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Brian Ravenet

Publications and source records attributed to Brian Ravenet.

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MultiLinguahah : A New Unsupervised Multilingual Acoustic Laughter Segmentation Method

Laughter is a social non-vocalization that is universal across cultures and languages, and is crucial for human communication, including social bonding and communication signaling. However, detecting laughter in audio is a challenging task, and segmenting is even more difficult. Currently, Machine Learning methods generally rely on costly manual annotation, and their datasets are mostly based on English contexts. Thus, we propose an unsupervised multilingual method that sets up the laughter segmentation task as an anomaly detection of energy-based segmented audio sequences. Our method applies an Isolation Forest on audio representations learned from BYOL-A encoder. We compare our method with several state-of-the-art laughter detection algorithms on four datasets, including stand-up comedy, sitcoms, and general short audio from AudioSet. Our results show that state-of-the-art methods are not optimized for multilingual contexts, while our method outperforms them in non-English settings.

cs.CL

Exploring the role of embodiment on intimacy perception in a multiparty collaborative task

During collaborative board games, cohesion represents a key aspect to define a well functionning group. From the success of the task to the developement of interpersonal relationship, this concept covers many aspects of group dynamics. The goal of our work is to investigate the factors that impact cohesion in a group, and specifically the relevant social skills that improve collaboration between multiple entities. In this article, we focus on the role of embodiement on different aspects of an interaction. We propose an experimental protocol, based on a collected corpus of humans playing a collaborative board game, to study how different agents' embodiment affect the perception of these agents and of the group as a whole. We conclude by presenting an outline of the problematics of the conception of the protocol and of multi-agent system related challenges.

cs.HC

StandUp4AI: A New Multilingual Dataset for Humor Detection in Stand-up Comedy Videos

Aiming towards improving current computational models of humor detection, we propose a new multimodal dataset of stand-up comedies, in seven languages: English, French, Spanish, Italian, Portuguese, Hungarian and Czech. Our dataset of more than 330 hours, is at the time of writing the biggest available for this type of task, and the most diverse. The whole dataset is automatically annotated in laughter (from the audience), and the subpart left for model validation is manually annotated. Contrary to contemporary approaches, we do not frame the task of humor detection as a binary sequence classification, but as word-level sequence labeling, in order to take into account all the context of the sequence and to capture the continuous joke tagging mechanism typically occurring in natural conversations. As par with unimodal baselines results, we propose a method for e propose a method to enhance the automatic laughter detection based on Audio Speech Recognition errors. Our code and data are available online: https://tinyurl.com/EMNLPHumourStandUpPublic

cs.CL

Mitigation of gender bias in automatic facial non-verbal behaviors generation

Research on non-verbal behavior generation for social interactive agents focuses mainly on the believability and synchronization of non-verbal cues with speech. However, existing models, predominantly based on deep learning architectures, often perpetuate biases inherent in the training data. This raises ethical concerns, depending on the intended application of these agents. This paper addresses these issues by first examining the influence of gender on facial non-verbal behaviors. We concentrate on gaze, head movements, and facial expressions. We introduce a classifier capable of discerning the gender of a speaker from their non-verbal cues. This classifier achieves high accuracy on both real behavior data, extracted using state-of-the-art tools, and synthetic data, generated from a model developed in previous work.Building upon this work, we present a new model, FairGenderGen, which integrates a gender discriminator and a gradient reversal layer into our previous behavior generation model. This new model generates facial non-verbal behaviors from speech features, mitigating gender sensitivity in the generated behaviors. Our experiments demonstrate that the classifier, developed in the initial phase, is no longer effective in distinguishing the gender of the speaker from the generated non-verbal behaviors.

cs.CV

Towards the generation of synchronized and believable non-verbal facial behaviors of a talking virtual agent

This paper introduces a new model to generate rhythmically relevant non-verbal facial behaviors for virtual agents while they speak. The model demonstrates perceived performance comparable to behaviors directly extracted from the data and replayed on a virtual agent, in terms of synchronization with speech and believability. Interestingly, we found that training the model with two different sets of data, instead of one, did not necessarily improve its performance. The expressiveness of the people in the dataset and the shooting conditions are key elements. We also show that employing an adversarial model, in which fabricated fake examples are introduced during the training phase, increases the perception of synchronization with speech. A collection of videos demonstrating the results and code can be accessed at: https://github.com/aldelb/non_verbal_facial_animation.

cs.CV