Jonas Beskow

dblp:79/6149 · DBLP profile ↗
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75ranked-venue papers
13as first author
18since 2021 · last 2026
0000-0003-1399-6604ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 59 · 11 first-author · 12 since 2021Graphics, computer vision, multimedia, augmented reality and games · 43 · 11 first-author · 12 since 2021Human-computer interaction and ubiquitous computing · 18 · 1 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1
YearPublicationVenuePosition
2026 MM-Conv: A Multimodal Dataset and Benchmark for Context-Aware Grounding in 3D Dialogue
abstract
Grounding language in the physical world requires AI systems to interpret references that emerge dynamically during conversation. While current vision-language models (VLMs) excel at static image tasks, they struggle to resolve ambiguous expressions in spontaneous, multi-turn dialogue. We address this gap by introducing (1) a benchmark for referential communication in dynamic 3D environments, built from 6.7 hours of egocentric VR interaction with synchronized speech, motion, gaze, and 3D scene geometry, and (2) a two-stage grounding pipeline that explicitly resolves conversational ambiguity before visual localization. The benchmark includes over 4,200 manually verified referring expressions spanning full, partitive, and pronominal types. Our contextual rewriting approach improves grounding performance by 11-22 percentage points on average, with a pure detector (GroundingDINO) reaching 56.7% on pronominals after rewriting, nearly double the best end-to-end baseline. Results demonstrate that decoupling linguistic reasoning from visual perception is more effective than end-to-end approaches for conversational grounding.
Anna Deichler, Jim O'Regan, Fethiye Irmak Dogan, Anna Klezovich, Lubos Marcinek, Iolanda Leite, Jonas Beskow
LREC7
2026 How Much Data Is Enough Data? A New Motion Capture Corpus for Probabilistic Sign Language Generation
Anna Klezovich, Johanna Mesch, Gustav Eje Henter, Jonas Beskow
LREC4
2025 Towards Adaptable and Intelligible Speech Synthesis in Noisy Environments
Lubos Marcinek, Jonas Beskow, Joakim Gustafson
INTERSPEECH2
2025 Intrasentential English in Swedish TTS: perceived English-accentedness
Christina Tånnander, David House, Jonas Beskow, Jens Edlund
INTERSPEECH3
2024 Unified Speech and Gesture Synthesis Using Flow Matching
abstract
As text-to-speech technologies achieve remarkable naturalness in read-aloud tasks, there is growing interest in multimodal synthesis of verbal and non-verbal communicative behaviour, such as spontaneous speech and associated body gestures. This paper presents a novel, unified architecture for jointly synthesising speech acoustics and skeleton-based 3D gesture motion from text, trained using optimal-transport conditional flow matching (OT-CFM). The proposed architecture is simpler than the previous state of the art, has a smaller memory footprint, and can capture the joint distribution of speech and gestures, generating both modalities together in one single process. The new training regime, meanwhile, enables better synthesis quality in much fewer steps (network evaluations) than before. Uni- and multimodal subjective tests demonstrate improved speech naturalness, gesture human-likeness, and cross-modal appropriateness compared to existing benchmarks.
Shivam Mehta, Ruibo Tu, Simon Alexanderson, Jonas Beskow, Éva Székely, Gustav Eje Henter
ICASSP4
2024 Matcha-TTS: A Fast TTS Architecture with Conditional Flow Matching
abstract
We introduce Matcha-TTS, a new encoder-decoder architecture for speedy TTS acoustic modelling, trained using optimal-transport conditional flow matching (OT-CFM). This yields an ODE-based decoder capable of high output quality in fewer synthesis steps than models trained using score matching. Careful design choices additionally ensure each synthesis step is fast to run. The method is probabilistic, non-autoregressive, and learns to speak from scratch without external alignments. Compared to strong pre-trained baseline models, the Matcha-TTS system has the smallest memory footprint, rivals the speed of the fastest model on long utterances, and attains the highest mean opinion score in a listening test.
Shivam Mehta, Ruibo Tu, Jonas Beskow, Éva Székely, Gustav Eje Henter
ICASSP3
2024 Should you use a probabilistic duration model in TTS? Probably! Especially for spontaneous speech
Shivam Mehta, Harm Lameris, Rajiv Punmiya, Jonas Beskow, Éva Székely, Gustav Eje Henter
INTERSPEECH4
2024 Beyond graphemes and phonemes: continuous phonological features in neural text-to-speech synthesis
Christina Tånnander, Shivam Mehta, Jonas Beskow, Jens Edlund
INTERSPEECH3
2024 Incorporating Spatial Awareness in Data-Driven Gesture Generation for Virtual Agents
abstract
This paper focuses on enhancing human-agent communication by integrating spatial context into virtual agents’ non-verbal behaviors, specifically gestures. Recent advances in co-speech gesture generation have primarily utilized data-driven methods, which create natural motion but limit the scope of gestures to those performed in a void. Our work aims to extend these methods by enabling generative models to incorporate scene information into speech-driven gesture synthesis. We introduce a novel synthetic gesture dataset tailored for this purpose. This development represents a critical step toward creating embodied conversational agents that interact more naturally with their environment and users.
Anna Deichler, Simon Alexanderson, Jonas Beskow
IVA3
2023 Casual chatter or speaking up? Adjusting articulatory effort in generation of speech and animation for conversational characters
abstract
Embodied conversational agents and social robots need to be able to generate spontaneous behavior in order to be believable in social interactions. We present a system that can generate spontaneous speech with supporting lip movements. The conversational TTS voice is trained on a podcast corpus that has been prosodically tagged (f0, speaking rate and energy) and transcribed (including tokens for breathing, fillers and laughter). We introduce a speech animation algorithm where articulatory effort can be adjusted. The speech animation is driven by time-stamped phonemes obtained from the internal alignment attention map of the TTS system, and we use prominence estimates from the synthesised speech waveform to modulate the lip- and jaw movements accordingly.
Joakim Gustafson, Éva Székely, Simon Alexanderson, Jonas Beskow
FG4
2023 OverFlow: Putting flows on top of neural transducers for better TTS
abstract
Neural HMMs are a type of neural transducer recently proposed for sequence-to-sequence modelling in text-to-speech.They combine the best features of classic statistical speech synthesis and modern neural TTS, requiring less data and fewer training updates, and are less prone to gibberish output caused by neural attention failures.In this paper, we combine neural HMM TTS with normalising flows for describing the highly non-Gaussian distribution of speech acoustics.The result is a powerful, fully probabilistic model of durations and acoustics that can be trained using exact maximum likelihood.Experiments show that a system based on our proposal needs fewer updates than comparable methods to produce accurate pronunciations and a subjective speech quality close to natural speech.
