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Automatic recognition of children's read speech for stuttering application 儿童阅读语音自动识别用于口吃的应用
Pub Date : 2017-11-13 DOI: 10.21437/WOCCI.2017-1
Sadeen Alharbi, A. Simons, S. Brumfitt, P. Green
Stuttering is a common speech disfluency that may persist into adulthood if not treated in its early stages. Techniques from spoken language understanding may be applied to provide auto-mated diagnoses of stuttering from voice recordings; however,there are several difficulties, including the lack of training data involving young children and the high dimensionality of these data. This study investigates how automatic speech recognition(ASR) could help clinicians by providing a tool that automatically recognises stuttering events and provides a useful written transcription of what was said. In addition, to enhance the performance of ASR and to alleviate the lack of stuttering data, this study examines the effect of augmenting the language model with artificially generated data. The performance of the ASR tool with and without language model augmentation is com-pared. Following language model augmentation, the ASR tool’s performance improved recall from 38% to 62.2% and precision from 56.58% to 71%. When mis-recognised events are more coarsely classified as stuttering/ non-stuttering events, the performance improves up to 73% in recall and 84% in precision.Although the obtained results are not perfect, they map to fairly robust stutter/ non-stutter decision boundaries.
口吃是一种常见的语言障碍,如果不及早治疗,可能会持续到成年。口语理解的技术可以应用于从录音中提供口吃的自动诊断;然而,存在一些困难,包括缺乏涉及幼儿的训练数据和这些数据的高维度。这项研究调查了自动语音识别(ASR)如何通过提供一种工具来帮助临床医生自动识别口吃事件,并提供有用的书面记录。此外,为了提高ASR的性能,并缓解口吃数据的缺乏,本研究考察了用人工生成的数据增强语言模型的效果。比较了增强语言模型和不增强语言模型的ASR工具的性能。在语言模型增强后,ASR工具的召回率从38%提高到62.2%,准确率从56.58%提高到71%。当错误识别的事件被更粗略地分类为口吃/非口吃事件时,召回率提高了73%,准确率提高了84%。虽然得到的结果并不完美,但它们映射到相当稳健的口吃/非口吃决策边界。
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引用次数: 10
Can you teach me?: Children teaching new words to a robot in a book reading scenario 你能教我吗?:孩子们在读书的场景中教机器人新单词
Pub Date : 2017-11-13 DOI: 10.21437/WOCCI.2017-5
Angela Grimminger, K. Rohlfing
In research on children’s language development, joint book reading is appreciated as being a situation beneficial for language learning. Motivated by this string of research, our aim was to explore whether the situation of joint book reading can be applied to a child–robot interaction. Before investigating whether and how this situation – when applied in child–robot interaction – can be used as a language learning scenario, the interactional requirements for a successful dialogue have to be studied. Our main aim in this paper is to present a study design for a child–robot interaction, in which a robot is introduced as a learner that acquires new color words, and the child is asked to teach the robot those words within a familiar interaction format of joint book reading. We then report the observations that we made in a single-case pilot study conducted with a 4;8year-old child, and discuss these observations in terms of how the robot’s interactional behavior needs to be shaped to successfully participate in the situation of joint book reading.
