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Dive into the research topics where Dominique Vaufreydaz is active.

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Featured researches published by Dominique Vaufreydaz.


multimedia signal processing | 2001

The effect of speech and audio compression on speech recognition performance

Laurent Besacier; Carole Bergamini; Dominique Vaufreydaz; Eric Castelli

This paper proposes an in-depth look at the influence of different speech and audio codecs on the performance of our continuous speech recognition engine. GSM full rate, G711, G723.1 and MPEG coders are investigated. It is shown that MPEG transcoding degrades the speech recognition performance for low bitrates whereas performance remains acceptable for specialized speech coders like GSM or G711. A new strategy is proposed to cope with degradation due to low bitrate coding. The acoustic models of the speech recognition system are trained with transcoded speech (one acoustic model for each speech/audio codec). First results show that this strategy allows one to recover acceptable performance.


Sensors | 2017

The Smartphone-Based Offline Indoor Location Competition at IPIN 2016: Analysis and Future Work

Joaquín Torres-Sospedra; Antonio Jiménez; Stefan Knauth; Adriano Moreira; Yair Beer; Toni Fetzer; Viet-Cuong Ta; Raúl Montoliu; Fernando Seco; Germán M. Mendoza-Silva; Oscar Belmonte; Athanasios Koukofikis; Maria João Nicolau; António Costa; Filipe Meneses; Frank Ebner; Frank Deinzer; Dominique Vaufreydaz; Trung-Kien Dao; Eric Castelli

This paper presents the analysis and discussion of the off-site localization competition track, which took place during the Seventh International Conference on Indoor Positioning and Indoor Navigation (IPIN 2016). Five international teams proposed different strategies for smartphone-based indoor positioning using the same reference data. The competitors were provided with several smartphone-collected signal datasets, some of which were used for training (known trajectories), and others for evaluating (unknown trajectories). The competition permits a coherent evaluation method of the competitors’ estimations, where inside information to fine-tune their systems is not offered, and thus provides, in our opinion, a good starting point to introduce a fair comparison between the smartphone-based systems found in the literature. The methodology, experience, feedback from competitors and future working lines are described.


conference on intelligent text processing and computational linguistics | 2004

Experiments on the Construction of a Phonetically Balanced Corpus from the Web

Luis Villaseñor-Pineda; Manuel Montes-y-Gómez; Dominique Vaufreydaz; Jean-François Serignat

The construction of a speech recognition system requires a recorded set of phrases to compute the pertinent acoustic models. This set of phrases must be phonetically rich and balanced in order to obtain a robust recognizer. By tradition, this set is defined manually implicating a great human effort. In this paper we propose an automated method for assembling a phonetically balanced corpus (set of phrases) from the Web. The proposed method was used to construct a phonetically balanced corpus for the Mexican Spanish language.


Robotics and Autonomous Systems | 2016

Starting engagement detection towards a companion robot using multimodal features

Dominique Vaufreydaz; Wafa Johal; Claudine Combe

Recognition of intentions is a subconscious cognitive process vital to human communication. This skill enables anticipation and increases the quality of interactions between humans. Within the context of engagement, non-verbal signals are used to communicate the intention of starting the interaction with a partner. In this paper, we investigated methods to detect these signals in order to allow a robot to know when it is about to be addressed. Originality of our approach resides in taking inspiration from social and cognitive sciences to perform our perception task. We investigate meaningful features, i.e. human readable features, and elicit which of these are important for recognizing someones intention of starting an interaction. Classically, spatial information like the human position and speed, the human-robot distance are used to detect the engagement. Our approach integrates multimodal features gathered using a companion robot equipped with a Kinect. The evaluation on our corpus collected in spontaneous conditions highlights its robustness and validates the use of such a technique in a real environment. Experimental validation shows that multimodal features set gives better precision and recall than using only spatial and speed features. We also demonstrate that 7 selected features are sufficient to provide a good starting engagement detection score. In our last investigation, we show that among our full 99 features set, the space reduction is not a solved task. This result opens new researches perspectives on multimodal engagement detection. Multimodal approach for starting engagement detection using non-explicit cues.Results show that our approach performs better than spatial one in all conditions.MRMR strategy reduces the features space to 7 features without a performance loss.Validation of Schegloff (sociologist) meaningful features for engagement detection.A robot centered labeled corpus of 4 hours in a home-like environment.


international conference on computational linguistics | 2003

A corpus balancing method for language model construction

Luis Villaseñor-Pineda; Manuel Montes-y-Gómez; Manuel Pérez-Coutiño; Dominique Vaufreydaz

The language model is an important component of any speech recognition system. In this paper, we present a lexical enrichment methodology of corpora focused on the construction of statistical language models. This methodology considers, on one hand, the identification of the set of poor represented words of a given training corpus, and on the other hand, the enrichment of the given corpus by the repetitive inclusion of selected text fragments containing these words. The first part of the paper describes the formal details about this methodology; the second part presents some experiments and results that validate our method.