Shivam Mehta, Ambika Kirkland, Harm Lameris, Jonas Beskow, Éva Székely, Gustav Eje Henter
INTERSPEECH4
2023 Generation of speech and facial animation with controllable articulatory effort for amusing conversational characters
abstract
Engaging embodied conversational agents need to generate expressive behavior in order to be believable in socializing interactions. We present a system that can generate spontaneous speech with supporting lip movements. The neural conversational TTS voice is trained on a multi-style speech corpus that has been prosodically tagged (pitch and speaking rate) and transcribed (including tokens for breathing, fillers and laughter). We introduce a speech animation algorithm where articulatory effort can be adjusted. The facial animation is driven by time-stamped phonemes and prominence estimates from the synthesised speech waveform to modulate the lip-and jaw movements accordingly. In objective evaluations we show that the system is able to generate speech and facial animation that vary in articulation effort. In subjective evaluations we compare our conversational TTS system's capability to deliver jokes with a commercial TTS. Both system succeeded equally good.
Joakim Gustafson, Éva Székely, Jonas Beskow
IVA3
2023 Hi robot, it's not what you say, it's how you say it
abstract
Many robots use their voice to communicate with people in spoken language but the voices commonly used for robots are often optimized for transactional interactions, rather than social ones. This can limit their ability to create engaging and natural interactions. To address this issue, we designed a spontaneous text-to-speech tool and used it to author natural and spontaneous robot speech. A crowdsourcing evaluation methodology is proposed to compare this type of speech to natural speech and state-of-the-art text-to-speech technology, both in disembodied and embodied form. We created speech samples in a naturalistic setting of people playing tabletop games and conducted a user study evaluating Naturalness, Intelligibility, Social Impression, Prosody, and Perceived Intelligence. The speech samples were chosen to represent three contexts that are common in tabletop games and the contexts were introduced to the participants that evaluated the speech samples. The study results show that the proposed evaluation methodology allowed for a robust analysis that successfully compared the different conditions. Moreover, the spontaneous voice met our target design goal of being perceived as more natural than a leading commercial text-to-speech.
Jura Miniota, Jonas Beskow, Joakim Gustafson, Éva Székely, André Pereira 0001
RO-MAN3
2023 Listen, Denoise, Action! Audio-Driven Motion Synthesis with Diffusion Models
abstract
Diffusion models have experienced a surge of interest as highly expressive yet efficiently trainable probabilistic models. We show that these models are an excellent fit for synthesising human motion that co-occurs with audio, e.g., dancing and co-speech gesticulation, since motion is complex and highly ambiguous given audio, calling for a probabilistic description. Specifically, we adapt the DiffWave architecture to model 3D pose sequences, putting Conformers in place of dilated convolutions for improved modelling power. We also demonstrate control over motion style, using classifier-free guidance to adjust the strength of the stylistic expression. Experiments on gesture and dance generation confirm that the proposed method achieves top-of-the-line motion quality, with distinctive styles whose expression can be made more or less pronounced. We also synthesise path-driven locomotion using the same model architecture. Finally, we generalise the guidance procedure to obtain product-of-expert ensembles of diffusion models and demonstrate how these may be used for, e.g., style interpolation, a contribution we believe is of independent interest.
Simon Alexanderson, Rajmund Nagy, Jonas Beskow, Gustav Eje Henter
ACM Trans. Graph.3
2022 Neural HMMS Are All You Need (For High-Quality Attention-Free TTS)
abstract
Neural sequence-to-sequence TTS has achieved significantly better output quality than statistical speech synthesis using HMMs. However, neural TTS is generally not probabilistic and uses non-monotonic attention. Attention failures increase training time and can make synthesis babble incoherently. This paper describes how the old and new paradigms can be combined to obtain the advantages of both worlds, by replacing attention in neural TTS with an autoregressive left-right no-skip hidden Markov model defined by a neural network. Based on this proposal, we modify Tacotron 2 to obtain an HMM-based neural TTS model with monotonic alignment, trained to maximise the full sequence likelihood without approximation. We also describe how to combine ideas from classical and contemporary TTS for best results. The resulting example system is smaller and simpler than Tacotron 2, and learns to speak with fewer iterations and less data, whilst achieving comparable naturalness prior to the post-net. Our approach also allows easy control over speaking rate.
Shivam Mehta, Éva Székely, Jonas Beskow, Gustav Eje Henter
ICASSP3
2021 Integrated Speech and Gesture Synthesis
abstract
Text-to-speech and co-speech gesture synthesis have until now been treated as separate areas by two different research communities, and applications merely stack the two technologies using a simple system-level pipeline. This can lead to modeling inefficiencies and may introduce inconsistencies that limit the achievable naturalness. We propose to instead synthesize the two modalities in a single model, a new problem we call integrated speech and gesture synthesis (ISG). We also propose a set of models modified from state-of-the-art neural speech-synthesis engines to achieve this goal. We evaluate the models in three carefully-designed user studies, two of which evaluate the synthesized speech and gesture in isolation, plus a combined study that evaluates the models like they will be used in real-world applications – speech and gesture presented together. The results show that participants rate one of the proposed integrated synthesis models as being as good as the state-of-the-art pipeline system we compare against, in all three tests. The model is able to achieve this with faster synthesis time and greatly reduced parameter count compared to the pipeline system, illustrating some of the potential benefits of treating speech and gesture synthesis together as a single, unified problem.
Simon Alexanderson, Joakim Gustafson, Jonas Beskow, Gustav Eje Henter, Éva Székely
ICMI4
2021 Expressive Robot Performance Based on Facial Motion Capture
Jonas Beskow, Charlie Caper, Johan Ehrenfors, Nils Hagberg, Anne Jansen, Chris Wood
Interspeech1
2021 Transflower: probabilistic autoregressive dance generation with multimodal attention
abstract
Dance requires skillful composition of complex movements that follow rhythmic, tonal and timbral features of music. Formally, generating dance conditioned on a piece of music can be expressed as a problem of modelling a high-dimensional continuous motion signal, conditioned on an audio signal. In this work we make two contributions to tackle this problem. First, we present a novel probabilistic autoregressive architecture that models the distribution over future poses with a normalizing flow conditioned on previous poses as well as music context, using a multimodal transformer encoder. Second, we introduce the currently largest 3D dance-motion dataset, obtained with a variety of motion-capture technologies, and including both professional and casual dancers. Using this dataset, we compare our new model against two baselines, via objective metrics and a user study, and show that both the ability to model a probability distribution, as well as being able to attend over a large motion and music context are necessary to produce interesting, diverse, and realistic dance that matches the music.