在儿童语言发展的研究中,联合阅读被认为是一种有利于语言学习的情境。在这一系列研究的激励下,我们的目标是探索联合阅读的情况是否可以应用于孩子-机器人的互动。在研究这种情况(当应用于儿童-机器人交互时)是否以及如何用作语言学习场景之前,必须研究成功对话的交互要求。本文的主要目的是提出一种儿童-机器人交互的研究设计,其中将机器人作为学习新颜色单词的学习者,并要求儿童在熟悉的联合阅读书籍的交互格式中教授机器人这些单词。然后,我们报告了我们对一个4岁8岁的孩子进行的单例试点研究的观察结果,并从如何塑造机器人的互动行为以成功参与联合阅读的情况的角度讨论了这些观察结果。
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引用次数: 3
Figurines, a multimodal framework for tangible storytelling 小雕像,一个多模式的框架,有形的讲故事
Pub Date : 2017-11-13 DOI: 10.21437/WOCCI.2017-9
Maxime Portaz, Maxime Garcia, A. Barbulescu, A. Bégault, Laurence Boissieux, Marie-Paule Cani, Rémi Ronfard, D. Vaufreydaz
This paper presents Figurines, an offline framework for narrative creation with tangible objects, designed to record storytelling sessions with children, teenagers or adults. This framework uses tangible diegetic objects to record a free narrative from up to two storytellers and construct a fully annotated representation of the story. This representation is composed of the 3D position and orientation of the fig-urines, the position of decor elements and interpretation of the storytellers' actions (facial expression, gestures and voice). While maintaining the playful dimension of the storytelling session, the system must tackle the challenge of recovering the free-form motion of the figurines and the storytellers in uncontrolled environments. To do so, we record the storytelling session using a hybrid setup with two RGB-D sensors and figurines augmented with IMU sensors. The first RGB-D sensor completes IMU information in order to identify figurines and tracks them as well as decor elements. It also tracks the storytellers jointly with the second RGB-D sensor. The framework has been used to record preliminary experiments to validate interest of our approach. These experiments evaluate figurine following and combination of motion and storyteller's voice, gesture and facial expressions. In a make-believe game, this story representation was re-targeted on virtual characters to produce an animated version of the story. The final goal of the Figurines framework is to enhance our understanding of the creative processes at work during immersive storytelling.
本文介绍了“小雕像”,这是一种使用有形物品进行叙事创作的离线框架,旨在记录与儿童、青少年或成人的讲故事过程。这个框架使用有形的叙事对象来记录最多两个故事讲述者的自由叙述,并构建一个完整的故事注释表示。这种表现是由人物的3D位置和方向、装饰元素的位置和对故事讲述者动作(面部表情、手势和声音)的解释组成的。在保持讲故事过程的趣味性的同时,系统必须解决在不受控制的环境中恢复小雕像和讲故事者自由运动的挑战。为此,我们使用带有两个RGB-D传感器和带有IMU传感器的小雕像的混合设置来记录讲故事的会话。第一个RGB-D传感器完成IMU信息,以识别小雕像并跟踪它们以及装饰元素。它还与第二个RGB-D传感器联合跟踪故事讲述者。该框架已用于记录初步实验,以验证我们的方法的兴趣。这些实验评估了小雕像的跟随以及动作和说书人的声音、手势和面部表情的结合。在一个虚构的游戏中,这个故事的表现被重新定位在虚拟人物身上,以产生一个动画版本的故事。《小雕像》框架的最终目标是增强我们对沉浸式讲故事过程中创作过程的理解。
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引用次数: 5
Phontasia: A phonics game for German and its effect on orthographic skills-first corpus explorations 语音游戏:德语语音游戏及其对正字法技能的影响-语料库探索
Pub Date : 2017-11-13 DOI: 10.21437/WOCCI.2017-2
Kay Berkling
This paper reports on first results in a study on orthography acquisition for children in German elementary school. One major aspect of German orthography concerns the marking of vowel duration, which occurs in every regular word in German. Therefore, mastery of this pattern has a large impact both on accu-rate spelling and very likely on reading ability. However, data shows that acquisition of this sub-skill appears difficult for kids to master, even beyond elementary school. In this paper, we explore a corpus of freely written text data that was collected on a weekly basis across several third grade classes in three different schools over a period of three months. Two of the schools participated in an intervention (iPad Phonics Game for German, called Phontasia). Studying the impact of the game on skill acquisition proved difficult because the ability to employ iPads in the classroom was correlated with socio-economic status of the schools. Results from VERA, a German standardized test, were obtained for several classes, allowing us to add one control group to the study. Preliminary results indicate that Phontasia intervention is worth pursuing in future studies to improve orthographic skills.
