such new interactions need to take a step beyond the point and click interaction typical of the 2D desktop environment. The interactions need to be smart, intuitive and reliable, to interpret 3D gestures and therefore, more accurate algorithms are needed to recognise patterns. In recent years, machine learning and in particular deep learning have achieved outstanding results in many branches of computer science, such as computer graphics and human-computer interface, outperforming algorithms that were considered state of the art, however, there are only fleeting efforts to translate this into virtual reality. In this thesis, we seek to apply and take advantage of deep learning models to two different content production pipeline areas embracing the following subjects of interest: advanced methods for user interaction and visual quality assessment. First, we focus on 3D sketching to retrieve models from an extensive database of complex geometries and textures, while the user is immersed in a virtual environment. We explore both 2D and 3D strokes as tools for model retrieval in VR. Therefore, we implement a novel system for improving accuracy in searching for a 3D model. We contribute an efficient method to describe models through 3D sketch via an iterative descriptor generation, focusing both on accuracy and user experience. To evaluate it, we design a user study to compare different interactions for sketch generation. Second, we explore the combination of sketch input and vocal description to correct and fine-tune the search for 3D models in a database containing fine-grained variation. We analyse sketch and speech queries, identifying a way to incorporate both of them into our system's interaction loop. Third, in the context of the visual content production pipeline, we present a detailed study of visual metrics. We propose a novel method for detecting rendering-based artefacts in images. It exploits analogous deep learning algorithms used when extracting features from sketches
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