Guillermo Valle Pérez, Gustav Eje Henter, Jonas Beskow, Andre Holzapfel, Pierre-Yves Oudeyer, Simon Alexanderson
ACM Trans. Graph.3
2020 Embodiment and gender interact in alignment to TTS voices
Michelle Cohn, Patrik Jonell, Taylor Kim, Jonas Beskow, Georgia Zellou
CogSci4
2020 Breathing and Speech Planning in Spontaneous Speech Synthesis
abstract
Breathing and speech planning in spontaneous speech are coordinated processes, often exhibiting disfluent patterns. While synthetic speech is not subject to respiratory needs, integrating breath into synthesis has advantages for naturalness and recall. At the same time, a synthetic voice reproducing disfluent breathing patterns learned from the data can be problematic. To address this, we first propose training stochastic TTS on a corpus of overlapping breath-group bigrams, to take context into account. Next, we introduce an unsupervised automatic annotation of likely-disfluent breath events, through a product-of-experts model that combines the output of two breath- event predictors, each using complementary information and operating in opposite directions. This annotation enables creating an automatically-breathing spontaneous speech synthesiser with a more fluent breathing style. A subjective evaluation on two spoken genres (impromptu and rehearsed) found the proposed system to be preferred over the baseline approach treating all breath events the same.
Éva Székely, Gustav Eje Henter, Jonas Beskow, Joakim Gustafson
ICASSP3
2020 Generating coherent spontaneous speech and gesture from text
abstract
Embodied human communication encompasses both verbal (speech) and non-verbal information (e.g., gesture and head movements). Recent advances in machine learning have substantially improved the technologies for generating synthetic versions of both of these types of data: On the speech side, text-to-speech systems are now able to generate highly convincing, spontaneous-sounding speech using unscripted speech audio as the source material. On the motion side, probabilistic motion-generation methods can now synthesise vivid and lifelike speech-driven 3D gesticulation. In this paper, we put these two state-of-the-art technologies together in a coherent fashion for the first time. Concretely, we demonstrate a proof-of-concept system trained on a single-speaker audio and motion-capture dataset, that is able to generate both speech and full-body gestures together from text input. In contrast to previous approaches for joint speech-and-gesture generation, we generate full-body gestures from speech synthesis trained on recordings of spontaneous speech from the same person as the motion-capture data. We illustrate our results by visualising gesture spaces and textspeech-gesture alignments, and through a demonstration video.
Simon Alexanderson, Éva Székely, Gustav Eje Henter, Taras Kucherenko, Jonas Beskow
IVA5
2020 Can we trust online crowdworkers?: Comparing online and offline participants in a preference test of virtual agents
abstract
Conducting user studies is a crucial component in many scientific fields. While some studies require participants to be physically present, other studies can be conducted both physically (e.g. in-lab) and online (e.g. via crowdsourcing). Inviting participants to the lab can be a time-consuming and logistically difficult endeavor, not to mention that sometimes research groups might not be able to run in-lab experiments, because of, for example, a pandemic. Crowdsourcing platforms such as Amazon Mechanical Turk (AMT) or Prolific can therefore be a suitable alternative to run certain experiments, such as evaluating virtual agents. Although previous studies investigated the use of crowdsourcing platforms for running experiments, there is still uncertainty as to whether the results are reliable for perceptual studies. Here we replicate a previous experiment where participants evaluated a gesture generation model for virtual agents. The experiment is conducted across three participant pools - in-lab, Prolific, and AMT - having similar demographics across the in-lab participants and the Prolific platform. Our results show no difference between the three participant pools in regards to their evaluations of the gesture generation models and their reliability scores. The results indicate that online platforms can successfully be used for perceptual evaluations of this kind.
Patrik Jonell, Taras Kucherenko, Ilaria Torre 0002, Jonas Beskow
IVA4
2020 Let's Face It: Probabilistic Multi-modal Interlocutor-aware Generation of Facial Gestures in Dyadic Settings
abstract
To enable more natural face-to-face interactions, conversational agents need to adapt their behavior to their interlocutors. One key aspect of this is generation of appropriate non-verbal behavior for the agent, for example facial gestures, here defined as facial expressions and head movements. Most existing gesture-generating systems do not utilize multi-modal cues from the interlocutor when synthesizing non-verbal behavior. Those that do, typically use deterministic methods that risk producing repetitive and non-vivid motions. In this paper, we introduce a probabilistic method to synthesize interlocutor-aware facial gestures - represented by highly expressive FLAME parameters - in dyadic conversations. Our contributions are: a) a method for feature extraction from multi-party video and speech recordings, resulting in a representation that allows for independent control and manipulation of expression and speech articulation in a 3D avatar; b) an extension to MoGlow, a recent motion-synthesis method based on normalizing flows, to also take multi-modal signals from the interlocutor as input and subsequently output interlocutor-aware facial gestures; and c) a subjective evaluation assessing the use and relative importance of the different modalities in the synthesized output. The results show that the model successfully leverages the input from the interlocutor to generate more appropriate behavior. Videos, data, and code are available at: https://jonepatr.github.io/lets_face_it/.
Patrik Jonell, Taras Kucherenko, Gustav Eje Henter, Jonas Beskow
IVA4
2020 Style-Controllable Speech-Driven Gesture Synthesis Using Normalising Flows
abstract
Abstract Automatic synthesis of realistic gestures promises to transform the fields of animation, avatars and communicative agents. In off‐line applications, novel tools can alter the role of an animator to that of a director, who provides only high‐level input for the desired animation; a learned network then translates these instructions into an appropriate sequence of body poses. In interactive scenarios, systems for generating natural animations on the fly are key to achieving believable and relatable characters. In this paper we address some of the core issues towards these ends. By adapting a deep learning‐based motion synthesis method called MoGlow, we propose a new generative model for generating state‐of‐the‐art realistic speech‐driven gesticulation. Owing to the probabilistic nature of the approach, our model can produce a battery of different, yet plausible, gestures given the same input speech signal. Just like humans, this gives a rich natural variation of motion. We additionally demonstrate the ability to exert directorial control over the output style, such as gesture level, speed, symmetry and spacial extent. Such control can be leveraged to convey a desired character personality or mood. We achieve all this without any manual annotation of the data. User studies evaluating upper‐body gesticulation confirm that the generated motions are natural and well match the input speech. Our method scores above all prior systems and baselines on these measures, and comes close to the ratings of the original recorded motions. We furthermore find that we can accurately control gesticulation styles without unnecessarily compromising perceived naturalness. Finally, we also demonstrate an application of the same method to full‐body gesticulation, including the synthesis of stepping motion and stance.
