3,698 research outputs found

    Speaker-following Video Subtitles

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    We propose a new method for improving the presentation of subtitles in video (e.g. TV and movies). With conventional subtitles, the viewer has to constantly look away from the main viewing area to read the subtitles at the bottom of the screen, which disrupts the viewing experience and causes unnecessary eyestrain. Our method places on-screen subtitles next to the respective speakers to allow the viewer to follow the visual content while simultaneously reading the subtitles. We use novel identification algorithms to detect the speakers based on audio and visual information. Then the placement of the subtitles is determined using global optimization. A comprehensive usability study indicated that our subtitle placement method outperformed both conventional fixed-position subtitling and another previous dynamic subtitling method in terms of enhancing the overall viewing experience and reducing eyestrain

    Taking the bite out of automated naming of characters in TV video

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    We investigate the problem of automatically labelling appearances of characters in TV or film material with their names. This is tremendously challenging due to the huge variation in imaged appearance of each character and the weakness and ambiguity of available annotation. However, we demonstrate that high precision can be achieved by combining multiple sources of information, both visual and textual. The principal novelties that we introduce are: (i) automatic generation of time stamped character annotation by aligning subtitles and transcripts; (ii) strengthening the supervisory information by identifying when characters are speaking. In addition, we incorporate complementary cues of face matching and clothing matching to propose common annotations for face tracks, and consider choices of classifier which can potentially correct errors made in the automatic extraction of training data from the weak textual annotation. Results are presented on episodes of the TV series ‘‘Buffy the Vampire Slayer”

    The Natural Statistics of Audiovisual Speech

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    Humans, like other animals, are exposed to a continuous stream of signals, which are dynamic, multimodal, extended, and time varying in nature. This complex input space must be transduced and sampled by our sensory systems and transmitted to the brain where it can guide the selection of appropriate actions. To simplify this process, it's been suggested that the brain exploits statistical regularities in the stimulus space. Tests of this idea have largely been confined to unimodal signals and natural scenes. One important class of multisensory signals for which a quantitative input space characterization is unavailable is human speech. We do not understand what signals our brain has to actively piece together from an audiovisual speech stream to arrive at a percept versus what is already embedded in the signal structure of the stream itself. In essence, we do not have a clear understanding of the natural statistics of audiovisual speech. In the present study, we identified the following major statistical features of audiovisual speech. First, we observed robust correlations and close temporal correspondence between the area of the mouth opening and the acoustic envelope. Second, we found the strongest correlation between the area of the mouth opening and vocal tract resonances. Third, we observed that both area of the mouth opening and the voice envelope are temporally modulated in the 2–7 Hz frequency range. Finally, we show that the timing of mouth movements relative to the onset of the voice is consistently between 100 and 300 ms. We interpret these data in the context of recent neural theories of speech which suggest that speech communication is a reciprocally coupled, multisensory event, whereby the outputs of the signaler are matched to the neural processes of the receiver

    Text-based Editing of Talking-head Video

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    Editing talking-head video to change the speech content or to remove filler words is challenging. We propose a novel method to edit talking-head video based on its transcript to produce a realistic output video in which the dialogue of the speaker has been modified, while maintaining a seamless audio-visual flow (i.e. no jump cuts). Our method automatically annotates an input talking-head video with phonemes, visemes, 3D face pose and geometry, reflectance, expression and scene illumination per frame. To edit a video, the user has to only edit the transcript, and an optimization strategy then chooses segments of the input corpus as base material. The annotated parameters corresponding to the selected segments are seamlessly stitched together and used to produce an intermediate video representation in which the lower half of the face is rendered with a parametric face model. Finally, a recurrent video generation network transforms this representation to a photorealistic video that matches the edited transcript. We demonstrate a large variety of edits, such as the addition, removal, and alteration of words, as well as convincing language translation and full sentence synthesis

    ConversationPiece II: Displaced and Rehacked

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    Abstract: Conversations are amazing! Although we usually find the experience enjoyable and even relaxing, when one considers the difficulties of simultaneously generating sig- nals that convey an intended message while at the same time trying to understand the messages of another, then the pleasures of conversation may seem rather surprising. We manage to communicate with each other without knowing quite what will happen next. We quickly manufacture precisely timed sounds and gestures on the fly, which we exchange with each other without clashing—even managing to slip in some imita- tions as we go along! Yet usually meaning is all we really notice. In the Conversa- tionPiece project, we aim to transform conversations into musical sounds using neuro-inspired technology to expose the amazing world of sounds people create when talking with others. Sounds from a microphone are separated into different fre- quency bands by a computer-simulated “ear” (more precisely “basilar membrane”) and analyzed for tone onsets using a lateral-inhibition network, similar to some cor- tical neural networks. The detected events are used to generate musical notes played on a synthesizer either instantaneously or delayed. The first option allows for ex- changing timed sound events between two speakers with a speech-like structure, but without conveying (much) meaning. Delayed feedback further allows self-exploration of one’s own speech. We discuss the current setup (ConversationPiece version II), in- sights from first experiments, and options for future applications
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