Speech Breathing in Virtual Humans: An Interactive Model and Empirical Study

Ulysses Bernardet, S. Kanq, Andrew W. Feng, S. DiPaola, Ari Shapiro
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引用次数: 5

Abstract

Human speech production requires the dynamic regulation of air through the vocal system. While virtual character systems commonly are capable of speech output, they rarely take breathing during speaking - speech breathing - into account. We believe that integrating dynamic speech breathing systems in virtual characters can significantly contribute to augmenting their realism. Here, we present a novel control architecture aimed at generating speech breathing in virtual characters. This architecture is informed by behavioral, linguistic and anatomical knowledge of human speech breathing. Based on textual input and controlled by a set of low-and high-level parameters, the system produces dynamic signals in real-time that control the virtual character's anatomy (thorax, abdomen, head, nostrils, and mouth) and sound production (speech and breathing). In addition, we perform a study to determine the effects of including breathing-motivated speech movements, such as head tilts and chest expansions during dialogue on a virtual character, as well as breathing sounds. This study includes speech that is generated both from a text-to-speech engine as well as from recorded voice.
虚拟人的语音呼吸:互动模型与实证研究
人类语音的产生需要通过发声系统对空气进行动态调节。虽然虚拟角色系统通常能够输出语音,但它们很少考虑说话时的呼吸——语音呼吸。我们相信,在虚拟角色中集成动态语音呼吸系统可以显著地增强他们的真实感。在这里,我们提出了一种新的控制体系结构,旨在产生虚拟角色的语音呼吸。这个建筑被人类语言呼吸的行为、语言和解剖知识通知。该系统以文本输入为基础,通过一组高低参数控制,实时产生动态信号,控制虚拟人物的解剖结构(胸腔、腹部、头部、鼻孔和嘴巴)和声音产生(语音和呼吸)。此外,我们还进行了一项研究,以确定包括呼吸驱动的语言动作的影响,例如在虚拟角色的对话中头部倾斜和胸部扩张,以及呼吸声音。本研究包括从文本到语音引擎以及从录制语音生成的语音。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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