Simon Alexanderson, Gustav Eje Henter, Taras Kucherenko, Jonas Beskow
Comput. Graph. Forum4
2020 MoGlow: probabilistic and controllable motion synthesis using normalising flows
abstract
Data-driven modelling and synthesis of motion is an active research area with applications that include animation, games, and social robotics. This paper introduces a new class of probabilistic, generative, and controllable motion-data models based on normalising flows. Models of this kind can describe highly complex distributions, yet can be trained efficiently using exact maximum likelihood, unlike GANs or VAEs. Our proposed model is autoregressive and uses LSTMs to enable arbitrarily long time-dependencies. Importantly, is is also causal, meaning that each pose in the output sequence is generated without access to poses or control inputs from future time steps; this absence of algorithmic latency is important for interactive applications with real-time motion control. The approach can in principle be applied to any type of motion since it does not make restrictive, task-specific assumptions regarding the motion or the character morphology. We evaluate the models on motion-capture datasets of human and quadruped locomotion. Objective and subjective results show that randomly-sampled motion from the proposed method outperforms task-agnostic baselines and attains a motion quality close to recorded motion capture.
Gustav Eje Henter, Simon Alexanderson, Jonas Beskow
ACM Trans. Graph.3
2019 Equipping social robots with culturally-sensitive facial expressions of emotion using data-driven methods
abstract
Social robots must be able to generate realistic and recognizable facial expressions to engage their human users. Many social robots are equipped with standardized facial expressions of emotion that are widely considered to be universally recognized across all cultures. However, mounting evidence shows that these facial expressions are not universally recognized - for example, they elicit significantly lower recognition accuracy in East Asian cultures than they do in Western cultures. Therefore, without culturally sensitive facial expressions, state-of-the-art social robots are restricted in their ability to engage a culturally diverse range of human users, which in turn limits their global marketability. To develop culturally sensitive facial expressions, novel data-driven methods are used to model the dynamic face movement patterns that convey basic emotions (e.g., happy, sad, anger) in a given culture using cultural perception. Here, we tested whether such dynamic facial expression models, derived in an East Asian culture and transferred to a popular social robot, improved the social signalling generation capabilities of the social robot with East Asian participants. Results showed that, compared to the social robot's existing set of facial `universal' expressions, the culturally-sensitive facial expression models are recognized with generally higher accuracy and judged as more human-like by East Asian participants. We also detail the specific dynamic face movements (Action Units) that are associated with high recognition accuracy and judgments of human-likeness, including those that further boost performance. Our results therefore demonstrate the utility of using data-driven methods that employ human cultural perception to derive culturally-sensitive facial expressions that improve the social face signal generation capabilities of social robots. We anticipate that these methods will continue to inform the design of social robots and broaden their usability and global marketability.
Chaona Chen, Laura B. Hensel, Yaocong Duan, Robin A. A. Ince, Oliver G. B. Garrod, Jonas Beskow, Rachael Jack, Philippe G. Schyns
FG6
2019 Off the Cuff: Exploring Extemporaneous Speech Delivery with TTS
Éva Székely, Gustav Eje Henter, Jonas Beskow, Joakim Gustafson
INTERSPEECH3
2019 Spontaneous Conversational Speech Synthesis from Found Data
abstract
Synthesising spontaneous speech is a difficult task due to disfluencies, high variability and syntactic conventions different from those of written language. Using found data, as opposed to lab-rec ...
Éva Székely, Gustav Eje Henter, Jonas Beskow, Joakim Gustafson
INTERSPEECH3
2019 Modeling of Human Visual Attention in Multiparty Open-World Dialogues
abstract
This study proposes, develops, and evaluates methods for modeling the eye-gaze direction and head orientation of a person in multiparty open-world dialogues, as a function of low-level communicative signals generated by his/hers interlocutors. These signals include speech activity, eye-gaze direction, and head orientation, all of which can be estimated in real time during the interaction. By utilizing these signals and novel data representations suitable for the task and context, the developed methods can generate plausible candidate gaze targets in real time. The methods are based on Feedforward Neural Networks and Long Short-Term Memory Networks. The proposed methods are developed using several hours of unrestricted interaction data and their performance is compared with a heuristic baseline method. The study offers an extensive evaluation of the proposed methods that investigates the contribution of different predictors to the accurate generation of candidate gaze targets. The results show that the methods can accurately generate candidate gaze targets when the person being modeled is in a listening state. However, when the person being modeled is in a speaking state, the proposed methods yield significantly lower performance.
Kalin Stefanov, Giampiero Salvi, Dimosthenis Kontogiorgos, Hedvig Kjellström, Jonas Beskow
ACM Trans. Hum. Robot Interact.5
2018 Reverse Engineering Psychologically Valid Facial Expressions of Emotion into Social Robots
abstract
Social robots are now part of human society, destined for schools, hospitals, and homes to perform a variety of tasks. To engage their human users, social robots must be equipped with the essential social skill of facial expression communication. Yet, even state-of-the-art social robots are limited in this ability because they often rely on a restricted set of facial expressions derived from theory with well-known limitations such as lacking naturalistic dynamics. With no agreed methodology to objectively engineer a broader variance of more psychologically impactful facial expressions into the social robots' repertoire, human-robot interactions remain restricted. Here, we address this generic challenge with new methodologies that can reverse-engineer dynamic facial expressions into a social robot head. Our data-driven, user-centered approach, which combines human perception with psychophysical methods, produced highly recognizable and human-like dynamic facial expressions of the six classic emotions that generally outperformed state-of-art social robot facial expressions. Our data demonstrates the feasibility of our method applied to social robotics and highlights the benefits of using a data-driven approach that puts human users as central to deriving facial expressions for social robots. We also discuss future work to reverse-engineer a wider range of socially relevant facial expressions including conversational messages (e.g., interest, confusion) and personality traits (e.g., trustworthiness, attractiveness). Together, our results highlight the key role that psychology must continue to play in the design of social robots.
Chaona Chen, Oliver G. B. Garrod, Jiayu Zhan, Jonas Beskow, Philippe G. Schyns, Rachael Jack
FG4
2018 Using Constrained Optimization for Real-Time Synchronization of Verbal and Nonverbal Robot Behavior
abstract
Most of the motion re-targeting techniques are grounded on virtual character animation research, which means that they typically assume that the target embodiment has unconstrained joint angular velocities. However, because robots often do have such constraints, traditional re-targeting approaches can originate irregular delays in the robot motion. With the goal of ensuring synchronization between verbal and nonverbal behavior, this paper proposes an optimization framework for processing re-targeted motion sequences that addresses constraints such as joint angle and angular velocities. The proposed framework was evaluated on a humanoid robot using both objective and subjective metrics. While the analysis of the joint motion trajectories provides evidence that our framework successfully performs the desired modifications to ensure verbal and nonverbal behavior synchronization, results from a perceptual study showed that participants found the robot motion generated by our method more natural, elegant and lifelike than a control condition.
