41,820 research outputs found
Employing Emotion Cues to Verify Speakers in Emotional Talking Environments
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
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
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