41,820 research outputs found

    Employing Emotion Cues to Verify Speakers in Emotional Talking Environments

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    Usually, people talk neutrally in environments where there are no abnormal talking conditions such as stress and emotion. Other emotional conditions that might affect people talking tone like happiness, anger, and sadness. Such emotions are directly affected by the patient health status. In neutral talking environments, speakers can be easily verified, however, in emotional talking environments, speakers cannot be easily verified as in neutral talking ones. Consequently, speaker verification systems do not perform well in emotional talking environments as they do in neutral talking environments. In this work, a two-stage approach has been employed and evaluated to improve speaker verification performance in emotional talking environments. This approach employs speaker emotion cues (text-independent and emotion-dependent speaker verification problem) based on both Hidden Markov Models (HMMs) and Suprasegmental Hidden Markov Models (SPHMMs) as classifiers. The approach is comprised of two cascaded stages that combines and integrates emotion recognizer and speaker recognizer into one recognizer. The architecture has been tested on two different and separate emotional speech databases: our collected database and Emotional Prosody Speech and Transcripts database. The results of this work show that the proposed approach gives promising results with a significant improvement over previous studies and other approaches such as emotion-independent speaker verification approach and emotion-dependent speaker verification approach based completely on HMMs.Comment: Journal of Intelligent Systems, Special Issue on Intelligent Healthcare Systems, De Gruyter, 201

    Capture, Learning, and Synthesis of 3D Speaking Styles

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    Audio-driven 3D facial animation has been widely explored, but achieving realistic, human-like performance is still unsolved. This is due to the lack of available 3D datasets, models, and standard evaluation metrics. To address this, we introduce a unique 4D face dataset with about 29 minutes of 4D scans captured at 60 fps and synchronized audio from 12 speakers. We then train a neural network on our dataset that factors identity from facial motion. The learned model, VOCA (Voice Operated Character Animation) takes any speech signal as input - even speech in languages other than English - and realistically animates a wide range of adult faces. Conditioning on subject labels during training allows the model to learn a variety of realistic speaking styles. VOCA also provides animator controls to alter speaking style, identity-dependent facial shape, and pose (i.e. head, jaw, and eyeball rotations) during animation. To our knowledge, VOCA is the only realistic 3D facial animation model that is readily applicable to unseen subjects without retargeting. This makes VOCA suitable for tasks like in-game video, virtual reality avatars, or any scenario in which the speaker, speech, or language is not known in advance. We make the dataset and model available for research purposes at http://voca.is.tue.mpg.de.Comment: To appear in CVPR 201

    Embodied & Situated Language Processing

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