Aravind Elanjimattathil Vijayan, Simon Alexanderson, Jonas Beskow, Iolanda Leite
ICRA3
2018 Crowdsourced Multimodal Corpora Collection Tool
Patrik Jonell, Catharine Oertel, Dimosthenis Kontogiorgos, Jonas Beskow, Joakim Gustafson
LREC4
2018 A Multimodal Corpus for Mutual Gaze and Joint Attention in Multiparty Situated Interaction
Dimosthenis Kontogiorgos, Vanya Avramova, Simon Alexanderson, Patrik Jonell, Catharine Oertel, Jonas Beskow, Gabriel Skantze, Joakim Gustafson
LREC6
2017 Controlling Prominence Realisation in Parametric DNN-Based Speech Synthesis
abstract
This work aims to improve text-To-speech synthesis forWikipedia by advancing and implementing models of prosodic prominence. We propose a new system architecture with explicit prominence modeling a ...
Zofia Malisz, Harald Berthelsen, Jonas Beskow, Joakim Gustafson
INTERSPEECH3
2017 Crowd-Sourced Design of Artificial Attentive Listeners
abstract
Feedback generation is an important component of humanhuman communication. Humans can choose to signal support, understanding, agreement or also sceptiscism by means of feedback tokens. Many studie ...
Catharine Oertel, Patrik Jonell, Dimosthenis Kontogiorgos, Joseph Mendelson, Jonas Beskow, Joakim Gustafson
INTERSPEECH5
2017 Crowd-Powered Design of Virtual Attentive Listeners
Patrik Jonell, Catharine Oertel, Dimosthenis Kontogiorgos, Jonas Beskow, Joakim Gustafson
IVA4
2017 Moveable Facial Features in a Social Mediator
Muhammad Sikandar Lal Khan, Shafiq ur Réhman 0001, Yongcui Mi, Usman Naeem, Jonas Beskow, Haibo Li 0001
IVA5
2017 Real-time labeling of non-rigid motion capture marker sets
Simon Alexanderson, Carol O'Sullivan, Jonas Beskow
Comput. Graph.3
2017 Mimebot - Investigating the Expressibility of Non-Verbal Communication Across Agent Embodiments
abstract
Unlike their human counterparts, artificial agents such as robots and game characters may be deployed with a large variety of face and body configurations. Some have articulated bodies but lack facial features, and others may be talking heads ending at the neck. Generally, they have many fewer degrees of freedom than humans through which they must express themselves, and there will inevitably be a filtering effect when mapping human motion onto the agent. In this article, we investigate filtering effects on three types of embodiments: (a) an agent with a body but no facial features, (b) an agent with a head only, and (c) an agent with a body and a face. We performed a full performance capture of a mime actor enacting short interactions varying the non-verbal expression along five dimensions (e.g., level of frustration and level of certainty) for each of the three embodiments. We performed a crowd-sourced evaluation experiment comparing the video of the actor to the video of an animated robot for the different embodiments and dimensions. Our findings suggest that the face is especially important to pinpoint emotional reactions but is also most volatile to filtering effects. The body motion, on the other hand, had more diverse interpretations but tended to preserve the interpretation after mapping and thus proved to be more resilient to filtering.
Simon Alexanderson, Carol O'Sullivan, Michael Neff, Jonas Beskow
ACM Trans. Appl. Percept.4
2016 A Multi-party Multi-modal Dataset for Focus of Visual Attention in Human-human and Human-robot Interaction
Kalin Stefanov, Jonas Beskow
LREC2
2016 Robust online motion capture labeling of finger markers
abstract
Passive optical motion capture is one of the predominant technologies for capturing high fidelity human skeletal motion, and is a workhorse in a large number of areas such as bio-mechanics, film and video games. While most state-of-the-art systems can automatically identify and track markers on the larger parts of the human body, the markers attached to fingers provide unique challenges and usually require extensive manual cleanup. In this work we present a robust online method for identification and tracking of passive motion capture markers attached to the fingers of the hands. The method is especially suited for large capture volumes and sparse marker sets of 3 to 10 markers per hand. Once trained, our system can automatically initialize and track the markers, and the subject may exit and enter the capture volume at will. By using multiple assignment hypotheses and soft decisions, it can robustly recover from a difficult situation with many simultaneous occlusions and false observations (ghost markers). We evaluate the method on a collection of sparse marker sets commonly used in industry and in the research community. We also compare the results with two of the most widely used motion capture platforms: Motion Analysis Cortex and Vicon Blade. The results show that our method is better at attaining correct marker labels and is especially beneficial for real-time applications.
Simon Alexanderson, Carol O'Sullivan, Jonas Beskow
MIG3
2015 Exploring Turn-taking Cues in Multi-party Human-robot Discussions about Objects
abstract
In this paper, we present a dialog system that was exhibited at the Swedish National Museum of Science and Technology. Two visitors at a time could play a collaborative card sorting game together with the robot head Furhat, where the three players discuss the solution together. The cards are shown on a touch table between the players, thus constituting a target for joint attention. We describe how the system was implemented in order to manage turn-taking and attention to users and objects in the shared physical space. We also discuss how multi-modal redundancy (from speech, card movements and head pose) is exploited to maintain meaningful discussions, given that the system has to process conversational speech from both children and adults in a noisy environment. Finally, we present an analysis of 373 interactions, where we investigate the robustness of the system, to what extent the system's attention can shape the users' turn-taking behaviour, and how the system can produce multi-modal turn-taking signals (filled pauses, facial gestures, breath and gaze) to deal with processing delays in the system.
Gabriel Skantze, Martin Johansson, Jonas Beskow
ICMI3
2015 A Collaborative Human-Robot Game as a Test-bed for Modelling Multi-party, Situated Interaction
Gabriel Skantze, Martin Johansson, Jonas Beskow
IVA3
2014 Human-robot collaborative tutoring using multiparty multimodal spoken dialogue
abstract
In this paper, we describe a project that explores a novel experimental setup towards building a spoken, multi-modally rich, and human-like multiparty tutoring robot. A human-robot interaction setup is designed, and a human-human dialogue corpus is collected. The corpus targets the development of a dialogue system platform to study verbal and nonverbal tutoring strategies in multiparty spoken interactions with robots which are capable of spoken dialogue. The dialogue task is centered on two participants involved in a dialogue aiming to solve a card-ordering game. Along with the participants sits a tutor (robot) that helps the participants perform the task, and organizes and balances their interaction. Different multimodal signals captured and auto-synchronized by different audio-visual capture technologies, such as a microphone array, Kinects, and video cameras, were coupled with manual annotations. These are used build a situated model of the interaction based on the participants personalities, their state of attention, their conversational engagement and verbal dominance, and how that is correlated with the verbal and visual feed-back, turn-management, and conversation regulatory actions generated by the tutor. Driven by the analysis of the corpus, we will show also the detailed design methodologies for an affective, and multimodally rich dialogue system that allows the robot to measure incrementally the attention states, and the dominance for each participant, allowing the robot head Furhat to maintain a well-coordinated, balanced, and engaging conversation, that attempts to maximize the agreement and the contribution to solve the task.
