@inproceedings{corrales-astorgano-etal-2016-use,
    title = "On the Use of a Serious Game for Recording a Speech Corpus of People with Intellectual Disabilities",
    author = "Corrales-Astorgano, Mario  and
      Escudero-Mancebo, David  and
      Guti{\'e}rrez-Gonz{\'a}lez, Yurena  and
      Flores-Lucas, Valle  and
      Gonz{\'a}lez-Ferreras, C{\'e}sar  and
      Carde{\~n}oso-Payo, Valent{\'i}n",
    editor = "Calzolari, Nicoletta  and
      Choukri, Khalid  and
      Declerck, Thierry  and
      Goggi, Sara  and
      Grobelnik, Marko  and
      Maegaard, Bente  and
      Mariani, Joseph  and
      Mazo, Helene  and
      Moreno, Asuncion  and
      Odijk, Jan  and
      Piperidis, Stelios",
    booktitle = "Proceedings of the Tenth International Conference on Language Resources and Evaluation ({LREC}'16)",
    month = may,
    year = "2016",
    address = "Portoro{\v{z}}, Slovenia",
    publisher = "European Language Resources Association (ELRA)",
    url = "https://aclanthology.org/L16-1332/",
    pages = "2094--2099",
    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{\%}."
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%0 Conference Proceedings
%T On the Use of a Serious Game for Recording a Speech Corpus of People with Intellectual Disabilities
%A Corrales-Astorgano, Mario
%A Escudero-Mancebo, David
%A Gutiérrez-González, Yurena
%A Flores-Lucas, Valle
%A González-Ferreras, César
%A Cardeñoso-Payo, Valentín
%Y Calzolari, Nicoletta
%Y Choukri, Khalid
%Y Declerck, Thierry
%Y Goggi, Sara
%Y Grobelnik, Marko
%Y Maegaard, Bente
%Y Mariani, Joseph
%Y Mazo, Helene
%Y Moreno, Asuncion
%Y Odijk, Jan
%Y Piperidis, Stelios
%S Proceedings of the Tenth International Conference on Language Resources and Evaluation (LREC’16)
%D 2016
%8 May
%I European Language Resources Association (ELRA)
%C Portorož, Slovenia
%F corrales-astorgano-etal-2016-use
%X 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%.
%U https://aclanthology.org/L16-1332/
%P 2094-2099
Markdown (Informal)
[On the Use of a Serious Game for Recording a Speech Corpus of People with Intellectual Disabilities](https://aclanthology.org/L16-1332/) (Corrales-Astorgano et al., LREC 2016)
ACL