95 research outputs found

    Advancing Electromyographic Continuous Speech Recognition: Signal Preprocessing and Modeling

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    Speech is the natural medium of human communication, but audible speech can be overheard by bystanders and excludes speech-disabled people. This work presents a speech recognizer based on surface electromyography, where electric potentials of the facial muscles are captured by surface electrodes, allowing speech to be processed nonacoustically. A system which was state-of-the-art at the beginning of this book is substantially improved in terms of accuracy, flexibility, and robustness

    Advancing Electromyographic Continuous Speech Recognition: Signal Preprocessing and Modeling

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    Speech is the natural medium of human communication, but audible speech can be overheard by bystanders and excludes speech-disabled people. This work presents a speech recognizer based on surface electromyography, where electric potentials of the facial muscles are captured by surface electrodes, allowing speech to be processed nonacoustically. A system which was state-of-the-art at the beginning of this book is substantially improved in terms of accuracy, flexibility, and robustness

    The WOZ Recognizer: A Tool For Understanding User Perceptions of Sketch-Based Interfaces

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    Sketch recognition has the potential to be an important input method for computers in the coming years; however, designing and building an accurate and sophisticated sketch recognition system is a time consuming and daunting task. Since sketch recognition is still at a level where mistakes are common, it is important to understand how users perceive and tolerate recognition errors and other user interface elements with these imperfect systems. A problem in performing this type of research is that we cannot easily control aspects of recognition in order to rigorously study the systems. We performed a study examining user perceptions of three pen-based systems for creating logic gate diagrams: a sketch-based interface, a WIMP-based interface, and a hybrid interface that combined elements of sketching and WIMP. We found that users preferred the sketch-based interface and we identified important criteria for pen-based application design. This work exposed the issue of studying recognition systems without fine-grained control over accuracy, recognition mode, and other recognizer properties. In order to solve this problem, we developed a Wizard of Oz sketch recognition tool, the WOZ Recognizer, that supports controlled symbol and position accuracy and batch and streaming recognition modes for a variety of sketching domains. We present the design of the WOZ Recognizer, modeling recognition domains using graphs, symbol alphabets, and grammars; and discuss the types of recognition errors we included in its design. Further, we discuss how the WOZ Recognizer simulates sketch recognition, controlling the WOZ Recognizer, and how users interact with it. In addition, we present an evaluative user study of the WOZ Recognizer and the lessons we learned. We have used the WOZ Recognizer to perform two user studies examining user perceptions of sketch recognition; both studies focused on mathematical sketching. In the first study, we examined whether users prefer recognition feedback now (real-time recognition) or later (batch recognition) in relation to different recognition accuracies and sketch complexities. We found that participants displayed a preference for real-time recognition in some situations (multiple expressions, low accuracy), but no statistical preference in others. In our second study, we examined whether users displayed a greater tolerance for recognition errors when they used mathematical sketching applications they found interesting or useful compared to applications they found less interesting. Participants felt they had a greater tolerance for the applications they preferred, although our statistical analysis did not positively support this. In addition to the research already performed, we propose several avenues for future research into user perceptions of sketch recognition that we believe will be of value to sketch recognizer researchers and application designers

    Spoken Language Learning System : an online conversational spoken language learning system

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    Thesis: M. Eng., Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2003Includes bibliographical references (leaves 75-77).The Spoken Language Learning System (SLLS) is intended to be an engaging, educational, and extensible spoken language learning system showcasing the multilingual capabilities of the Spoken Language Systems Group's (SLS) systems. The motivation behind SLLS is to satisfy both the demand for spoken language learning in an increasingly multi-cultural society and the desire for continued development of the multilingual systems at SLS. SLLS is an integration of an Internet presence with augmentations to SLS's Mandarin systems built within the Galaxy architecture, focusing on the situation of an English speaker learning Mandarin. We offer language learners the ability to listen to spoken phrases and simulated conversations online, engage in interactive dynamic conversations over the telephone, and review audio and visual feedback of their conversations. We also provide a wide array of administration and maintenance features online for teachers and administrators to facilitate continued system development and user interaction, such as lesson plan creation, vocabulary management, and a requests forum. User studies have shown that there is an appreciation for the potential of the system and that the core operation is intuitive and entertaining. The studies have also helped to illuminate the vast array of future work necessary to further polish the language learning experience and reduce the administrative burden. The focus of this thesis is the creation of the first iteration of SLLS; we believe we have taken the first step down the long but hopeful path towards helping people speak a foreign language.by Tien-Lok Jonathan Lau.M. Eng.M.Eng. Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Scienc