本文报道了对德国小学儿童拼写习得的初步研究结果。德语正字法的一个主要方面是元音持续时间的标记,它出现在德语的每个规则单词中。因此,掌握这种模式对拼写的准确性和阅读能力都有很大的影响。然而,数据显示,即使过了小学,孩子们也很难掌握这一次要技能。在本文中,我们探索了一个自由书写的文本数据语料库,这些数据是在三个月的时间里从三所不同学校的几个三年级班级中每周收集的。其中两所学校参与了一项干预活动(iPad德语拼读游戏,称为Phontasia)。研究游戏对技能习得的影响被证明是困难的,因为在课堂上使用ipad的能力与学校的社会经济地位相关。我们获得了几个班级的VERA(德国标准化测试)结果,允许我们在研究中增加一个对照组。初步结果表明,在未来的研究中,语音失读症干预对提高正字法技能是值得研究的。
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引用次数: 8
A natural user interface game for the evaluation of children with learning difficulties 一个自然的用户界面游戏,用于评估有学习困难的儿童
Pub Date : 2017-11-13 DOI: 10.21437/WOCCI.2017-3
E. Chatzidaki, M. Xenos, Charikleia Machaira
This paper presents Kin-LDD (stands for Kinaesthetic Learning Difficulties Diagnosis), which is a tool that supports the special educators during the assessment process of children’s learning difficulties. Children using Kin-LDD, instead of participating in a tedious and extensive process, they are playing a game. The tool is using a natural user interface for the children-computer interaction, combining gestures and typical mouse usage. Kin-LDD provides a set of activities, by presenting the material in text, images, and sounds. Kin-LDD is also available to school teachers and parents, for the early identification of learning disabilities before engaging a special educator, but mostly is a tool for special educators to include the ‘fun’ factor into the diagnostic process. The tool offers activities for spatial orientation, time orientation and storyboard sequencing and reports a set of key performance indicators, related to each child’s performance in these activities, to the special educators helping them towards the diagnosis.
Kin-LDD (Kinaesthetic Learning Difficulties Diagnosis,动觉学习困难诊断)是一种支持特殊教育者对儿童学习困难进行评估的工具。孩子们在使用Kin-LDD时,不再是在参与繁琐而繁琐的过程,而是在玩一个游戏。这个工具为孩子们使用了一个自然的用户界面——计算机交互,结合了手势和典型的鼠标使用。Kin-LDD提供了一组活动,通过文本、图像和声音呈现材料。Kin-LDD也可供学校教师和家长使用,用于在聘请特殊教育者之前早期识别学习障碍,但主要是特殊教育者将“乐趣”因素纳入诊断过程的工具。该工具提供空间定向、时间定向和故事板排序的活动,并向帮助他们进行诊断的特殊教育工作者报告一套与每个儿童在这些活动中的表现相关的关键绩效指标。
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引用次数: 2
Lexical and affective models in early acquisition of semantics 早期语义习得中的词汇和情感模式
Pub Date : 2017-11-13 DOI: 10.21437/WOCCI.2017-7
Athanasia Kolovou, Elias Iosif, A. Potamianos
Motivated by theories of early language development in children we investigate the contribution of affective features to early acquisition of lexical semantics. For the task of semantic similarity between words, semantic and affective spaces are modeled using network-based distributed semantic models. We propose a method for constructing semantic activations from a combination of lexical and affective relations and show that affective information plays a prominent role in our lexical development model.
在儿童早期语言发展理论的推动下,我们研究了情感特征对词汇语义早期习得的贡献。对于单词之间的语义相似度,使用基于网络的分布式语义模型对语义空间和情感空间进行建模。我们提出了一种结合词汇和情感关系构建语义激活的方法,并表明情感信息在我们的词汇发展模型中起着突出的作用。
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引用次数: 5
Visual-feedback in an interactive environment for speech-language therapy 语言治疗互动环境中的视觉反馈
Pub Date : 2017-11-13 DOI: 10.21437/WOCCI.2017-6
André Grossinho, João Magalhães, S. Cavaco
By combining visual-feedback and motivational elements, a speech therapy computer-based system can offer new approaches with various advantages when compared to traditional speech therapy techniques. Through visual-feedback and adaptation of traditional speech sound exercises, it is possible to create an engaging environment with motivation focused elements. These elements can be used in an interactive environment that motivates the therapy attendee towards better performances. Hereby we present an interactive gamified environment for speech therapy that combines visual-feedback and motivational components. The results from a survey and a usability study suggest that children can show more interest in the speech therapy sessions when the proposed environment is used.
