292 research outputs found

    The Cerevoice Blizzard Entry 2007: Are Small Database Errors Worse than Compression Artifacts?

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    In commercial systems the memory footprint of unit selection systems is often a key issue. This is especially true for PDAs and other embedded devices. In this years Blizzard entry CereProc R○gave itself the criteria that the full database system entered would have a smaller memory footprint than either of the two smaller database entries. This was accomplished by applying speex speech compression to the full database entry. In turn a set of small database techniques used to improve the quality of small database systems in last years entry were extended. Finally, for all systems, two quality control methods were applied to the underlying database to improve the lexicon and transcription match to the underlying data. Results suggest that mild audio quality artifacts introduced by lossy compression have almost as much impact on MOS perceived quality as concatenation errors introduced by sparse data in the smaller systems with bulked diphones. Index Terms: speech synthesis, unit selection. 1

    Generating Narratives from Personal Digital Data: Using Sentiment, Themes, and Named Entities to Construct Stories

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    As the quantity and variety of personal digital data shared on social media continues to grow, how can users make sense of it? There is growing interest among HCI researchers in using narrative techniques to support interpretation and understanding. This work describes our prototype application, ReelOut, which uses narrative techniques to allow users to understand their data as more than just a database. The online service extracts data from multiple social media sources and augments it with semantic information such as sentiment, themes, and named entities. The interactive editor automatically constructs a story by using unit selection to fit data units to a simple narrative structure. It allows the user to change the story interactively by rejecting certain units or selecting a new narrative target. Finally, images from the story can be exported as a video clip or a collage

    Stochastic Suprasegmentals: Relationships between Redundancy, Prosodic Structure and Syllabic Duration

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    Within spontaneous speech there are wide variations in the articulation of the same word by the same speaker. This paper explores two related factors which influence variation in articulation, prosodic structure and redundancy. We argue that the constraint of producing robust communication while efficiently expending articulatory effort leads to an inverse relationship between language redundancy and care of articulation. The inverse relationship improves robustness by spreading the information more evenly across the speech signal leading to a smoother signal redundancy profile. We argue that prosodic prominence is a linguistic means of achieving smooth signal redundancy. Prosodic prominence increases care of articulation and coincides with unpredictable sections of speech. By doing so, prosodic prominence leads to a smoother signal redundancy. Results confirm the strong relationship between prosodic prominence and care of articulation as well as an inverse relationship between language redundancy and care of articulation. In addition, when variation in prosodic boundaries is controlled for, language redundancy can predict up to 65 % of the variance in raw syllabic duration. This is comparable with 64 % predicted by prosodic prominence (accent, lexical stress and vowel type). Moreover most (62%) of this predictive power is shared. This suggests that, in English, prosodic structure is the means with which constraints caused by a robust signal requirement are expressed in spontaneous speech. 1

    Development of cyanide for feral pig and fox control

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    This report provides an overview of a series of pig- and fox-baiting research projects conducted 2005–2010. It is intended to collate and summarise the outcomes of these unpublished projects, including the completed pen and field trials, and provide recommendations for future research. This review will provide a useful reference document to support further research

    Interactive Radio: A New Platform for Calm Computing

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    Interactive radio is proposed as a platform for Weiser's calm computing vision. An evaluation of CereProc's MyMyRadio is presented as a case study to highlight the potential and challenges of an interactive radio approach: the difficulty of transitioning between passive and active modes of interaction, and the challenge of designing such services. The evaluation showed: 1) A higher workload for MyMyRadio for active tasks compared to default applications (e.g. Facebook app); 2) No significant difference in workload for passive tasks (e.g. listening to audio rendered RSS updates vs Browser app); 3) A higher workload when listening to music within MyMyRadio vs iTunes; and 4) A preference for RSS feed content compared to content from social media. We conclude by discussing the potential of interactive radio as a platform for pervasive eyes-free services

    Inter-cultural differences in response to a computer-based anti-bullying intervention

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    Background and purpose: Many holistic anti-bullying interventions have been attempted, with mixed success, while little work has been done to promote a 'self-help' approach to victimisation. The rise of the ICT curriculum and computer support in schools now allows for approaches that benefit from technology to be implemented. This study evaluates the cross-cultural effects of a computer-based anti-bullying intervention on primary school-aged children's knowledge about bullying and relevant coping strategies. Programme description: FearNot! is an interactive computer-based virtual learning environment designed for use as an anti-bullying intervention. It includes interactive virtual agents who assume the most common participant roles found in episodes of bullying. FearNot! was used by children over three consecutive weeks to allow its effectiveness to be evaluated in a longitudinal in situ programme. Sample: Two comparable samples were drawn from the UK and Germany. In the UK, 651 participants (aged 8-11) were recruited from primary schools in Hertfordshire, Coventry and Warwickshire, whereas the 535 German participants (aged 7-10) were sourced from Grundschulen in the Bayern and Hessen regions. Because of lack of parental consent, late joiners and absences/missing responses, data from 908 participants (UK 493; Germany 415) were analysed. Design and methods: A quasi-experimental, pre/post-tests control group design employed pre-published and bespoke questionnaires to collect data. Descriptive and inferential analyses were conducted. Results: UK students possessed higher coping strategy knowledge scores than German participants, but German children's scores improved over time and as a result of the FearNot! intervention. Conclusions: Overall, while not effective at increasing children's coping strategy knowledge in this study, the FearNot! intervention could prove a useful classroom tool to approach the issue of bullying as part of a wider initiative. Cultural differences at baseline and reactions to the intervention are discussed

    Designing Interactions with Multilevel Auditory Displays in Mobile Audio-Augmented Reality

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    Auditory interfaces offer a solution to the problem of effective eyes-free mobile interactions. In this article, we investigate the use of multilevel auditory displays to enable eyes-free mobile interaction with indoor location-based information in non-guided audio-augmented environments. A top-level exocentric sonification layer advertises information in a gallery-like space. A secondary interactive layer is used to evaluate three different conditions that varied in the presentation (sequential versus simultaneous) and spatialisation (non-spatialised versus egocentric/exocentric spatialisation) of multiple auditory sources. Our findings show that (1) participants spent significantly more time interacting with spatialised displays; (2) using the same design for primary and interactive secondary display (simultaneous exocentric) showed a negative impact on the user experience, an increase in workload and substantially increased participant movement; and (3) the other spatial interactive secondary display designs (simultaneous egocentric, sequential egocentric, and sequential exocentric) showed an increase in time spent stationary but no negative impact on the user experience, suggesting a more exploratory experience. A follow-up qualitative and quantitative analysis of user behaviour support these conclusions. These results provide practical guidelines for designing effective eyes-free interactions for far richer auditory soundscapes

    Mediating Performance Through Virtual Agents

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    This paper presents the process of creation of virtual agents used in a virtual reality performance. The performance aimed to investigate how drama and performance could inform the creation of virtual agents and also how virtual reality could raise questions for drama and performance. The virtual agents were based on the performance of 2 actors. This paper describes the process of preparing the actors, capturing their performances and transferring them to the virtual agents. A second set of agents was created using non-professional 'naive performers' rather than actors

    The development of a light-weight, long-life diphacinone rodent bait

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    Ross, J.G., Eason, C.T., Sam, S., Shapiro, L., Blackie, H., MacMorran, D., Aylett, P., Tucker, N., Razzaq, H
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