Comparative Evaluation of Speech Parameterizations for Speech Recognition
ICTAI '07 Proceedings of the 19th IEEE International Conference on Tools with Artificial Intelligence - Volume 02
User Modeling and User-Adapted Interaction
The Effect of Emotional Speech on a Smart-Home Application
IEA/AIE '08 Proceedings of the 21st international conference on Industrial, Engineering and Other Applications of Applied Intelligent Systems: New Frontiers in Applied Artificial Intelligence
Study on Speaker-Independent Emotion Recognition from Speech on Real-World Data
Verbal and Nonverbal Features of Human-Human and Human-Machine Interaction
Robust speech interaction in motorcycle environment
Expert Systems with Applications: An International Journal
Enhancing emotion recognition from speech through feature selection
TSD'10 Proceedings of the 13th international conference on Text, speech and dialogue
Affect recognition in real life scenarios
Proceedings of the Third COST 2102 international training school conference on Toward autonomous, adaptive, and context-aware multimodal interfaces: theoretical and practical issues
Hi-index | 12.05 |
We describe a novel design, implementation and evaluation of a speech interface, as part of a platform for the development of serious games. The speech interface consists of the speech recognition component and the emotion recognition from speech component. The speech interface relies on a platform designed and implemented to support the development of serious games, which supports cognitive-based treatment of patients with mental disorders. The implementation of the speech interface is based on the Olympus/RavenClaw framework. This framework has been extended for the needs of the specific serious games and the respective application domain, by integrating new components, such as emotion recognition from speech. The evaluation of the speech interface utilized purposely collected domain-specific dataset. The speech recognition experiments show that emotional speech moderately affects the performance of the speech interface. Furthermore, the emotion detectors demonstrated satisfying performance for the emotion states of interest, Anger and Boredom, and contributed towards successful modelling of the patient's emotion status. The performance achieved for speech recognition and for the detection of the emotional states of interest was satisfactory. Recent evaluation of the serious games showed that the patients started to show new coping styles with negative emotions in normal stress life situations.