CPP Testbed
The CPP-Testbed is a VR application for studying the Cocktail Party Problem in a controlled multi-speaker environment. Applications include the evaluation of speech enhancement algorithms (multi-channel, gaze-guided, audio-visual), investigation of different environmental configurations (moving speakers, non-speech distractors, different spatial speaker positions), and Psycho-acoustic Auditory Scene Optimization.
- Environment
- Multi-speaker: Number, positions, sensible conversations vs babble
- Target speaker selection: Head direction, gaze, pointing
- realistic visual cues: virtual agents vs billboard agents
- Differences of room setup: Open air, room shape, occluders
- Distractors: Have street sounds, babble, etc. in background
- Auralization
- Realistic acoustic environment with HRTF, reverberation, defraction, etc.
- Tasks:
- Intelligibility vs naturalism (better understanding but unpleasant?)
- Search problem: Space Party Rescue
- Mixture of speech, cue word -> target word
- All speakers utter similar sentences
- One speaker utters cue word at some point, followed by a target utterance that is to be identified.
- Works for binary speech attention, but does it work with more speakers and distractors and longer time-span?
- Idea: Present visual indicator of cue word
- All speakers speak at once, with one randomly uttering the cue word and then the target word
- Repeat utterances, randomly choosing a speaker for the cue-word each time
- Wait until subject identifies speaker with cue word and subsequent target words
- Change cue word and repeat
- Measure:
- Time till correct identification
- number of correct identifications
- Listening effort
- Pros:
- Challenging, realistic auditory task
- Requires continuous re-identification of target speaker
- Search problem: Just fully removing all other speakers makes task more challenging than fractional attenuation.
Todo¶
- Create virtual test bed in Unity to quickly test and iterate on initial models (virtual agents -> talk to Ke Li)
- Use pyroomacoustics/gpuRIR for audio simulation
- VR room and audio simulation from same parameters
- Challenges:
- real-time HRTF with different head-angles
- moving speakers
- Better: Microsoft Acoustic unity
- Start with desktop environment (cursor = viewing angle)
- Iterate by adding more parameters (more speakers, noise, speaker variation, speaker angle & distance)
- Move to VR at some point
- Challenge: Multi-model input
- lip movements on virtual agents not realistic
- use videos of speakers?
- Could be potential bachelor/master thesis
- Visualize beamformer, target speaker confidence, …?