Searcharxiv⌕ Search

arXiv subjects

Gustav Eje Henter

Publications and source records attributed to Gustav Eje Henter.

At least 55 records · Page 3Linked to original sources

The GENEA Challenge 2022: A large evaluation of data-driven co-speech gesture generation

This paper reports on the second GENEA Challenge to benchmark data-driven automatic co-speech gesture generation. Participating teams used the same speech and motion dataset to build gesture-generation systems. Motion generated by all these systems was rendered to video using a standardised visualisation pipeline and evaluated in several large, crowdsourced user studies. Unlike when comparing different research papers, differences in results are here only due to differences between methods, enabling direct comparison between systems. This year's dataset was based on 18 hours of full-body motion capture, including fingers, of different persons engaging in dyadic conversation. Ten teams participated in the challenge across two tiers: full-body and upper-body gesticulation. For each tier we evaluated both the human-likeness of the gesture motion and its appropriateness for the specific speech signal. Our evaluations decouple human-likeness from gesture appropriateness, which previously was a major challenge in the field. The evaluation results are a revolution, and a revelation. Some synthetic conditions are rated as significantly more human-like than human motion capture. To the best of our knowledge, this has never been shown before on a high-fidelity avatar. On the other hand, all synthetic motion is found to be vastly less appropriate for the speech than the original motion-capture recordings. Additional material is available via the project website at https://youngwoo-yoon.github.io/GENEAchallenge2022/

cs.HC↗

Transflower: probabilistic autoregressive dance generation with multimodal attention

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.

cs.SD↗

Wavebender GAN: An architecture for phonetically meaningful speech manipulation

Deep learning has revolutionised synthetic speech quality. However, it has thus far delivered little value to the speech science community. The new methods do not meet the controllability demands that practitioners in this area require e.g.: in listening tests with manipulated speech stimuli. Instead, control of different speech properties in such stimuli is achieved by using legacy signal-processing methods. This limits the range, accuracy, and speech quality of the manipulations. Also, audible artefacts have a negative impact on the methodological validity of results in speech perception studies. This work introduces a system capable of manipulating speech properties through learning rather than design. The architecture learns to control arbitrary speech properties and leverages progress in neural vocoders to obtain realistic output. Experiments with copy synthesis and manipulation of a small set of core speech features (pitch, formants, and voice quality measures) illustrate the promise of the approach for producing speech stimuli that have accurate control and high perceptual quality.

eess.AS↗

Neural HMMs are all you need (for high-quality attention-free TTS)

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.

eess.AS↗

Multimodal analysis of the predictability of hand-gesture properties

Embodied conversational agents benefit from being able to accompany their speech with gestures. Although many data-driven approaches to gesture generation have been proposed in recent years, it is still unclear whether such systems can consistently generate gestures that convey meaning. We investigate which gesture properties (phase, category, and semantics) can be predicted from speech text and/or audio using contemporary deep learning. In extensive experiments, we show that gesture properties related to gesture meaning (semantics and category) are predictable from text features (time-aligned FastText embeddings) alone, but not from prosodic audio features, while rhythm-related gesture properties (phase) on the other hand can be predicted from audio features better than from text. These results are encouraging as they indicate that it is possible to equip an embodied agent with content-wise meaningful co-speech gestures using a machine-learning model.

cs.HC↗

HEMVIP: Human Evaluation of Multiple Videos in Parallel

In many research areas, for example motion and gesture generation, objective measures alone do not provide an accurate impression of key stimulus traits such as perceived quality or appropriateness. The gold standard is instead to evaluate these aspects through user studies, especially subjective evaluations of video stimuli. Common evaluation paradigms either present individual stimuli to be scored on Likert-type scales, or ask users to compare and rate videos in a pairwise fashion. However, the time and resources required for such evaluations scale poorly as the number of conditions to be compared increases. Building on standards used for evaluating the quality of multimedia codecs, this paper instead introduces a framework for granular rating of multiple comparable videos in parallel. This methodology essentially analyses all condition pairs at once. Our contributions are 1) a proposed framework, called HEMVIP, for parallel and granular evaluation of multiple video stimuli and 2) a validation study confirming that results obtained using the tool are in close agreement with results of prior studies using conventional multiple pairwise comparisons.

