2,193 research outputs found
Relating Objective and Subjective Performance Measures for AAM-based Visual Speech Synthesizers
We compare two approaches for synthesizing visual speech using Active Appearance Models (AAMs): one that utilizes acoustic features as input, and one that utilizes a phonetic transcription as input. Both synthesizers are trained using the same data and the performance is measured using both objective and subjective testing. We investigate the impact of likely sources of error in the synthesized visual speech by introducing typical errors into real visual speech sequences and subjectively measuring the perceived degradation. When only a small region (e.g. a single syllable) of ground-truth visual speech is incorrect we find that the subjective score for the entire sequence is subjectively lower than sequences generated by our synthesizers. This observation motivates further consideration of an often ignored issue, which is to what extent are subjective measures correlated with objective measures of performance? Significantly, we find that the most commonly used objective measures of performance are not necessarily the best indicator of viewer perception of quality. We empirically evaluate alternatives and show that the cost of a dynamic time warp of synthesized visual speech parameters to the respective ground-truth parameters is a better indicator of subjective quality
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
Expressive visual text to speech and expression adaptation using deep neural networks
In this paper, we present an expressive visual text to speech system (VTTS) based on a deep neural network (DNN). Given an input text sentence and a set of expression tags, the VTTS is able to produce not only the audio speech, but also the accompanying facial movements. The expressions can either be one of the expressions in the training corpus or a blend of expressions from the training corpus. Furthermore, we present a method of adapting a previously trained DNN to include a new expression using a small amount of training data. Experiments show that the proposed DNN-based VTTS is preferred by 57.9% over the baseline hidden Markov model based VTTS which uses cluster adaptive training
Information theory and representation in associative word learning
A significant portion of early language learning
can be viewed as an associative learning
problem. We investigate the use of associative
language learning based on the principle that
words convey Shannon information about the
environment. We discuss the shortcomings
in representation used by previous associative
word learners and propose a functional representation
that not only denotes environmental
categories, but serves as the basis for activities
and interaction with the environment.
We present experimental results with an autonomous
agent acquiring language
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