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This paper presents our work to enhance the background music (BGM) in DareFightingICE by adding adaptive features. The adaptive BGM consists of three different categories of instruments playing the BGM of the winner sound design from the…
Serious games are widely used for learning and training across domains such as healthcare, defense, and education. Persistent challenges remain, however, including static scenario design, authoring bottlenecks, limited learner modeling, and…
Game Description Generation (GDG) is the task of generating a game description written in a Game Description Language (GDL) from natural language text. Previous studies have explored generation methods leveraging the contextual…
Pitch is a foundational aspect of our perception of audio signals. Pitch contours are commonly used to analyze speech and music signals and as input features for many audio tasks, including music transcription, singing voice synthesis, and…
Text-to-Speech (TTS) models have advanced significantly, aiming to accurately replicate human speech's diversity, including unique speaker identities and linguistic nuances. Despite these advancements, achieving an optimal balance between…
This paper proposes a method for selecting training data for text-to-speech (TTS) synthesis from dark data. TTS models are typically trained on high-quality speech corpora that cost much time and money for data collection, which makes it…
The massive growth of sports videos has resulted in a need for automatic generation of sports highlights that are comparable in quality to the hand-edited highlights produced by broadcasters such as ESPN. Unlike previous works that mostly…
Automated audio captioning aims at generating textual descriptions for an audio clip. To evaluate the quality of generated audio captions, previous works directly adopt image captioning metrics like SPICE and CIDEr, without justifying their…
Text-to-speech(TTS) has undergone remarkable improvements in performance, particularly with the advent of Denoising Diffusion Probabilistic Models (DDPMs). However, the perceived quality of audio depends not solely on its content, pitch,…
Music information retrieval distinguishes between low- and high-level descriptions of music. Current generative AI models rely on text descriptions that are higher level than the controls familiar to studio musicians. Pitch strength, a…
Real Time Strategy (RTS) games provide complex domain to test the latest artificial intelligence (AI) research. In much of the literature, AI systems have been limited to playing one game. Although, this specialization has resulted in…
This paper explores the manipulation of prosodic parameters in Text-to-Speech (TTS) systems to achieve controlled speech generation. By leveraging advanced speech processing techniques, we compare TTS-generated audio with human-recorded…
In the pursuit of natural language understanding, there has been a long standing interest in tracking state changes throughout narratives. Impressive progress has been made in modeling the state of transaction-centric dialogues and…
Can out-of-the-box pretrained Large Language Models (LLMs) detect human affect successfully when observing a video? To address this question, for the first time, we evaluate comprehensively the capacity of popular LLMs for successfully…
Neural speech synthesis, or text-to-speech (TTS), aims to transform a signal from the text domain to the speech domain. While developing TTS architectures that train and test on the same set of speakers has seen significant improvements,…
Conventional text-to-speech (TTS) research has predominantly focused on enhancing the quality of synthesized speech for speakers in the training dataset. The challenge of synthesizing lifelike speech for unseen, out-of-dataset speakers,…
The introduction and regulation of loudness in broadcasting and streaming brought clear benefits to the audience, e.g., a level of uniformity across programs and channels. Yet, speech loudness is frequently reported as being too low in…
Accurately estimating human skill levels is crucial for designing effective human-AI interactions so that AI can provide appropriate challenges or guidance. In games where AI players have beaten top human professionals, strength estimation…
Data augmentation via voice conversion (VC) has been successfully applied to low-resource expressive text-to-speech (TTS) when only neutral data for the target speaker are available. Although the quality of VC is crucial for this approach,…
People change their tones of voice, often accompanied by nonverbal vocalizations (NVs) such as laughter and cries, to convey rich emotions. However, most text-to-speech (TTS) systems lack the capability to generate speech with rich…