通过结合视觉反馈和动机元素,基于计算机的语言治疗系统可以提供与传统语言治疗技术相比具有各种优势的新方法。通过视觉反馈和对传统语音练习的适应,有可能创造一个具有动机集中元素的引人入胜的环境。这些元素可以在互动环境中使用,以激励治疗参与者更好地表现。在此,我们提出了一个结合视觉反馈和动机成分的交互式游戏化语言治疗环境。一项调查和一项可用性研究的结果表明,当使用拟议的环境时,儿童可以对语言治疗课程表现出更大的兴趣。
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引用次数: 1
Comparison of two scoring method within i-vector framework for speaker recognition from children's speech i-vector框架下两种评分方法在儿童说话人识别中的比较
Pub Date : 2017-11-13 DOI: 10.21437/WOCCI.2017-10
Saeid Safavi, L. Meng
Speaker recognition is a well established area for research but it mainly focuses on adult speech. Recent work on children’s speech shows that not all the findings from speaker recognition on adult speech are directly applicable on children’s speech. There are a variety of applications for speaker recognition from children’s speech, for example it could be used as a safeguard for a child during her/his interactions on social media network-ing websites. It could also be used as one of the main blocks in automatic tutor systems for educational purposes at schools. In this research we have evaluated two scoring method for speaker recognition within the i-vector framework using two simulated environments; in a classroom (contains 30 students) and in a school (contains 288 students). The first method is based on the PLDA scoring approach and the second method is based on the cosine similarity measure. Results show that the first method outperforms the second approach in a simulated school, but it is the other way around for the recognition of a child in a classroom in which the second scoring method performs better. focused on both speaker identification and verification for text-independent mode of operation.
说话人识别是一个成熟的研究领域,但主要集中在成人言语上。最近关于儿童言语的研究表明,并非所有关于成人言语的说话人识别结果都能直接适用于儿童言语。从儿童的言语中识别说话人有多种应用,例如,它可以作为儿童在社交媒体网站上互动时的保护措施。它也可以用作学校教育目的的自动辅导系统的主要模块之一。在本研究中,我们使用两个模拟环境,在i-vector框架内评估了两种说话人识别的评分方法;在一个教室(有30名学生)和一个学校(有288名学生)。第一种方法是基于PLDA评分方法,第二种方法是基于余弦相似度度量。结果表明,第一种方法在模拟学校中的表现优于第二种方法,但在第二种评分方法表现更好的教室中,对孩子的识别则相反。专注于独立文本操作模式的说话人识别和验证。
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引用次数: 4
Evaluation of reading performance of primary school children: Objective measurements vs. subjective ratings 小学生阅读成绩评价:客观测量与主观评分
Pub Date : 2017-11-13 DOI: 10.21437/WOCCI.2017-4
Erika Godde, G. Bailly, D. Escudero, Marie-Line Bosse, Estelle Gillet-Perret
We analyze here readings of the same reference text by 116 children. We show that several factors strongly impact subjective rating of fluency, notably number of correct words, repetitions, errors, syllables spelled per minute. We succeeded in predicting four subjective scores – rated between 1 and 4 by human raters – from such objective measurements with a rather high precision (R > .8 for 3 out of 4 scores). This open the way for automatic multidimensional assessment of reading fluency using calibrated texts.
我们在这里分析了116个孩子对相同参考文本的阅读。我们发现有几个因素强烈地影响流利度的主观评价,特别是正确单词的数量,重复,错误,每分钟拼写的音节。我们成功地预测了四个主观分数——由人类评分者评分在1到4之间——从这样的客观测量中获得了相当高的精度(4个分数中的3个R > 0.8)。这为使用校准文本对阅读流畅性进行自动多维评估开辟了道路。
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引用次数: 12
Developing speech processing technologies for shared book reading with a computer 开发与计算机共享阅读的语音处理技术
Pub Date : 2017-11-13 DOI: 10.21437/WOCCI.2017-8
Anastassia Loukina, Beata Beigman Klebanov, P. Lange, Binod Gyawali, Yao Qian
We present a preliminary report on developing technology for an application that supports shared book reading. We dis-cuss how speech processing technology can be used to auto-mate different components of the system for oral reading fluency evaluation during shared book reading and the challenges posed by this new context in comparison to other automated reading tutor systems. We also present performance evaluation of the baseline system on a corpus of read speech. of our is to technology to support the
我们提出了一份关于开发支持共享阅读的应用程序技术的初步报告。我们讨论了如何使用语音处理技术来自动匹配系统的不同组件,以便在共享阅读过程中进行口头阅读流畅性评估,以及与其他自动阅读辅导系统相比,这种新环境所带来的挑战。我们还介绍了基线系统在读语音语料库上的性能评估。我们的是要技术来支持的
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引用次数: 5
期刊
The ... Workshop on Child, Computer and Interaction
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