cs.HC↗

Full-Glow: Fully conditional Glow for more realistic image generation

Autonomous agents, such as driverless cars, require large amounts of labeled visual data for their training. A viable approach for acquiring such data is training a generative model with collected real data, and then augmenting the collected real dataset with synthetic images from the model, generated with control of the scene layout and ground truth labeling. In this paper we propose Full-Glow, a fully conditional Glow-based architecture for generating plausible and realistic images of novel street scenes given a semantic segmentation map indicating the scene layout. Benchmark comparisons show our model to outperform recent works in terms of the semantic segmentation performance of a pretrained PSPNet. This indicates that images from our model are, to a higher degree than from other models, similar to real images of the same kinds of scenes and objects, making them suitable as training data for a visual semantic segmentation or object recognition system.

cs.CV↗

Integrated Speech and Gesture Synthesis

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. Videos and code are available on our project page at https://swatsw.github.io/isg_icmi21/

cs.HC↗

Speech2Properties2Gestures: Gesture-Property Prediction as a Tool for Generating Representational Gestures from Speech

We propose a new framework for gesture generation, aiming to allow data-driven approaches to produce more semantically rich gestures. Our approach first predicts whether to gesture, followed by a prediction of the gesture properties. Those properties are then used as conditioning for a modern probabilistic gesture-generation model capable of high-quality output. This empowers the approach to generate gestures that are both diverse and representational. Follow-ups and more information can be found on the project page: https://svito-zar.github.io/speech2properties2gestures/ .

cs.HC↗

Normalizing Flow based Hidden Markov Models for Classification of Speech Phones with Explainability

In pursuit of explainability, we develop generative models for sequential data. The proposed models provide state-of-the-art classification results and robust performance for speech phone classification. We combine modern neural networks (normalizing flows) and traditional generative models (hidden Markov models - HMMs). Normalizing flow-based mixture models (NMMs) are used to model the conditional probability distribution given the hidden state in the HMMs. Model parameters are learned through judicious combinations of time-tested Bayesian learning methods and contemporary neural network learning methods. We mainly combine expectation-maximization (EM) and mini-batch gradient descent. The proposed generative models can compute likelihood of a data and hence directly suitable for maximum-likelihood (ML) classification approach. Due to structural flexibility of HMMs, we can use different normalizing flow models. This leads to different types of HMMs providing diversity in data modeling capacity. The diversity provides an opportunity for easy decision fusion from different models. For a standard speech phone classification setup involving 39 phones (classes) and the TIMIT dataset, we show that the use of standard features called mel-frequency-cepstral-coeffcients (MFCCs), the proposed generative models, and the decision fusion together can achieve $86.6\%$ accuracy by generative training only. This result is close to state-of-the-art results, for examples, $86.2\%$ accuracy of PyTorch-Kaldi toolkit [1], and $85.1\%$ accuracy using light gated recurrent units [2]. We do not use any discriminative learning approach and related sophisticated features in this article.

cs.LG↗

The Case for Translation-Invariant Self-Attention in Transformer-Based Language Models

Mechanisms for encoding positional information are central for transformer-based language models. In this paper, we analyze the position embeddings of existing language models, finding strong evidence of translation invariance, both for the embeddings themselves and for their effect on self-attention. The degree of translation invariance increases during training and correlates positively with model performance. Our findings lead us to propose translation-invariant self-attention (TISA), which accounts for the relative position between tokens in an interpretable fashion without needing conventional position embeddings. Our proposal has several theoretical advantages over existing position-representation approaches. Experiments show that it improves on regular ALBERT on GLUE tasks, while only adding orders of magnitude less positional parameters.

cs.CL↗

A large, crowdsourced evaluation of gesture generation systems on common data: The GENEA Challenge 2020

