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Chitralekha Gupta

Publications and source records attributed to Chitralekha Gupta.

At least 19 recordsLinked to original sources

DRONEAUDIONET: Noise Suppression for Drone Audition-based Search and Rescue

Microphones mounted on UAVs enable aerial acoustic scene analysis applications such as search-and-rescue, wildlife monitoring, and industrial inspection. However, drone rotor noise often dominates the mixture signal at SNRs well below -10 dB, making source recovery extremely challenging. Existing enhancement and source separation methods are typically designed for near-balanced mixtures and degrade substantially in drone audition settings. In this work, we propose DRONEAUDIONET, a drone noise suppression method that reframes a source separation model as a drone noise estimator. To better model drone-dominant mixtures, we introduce a learnable mask-scaling mechanism that allows mask magnitudes beyond unity, together with an additive residual correction term for improved drone estimation and source recovery. We train and evaluate our model on a publicly available drone audition dataset and test generalizability on an out-of-domain dataset with unseen drone hardware and flight modes. Results show that DRONEAUDIONET consistently improves downstream sound classification performance, with the largest gains observed for human vocal sounds. Our findings demonstrate the importance of drone-specific modeling for robust aerial acoustic perception and highlight the potential of source separation methods for real-world drone-assisted search-and-rescue.

cs.SD

Beyond Descriptions: A Generative Scene2Audio Framework for Blind and Low-Vision Users to Experience Vista Landscapes

Current scene perception tools for Blind and Low Vision (BLV) individuals rely on spoken descriptions but lack engaging representations of visually pleasing distant environmental landscapes (Vista spaces). Our proposed Scene2Audio framework generates comprehensible and enjoyable nonverbal audio using generative models informed by psychoacoustics, and principles of scene audio composition. Through a user study with 11 BLV participants, we found that combining the Scene2Audio sounds with speech creates a better experience than speech alone, as the sound effects complement the speech making the scene easier to imagine. A mobile app "in-the-wild" study with 7 BLV users for more than a week further showed the potential of Scene2Audio in enhancing outdoor scene experiences. Our work bridges the gap between visual and auditory scene perception by moving beyond purely descriptive aids, addressing the aesthetic needs of BLV users.

cs.HC

Feeling the Facts: Real-time Wearable Fact-checkers Can Use Nudges to Reduce User Belief in False Information

Misinformation can spread rapidly in everyday conversation, where pausing to verify is not always possible. We envision a wearable system that bridges the timing gap between hearing a claim and forming a judgment. It uses ambient listening to detect verifiable claims, performs rapid web verification, and provides a subtle haptic nudge with a glanceable overview. A controlled study (N=34) simulated this approach and tested against a no-support baseline. Results show that instant, body-integrated feedback significantly improved real-time truth discernment and increased verification activity compared to unsupported fact-checking. However, it also introduced over-reliance when the system made errors, i.e. failed to flag false claims or flagged true claims as false. We contribute empirical evidence of improved discernment alongside insights into trust, effort, and user-system tensions in verification wearables.

cs.HC

DroneAudioset: An Audio Dataset for Drone-based Search and Rescue

Unmanned Aerial Vehicles (UAVs) or drones, are increasingly used in search and rescue missions to detect human presence. Existing systems primarily leverage vision-based methods which are prone to fail under low-visibility or occlusion. Drone-based audio perception offers promise but suffers from extreme ego-noise that masks sounds indicating human presence. Existing datasets are either limited in diversity or synthetic, lacking real acoustic interactions, and there are no standardized setups for drone audition. To this end, we present DroneAudioset (The dataset is publicly available at https://huggingface.co/datasets/ahlab-drone-project/DroneAudioSet/ under the MIT license), a comprehensive drone audition dataset featuring 23.5 hours of annotated recordings, covering a wide range of signal-to-noise ratios (SNRs) from -57.2 dB to -2.5 dB, across various drone types, throttles, microphone configurations as well as environments. The dataset enables development and systematic evaluation of noise suppression and classification methods for human-presence detection under challenging conditions, while also informing practical design considerations for drone audition systems, such as microphone placement trade-offs, and development of drone noise-aware audio processing. This dataset is an important step towards enabling design and deployment of drone-audition systems.

