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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
Level generation for rhythm VR games
Mariia Rizhko · 2023-04-14 · via eess.AS updates on arXiv.org

Ragnarock is a virtual reality (VR) rhythm game in which you play a Viking captain competing in a longship race. With two hammers, the task is to crush the incoming runes in sync with epic Viking music. The runes are defined by a beat map which the player can manually create. The creation of beat maps takes hours. This work aims to automate the process of beat map creation, also known as the task of learning to choreograph. The assignment is broken down into three parts: determining the timing of the beats (action placement), determining where in space the runes connected with the chosen beats should be placed (action selection) and web-application creation. For the first task of action placement, extraction of predominant local pulse (PLP) information from music recordings is used. This approach allows to learn where and how many beats are supposed to be placed. For the second task of action selection, Recurrent Neural Networks (RNN) are used, specifically Gated recurrent unit (GRU) to learn sequences of beats, and their patterns to be able to recreate those rules and receive completely new levels. Then the last task was to build a solution for non-technical players, the task was to combine the results of the first and the second parts into a web application for easy use. For this task the frontend was built using JavaScript and React and the backend - python and FastAPI.