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Sökning: WFRF:(Beskow Jonas)

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1.
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2.
  • Agelfors, Eva, et al. (författare)
  • Synthetic visual speech driven from auditory speech
  • 1999
  • Ingår i: Proceedings of Audio-Visual Speech Processing (AVSP'99)).
  • Konferensbidrag (refereegranskat)abstract
    • We have developed two different methods for using auditory, telephone speech to drive the movements of a synthetic face. In the first method, Hidden Markov Models (HMMs) were trained on a phonetically transcribed telephone speech database. The output of the HMMs was then fed into a rulebased visual speech synthesizer as a string of phonemes together with time labels. In the second method, Artificial Neural Networks (ANNs) were trained on the same database to map acoustic parameters directly to facial control parameters. These target parameter trajectories were generated by using phoneme strings from a database as input to the visual speech synthesis The two methods were evaluated through audiovisual intelligibility tests with ten hearing impaired persons, and compared to “ideal” articulations (where no recognition was involved), a natural face, and to the intelligibility of the audio alone. It was found that the HMM method performs considerably better than the audio alone condition (54% and 34% keywords correct respectively), but not as well as the “ideal” articulating artificial face (64%). The intelligibility for the ANN method was 34% keywords correct.
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3.
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4.
  • Agelfors, Eva, et al. (författare)
  • User evaluation of the SYNFACE talking head telephone
  • 2006
  • Ingår i: Computers Helping People With Special Needs, Proceedings. - Berlin, Heidelberg : Springer Berlin Heidelberg. - 3540360204 ; , s. 579-586
  • Konferensbidrag (refereegranskat)abstract
    • The talking-head telephone, Synface, is a lip-reading support for people with hearing-impairment. It has been tested by 49 users with varying degrees of hearing-impaired in UK and Sweden in lab and home environments. Synface was found to give support to the users, especially in perceiving numbers and addresses and an enjoyable way to communicate. A majority deemed Synface to be a useful product.
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5.
  • Al Moubayed, Samer, et al. (författare)
  • A novel Skype interface using SynFace for virtual speech reading support
  • 2011
  • Ingår i: Proceedings from Fonetik 2011, June 8 - June 10, 2011. - Stockholm, Sweden. ; , s. 33-36
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • We describe in this paper a support client interface to the IP telephony application Skype. The system uses a variant of SynFace, a real-time speech reading support system using facial animation. The new interface is designed for the use by elderly persons, and tailored for use in systems supporting touch screens. The SynFace real-time facial animation system has previously shown ability to enhance speech comprehension for the hearing impaired persons. In this study weemploy at-home field studies on five subjects in the EU project MonAMI. We presentinsights from interviews with the test subjects on the advantages of the system, and onthe limitations of such a technology of real-time speech reading to reach the homesof elderly and the hard of hearing.
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6.
  • Al Moubayed, Samer, et al. (författare)
  • A robotic head using projected animated faces
  • 2011
  • Ingår i: Proceedings of the International Conference on Audio-Visual Speech Processing 2011. - Stockholm : KTH Royal Institute of Technology. ; , s. 71-
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents a setup which employs virtual animatedagents for robotic heads. The system uses a laser projector toproject animated faces onto a three dimensional face mask. This approach of projecting animated faces onto a three dimensional head surface as an alternative to using flat, two dimensional surfaces, eliminates several deteriorating effects and illusions that come with flat surfaces for interaction purposes, such as exclusive mutual gaze and situated and multi-partner dialogues. In addition to that, it provides robotic heads with a flexible solution for facial animation which takes into advantage the advancements of facial animation using computer graphics overmechanically controlled heads.
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7.
  • Al Moubayed, Samer, et al. (författare)
  • Animated Faces for Robotic Heads : Gaze and Beyond
  • 2011
  • Ingår i: Analysis of Verbal and Nonverbal Communication and Enactment. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 9783642257742 ; , s. 19-35
  • Konferensbidrag (refereegranskat)abstract
    • We introduce an approach to using animated faces for robotics where a static physical object is used as a projection surface for an animation. The talking head is projected onto a 3D physical head model. In this chapter we discuss the different benefits this approach adds over mechanical heads. After that, we investigate a phenomenon commonly referred to as the Mona Lisa gaze effect. This effect results from the use of 2D surfaces to display 3D images and causes the gaze of a portrait to seemingly follow the observer no matter where it is viewed from. The experiment investigates the perception of gaze direction by observers. The analysis shows that the 3D model eliminates the effect, and provides an accurate perception of gaze direction. We discuss at the end the different requirements of gaze in interactive systems, and explore the different settings these findings give access to.
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8.