    Towards automated sample collection and return in extreme underwater environments

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    © The Author(s), 2022. This article is distributed under the terms of the Creative Commons Attribution License. The definitive version was published in Billings, G., Walter, M., Pizarro, O., Johnson-Roberson, M., & Camilli, R. Towards automated sample collection and return in extreme underwater environments. Journal of Field Robotics, 2(1), (2022): 1351–1385, https://doi.org/10.55417/fr.2022045.In this report, we present the system design, operational strategy, and results of coordinated multivehicle field demonstrations of autonomous marine robotic technologies in search-for-life missions within the Pacific shelf margin of Costa Rica and the Santorini-Kolumbo caldera complex, which serve as analogs to environments that may exist in oceans beyond Earth. This report focuses on the automation of remotely operated vehicle (ROV) manipulator operations for targeted biological sample-collection-and-return from the seafloor. In the context of future extraterrestrial exploration missions to ocean worlds, an ROV is an analog to a planetary lander, which must be capable of high-level autonomy. Our field trials involve two underwater vehicles, the SuBastian ROV and the Nereid Under Ice (NUI) hybrid ROV for mixed initiative (i.e., teleoperated or autonomous) missions, both equipped seven-degrees-of-freedom hydraulic manipulators. We describe an adaptable, hardware-independent computer vision architecture that enables high-level automated manipulation. The vision system provides a three-dimensional understanding of the workspace to inform manipulator motion planning in complex unstructured environments. We demonstrate the effectiveness of the vision system and control framework through field trials in increasingly challenging environments, including the automated collection and return of biological samples from within the active undersea volcano Kolumbo. Based on our experiences in the field, we discuss the performance of our system and identify promising directions for future research.This work was funded under a NASA PSTAR grant, number NNX16AL08G, and by the National Science Foundation under grants IIS-1830660 and IIS-1830500. The authors would like to thank the Costa Rican Ministry of Environment and Energy and National System of Conservation Areas for permitting research operations at the Costa Rican shelf margin, and the Schmidt Ocean Institute (including the captain and crew of the R/V Falkor and ROV SuBastian) for their generous support and making the FK181210 expedition safe and highly successful. Additionally, the authors would like to thank the Greek Ministry of Foreign Affairs for permitting the 2019 Kolumbo Expedition to the Kolumbo and Santorini calderas, as well as Prof. Evi Nomikou and Dr. Aggelos Mallios for their expert guidance and tireless contributions to the expedition

    A System for Simultaneous Translation of Lectures and Speeches

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    This thesis realizes the first existing automatic system for simultaneous speech-to-speech translation. The focus of this system is the automatic translation of (technical oriented) lectures and speeches from English to Spanish, but the different aspects described in this thesis will also be helpful for developing simultaneous translation systems for other domains or languages

    Gestural interaction in Virtual Environments: user studies and applications

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    With the currently available technology, there has been an increased interest in the development of virtual reality (VR) applications, some of those already becoming commercial products. This fact also rose many issues related to their usability. One of the main challenges is the design of interfaces to interact with these immersive virtual environments (IVE), in particular for those setups relying on hand tracking as a mean of input and in general with devices that stray away from the standard choices such as keyboards and mice. Finding appropriate ways to deal with the usability issues is key to the success of applications in VR, not only for entertainment purposes but also for professional application in medical and engineering field. The research on this topic in the last years has been quite active and several problems were identified as relevant to achieve satisfying usability results. This research project aims to tackle some of those critical aspects strictly related to interaction in IVEs. It is firstly focused on object manipulation. An initial evaluation allowed us to highlight the nature of some critical issues from which we derived some design guidelines for manipulation techniques. We proposed a different number of solutions and performed user tests to validate them. Secondly, we tried to verify the feasibility of gestural interfaces in applications by developing and testing a gesture recognition algorithm based on 3D hand trajectories. This work showed promising results in terms of accuracy hinting at the possibility of a reliable gestural interface for VR applications

    ACUTA Journal of Telecommunications in Higher Education

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    This Is Issue Voice over lP: Still Emerging After All These Years Unified Messaging: A Killer App tor lP State-of-the-Art Communications at SUNY Upstate Medical OptlPuter Enables More Powerful Collaborative Research Wireless Technology: A Major Area of Telecommunications Growth Ready for Convergence: lT Management and Technologists Innovation Culture Clashes Speech Recognition Solves Problems Interview President\u27s Message From the Executive Directo
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