Samer Al Moubayed, Jonas Beskow, Bajibabu Bollepalli, Joakim Gustafson, Ahmed Hussen Abdelaziz, Martin Johansson, Maria Koutsombogera, José Lopes 0001, Jekaterina Novikova, Catharine Oertel, Gabriel Skantze, Kalin Stefanov, Gül Varol
HRI2
2014 Spontaneous spoken dialogues with the furhat human-like robot head
abstract
Furhat [1] is a robot head that deploys a back-projected animated face that is realistic and human-like in anatomy. Furhat relies on a state-of-the-art facial animation architecture allowing accurate synchronized lip movements with speech, and the control and generation of non-verbal gestures, eye movements and facial expressions.
Samer Al Moubayed, Jonas Beskow, Gabriel Skantze
HRI2
2014 Animated Lombard speech: Motion capture, facial animation and visual intelligibility of speech produced in adverse conditions
abstract
In this paper we study the production and perception of speech in diverse conditions for the purposes of accurate, flexible and highly intelligible talking face animation. We recorded audio, video and facial motion capture data of a talker uttering a set of 180 short sentences, under three conditions: normal speech (in quiet), Lombard speech (in noise), and whispering. We then produced an animated 3D avatar with similar shape and appearance as the original talker and used an error minimization procedure to drive the animated version of the talker in a way that matched the original performance as closely as possible. In a perceptual intelligibility study with degraded audio we then compared the animated talker against the real talker and the audio alone, in terms of audio-visual word recognition rate across the three different production conditions. We found that the visual intelligibility of the animated talker was on par with the real talker for the Lombard and whisper conditions. In addition we created two incongruent conditions where normal speech audio was paired with animated Lombard speech or whispering. When compared to the congruent normal speech condition, Lombard animation yields a significant increase in intelligibility, despite the AV-incongruence. In a separate evaluation, we gathered subjective opinions on the different animations, and found that some degree of incongruence was generally accepted.
Simon Alexanderson, Jonas Beskow
Comput. Speech Lang.2
2013 The furhat social companion talking head
Samer Al Moubayed, Jonas Beskow, Gabriel Skantze
INTERSPEECH2
2012 Multimodal multiparty social interaction with the furhat head
abstract
We will show in this demonstrator an advanced multimodal and multiparty spoken conversational system using Furhat, a robot head based on projected facial animation. Furhat is a human-like interface that utilizes facial animation for physical robot heads using back-projection. In the system, multimodality is enabled using speech and rich visual input signals such as multi-person real-time face tracking and microphone tracking. The demonstrator will showcase a system that is able to carry out social dialogue with multiple interlocutors simultaneously with rich output signals such as eye and head coordination, lips synchronized speech synthesis, and non-verbal facial gestures used to regulate fluent and expressive multiparty conversations.
Samer Al Moubayed, Gabriel Skantze, Jonas Beskow, Kalin Stefanov, Joakim Gustafson
ICMI3
2012 Lip-Reading: Furhat Audio Visual Intelligibility of a Back Projected Animated Face
Samer Al Moubayed, Gabriel Skantze, Jonas Beskow
IVA3
2012 3rd party observer gaze as a continuous measure of dialogue flow
Jens Edlund, Simon Alexanderson, Jonas Beskow, Lisa Gustavsson, Mattias Heldner, Anna Hjalmarsson, Petter Kallionen, Ellen Marklund
LREC3
2012 Taming Mona Lisa: Communicating gaze faithfully in 2D and 3D facial projections
abstract
The perception of gaze plays a crucial role in human-human interaction. Gaze has been shown to matter for a number of aspects of communication and dialogue, especially for managing the flow of the dialogue and participant attention, for deictic referencing, and for the communication of attitude. When developing embodied conversational agents (ECAs) and talking heads, modeling and delivering accurate gaze targets is crucial. Traditionally, systems communicating through talking heads have been displayed to the human conversant using 2D displays, such as flat monitors. This approach introduces severe limitations for an accurate communication of gaze since 2D displays are associated with several powerful effects and illusions, most importantly the Mona Lisa gaze effect, where the gaze of the projected head appears to follow the observer regardless of viewing angle. We describe the Mona Lisa gaze effect and its consequences in the interaction loop, and propose a new approach for displaying talking heads using a 3D projection surface (a physical model of a human head) as an alternative to the traditional flat surface projection. We investigate and compare the accuracy of the perception of gaze direction and the Mona Lisa gaze effect in 2D and 3D projection surfaces in a five subject gaze perception experiment. The experiment confirms that a 3D projection surface completely eliminates the Mona Lisa gaze effect and delivers very accurate gaze direction that is independent of the observer's viewing angle. Based on the data collected in this experiment, we rephrase the formulation of the Mona Lisa gaze effect. The data, when reinterpreted, confirms the predictions of the new model for both 2D and 3D projection surfaces. Finally, we discuss the requirements on different spatially interactive systems in terms of gaze direction, and propose new applications and experiments for interaction in a human-ECA and a human-robot settings made possible by this technology.
Samer Al Moubayed, Jens Edlund, Jonas Beskow
ACM Trans. Interact. Intell. Syst.3
2011 The Mona Lisa Gaze Effect as an Objective Metric for Perceived Cospatiality
Jens Edlund, Samer Al Moubayed, Jonas Beskow
IVA3
2010 Prominence detection in Swedish using syllable correlates
abstract
This paper presents an approach to estimating word level prominence in Swedish using syllable level features. The paper discusses the mismatch problem of annotations between word level perceptual prominence and its acoustic correlates, context, and data scarcity. 200 sentences are annotated by 4 speech experts with prominence on 3 levels. A linear model for feature extraction is proposed on a syllable level features, and weights of these features are optimized to match word level annotations. We show that using syllable level features and estimating weights for the acoustic correlates to minimize the word level estimation error gives better detection accuracy compared to word level features, and that both features exceed the baseline accuracy. Index Terms: prominence, accent, focus, syllable emphasis 1.
Samer Al Moubayed, Jonas Beskow
INTERSPEECH2
2010 Spontal: A Swedish Spontaneous Dialogue Corpus of Audio, Video and Motion Capture
Jens Edlund, Jonas Beskow, Kjell Elenius, Kahl Hellmer, Sofia Strömbergsson, David House
LREC2
2009 The MonAMI reminder: a spoken dialogue system for face-to-face interaction
abstract
We describe the MonAMI Reminder, a multimodal spoken dialogue system which can assist elderly and disabled people in organising and initiating their daily activities. Based on deep interviews with potential users, we have designed a calendar and reminder application which uses an innovative mix of an embodied conversational agent, digital pen and paper, and the web to meet the needs of those users as well as the current constraints of speech technology. We also explore the use of head pose tracking for interaction and attention control in human-computer face-to-face interaction.
