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Jonathan Malkin

dblp:44/3434 · DBLP profile ↗
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19ranked-venue papers
7as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 6 first-authorArtificial intelligence and machine learning · 9 · 3 first-authorHuman-computer interaction and ubiquitous computing · 4Databases, data management, data science and information retrieval · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
1 paper
Algorithms and data structures · 100%
Human-computer interaction and pervasive computing
2 papers
Accessibility and assistive technology · 92% Interaction techniques and input · 8%
Databases, data mining, and information retrieval
1 paper
Query processing and optimization · 100%
Artificial intelligence
1 paper
Speech recognition and synthesis · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithms and data structures
sketching
0.412020
Data Sketching for Real Time Analytics: Theory and Practice · KDD 2020
Query processing and optimization
approximate query processing
0.112020
Data Sketching for Real Time Analytics: Theory and Practice · KDD 2020
Accessibility and assistive technology › alternative input
assistive input device
0.112009
Longitudinal study of people learning to use continuous voice-based cursor control · CHI 2009
Natural language and speech › Speech recognition and synthesis
automatic speech recognition
0.112006
A high-speed, low-resource ASR back-end based on custom arithmetic · IEEE Trans. Speech Audio Process. 2006
Natural language and speech › Speech recognition and synthesis › automatic speech recognition
embedded speech recognition
0.112006
A high-speed, low-resource ASR back-end based on custom arithmetic · IEEE Trans. Speech Audio Process. 2006
Accessibility and assistive technology › assistive technology
prosthetic limb
0.012009
The VoiceBot: a voice controlled robot arm · CHI 2009
Interaction techniques and input
target selection
0.012009
Longitudinal study of people learning to use continuous voice-based cursor control · CHI 2009

Methods — techniques the papers use, named apart from their topics

sketching · 0.9viterbi search normalization · 0.1scalar quantization · 0.1heuristic resource allocation · 0.1user study · 0.1longitudinal study · 0.1experience sampling · 0.1control style variants · 0.1
YearPublicationVenuePosition
2020 Data Sketching for Real Time Analytics: Theory and Practice
abstract
Speed, cost, and scale. These are 3 of the biggest challenges in analyzing big data. While modern data systems continue to push the boundaries of scale, the problems of speed and cost are fundamentally tied to the size of data being scanned or processed. Processing thousands of queries that each access terabytes of data with sub-second latency remains infeasible. Data sketching techniques provide means to drastically reduce this size, allowing for real-time or interactive data analysis with reduced costs but with approximate answers.
Daniel Ting, Jonathan Malkin, Lee Rhodes
KDD2
2011 The Vocal Joystick Engine v1.0
Jonathan Malkin, Xiao Li 0006, Susumu Harada, James A. Landay, Jeff A. Bilmes
Comput. Speech Lang.1
2010 Semi-supervised learning for improved expression of uncertainty in discriminative classifiers
Jonathan Malkin, Jeff A. Bilmes
INTERSPEECH1
2009 Longitudinal study of people learning to use continuous voice-based cursor control
abstract
We conducted a 2.5 week longitudinal study with five motor impaired (MI) and four non-impaired (NMI) participants, in which they learned to use the Vocal Joystick, a voice-based user interface control system. We found that the participants were able to learn the mapping between the vowel sounds and directions used by the Vocal Joystick, and showed marked improvement in their target acquisition performance. At the end of the ten session period, the NMI group reached the same level of performance as the previously measured "expert" Vocal Joystick performance, and the MI group was able to reach 70% of that level. Two of the MI participants were also able to approach the performance of their preferred device, a touchpad. We report on a number of issues that can inform the development of further enhancements in the realm of voice-driven computer control.
