4 research outputs found

    SautiLearn : improving online learning experience with accent translation

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    The paper demonstrates the use case for SautiLearn, a tool that can help students to learn in localized language accents. The work focuses on converting audio speech from one accent to another using a sequence-to-sequence neural network model that uses speaker-independent linguistic features such as the phonetic posterior gram as input. SautiDB is a dataset collection platform that collects speech recordings of various Nigerian accents through the power of crowdsourcing. Together with SautiDB, the SautiDB-919 dataset contains 919 speech samples collected via crowdsourcing through the SautiDB web application platform. The dataset covers a wide range of ethnicities and Nigerian accent variants

    Using Phonetic Posteriorgram Based Frame Pairing for Segmental Accent Conversion

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    Developing Sparse Representations for Anchor-Based Voice Conversion

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    Voice conversion is the task of transforming speech from one speaker to sound as if it was produced by another speaker, changing the identity while retaining the linguistic content. There are many methods for performing voice conversion, but oftentimes these methods have onerous training requirements or fail in instances where one speaker has a nonnative accent. To address these issues, this dissertation presents and evaluates a novel “anchor-based” representation of speech that separates speaker content from speaker identity by modeling how speakers form English phonemes. We call the proposed method Sparse, Anchor-Based Representation of Speech (SABR), and explore methods for optimizing the parameters of this model in native-to-native and native-to-nonnative voice conversion contexts. We begin the dissertation by demonstrating how sparse coding in combination with a compact, phoneme-based dictionary can be used to separate speaker identity from content in objective and subjective tests. The formulation of the representation then presents several research questions. First, we propose a method for improving the synthesis quality by using the sparse coding residual in combination with a frequency warping algorithm to convert the residual from the source to target speaker’s space, and add it to the target speaker’s estimated spectrum. Experimentally, we find that synthesis quality is significantly improved via this transform. Second, we propose and evaluate two methods for selecting and optimizing SABR anchors in native-to-native and native-to-nonnative voice conversion. We find that synthesis quality is significantly improved by the proposed methods, especially in native-to- nonnative voice conversion over baseline algorithms. In a detailed analysis of the algorithms, we find they focus on phonemes that are difficult for nonnative speakers of English or naturally have multiple acoustic states. Following this, we examine methods for adding in temporal constraints to SABR via the Fused Lasso. The proposed method significantly reduces the inter-frame variance in the sparse codes over other methods that incorporate temporal features into sparse coding representations. Finally, in a case study, we examine the use of the SABR methods and optimizations in the context of a computer aided pronunciation training system for building “Golden Speakers”, or ideal models for nonnative speakers of a second language to learn correct pronunciation. Under the hypothesis that the optimal “Golden Speaker” was the learner’s voice, synthesized with a native accent, we used SABR to build voice models for nonnative speakers and evaluated the resulting synthesis in terms of quality, identity, and accentedness. We found that even when deployed in the field, the SABR method generated synthesis with low accentedness and similar acoustic identity to the target speaker, validating the use of the method for building “golden speakers”

    Apraxia World: Deploying a Mobile Game and Automatic Speech Recognition for Independent Child Speech Therapy

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    Children with speech sound disorders typically improve pronunciation quality by undergoing speech therapy, which must be delivered frequently and with high intensity to be effective. As such, clinic sessions are supplemented with home practice, often under caregiver supervision. However, traditional home practice can grow boring for children due to monotony. Furthermore, practice frequency is limited by caregiver availability, making it difficult for some children to reach therapy dosage. To address these issues, this dissertation presents a novel speech therapy game to increase engagement, and explores automatic pronunciation evaluation techniques to afford children independent practice. Children with speech sound disorders typically improve pronunciation quality by undergoing speech therapy, which must be delivered frequently and with high intensity to be effective. As such, clinic sessions are supplemented with home practice, often under caregiver supervision. However, traditional home practice can grow boring for children due to monotony. Furthermore, practice frequency is limited by caregiver availability, making it difficult for some children to reach therapy dosage. To address these issues, this dissertation presents a novel speech therapy game to increase engagement, and explores automatic pronunciation evaluation techniques to afford children independent practice. The therapy game, called Apraxia World, delivers customizable, repetition-based speech therapy while children play through platformer-style levels using typical on-screen tablet controls; children complete in-game speech exercises to collect assets required to progress through the levels. Additionally, Apraxia World provides pronunciation feedback according to an automated pronunciation evaluation system running locally on the tablet. Apraxia World offers two advantages over current commercial and research speech therapy games; first, the game provides extended gameplay to support long therapy treatments; second, it affords some therapy practice independence via automatic pronunciation evaluation, allowing caregivers to lightly supervise instead of directly administer the practice. Pilot testing indicated that children enjoyed the game-based therapy much more than traditional practice and that the exercises did not interfere with gameplay. During a longitudinal study, children made clinically-significant pronunciation improvements while playing Apraxia World at home. Furthermore, children remained engaged in the game-based therapy over the two-month testing period and some even wanted to continue playing post-study. The second part of the dissertation explores word- and phoneme-level pronunciation verification for child speech therapy applications. Word-level pronunciation verification is accomplished using a child-specific template-matching framework, where an utterance is compared against correctly and incorrectly pronounced examples of the word. This framework identified mispronounced words better than both a standard automated baseline and co-located caregivers. Phoneme-level mispronunciation detection is investigated using a technique from the second-language learning literature: training phoneme-specific classifiers with phonetic posterior features. This method also outperformed the standard baseline, but more significantly, identified mispronunciations better than student clinicians
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