Jonas Beskow, Jens Edlund, Björn Granström, Joakim Gustafson, Gabriel Skantze, Helena Tobiasson
INTERSPEECH1
2009 Virtual speech reading support for hard of hearing in a domestic multi-media setting
abstract
In this paper we present recent results on the development of the SynFace lip synchronized talking head towards multilinguality, varying signal conditions and noise robustness in the Hearing at Home project. We then describe the large scale hearing impaired user studies carried out for three languages. The user tests focus on measuring the gain in Speech Reception Threshold in Noise when using SynFace, and on measuring the effort scaling when using SynFace by hearing impaired people. Preliminary analysis of the results does not show significant gain in SRT or in effort scaling. But looking at inter-subject variability, it is clear that many subjects benefit from SynFace especially with speech with stereo babble noise.
Samer Al Moubayed, Jonas Beskow, Anne-Marie Öster, Giampiero Salvi, Björn Granström, Nic van Son, Ellen Ormel
INTERSPEECH2
2008 Innovative interfaces in MonAMI: the reminder
abstract
This demo paper presents an early version of the Reminder, a prototype ECA developed in the European project MonAMI, which aims at "mainstreaming accessibility in consumer goods and services, using advanced technologies to ensure equal access, independent living and participation for all". The Reminder helps users to plan activities and to remember what to do. The prototype merges mobile ECA technology with other, existing technologies: Google Calendar and a digital pen and paper. The solution allows users to continue using a paper calendar in the manner they are used to, whilst the ECA provides notifications on what has been written in the calendar. Users may ask questions such as "When was I supposed to meet Sara?" or "What's my schedule today?"
Jonas Beskow, Jens Edlund, Teodore Gjermani, Björn Granström, Joakim Gustafson, Oskar Jonsson, Gabriel Skantze, Helena Tobiasson
ICMI1
2008 Recognizing and modelling regional varieties of Swedish
abstract
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Jonas Beskow, Gösta Bruce, Laura Enflo, Björn Granström, Susanne Schötz
INTERSPEECH1
2008 Hearing at home - communication support in home environments for hearing impaired persons
abstract
The Hearing at Home (HaH) project focuses on the needs of hearing-impaired people in home environments. The project is researching and developing an innovative media-center solution for hearing support, with several integrated features that support perception of speech and audio, such as individual loudness amplification, noise reduction, audio classification and event detection, and the possibility to display an animated talking head providing real-time speechreading support. In this paper we provide a brief project overview and then describe some recent results related to the audio classifier and the talking head. As the talking head expects clean speech input, an audio classifier has been developed for the task of classifying audio signals as clean speech, speech in noise or other. The mean accuracy of the classifier was 82%. The talking head (based on technology from the SynFace project) has been adapted for German, and a small speech-in-noise intelligibility experiment was conducted where sentence recognition rates increased from 3 % to 17 % when the talking head was present. Index Terms: Sound classification, speech processing, hearing impairment, communication support, talking heads, speechreading 1.
Jonas Beskow, Björn Granström, Peter Nordqvist, Samer Al Moubayed, Giampiero Salvi, Tobias Herzke, Arne Schulz
INTERSPEECH1
2007 Pushy versus meek - using avatars to influence turn-taking behaviour
abstract
The flow of spoken interaction between human interlocutors is a widely studied topic. Amongst other things, studies have shown that we use a number of facial gestures to improve this flow – for example to control the taking of turns. This type of gestures ought to be useful in systems where an animated talking head is used, be they systems for computer mediated human-human dialogue or spoken dialogue systems, where the computer itself uses speech to interact with users. In this article, we show that a small set of simple interaction control gestures and a simple model of interaction can be used to influence users ’ behaviour in an unobtrusive manner. The results imply that such a model may improve the flow of computer mediated interaction between humans under adverse circumstances, such as network latency, or to create more human-like spoken human-computer interaction. 1.
Jens Edlund, Jonas Beskow
INTERSPEECH2
2006 User Evaluation of the SYNFACE Talking Head Telephone
Eva Agelfors, Jonas Beskow, Inger Karlsson, Jo Kewley, Giampiero Salvi
ICCHP2
2006 Visual correlates to prominence in several expressive modes
abstract
In this paper, we present measurements of visual, facial parameters obtained from a speech corpus consisting of short, read utterances in which focal accent was systematically varied. The utterances were recorded in a variety of expressive modes including certain, confirming, questioning, uncertain, happy, angry and neutral. Results showed that in all expressive modes, words with focal accent are accompanied by a greater variation of the facial parameters than are words in non-focal positions. Moreover, interesting differences between the expressions in terms of different parameters were found.
Jonas Beskow, Björn Granström, David House
INTERSPEECH1
2005 Data-driven synthesis of expressive visual speech using an MPEG-4 talking head
abstract
This paper describes initial experiments with synthesis of visual speech articulation for different emotions, using a newly developed MPEG-4 compatible talking head. The basic problem with combining speech and emotion in a talking head is to handle the interaction between emotional expression and articulation in the orofacial region. Rather than trying to model speech and emotion as two separate properties, the strategy taken here is to incorporate emotional expression in the articulation from the beginning. We use a data-driven approach, training the system to recreate the expressive articulation produced by an actor while portraying different emotions. Each emotion is modelled separately using principal component analysis and a parametric coarticulation model. The results so far are encouraging but more work is needed to improve naturalness and accuracy of the synthesized speech. 1.
Jonas Beskow, Mikael Nordenberg
INTERSPEECH1
2004 SYNFACE - A Talking Head Telephone for the Hearing-Impaired
Jonas Beskow, Inger Karlsson, Jo Kewley, Giampiero Salvi
ICCHP1
2004 Design strategies for a virtual language tutor
abstract
In this paper we discuss work in progress on an interactive talking agent as a virtual language tutor in CALL applications. The ambition is to create a tutor that can be engaged in many aspects of language learning from detailed pronunciation to conversational training. Some of the crucial components of such a system is described. An initial implementation of a stress/quantity training scheme will be presented.
Jonas Beskow, Olov Engwall, Björn Granström, Preben Wik
INTERSPEECH1
2003 Resynthesis of 3d tongue movements from facial data
abstract
Simultaneous measurements of tongue and facial motion, using a combination of electromagnetic articulography (EMA) and optical motion tracking, are analysed to investigate the possibility to resynthesize the subject’s tongue movements with a parametrically controlled 3D model using the facial data only. The recorded material consists of 63 VCV words spoken by one Swedish subject. The tongue movements are resynthesized using a combination of a linear estimation to predict the tongue data from the face and an inversion procedure to determine the articulatory parameters of the model.
