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On the Use of a Serious Game for Recording a Speech Corpus of People with Intellectual Disabilities

Proceedings of the Tenth International Conference on Language Resources and Evaluation (LREC 2016)

DOI:10.63317/4dds8wpw67yq

Abstract

This paper describes the recording of a speech corpus focused on prosody of people with intellectual disabilities. To do this, a video game is used with the aim of improving the user's motivation. Moreover, the player's profiles and the sentences recorded during the game sessions are described. With the purpose of identifying the main prosodic troubles of people with intellectual disabilities, some prosodic features are extracted from recordings, like fundamental frequency, energy and pauses. After that, a comparison is made between the recordings of people with intellectual disabilities and people without intellectual disabilities. This comparison shows that pauses are the best discriminative feature between these groups. To check this, a study has been done using machine learning techniques, with a classification rate superior to 80%.

Details

Paper ID
lrec2016-main-332
Pages
pp. 2094-2099
BibKey
corrales-astorgano-etal-2016-use
Editor
N/A
Publisher
European Language Resources Association (ELRA)
ISSN
2522-2686
ISBN
978-2-9517408-9-1
Conference
Tenth International Conference on Language Resources and Evaluation
Location
Portorož, Slovenia
Date
23 May 2016 28 May 2016

Authors

  • MC

    Mario Corrales-Astorgano

  • DE

    David Escudero-Mancebo

  • YG

    Yurena Gutiérrez-González

  • VF

    Valle Flores-Lucas

  • CG

    César González-Ferreras

  • VC

    Valentín Cardeñoso-Payo

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