- DBATES: DataBase of Audio features, Text, and visual Expressions in competitive debate Speeches In this work, we present a database of multimodal communication features extracted from debate speeches in the 2019 North American Universities Debate Championships (NAUDC). Feature sets were extracted from the visual (facial expression, gaze, and head pose), audio (PRAAT), and textual (word sentiment and linguistic category) modalities of raw video recordings of competitive collegiate debaters (N=717 6-minute recordings from 140 unique debaters). Each speech has an associated competition debate score (range: 67-96) from expert judges as well as competitor demographic and per-round reflection surveys. We observe the fully multimodal model performs best in comparison to models trained on various compositions of modalities. We also find that the weights of some features (such as the expression of joy and the use of the word we) change in direction between the aforementioned models. We use these results to highlight the value of a multimodal dataset for studying competitive, collegiate debate. 14 authors · Mar 25, 2021
- Improving Pre-trained Language Model Sensitivity via Mask Specific losses: A case study on Biomedical NER Adapting language models (LMs) to novel domains is often achieved through fine-tuning a pre-trained LM (PLM) on domain-specific data. Fine-tuning introduces new knowledge into an LM, enabling it to comprehend and efficiently perform a target domain task. Fine-tuning can however be inadvertently insensitive if it ignores the wide array of disparities (e.g in word meaning) between source and target domains. For instance, words such as chronic and pressure may be treated lightly in social conversations, however, clinically, these words are usually an expression of concern. To address insensitive fine-tuning, we propose Mask Specific Language Modeling (MSLM), an approach that efficiently acquires target domain knowledge by appropriately weighting the importance of domain-specific terms (DS-terms) during fine-tuning. MSLM jointly masks DS-terms and generic words, then learns mask-specific losses by ensuring LMs incur larger penalties for inaccurately predicting DS-terms compared to generic words. Results of our analysis show that MSLM improves LMs sensitivity and detection of DS-terms. We empirically show that an optimal masking rate not only depends on the LM, but also on the dataset and the length of sequences. Our proposed masking strategy outperforms advanced masking strategies such as span- and PMI-based masking. 5 authors · Mar 26, 2024
- Vision-Language Models Are Not Pragmatically Competent in Referring Expression Generation Referring Expression Generation (REG) is a core task for evaluating the pragmatic competence of vision-language systems, requiring not only accurate semantic grounding but also adherence to principles of cooperative communication (Grice, 1975). However, current evaluations of vision-language models (VLMs) often overlook the pragmatic dimension, reducing REG to a region-based captioning task and neglecting Gricean maxims. In this work, we revisit REG from a pragmatic perspective, introducing a new dataset (RefOI) of 1.5k images annotated with both written and spoken referring expressions. Through a systematic evaluation of state-of-the-art VLMs, we identify three key failures of pragmatic competence: (1) failure to uniquely identify the referent, (2) inclusion of excessive or irrelevant information, and (3) misalignment with human pragmatic preference, such as the underuse of minimal spatial cues. We also show that standard automatic evaluations fail to capture these pragmatic violations, reinforcing superficial cues rather than genuine referential success. Our findings call for a renewed focus on pragmatically informed models and evaluation frameworks that align with real human communication. 9 authors · Apr 22
6 Teaching Embodied Reinforcement Learning Agents: Informativeness and Diversity of Language Use In real-world scenarios, it is desirable for embodied agents to have the ability to leverage human language to gain explicit or implicit knowledge for learning tasks. Despite recent progress, most previous approaches adopt simple low-level instructions as language inputs, which may not reflect natural human communication. It's not clear how to incorporate rich language use to facilitate task learning. To address this question, this paper studies different types of language inputs in facilitating reinforcement learning (RL) embodied agents. More specifically, we examine how different levels of language informativeness (i.e., feedback on past behaviors and future guidance) and diversity (i.e., variation of language expressions) impact agent learning and inference. Our empirical results based on four RL benchmarks demonstrate that agents trained with diverse and informative language feedback can achieve enhanced generalization and fast adaptation to new tasks. These findings highlight the pivotal role of language use in teaching embodied agents new tasks in an open world. Project website: https://github.com/sled-group/Teachable_RL 5 authors · Oct 31, 2024 2
- Att-HACK: An Expressive Speech Database with Social Attitudes This paper presents Att-HACK, the first large database of acted speech with social attitudes. Available databases of expressive speech are rare and very often restricted to the primary emotions: anger, joy, sadness, fear. This greatly limits the scope of the research on expressive speech. Besides, a fundamental aspect of speech prosody is always ignored and missing from such databases: its variety, i.e. the possibility to repeat an utterance while varying its prosody. This paper represents a first attempt to widen the scope of expressivity in speech, by providing a database of acted speech with social attitudes: friendly, seductive, dominant, and distant. The proposed database comprises 25 speakers interpreting 100 utterances in 4 social attitudes, with 3-5 repetitions each per attitude for a total of around 30 hours of speech. The Att-HACK is freely available for academic research under a Creative Commons Licence. 2 authors · Apr 9, 2020
16 Making Flow-Matching-Based Zero-Shot Text-to-Speech Laugh as You Like Laughter is one of the most expressive and natural aspects of human speech, conveying emotions, social cues, and humor. However, most text-to-speech (TTS) systems lack the ability to produce realistic and appropriate laughter sounds, limiting their applications and user experience. While there have been prior works to generate natural laughter, they fell short in terms of controlling the timing and variety of the laughter to be generated. In this work, we propose ELaTE, a zero-shot TTS that can generate natural laughing speech of any speaker based on a short audio prompt with precise control of laughter timing and expression. Specifically, ELaTE works on the audio prompt to mimic the voice characteristic, the text prompt to indicate the contents of the generated speech, and the input to control the laughter expression, which can be either the start and end times of laughter, or the additional audio prompt that contains laughter to be mimicked. We develop our model based on the foundation of conditional flow-matching-based zero-shot TTS, and fine-tune it with frame-level representation from a laughter detector as additional conditioning. With a simple scheme to mix small-scale laughter-conditioned data with large-scale pre-training data, we demonstrate that a pre-trained zero-shot TTS model can be readily fine-tuned to generate natural laughter with precise controllability, without losing any quality of the pre-trained zero-shot TTS model. Through the evaluations, we show that ELaTE can generate laughing speech with significantly higher quality and controllability compared to conventional models. See https://aka.ms/elate/ for demo samples. 15 authors · Feb 11, 2024 1
2 LaughTalk: Expressive 3D Talking Head Generation with Laughter Laughter is a unique expression, essential to affirmative social interactions of humans. Although current 3D talking head generation methods produce convincing verbal articulations, they often fail to capture the vitality and subtleties of laughter and smiles despite their importance in social context. In this paper, we introduce a novel task to generate 3D talking heads capable of both articulate speech and authentic laughter. Our newly curated dataset comprises 2D laughing videos paired with pseudo-annotated and human-validated 3D FLAME parameters and vertices. Given our proposed dataset, we present a strong baseline with a two-stage training scheme: the model first learns to talk and then acquires the ability to express laughter. Extensive experiments demonstrate that our method performs favorably compared to existing approaches in both talking head generation and expressing laughter signals. We further explore potential applications on top of our proposed method for rigging realistic avatars. 6 authors · Nov 2, 2023