eess.AS

Towards Temporally Explainable Dysarthric Speech Clarity Assessment

Dysarthria, a motor speech disorder, affects intelligibility and requires targeted interventions for effective communication. In this work, we investigate automated mispronunciation feedback by collecting a dysarthric speech dataset from six speakers reading two passages, annotated by a speech therapist with temporal markers and mispronunciation descriptions. We design a three-stage framework for explainable mispronunciation evaluation: (1) overall clarity scoring, (2) mispronunciation localization, and (3) mispronunciation type classification. We systematically analyze pretrained Automatic Speech Recognition (ASR) models in each stage, assessing their effectiveness in dysarthric speech evaluation (Code available at: https://github.com/augmented-human-lab/interspeech25_speechtherapy, Supplementary webpage: https://apps.ahlab.org/interspeech25_speechtherapy/). Our findings offer clinically relevant insights for automating actionable feedback for pronunciation assessment, which could enable independent practice for patients and help therapists deliver more effective interventions.

eess.AS

Factually: Exploring Wearable Fact-Checking for Augmented Truth Discernment

Wearable devices are transforming human capabilities by seamlessly augmenting cognitive functions. In this position paper, we propose a voice-based, interactive learning companion designed to amplify and extend cognitive abilities through informal learning. Our vision is threefold: (1) to enable users to discover new knowledge on-the-go through contextual interactive quizzes, fostering critical thinking and mindfulness, (2) to proactively detect misinformation, empowering users to critically assess information in real time, and (3) to provide spoken language correction and prompting hints for second language learning and effective communication. As an initial step toward this vision, we present Factually - a proactive, wearable fact-checking system integrated into devices like smartwatches or rings. Factually discreetly alerts users to potential falsehoods via vibrotactile feedback, helping them assess information critically. We demonstrate its utility through three illustrative scenarios, highlighting its potential to extend cognitive abilities for real-time misinformation detection. Early qualitative feedback suggests that Factually can enhance users' fact-checking capabilities, offering both practical and experiential benefits.

cs.HC

MorphFader: Enabling Fine-grained Controllable Morphing with Text-to-Audio Models

Sound morphing is the process of gradually and smoothly transforming one sound into another to generate novel and perceptually hybrid sounds that simultaneously resemble both. Recently, diffusion-based text-to-audio models have produced high-quality sounds using text prompts. However, granularly controlling the semantics of the sound, which is necessary for morphing, can be challenging using text. In this paper, we propose \textit{MorphFader}, a controllable method for morphing sounds generated by disparate prompts using text-to-audio models. By intercepting and interpolating the components of the cross-attention layers within the diffusion process, we can create smooth morphs between sounds generated by different text prompts. Using both objective metrics and perceptual listening tests, we demonstrate the ability of our method to granularly control the semantics in the sound and generate smooth morphs.

eess.AS

EMO-KNOW: A Large Scale Dataset on Emotion and Emotion-cause

Emotion-Cause analysis has attracted the attention of researchers in recent years. However, most existing datasets are limited in size and number of emotion categories. They often focus on extracting parts of the document that contain the emotion cause and fail to provide more abstractive, generalizable root cause. To bridge this gap, we introduce a large-scale dataset of emotion causes, derived from 9.8 million cleaned tweets over 15 years. We describe our curation process, which includes a comprehensive pipeline for data gathering, cleaning, labeling, and validation, ensuring the dataset's reliability and richness. We extract emotion labels and provide abstractive summarization of the events causing emotions. The final dataset comprises over 700,000 tweets with corresponding emotion-cause pairs spanning 48 emotion classes, validated by human evaluators. The novelty of our dataset stems from its broad spectrum of emotion classes and the abstractive emotion cause that facilitates the development of an emotion-cause knowledge graph for nuanced reasoning. Our dataset will enable the design of emotion-aware systems that account for the diverse emotional responses of different people for the same event.

cs.CL

Example-Based Framework for Perceptually Guided Audio Texture Generation

Controllable generation using StyleGANs is usually achieved by training the model using labeled data. For audio textures, however, there is currently a lack of large semantically labeled datasets. Therefore, to control generation, we develop a method for semantic control over an unconditionally trained StyleGAN in the absence of such labeled datasets. In this paper, we propose an example-based framework to determine guidance vectors for audio texture generation based on user-defined semantic attributes. Our approach leverages the semantically disentangled latent space of an unconditionally trained StyleGAN. By using a few synthetic examples to indicate the presence or absence of a semantic attribute, we infer the guidance vectors in the latent space of the StyleGAN to control that attribute during generation. Our results show that our framework can find user-defined and perceptually relevant guidance vectors for controllable generation for audio textures. Furthermore, we demonstrate an application of our framework to other tasks, such as selective semantic attribute transfer.

