English

Gamified Speaker Comparison by Listening

Sound 2022-05-11 v1 Audio and Speech Processing

Abstract

We address speaker comparison by listening in a game-like environment, hypothesized to make the task more motivating for naive listeners. We present the same 30 trials selected with the help of an x-vector speaker recognition system from VoxCeleb to a total of 150 crowdworkers recruited through Amazon's Mechanical Turk. They are divided into cohorts of 50, each using one of three alternative interface designs: (i) a traditional (nongamified) design; (ii) a gamified design with feedback on decisions, along with points, game level indications, and possibility for interface customization; (iii) another gamified design with an additional constraint of maximum of 5 'lives' consumed by wrong answers. We analyze the impact of these interface designs to listener error rates (both misses and false alarms), probability calibration, time of quitting, along with survey questionnaire. The results indicate improved performance from (i) to (ii) and (iii), particularly in terms of balancing the two types of detection errors.

Keywords

Cite

@article{arxiv.2205.04923,
  title  = {Gamified Speaker Comparison by Listening},
  author = {Sandip Ghimire and Tomi Kinnunen and Rosa Gonzalez Hautamäki},
  journal= {arXiv preprint arXiv:2205.04923},
  year   = {2022}
}

Comments

Accepted to Odyssey 2022 The Speaker and Language Recognition Workshop

R2 v1 2026-06-24T11:13:11.871Z