Valle Flores-Lucas


2016

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On the Use of a Serious Game for Recording a Speech Corpus of People with Intellectual Disabilities
Mario Corrales-Astorgano | David Escudero-Mancebo | Yurena Gutiérrez-González | Valle Flores-Lucas | César González-Ferreras | Valentín Cardeñoso-Payo
Proceedings of the Tenth International Conference on Language Resources and Evaluation (LREC'16)

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%.