eess.AS

VR.net: A Real-world Dataset for Virtual Reality Motion Sickness Research

Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to address this need, we introduce `VR.net', a dataset offering approximately 12-hour gameplay videos from ten real-world games in 10 diverse genres. For each video frame, a rich set of motion sickness-related labels, such as camera/object movement, depth field, and motion flow, are accurately assigned. Building such a dataset is challenging since manual labeling would require an infeasible amount of time. Instead, we utilize a tool to automatically and precisely extract ground truth data from 3D engines' rendering pipelines without accessing VR games' source code. We illustrate the utility of VR.net through several applications, such as risk factor detection and sickness level prediction. We continuously expand VR.net and envision its next version offering 10X more data than the current form. We believe that the scale, accuracy, and diversity of VR.net can offer unparalleled opportunities for VR motion sickness research and beyond.

cs.AI

PoLyScriber: Integrated Fine-tuning of Extractor and Lyrics Transcriber for Polyphonic Music

Lyrics transcription of polyphonic music is challenging as the background music affects lyrics intelligibility. Typically, lyrics transcription can be performed by a two-step pipeline, i.e. a singing vocal extraction front end, followed by a lyrics transcriber back end, where the front end and back end are trained separately. Such a two-step pipeline suffers from both imperfect vocal extraction and mismatch between front end and back end. In this work, we propose a novel end-to-end integrated fine-tuning framework, that we call PoLyScriber, to globally optimize the vocal extractor front end and lyrics transcriber back end for lyrics transcription in polyphonic music. The experimental results show that our proposed PoLyScriber achieves substantial improvements over the existing approaches on publicly available test datasets.

eess.AS

Towards Controllable Audio Texture Morphing

In this paper, we propose a data-driven approach to train a Generative Adversarial Network (GAN) conditioned on "soft-labels" distilled from the penultimate layer of an audio classifier trained on a target set of audio texture classes. We demonstrate that interpolation between such conditions or control vectors provides smooth morphing between the generated audio textures, and shows similar or better audio texture morphing capability compared to the state-of-the-art methods. The proposed approach results in a well-organized latent space that generates novel audio outputs while remaining consistent with the semantics of the conditioning parameters. This is a step towards a general data-driven approach to designing generative audio models with customized controls capable of traversing out-of-distribution regions for novel sound synthesis.

eess.AS

Parameter Sensitivity of Deep-Feature based Evaluation Metrics for Audio Textures

Standard evaluation metrics such as the Inception score and Fréchet Audio Distance provide a general audio quality distance metric between the synthesized audio and reference clean audio. However, the sensitivity of these metrics to variations in the statistical parameters that define an audio texture is not well studied. In this work, we provide a systematic study of the sensitivity of some of the existing audio quality evaluation metrics to parameter variations in audio textures. Furthermore, we also study three more potentially parameter-sensitive metrics for audio texture synthesis, (a) a Gram matrix based distance, (b) an Accumulated Gram metric using a summarized version of the Gram matrices, and (c) a cochlear-model based statistical features metric. These metrics use deep features that summarize the statistics of any given audio texture, thus being inherently sensitive to variations in the statistical parameters that define an audio texture. We study and evaluate the sensitivity of existing standard metrics as well as Gram matrix and cochlear-model based metrics to control-parameter variations in audio textures across a wide range of texture and parameter types, and validate with subjective evaluation. We find that each of the metrics is sensitive to different sets of texture-parameter types. This is the first step towards investigating objective metrics for assessing parameter sensitivity in audio textures.

eess.AS

Sound Model Factory: An Integrated System Architecture for Generative Audio Modelling