international conference on multimodal interfaces | 2015

The Grenoble System for the Social Touch Challenge at ICMI 2015

Viet Cuong Ta; Wafa Johal; Maxime Portaz; Eric Castelli; Dominique Vaufreydaz

New technologies and especially robotics is going towards more natural user interfaces. Works have been done in different modality of interaction such as sight (visual computing), and audio (speech and audio recognition) but some other modalities are still less researched. The touch modality is one of the less studied in HRI but could be valuable for naturalistic interaction. However touch signals can vary in semantics. It is therefore necessary to be able to recognize touch gestures in order to make human-robot interaction even more natural. We propose a method to recognize touch gestures. This method was developed on the CoST corpus and then directly applied on the HAART dataset as a participation of the Social Touch Challenge at ICMI 2015. Our touch gesture recognition process is detailed in this article to make it reproducible by other research teams. Besides features set description, we manually filtered the training corpus to produce 2 datasets. For the challenge, we submitted 6 different systems. A Support Vector Machine and a Random Forest classifiers for the HAART dataset. For the CoST dataset, the same classifiers are tested in two conditions: using all or filtered training datasets. As reported by organizers, our systems have the best correct rate in this years challenge (70.91% on HAART, 61.34% on CoST). Our performances are slightly better that other participants but stay under previous reported state-of-the-art results.


WOCCI 2017 - 6th Workshop on Child Computer Interaction at ICMI 2017 - 19th ACM International Conference on Multi-modal Interaction | 2017

Figurines, a multimodal framework for tangible storytelling

Maxime Portaz; Maxime Garcia; Adela Barbulescu; Antoine Begault; Laurence Boissieux; Marie-Paule Cani; Rémi Ronfard; Dominique Vaufreydaz

This paper presents Figurines, an offline framework for narrative creation with tangible objects, designed to record storytelling sessions with children, teenagers or adults. This framework uses tangible diegetic objects to record a free narrative from up to two storytellers and construct a fully annotated representation of the story. This representation is composed of the 3D position and orientation of the figurines, the position of decor elements and interpretation of the storytellers actions (facial expression, gestures and voice). While maintaining the playful dimension of the storytelling session, the system must tackle the challenge of recovering the free-form motion of the figurines and the storytellers in uncontrolled environments. To do so, we record the storytelling session using a hybrid setup with two RGB-D sensors and figurines augmented with IMU sensors. The first RGB-D sensor completes IMU information in order to identify figurines and tracks them as well as decor elements. It also tracks the storytellers jointly with the second RGB-D sensor. The framework has been used to record preliminary experiments to validate interest of our approach. These experiments evaluate figurine following and combination of motion and storytellers voice, gesture and facial expressions. In a make-believe game, this story representation was re-targeted on virtual characters to produce an animated version of the story. The final goal of the Figurines framework is to enhance our understanding of the creative processes at work during immersive storytelling.


international conference on indoor positioning and indoor navigation | 2016

Smartphone-based user location tracking in indoor environment

Viet Cuong Ta; Dominique Vaufreydaz; Trung-Kien Dao; Eric Castelli

This paper introduces our work in the framework of Track 3 of the IPIN 2016 Indoor Localization Competition, which addresses the smartphone-based tracking problem in an offline manner. Our approach splits the path-reconstruction into several smaller tasks, including building identification, floor identification, user direction and speed inference. For each task, a specific set of data from the provided log data is used. Evaluation is carried out using a cross validation scheme. To produce the robustness again noisy data, we combine several approaches into one on the basis of their testing results. By testing on the provided training data, we have a good accuracy on building and floor identification. For the task of tracking the users position within the floor, the result is 10m at 3rd-quarter distance error after 3 minutes of walking.


international joint conference on computer vision imaging and computer graphics theory and applications | 2018

PEAR: Prototyping Expressive Animated Robots - A framework for social robot prototyping

Etienne Balit; Dominique Vaufreydaz; Patrick Reignier

Social robots are transitioning from lab experiments to commercial products, creating new needs for proto-typing and design tools. In this paper, we present a framework to facilitate the prototyping of expressive animated robots. For this, we start by reviewing the design of existing social robots in order to define a set of basic components of social robots. We then show how to extend an existing 3D animation software to enable the animation of these components. By composing those basic components, robots of various morphologies can be prototyped and animated. We show the capabilities of the presented framework through 2 case studies.


6th Workshop on Intelligent Cinematography and Editing (WICED 2017) | 2017

Making Movies from Make-Believe Games

Adela Barbulescu; Maxime Garcia; Dominique Vaufreydaz; Marie Paule Cani; Rémi Ronfard

Pretend play is a storytelling technique, naturally used from very young ages, which relies on object substitution to represent the characters of the imagined story. We propose Make-believe, a system for making movies from pretend play by using 3D printed figurines as props. We capture the rigid motions of the figurines and the gestures and facial expressions of the storyteller using Kinect cameras and IMU sensors and transfer them to the virtual story-world. As a proof-of-concept, we demonstrate our system with an improvised story involving a prince and a witch, which was successfully recorded and transferred into 3D animation.

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Patrick Reignier

École Normale Supérieure

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Rémi Emonet

Idiap Research Institute

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James L. Crowley

Hong Kong Baptist University

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Manuel Montes-y-Gómez

National Institute of Astrophysics

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Eric Castelli

Centre national de la recherche scientifique

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Luis Villaseñor-Pineda

National Institute of Astrophysics

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Laurent Besacier

Centre national de la recherche scientifique

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José Rouillard

Joseph Fourier University

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