1,217 research outputs found

    Relating Objective and Subjective Performance Measures for AAM-based Visual Speech Synthesizers

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    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

    Parametric synthesis of sign language

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    The isolation of the deaf community from mainstream society is in part due to the lack of knowledge most hearing people have of sign language. To most, there seems to be little need to learn a language that is spoken by such a small minority unless perhaps a relative is unable to hear. Even with a desire to learn, the task may seem insurmountable due to the unique formational and grammatical rules of the language. This linguistic rift has led to the call for an automatic translation system with the ability to take voice or written text as input and produce a comprehensive sequence of signed gestures through computing. This thesis focused on the development of the foundation of a system that would receive English language input and generate a sequence of related signed gestures each synthesized from their basic kinematic parameters. A technique of sign specification for a computer-based translation system was developed through the use of Python objects and functions. Sign definitions, written as Python algorithms, were used to drive the simulation engine of a human-modeling software known as Jack. This research suggests that 3-dimensional computer graphics can be utilized in the production of sign representations that are intelligible and natural in appearance

    Lip syncing method for realistic expressive 3D face model

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    Lip synchronization of 3D face model is now being used in a multitude of important fields. It brings a more human, social and dramatic reality to computer games, films and interactive multimedia, and is growing in use and importance. High level of realism can be used in demanding applications such as computer games and cinema. Authoring lip syncing with complex and subtle expressions is still difficult and fraught with problems in terms of realism. This research proposed a lip syncing method of realistic expressive 3D face model. Animated lips requires a 3D face model capable of representing the myriad shapes the human face experiences during speech and a method to produce the correct lip shape at the correct time. The paper presented a 3D face model designed to support lip syncing that align with input audio file. It deforms using Raised Cosine Deformation (RCD) function that is grafted onto the input facial geometry. The face model was based on MPEG-4 Facial Animation (FA) Standard. This paper proposed a method to animate the 3D face model over time to create animated lip syncing using a canonical set of visemes for all pairwise combinations of a reduced phoneme set called ProPhone. The proposed research integrated emotions by the consideration of Ekman model and Plutchik’s wheel with emotive eye movements by implementing Emotional Eye Movements Markup Language (EEMML) to produce realistic 3D face model. © 2017 Springer Science+Business Media New Yor

    A new visual speech modelling approach for visual speech recognition

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    In this paper we propose a new learning-based representation that is referred to as Visual Speech Unit (VSU) for visual speech recognition (VSR). The new Visual Speech Unit concept proposes an extension of the standard viseme model that is currently applied for VSR by including in this representation not only the data associated with the visemes, but also the transitory information between consecutive visemes. The developed speech recognition system consists of several computational stages: (a) lips segmentation, (b) construction of the Expectation-Maximization Principal Component Analysis (EM-PCA) manifolds from the input video image, (c) registration between the models of the VSUs and the EM-PCA data constructed from the input image sequence and (d) recognition of the VSUs using a standard Hidden Markov Model (HMM) classification scheme. In this paper we were particularly interested to evaluate the classification accuracy obtained for our new VSU models when compared with that attained for standard (MPEG-4) viseme models. The experimental results indicate that we achieved 90% recognition rate when the system has been applied to the identification of 60 classes of VSUs, while the recognition rate for the standard set of MPEG-4 visemes was only 52%

    Audio/visual mapping with cross-modal hidden Markov models

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    Interactive speech-driven facial animation

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    One of the fastest developing areas in the entertainment industry is digital animation. Television programmes and movies frequently use 3D animations to enhance or replace actors and scenery. With the increase in computing power, research is also being done to apply these animations in an interactive manner. Two of the biggest obstacles to the success of these undertakings are control (manipulating the models) and realism. This text describes many of the ways to improve control and realism aspects, in such a way that interactive animation becomes possible. Specifically, lip-synchronisation (driven by human speech), and various modeling and rendering techniques are discussed. A prototype that shows that interactive animation is feasible, is also described.Mr. A. Hardy Prof. S. von Solm

    The application of manifold based visual speech units for visual speech recognition

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    This dissertation presents a new learning-based representation that is referred to as a Visual Speech Unit for visual speech recognition (VSR). The automated recognition of human speech using only features from the visual domain has become a significant research topic that plays an essential role in the development of many multimedia systems such as audio visual speech recognition(AVSR), mobile phone applications, human-computer interaction (HCI) and sign language recognition. The inclusion of the lip visual information is opportune since it can improve the overall accuracy of audio or hand recognition algorithms especially when such systems are operated in environments characterized by a high level of acoustic noise. The main contribution of the work presented in this thesis is located in the development of a new learning-based representation that is referred to as Visual Speech Unit for Visual Speech Recognition (VSR). The main components of the developed Visual Speech Recognition system are applied to: (a) segment the mouth region of interest, (b) extract the visual features from the real time input video image and (c) to identify the visual speech units. The major difficulty associated with the VSR systems resides in the identification of the smallest elements contained in the image sequences that represent the lip movements in the visual domain. The Visual Speech Unit concept as proposed represents an extension of the standard viseme model that is currently applied for VSR. The VSU model augments the standard viseme approach by including in this new representation not only the data associated with the articulation of the visemes but also the transitory information between consecutive visemes. A large section of this thesis has been dedicated to analysis the performance of the new visual speech unit model when compared with that attained for standard (MPEG- 4) viseme models. Two experimental results indicate that: 1. The developed VSR system achieved 80-90% correct recognition when the system has been applied to the identification of 60 classes of VSUs, while the recognition rate for the standard set of MPEG-4 visemes was only 62-72%. 2. 15 words are identified when VSU and viseme are employed as the visual speech element. The accuracy rate for word recognition based on VSUs is 7%-12% higher than the accuracy rate based on visemes
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