Olov Engwall, Jonas Beskow
INTERSPEECH2
2002 Specification and realisation of multimodal output in dialogue systems
abstract
We present a high level formalism for specifying verbal and nonverbal output from a multimodal dialogue system. The output specification is XML-based and provides information about communicative functions of the output without detailing the realisation of these functions. The specification can be used to control an animated character that uses speech and gestures. We give examples from an implementation in a multimodal spoken dialogue system, and describe how facial gestures are implemented in a 3D-animated talking agent within this system.
Jonas Beskow, Jens Edlund, Magnus Nordstrand
INTERSPEECH1
2001 Timing and interaction of visual cues for prominence in audiovisual speech perception
David House, Jonas Beskow, Björn Granström
INTERSPEECH2
2000 Adapt - a multimodal conversational dialogue system in an apartment domain
abstract
A general overview of the AdApt project and the research that is performed within the project is presented. In this project various aspects of human-computer interaction in a multimodal conversational dialogue systems are investigated. The project will also include studies on the integration of user/system/dialogue dependent speech recognition and multimodal speech synthesis. A domain in which multimodal interaction is highly useful has been chosen, namely, finding available apartments in Stockholm. A Wizard-of-Oz data collection within this domain is also described. 1.
Joakim Gustafson, Linda Bell, Jonas Beskow, Johan Boye, Rolf Carlson, Jens Edlund, Björn Granström, David House, Mats Wirén
INTERSPEECH3
2000 Wavesurfer - an open source speech tool
abstract
In the speech technology research community there is an increasing trend to use open source solutions. We present a new tool in that spirit, WaveSurfer, which has been developed at the Centre for Speech Technology at KTH. It has been designed for tasks such as viewing, editing, and labeling of audio data. WaveSurfer is built around a small core to which most functionality is added in the form of plug-ins. The tool has been designed to work on most common platforms and with the aims that it should be easy to configure and extend. WaveSurfer is provided as open source, under the GPL license with the explicit goal that the speech community jointly will improve and expand its scope and capabilities. 1. INTRODUCTION The speech research field is dependent on software tools to handle digital recordings of speech. There is a wide array of such tools available, ranging from commercial products to software for download over the Internet with varying kinds of licensing. The capabilities of thes...
Kåre Sjölander, Jonas Beskow
INTERSPEECH2
1998 Synthetic faces as a lipreading support
abstract
In the Teleface project the possibility to use a synthetic face as a visual telephone communication aid for hearing impaired persons is evaluated. In an earlier study, NH, a group of normal hearing persons participated. This paper describes the results of two multimodal intelligibility tests with hearing impaired persons, where the additional information provided by a synthetic as well as a natural face is evaluated. In a first round with hearing impaired persons, HI:1, twelve subjects were presented with VCV-syllables and "everyday sentences" together with a questionnaire. The intelligibility score for the VCV-syllables presented as audio alone, was 30%. When adding a synthetic face the score improved to 55% and when instead adding the natural face it was 58%. In a second round, HI:2, fifteen hearing impaired persons were presented with the sentence material and a questionnaire. The audio track was filtered to simulate telephone bandwidth. The intelligibility score for the audio only...
Eva Agelfors, Jonas Beskow, Martin Dahlquist, Björn Granström, Magnus Lundeberg, Karl-Erik Spens, Tobias Öhman
ICSLP2
1998 Web-based educational tools for speech technology
abstract
This paper describes the efforts at KTH in creating educational tools for speech technology. The demand for such tools is increasing with the advent of speech as a medium for man– machine communication. The world wide web was chosen as our platform in order to increase the usability and accessibility of our computer exercises. The aim was to provide dedicated educational software instead of exercises based on complex research tools. Currently, the set of exercises comprises basic speech analysis, multi-modal speech synthesis and spoken dialogue systems. Students access web pages in which the exercises have been embedded as applets. This makes it possible to use them in a classroom setting, as well as from the students’ home computers.
Kåre Sjölander, Jonas Beskow, Joakim Gustafson, Erland Lewin, Rolf Carlson, Björn Granström
ICSLP2
1997 The teleface project multi-modal speech-communication for the hearing impaired
abstract
The Teleface Project, a project that aims at evaluating the possibilities for a telephone communication aid for hard of hearing persons, is presented as well as the different parts of the project: audio-visual speech synthesis, visual speech measurement and multimodal speech intelligibility studies. The experiments showed a noticeable intelligibility advantage for the addition of the face information, both for natural and synthetic faces. INTRODUCTION It is well known that visual information obtained by speechreading and interpretation of body gestures improves perception of speech, especially in a noisy environment. The amount of visual information from lip reading has been described as a function of the signal-to-noise level [1,2]. The visual information is even more important to persons with a hearing loss. The Teleface project at KTH focuses on the usage of multimodal speech technology for hearing impaired people. The first phase of the project aims at evaluating the increased in...
Jonas Beskow, Martin Dahlquist, Björn Granström, Magnus Lundeberg, Karl-Erik Spens, Tobias Öhman
EUROSPEECH1
1997 OLGA - a dialogue system with an animated talking agent
abstract
The object of the Olga project is to develop an interactive 3D animated talking agent. A futuristic application scenario is interactive digital TV, where the Olga agent would guide naive users through the various services available on the network. The current application is a consumer information service for microwave ovens. Olga required the development of a system with components from many different fields: multimodal interfaces, dialogue management, speech recognition, speech synthesis, graphics, animation, facilities for direct manipulation and database handling. To integrate all knowledge sources Olga is implemented with separate modules communicating with a central dialogue interaction manager. In this paper, we mainly describe the talking animated agent and the dialogue manager. There is also a short description of the preliminary speech recogniser used in the project.
Jonas Beskow, Kjell Elenius, Scott McGlashan
EUROSPEECH1
1995 Rule-based visual speech synthesis
abstract
A system for rule based audiovisual text-to-speech synthesis has been created. The system is based on the KTH text-to-speech system which has been complemented with a three-dimensional parameterized model of a human face. The face can be animated in real time, synchronized with the auditory speech. The facial model is controlled by the same synthesis software as the auditory speech synthesizer. A set of rules that takes coarticulation into account has been developed. The audiovisual text-to-speech system has also been incorporated into a spoken man-machine dialogue system that is being developed at the department. 1. INTRODUCTION The visual channel in speech communication is of great importance, as has been demonstrated by for example McGurk [6]. A view of the face can improve intelligibility of both natural and synthetic speech, especially under degraded acoustic conditions [5]. Moreover, visual signals can express emotion, add emphasis to the speech and support the interaction in a...
Jonas Beskow
EUROSPEECH1