Co-speech gestures, gestures that accompany speech, play an important role in human communication. Automatic co-speech gesture generation is thus a key enabling technology for embodied conversational agents (ECAs), since humans expect ECAs to be capable of multi-modal communication. Research into gesture generation is rapidly gravitating towards data-driven methods. Unfortunately, individual research efforts in the field are difficult to compare: there are no established benchmarks, and each study tends to use its own dataset, motion visualisation, and evaluation methodology. To address this situation, we launched the GENEA Challenge, a gesture-generation challenge wherein participating teams built automatic gesture-generation systems on a common dataset, and the resulting systems were evaluated in parallel in a large, crowdsourced user study using the same motion-rendering pipeline. Since differences in evaluation outcomes between systems now are solely attributable to differences between the motion-generation methods, this enables benchmarking recent approaches against one another in order to get a better impression of the state of the art in the field. This paper reports on the purpose, design, results, and implications of our challenge.

cs.HC↗

Robust Classification using Hidden Markov Models and Mixtures of Normalizing Flows

We test the robustness of a maximum-likelihood (ML) based classifier where sequential data as observation is corrupted by noise. The hypothesis is that a generative model, that combines the state transitions of a hidden Markov model (HMM) and the neural network based probability distributions for the hidden states of the HMM, can provide a robust classification performance. The combined model is called normalizing-flow mixture model based HMM (NMM-HMM). It can be trained using a combination of expectation-maximization (EM) and backpropagation. We verify the improved robustness of NMM-HMM classifiers in an application to speech recognition.

cs.LG↗

Moving fast and slow: Analysis of representations and post-processing in speech-driven automatic gesture generation

This paper presents a novel framework for speech-driven gesture production, applicable to virtual agents to enhance human-computer interaction. Specifically, we extend recent deep-learning-based, data-driven methods for speech-driven gesture generation by incorporating representation learning. Our model takes speech as input and produces gestures as output, in the form of a sequence of 3D coordinates. We provide an analysis of different representations for the input (speech) and the output (motion) of the network by both objective and subjective evaluations. We also analyse the importance of smoothing of the produced motion. Our results indicated that the proposed method improved on our baseline in terms of objective measures. For example, it better captured the motion dynamics and better matched the motion-speed distribution. Moreover, we performed user studies on two different datasets. The studies confirmed that our proposed method is perceived as more natural than the baseline, although the difference in the studies was eliminated by appropriate post-processing: hip-centering and smoothing. We conclude that it is important to take both motion representation and post-processing into account when designing an automatic gesture-production method.

cs.CV↗

Gesticulator: A framework for semantically-aware speech-driven gesture generation

During speech, people spontaneously gesticulate, which plays a key role in conveying information. Similarly, realistic co-speech gestures are crucial to enable natural and smooth interactions with social agents. Current end-to-end co-speech gesture generation systems use a single modality for representing speech: either audio or text. These systems are therefore confined to producing either acoustically-linked beat gestures or semantically-linked gesticulation (e.g., raising a hand when saying "high"): they cannot appropriately learn to generate both gesture types. We present a model designed to produce arbitrary beat and semantic gestures together. Our deep-learning based model takes both acoustic and semantic representations of speech as input, and generates gestures as a sequence of joint angle rotations as output. The resulting gestures can be applied to both virtual agents and humanoid robots. Subjective and objective evaluations confirm the success of our approach. The code and video are available at the project page https://svito-zar.github.io/gesticulator .

cs.HC↗

Generating coherent spontaneous speech and gesture from text

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 text-speech-gesture alignments, and through a demonstration video at https://simonalexanderson.github.io/IVA2020 .

cs.LG↗

MoGlow: Probabilistic and controllable motion synthesis using normalising flows

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.

cs.LG↗

Let's Face It: Probabilistic Multi-modal Interlocutor-aware Generation of Facial Gestures in Dyadic Settings

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 input modalities. The results show that the model successfully leverages the input from the interlocutor to generate more appropriate behavior. Videos, data, and code available at: https://jonepatr.github.io/lets_face_it.

cs.CV↗