Susumu Harada, Jacob O. Wobbrock, Jonathan Malkin, Jeff A. Bilmes, James A. Landay
CHI3
2009 The VoiceBot: a voice controlled robot arm
abstract
We present a system whereby the human voice may specify continuous control signals to manipulate a simulated 2D robotic arm and a real 3D robotic arm. Our goal is to move towards making accessible the manipulation of everyday objects to individuals with motor impairments. Using our system, we performed several studies using control style variants for both the 2D and 3D arms. Results show that it is indeed possible for a user to learn to effectively manipulate real-world objects with a robotic arm using only non-verbal voice as a control mechanism. Our results provide strong evidence that the further development of non-verbal voice controlled robotics and prosthetic limbs will be successful.
Brandi House, Jonathan Malkin, Jeff A. Bilmes
CHI2
2009 Multi-layer ratio Semi-Definite Classifiers
abstract
We develop a novel extension to the ratio semi-definite classifier, a discriminative model formulated as a ratio of semi-definite polynomials. By adding a hidden layer to the model, we can efficiently train the model, while achieving higher accuracy than the original version. Results on artificial 2-D data as well as two separate phone classification corpora show that our multi-layer model still avoids the overconfidence bias found in models based on ratios of exponentials, while remaining competitive with state-of-the-art techniques such as multi-layer perceptrons.
Jonathan Malkin, Jeff A. Bilmes
ICASSP1
2009 On the semi-supervised learning of multi-layered perceptrons
abstract
We present a novel approach for training a multi-layered perceptron (MLP) in a semi-supervised fashion. Our objective function, when optimized, balances training set accuracy with fidelity to a graph-based manifold over all points. Additionally, the objective favors smoothness via an entropy regularizer over classifier outputs as well as straightforward ℓ2 regularization. Our approach also scales well enough to enable large-scale training. The results demonstrate significant improvement on several phone classification tasks over baseline MLPs. Index Terms: semi-supervised learning, neural networks, phone classification
Jonathan Malkin, Amarnag Subramanya, Jeff A. Bilmes
INTERSPEECH1
2008 Ratio semi-definite classifiers
abstract
We present a novel classification model that is formulated as a ratio of semi-definite polynomials. We derive an efficient learning algorithm for this classifier, and apply it to two separate phoneme classification corpora. Results show that our disciminatively trained model can achieve accuracies comparable with state-of-the-art techniques such as multi-layer perceptrons, but does not posses the overconfident bias often found in models based on ratios of exponentials.
Jonathan Malkin, Jeff A. Bilmes
ICASSP1
2007 Demo of VJ-Voicebot: control of robotic arm with the Vocal Joystick
abstract
We explore the use of the Vocal Joystick (VJ) for robotic limb control using a small-scale robotic arm. The purpose of this research is to allow individuals with mobile disabilities to obtain greater independence by continuously controlling a robotic arm with their voice. The VJ-Voicebot relies only on continuous and discrete non-verbal vocal sounds to interact with objects in its environment. The demonstration will allow users to experience real-time control of a 5 degrees-of-freedom (DOF) robotic arm using sounds produced from their own vocal system.
Brandi House, Jonathan Malkin, Jeff A. Bilmes
ASSETS2
2006 The vocal joystick: : evaluation of voice-based cursor control techniques
abstract
Mouse control has become a crucial aspect of many modern day computer interactions. This poses a challenge for individuals with motor impairments or those whose use of hands are restricted due to situational constraints. We present a system called the Vocal Joystick which allows the user to continuously control the mouse cursor by varying vocal parameters such as vowel quality, loudness and pitch. A survey of existing cursor control methods is presented to highlight the key characteristics of the Vocal Joystick. Evaluations were conducted to characterize expert performance capability of the Vocal Joystick, and to compare novice user performance and preference for the Vocal Joystick and two other existing speech based cursor control methods. Our results show that Fitts' law is a good predictor of the speedaccuracy tradeoff for the Vocal Joystick, and suggests that the optimal performance of the Vocal Joystick may be comparable to that of a conventional hand-operated joystick. Novice user evaluations show that the Vocal Joystick can be used by people without extensive training, and that it presents a viable alternative to existing speech-based cursor control methods.