We introduce a new system for data-driven audio sound model design built around two different neural network architectures, a Generative Adversarial Network(GAN) and a Recurrent Neural Network (RNN), that takes advantage of the unique characteristics of each to achieve the system objectives that neither is capable of addressing alone. The objective of the system is to generate interactively controllable sound models given (a) a range of sounds the model should be able to synthesize, and (b) a specification of the parametric controls for navigating that space of sounds. The range of sounds is defined by a dataset provided by the designer, while the means of navigation is defined by a combination of data labels and the selection of a sub-manifold from the latent space learned by the GAN. Our proposed system takes advantage of the rich latent space of a GAN that consists of sounds that fill out the spaces ''between" real data-like sounds. This augmented data from the GAN is then used to train an RNN for its ability to respond immediately and continuously to parameter changes and to generate audio over unlimited periods of time. Furthermore, we develop a self-organizing map technique for ``smoothing" the latent space of GAN that results in perceptually smooth interpolation between audio timbres. We validate this process through user studies. The system contributes advances to the state of the art for generative sound model design that include system configuration and components for improving interpolation and the expansion of audio modeling capabilities beyond musical pitch and percussive instrument sounds into the more complex space of audio textures.

cs.SD

Music-robust Automatic Lyrics Transcription of Polyphonic Music

Lyrics transcription of polyphonic music is challenging because singing vocals are corrupted by the background music. To improve the robustness of lyrics transcription to the background music, we propose a strategy of combining the features that emphasize the singing vocals, i.e. music-removed features that represent singing vocal extracted features, and the features that capture the singing vocals as well as the background music, i.e. music-present features. We show that these two sets of features complement each other, and their combination performs better than when they are used alone, thus improving the robustness of the acoustic model to the background music. Furthermore, language model interpolation between a general-purpose language model and an in-domain lyrics-specific language model provides further improvement in transcription results. Our experiments show that our proposed strategy outperforms the existing lyrics transcription systems for polyphonic music. Moreover, we find that our proposed music-robust features specially improve the lyrics transcription performance in metal genre of songs, where the background music is loud and dominant.

eess.AS

Genre-conditioned Acoustic Models for Automatic Lyrics Transcription of Polyphonic Music

Lyrics transcription of polyphonic music is challenging not only because the singing vocals are corrupted by the background music, but also because the background music and the singing style vary across music genres, such as pop, metal, and hip hop, which affects lyrics intelligibility of the song in different ways. In this work, we propose to transcribe the lyrics of polyphonic music using a novel genre-conditioned network. The proposed network adopts pre-trained model parameters, and incorporates the genre adapters between layers to capture different genre peculiarities for lyrics-genre pairs, thereby only requiring lightweight genre-specific parameters for training. Our experiments show that the proposed genre-conditioned network outperforms the existing lyrics transcription systems.

cs.SD

Signal Representations for Synthesizing Audio Textures with Generative Adversarial Networks

Generative Adversarial Networks (GANs) currently achieve the state-of-the-art sound synthesis quality for pitched musical instruments using a 2-channel spectrogram representation consisting of log magnitude and instantaneous frequency (the "IFSpectrogram"). Many other synthesis systems use representations derived from the magnitude spectra, and then depend on a backend component to invert the output magnitude spectrograms that generally result in audible artefacts associated with the inversion process. However, for signals that have closely-spaced frequency components such as non-pitched and other noisy sounds, training the GAN on the 2-channel IFSpectrogram representation offers no advantage over the magnitude spectra based representations. In this paper, we propose that training GANs on single-channel magnitude spectra, and using the Phase Gradient Heap Integration (PGHI) inversion algorithm is a better comprehensive approach for audio synthesis modeling of diverse signals that include pitched, non-pitched, and dynamically complex sounds. We show that this method produces higher-quality output for wideband and noisy sounds, such as pops and chirps, compared to using the IFSpectrogram. Furthermore, the sound quality for pitched sounds is comparable to using the IFSpectrogram, even while using a simpler representation with half the memory requirements.

eess.AS

Automatic Lyrics Alignment and Transcription in Polyphonic Music: Does Background Music Help?

Background music affects lyrics intelligibility of singing vocals in a music piece. Automatic lyrics alignment and transcription in polyphonic music are challenging tasks because the singing vocals are corrupted by the background music. In this work, we propose to learn music genre-specific characteristics to train polyphonic acoustic models. We first compare several automatic speech recognition pipelines for the application of lyrics transcription. We then present the lyrics alignment and transcription performance of music-informed acoustic models for the best-performing pipeline, and systematically study the impact of music genre and language model on the performance. With such genre-based approach, we explicitly model the music without removing it during acoustic modeling. The proposed approach outperforms all competing systems in the lyrics alignment and transcription tasks on several well-known polyphonic test datasets.

eess.AS