  • Al Moubayed, Samer, et al. (författare)
  • Audio-Visual Prosody : Perception, Detection, and Synthesis of Prominence
  • 2010
  • Ingår i: 3rd COST 2102 International Training School on Toward Autonomous, Adaptive, and Context-Aware Multimodal Interfaces. - Berlin, Heidelberg : Springer Berlin Heidelberg. - 9783642181832 ; , s. 55-71
  • Konferensbidrag (refereegranskat)abstract
    • In this chapter, we investigate the effects of facial prominence cues, in terms of gestures, when synthesized on animated talking heads. In the first study a speech intelligibility experiment is conducted, where speech quality is acoustically degraded, then the speech is presented to 12 subjects through a lip synchronized talking head carrying head-nods and eyebrow raising gestures. The experiment shows that perceiving visual prominence as gestures, synchronized with the auditory prominence, significantly increases speech intelligibility compared to when these gestures are randomly added to speech. We also present a study examining the perception of the behavior of the talking heads when gestures are added at pitch movements. Using eye-gaze tracking technology and questionnaires for 10 moderately hearing impaired subjects, the results of the gaze data show that users look at the face in a similar fashion to when they look at a natural face when gestures are coupled with pitch movements opposed to when the face carries no gestures. From the questionnaires, the results also show that these gestures significantly increase the naturalness and helpfulness of the talking head.
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9.
  • Al Moubayed, Samer, et al. (författare)
  • Auditory visual prominence From intelligibility to behavior
  • 2009
  • Ingår i: Journal on Multimodal User Interfaces. - : Springer Science and Business Media LLC. - 1783-7677 .- 1783-8738. ; 3:4, s. 299-309
  • Tidskriftsartikel (refereegranskat)abstract
    • Auditory prominence is defined as when an acoustic segment is made salient in its context. Prominence is one of the prosodic functions that has been shown to be strongly correlated with facial movements. In this work, we investigate the effects of facial prominence cues, in terms of gestures, when synthesized on animated talking heads. In the first study, a speech intelligibility experiment is conducted, speech quality is acoustically degraded and the fundamental frequency is removed from the signal, then the speech is presented to 12 subjects through a lip synchronized talking head carrying head-nods and eyebrows raise gestures, which are synchronized with the auditory prominence. The experiment shows that presenting prominence as facial gestures significantly increases speech intelligibility compared to when these gestures are randomly added to speech. We also present a follow-up study examining the perception of the behavior of the talking heads when gestures are added over pitch accents. Using eye-gaze tracking technology and questionnaires on 10 moderately hearing impaired subjects, the results of the gaze data show that users look at the face in a similar fashion to when they look at a natural face when gestures are coupled with pitch accents opposed to when the face carries no gestures. From the questionnaires, the results also show that these gestures significantly increase the naturalness and the understanding of the talking head.
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10.
  • Al Moubayed, Samer, 1982- (författare)
  • Bringing the avatar to life : Studies and developments in facial communication for virtual agents and robots
  • 2012
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • The work presented in this thesis comes in pursuit of the ultimate goal of building spoken and embodied human-like interfaces that are able to interact with humans under human terms. Such interfaces need to employ the subtle, rich and multidimensional signals of communicative and social value that complement the stream of words – signals humans typically use when interacting with each other.The studies presented in the thesis concern facial signals used in spoken communication, and can be divided into two connected groups. The first is targeted towards exploring and verifying models of facial signals that come in synchrony with speech and its intonation. We refer to this as visual-prosody, and as part of visual-prosody, we take prominence as a case study. We show that the use of prosodically relevant gestures in animated faces results in a more expressive and human-like behaviour. We also show that animated faces supported with these gestures result in more intelligible speech which in turn can be used to aid communication, for example in noisy environments.The other group of studies targets facial signals that complement speech. As spoken language is a relatively poor system for the communication of spatial information; since such information is visual in nature. Hence, the use of visual movements of spatial value, such as gaze and head movements, is important for an efficient interaction. The use of such signals is especially important when the interaction between the human and the embodied agent is situated – that is when they share the same physical space, and while this space is taken into account in the interaction.We study the perception, the modelling, and the interaction effects of gaze and head pose in regulating situated and multiparty spoken dialogues in two conditions. The first is the typical case where the animated face is displayed on flat surfaces, and the second where they are displayed on a physical three-dimensional model of a face. The results from the studies show that projecting the animated face onto a face-shaped mask results in an accurate perception of the direction of gaze that is generated by the avatar, and hence can allow for the use of these movements in multiparty spoken dialogue.Driven by these findings, the Furhat back-projected robot head is developed. Furhat employs state-of-the-art facial animation that is projected on a 3D printout of that face, and a neck to allow for head movements. Although the mask in Furhat is static, the fact that the animated face matches the design of the mask results in a physical face that is perceived to “move”.We present studies that show how this technique renders a more intelligible, human-like and expressive face. We further present experiments in which Furhat is used as a tool to investigate properties of facial signals in situated interaction.Furhat is built to study, implement, and verify models of situated and multiparty, multimodal Human-Machine spoken dialogue, a study that requires that the face is physically situated in the interaction environment rather than in a two-dimensional screen. It also has received much interest from several communities, and been showcased at several venues, including a robot exhibition at the London Science Museum. We present an evaluation study of Furhat at the exhibition where it interacted with several thousand persons in a multiparty conversation. The analysis of the data from the setup further shows that Furhat can accurately regulate multiparty interaction using gaze and head movements.
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