Susumu Harada, James A. Landay, Jonathan Malkin, Xiao Li 0006, Jeff A. Bilmes
ASSETS3
2006 The Vocal Joystick
abstract
The Vocal Joystick is a novel human-computer interface mechanism designed to enable individuals with motor impairments to make use of vocal parameters to control objects on a computer screen (buttons, sliders, etc.) and ultimately electro-mechanical instruments (e.g., robotic arms, wireless home automation devices). We have developed a working prototype of our "VJ-engine" with which individuals can now control computer mouse movement with their voice. The core engine is currently optimized according to a number of criterion. In this paper, we describe the engine system design, engine optimization, and user-interface improvements, and outline some of the signal processing and pattern recognition modules that were successful. Lastly, we present new results comparing the vocal joystick with a state-of-the-art eye tracking pointing device, and show that not only is the Vocal Joystick already competitive, for some tasks it appears to be an improvement.
Jeff A. Bilmes, Jonathan Malkin, Xiao Li 0006, Susumu Harada, Kelley Kilanski, Katrin Kirchhoff, Richard Wright, Amarnag Subramanya, James A. Landay, Patricia Dowden, Howard Jay Chizeck
ICASSP (1)2
2006 The vocal joystick data collection effort and vowel corpus
abstract
Vocal Joystick is a mechanism that enables individuals with motor impairments to make use of vocal parameters to control objects on a computer screen (buttons, sliders, etc.) and ultimately will be used to control electro-mechanical instruments (e.g., robotic arms, wireless home automation devices). In an effort to train the VJ-system, speech data from the TIMIT speech corpus was initially used. However, due to problematic issues with co-articulation, we began a large data collection effort in a controlled environment that would not only address the problematic issues, but also yield a new vowel corpus that was representative of the utterances a user of the VJ-system would use. The data collection process evolved over the course of the effort as new parameters were added and as factors relating to the quality of the collected data in terms of the specified parameters were considered. The result of the data collection effort is a vowel corpus of approximately 11 hours of recorded data comprised of approximately 23500 sound files of the monophthongs and vowel combinations (e.g. diphthongs) chosen for the Vocal Joystick project varying along the parameters of duration, intensity and amplitude. This paper discusses how the data collection has evolved since its initiation and provides a brief summary of the resulting corpus. Index Terms: Speech corpora, data collection procedures, speech recognition, Speech HCI for individuals with impairments, Speech/voice-based human-computer interfaces 1.
Kelley Kilanski, Jonathan Malkin, Xiao Li 0006, Richard Wright, Jeff A. Bilmes
INTERSPEECH2
2006 An online adaptive filtering algorithm for the vocal joystick
abstract
This paper introduces a novel adaptive direction filtering algorithm in the Vocal Joystick (VJ) setting that utilizes context information and applies real-time inference in a continuous space. The VJ system using this algorithm is endowed with the ability to produce movements in arbitrary directions and the ability to draw smooth curves. This is in contrast to previous VJ settings whereby vowel quality was used to determine mouse movement in only a finite discrete set of directions [1]. Index Terms: computer interface, voice control, adaptive filtering 1.
Xiao Li 0006, Jonathan Malkin, Susumu Harada, Jeff A. Bilmes, Richard Wright, James A. Landay
INTERSPEECH2
2006 A high-speed, low-resource ASR back-end based on custom arithmetic
abstract
With the skyrocketing popularity of mobile devices, new processing methods tailored to a specific application have become necessary for low-resource systems. This work presents a high-speed, low-resource speech recognition system using custom arithmetic units, where all system variables are represented by integer indices and all arithmetic operations are replaced by hardware-based table lookups. To this end, several reordering and rescaling techniques, including two accumulation structures for Gaussian evaluation and a novel method for the normalization of Viterbi search scores, are proposed to ensure low entropy for all variables. Furthermore, a discriminatively inspired distortion measure is investigated for scalar quantization of forward probabilities to maximize the recognition rate. Finally, heuristic algorithms are explored to optimize system-wide resource allocation. Our best bit-width allocation scheme only requires 59 kB of ROMs to hold the lookup tables, and its recognition performance with various vocabulary sizes in both clean and noisy conditions is nearly as good as that of a system using a 32-bit floating-point unit. Simulations on various architectures show that, on most modern processor designs, we can expect a cycle-count speedup of at least three times over systems with floating-point units. Additionally, the memory bandwidth is reduced by over 70% and the offline storage for model parameters is reduced by 80%.
