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eess.AS updates on arXiv.org

Dependence on Early and Late Reverberation of Single-Channel Speaker Distance Estimation MIST: Multimodal Interactive Speech-based Tool-calling Conversational Assistants for Smart Homes LiVeAction: a Lightweight, Versatile, and Asymmetric Neural Codec Design for Real-time Operation Weight-Decay Turns Transformer Loss Landscapes Villani: Functional-Analytic Foundations for Optimization and Generalization PairAlign: A Framework for Sequence Tokenization via Self-Alignment with Applications to Audio Tokenization WavCube: Unifying Speech Representation for Understanding and Generation via Semantic-Acoustic Joint Modeling Predictive-Generative Drift Decomposition for Speech Enhancement and Separation Minimizing Modality Gap from the Input Side: Your Speech LLM Can Be a Prosody-Aware Text LLM X-Voice: Enabling Everyone to Speak 30 Languages via Zero-Shot Cross-Lingual Voice Cloning JASTIN: Aligning LLMs for Zero-Shot Audio and Speech Evaluation via Natural Language Instructions Phoneme-Level Deepfake Detection Across Emotional Conditions Using Self-Supervised Embeddings When Audio-Language Models Fail to Leverage Multimodal Context for Dysarthric Speech Recognition Dimensionality-Aware Anomaly Detection in Learned Representations of Self-Supervised Speech Models Mitigating Multimodal LLMs Hallucinations via Relevance Propagation at Inference Time Virtual Speech Therapist: A Clinician-in-the-Loop AI Speech Therapy Agent for Personalized and Supervised Therapy LASE: Language-Adversarial Speaker Encoding for Indic Cross-Script Identity Preservation Towards Improving Speaker Distance Estimation through Generative Impulse Response Augmentation Beyond Decodability: Reconstructing Language Model Representations with an Encoding Probe MMAudioReverbs: Video-Guided Acoustic Modeling for Dereverberation and Room Impulse Response Estimation Alethia: A Foundational Encoder for Voice Deepfakes From Birdsong to Rumbles: Classifying Elephant Calls with Out-of-Species Embeddings Beyond the Baseband: Adaptive Multi-Band Encoding for Full-Spectrum Bioacoustics Classification Predicting Upcoming Stuttering Events from Three-Second Audio: Stratified Evaluation Reveals Severity-Selective Precursors, and the Model Deploys Fully On-Device The False Resonance: A Critical Examination of Emotion Embedding Similarity for Speech Generation Evaluation DiffAnon: Diffusion-based Prosody Control for Voice Anonymization Recurrence-Based Nonlinear Vocal Dynamics as Digital Biomarkers for Depression Detection from Conversational Speech One Voice, Many Tongues: Cross-Lingual Voice Cloning for Scientific Speech Similarity Choice and Negative Scaling in Supervised Contrastive Learning for Deepfake Audio Detection Walking Through Uncertainty: An Empirical Study of Uncertainty Estimation for Audio-Aware Large Language Models Praxy Voice: Voice-Prompt Recovery + BUPS for Commercial-Class Indic TTS from a Frozen Non-Indic Base at Zero Commercial-Training-Data Cost
Synchronizing Audio-Visual Film Stimuli in Unity (version...
Javier Sanz, Andreas Wulff-Abramsson, Carlos Aguilar-Paredes, Lu · 2019-07-05 · via eess.AS updates on arXiv.org

Unity is a software specifically designed for the development of video games. However, due to its programming possibilities and the polyvalence of its architecture, it can prove to be a versatile tool for stimuli presentation in research experiments. Nevertheless, it also has some limitations and conditions that need to be taken into account to ensure optimal performance in particular experimental situations. Such is the case if we want to use it in an experimental design that includes the acquisition of biometric signals synchronized with the broadcasting of video and audio in real time. In the present paper, we analyse how Unity (version 5.5.1f1) reacts in one such experimental design that requires the execution of audio-visual material. From the analysis of an experimental procedure in which the video was executed following the standard software specifications, we have detected the following problems desynchronization between the emission of the video and the audio; desynchronization between the temporary counter and the video; a delay in the execution of the screenshot; and depending on the encoding of the video a bad fluency in the video playback, which even though it maintains the total playback time, it causes Unity to freeze frames and proceed to compensate with little temporary jumps in the video. Finally, having detected all the problems, a compensation and verification process is designed to be able to work with audio-visual material in Unity (version 5.5.1f1) in an accurate way. We present a protocol for checks and compensations that allows solving these problems to ensure the execution of robust experiments in terms of reliability.