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6 result(s) for "Moubayed, Samer"
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Acetazolamide in Acute Decompensated Heart Failure with Volume Overload
In a randomized, placebo-controlled trial, patients with acute decompensated heart failure and volume overload who received intravenous acetazolamide plus a loop diuretic had a higher incidence of decongestion.
SynFace—Speech-Driven Facial Animation for Virtual Speech-Reading Support
This paper describes SynFace, a supportive technology that aims at enhancing audio-based spoken communication in adverse acoustic conditions by providing the missing visual information in the form of an animated talking head. Firstly, we describe the system architecture, consisting of a 3D animated face model controlled from the speech input by a specifically optimised phonetic recogniser. Secondly, we report on speech intelligibility experiments with focus on multilinguality and robustness to audio quality. The system, already available for Swedish, English, and Flemish, was optimised for German and for Swedish wide-band speech quality available in TV, radio, and Internet communication. Lastly, the paper covers experiments with nonverbal motions driven from the speech signal. It is shown that turn-taking gestures can be used to affect the flow of human-human dialogues. We have focused specifically on two categories of cues that may be extracted from the acoustic signal: prominence/emphasis and interactional cues (turn-taking/back-channelling).
Auditory visual prominence
Auditory prominence is defined as when an acoustic segment is made salient in its context. Prominence is one of the prosodic functions that has been shown to be strongly correlated with facial movements. In this work, we investigate the effects of facial prominence cues, in terms of gestures, when synthesized on animated talking heads. In the first study, a speech intelligibility experiment is conducted, speech quality is acoustically degraded and the fundamental frequency is removed from the signal, then the speech is presented to 12 subjects through a lip synchronized talking head carrying head-nods and eyebrows raise gestures, which are synchronized with the auditory prominence. The experiment shows that presenting prominence as facial gestures significantly increases speech intelligibility compared to when these gestures are randomly added to speech. We also present a follow-up study examining the perception of the behavior of the talking heads when gestures are added over pitch accents. Using eye-gaze tracking technology and questionnaires on 10 moderately hearing impaired subjects, the results of the gaze data show that users look at the face in a similar fashion to when they look at a natural face when gestures are coupled with pitch accents opposed to when the face carries no gestures. From the questionnaires, the results also show that these gestures significantly increase the naturalness and the understanding of the talking head.
Fluent Human–Robot Dialogues About Grounded Objects in Home Environments
To provide a spoken interaction between robots and human users, an internal representation of the robots sensory information must be available at a semantic level and accessible to a dialogue system in order to be used in a human-like and intuitive manner. In this paper, we integrate the fields of perceptual anchoring (which creates and maintains the symbol-percept correspondence of objects) in robotics with multimodal dialogues in order to achieve a fluent interaction between humans and robots when talking about objects. These everyday objects are located in a so-called symbiotic system where humans, robots, and sensors are co-operating in a home environment. To orchestrate the dialogue system, the IrisTK dialogue platform is used. The IrisTK system is based on modelling the interaction of events, between different modules, e.g. speech recognizer, face tracker, etc. This system is running on a mobile robot device, which is part of a distributed sensor network. A perceptual anchoring framework, recognizes objects placed in the home and maintains a consistent identity of the objects consisting of their symbolic and perceptual data. Particular effort is placed on creating flexible dialogues where requests to objects can be made in a variety of ways. Experimental validation consists of evaluating the system when many objects are possible candidates for satisfying these requests.
Auditory visual prominence
Auditory prominence is defined as when an acoustic segment is made salient in its context. Prominence is one of the prosodic functions that has been shown to be strongly correlated with facial movements. In this work, we investigate the effects of facial prominence cues, in terms of gestures, when synthesized on animated talking heads. In the first study, a speech intelligibility experiment is conducted, speech quality is acoustically degraded and the fundamental frequency is removed from the signal, then the speech is presented to 12 subjects through a lip synchronized talking head carrying head-nods and eyebrows raise gestures, which are synchronized with the auditory prominence. The experiment shows that presenting prominence as facial gestures significantly increases speech intelligibility compared to when these gestures are randomly added to speech. We also present a follow-up study examining the perception of the behavior of the talking heads when gestures are added over pitch accents. Using eye-gaze tracking technology and questionnaires on 10 moderately hearing impaired subjects, the results of the gaze data show that users look at the face in a similar fashion to when they look at a natural face when gestures are coupled with pitch accents opposed to when the face carries no gestures. From the questionnaires, the results also show that these gestures significantly increase the naturalness and the understanding of the talking head.
SynFace-Speech-Driven Facial Animation for Virtual Speech-Reading Support
This paper describes SynFace, a supportive technology that aims at enhancing audio-based spoken communication in adverse acoustic conditions by providing the missing visual information in the form of an animated talking head. Firstly, we describe the system architecture, consisting of a 3D animated face model controlled from the speech input by a specifically optimised phonetic recogniser. Secondly, we report on speech intelligibility experiments with focus on multilinguality and robustness to audio quality. The system, already available for Swedish, English, and Flemish, was optimised for German and for Swedish wide-band speech quality available in TV, radio, and Internet communication. Lastly, the paper covers experiments with nonverbal motions driven from the speech signal. It is shown that turn-taking gestures can be used to affect the flow of human-human dialogues. We have focused specifically on two categories of cues that may be extracted from the acoustic signal: prominence/emphasis and interactional cues (turn-taking/back-channelling).