Xiao Li 0006, Jonathan Malkin, Jeff A. Bilmes
IEEE Trans. Speech Audio Process.2
2005 A Graphical Model for Formant Tracking
abstract
We present a novel approach to estimating the first two formants (F1 and F2) of a speech signal using graphical models. Using a graph that takes advantage of less commonly used features of Bayesian networks, both v-structures and soft evidence, the model presented here shows that it can learn to perform reasonably without large amounts of training data, even with minimal processing on the initial signal. It far outperforms a factorial HMM using the same assumptions and suggests that with further refinement the model may produce high quality formant tracks.
Jonathan Malkin, Xiao Li 0006, Jeff A. Bilmes
ICASSP (1)1
2005 Maximum margin learning and adaptation of MLP classifiers
Xiao Li 0006, Jeff A. Bilmes, Jonathan Malkin
INTERSPEECH3
2004 Codebook design for ASR systems using custom arithmetic units
abstract
Custom arithmetic is a novel and successful technique to reduce the computation and resource utilization of ASR systems running on mobile devices. It represents all floating-point numbers by integer indices and substitutes a sequence of table lookups for all arithmetic operations. The first and crucial step in custom arithmetic design is to quantize system variables, preferably to low precision. This paper explores several techniques to quantize variables with high entropy, including a reordering of Gaussian computation and a normalization of Viterbi search. Furthermore, a discriminatively inspired distortion measure is investigated for scalar quantization to better maintain recognition accuracy. Experiments on an isolated word recognition show that each system variable can be scalar quantized to less than 8 bits using a standard quantization method, except for the alpha probability in Viterbi search which requires 10 bits. However, using our normalization and discriminative distortion measure, the, forward probability can be quantized to 9 bits, thereby halving the corresponding lookup table size. This greatly reduces the memory bandwidth and enables the implementation of custom arithmetic on ASR systems.
Xiao Li 0006, Jonathan Malkin, Jeff A. Bilmes
ICASSP (1)2
2004 Custom arithmetic for high-speed, low-resource ASR systems
abstract
With the skyrocketing popularity of mobile devices, new processing methods, tailored for low-resource systems, have become necessary. We propose the use of custom arithmetic logic tailored to a specific application. In a system with all parameters quantized to low precision, such arithmetic can be implemented through a set of small, fast table lookups. We present here a framework for the design of such a system architecture, and several heuristic algorithms to optimize system performance. In addition, we apply our techniques to an automatic speech recognition (ASR) application. Our simulations on various architectures show that on most modern processor designs, we can expect a cycle-count speedup of at least 3 times while requiring a total of only 59 kB of ROMs to hold the lookup tables.
Jonathan Malkin, Xiao Li 0006, Jeff A. Bilmes
ICASSP (5)1
2004 Graphical model approach to pitch tracking
abstract
Many pitch trackers based on dynamic programming require meticulous design of local cost and transition cost functions. The forms of these functions are often empirically determined and their parameters are tuned accordingly. Parameter tuning usually requires great effort without a guarantee of optimal performance. This work presents a graphical model framework to automatically optimize pitch tracking parameters in the maximum likelihood sense. Therein, probabilistic dependencies between pitch, pitch transition and acoustical observations are expressed using the language of graphical models, and probabilistic inference is accomplished using the Graphical Model Toolkit (GMTK). Experiments show that this framework not only expedites the design of a pitch tracker, but also yields remarkably good performance for both pitch estimation and voicing decision.
Xiao Li 0006, Jonathan Malkin, Jeff A. Bilmes
INTERSPEECH2