Federated learning enables the deployment of machine learning to problems for which centralized data collection is impractical. Adding differential privacy guarantees bounds on privacy while data are contributed to a global model. Adding personalization to federated learning introduces new challenges as we must account for preferences of individual users, where a data sample could have conflicting labels because one sub-population of users might view an input positively, but other sub-populations view the same input negatively. We present FedEmbed, a new approach to private federated learning for personalizing a global model that uses (1) sub-populations of similar users, and (2) personal embeddings. We demonstrate that current approaches to federated learning are inadequate for handling data with conflicting labels, and we show that FedEmbed achieves up to 45% improvement over baseline approaches to personalized private federated learning.
Automatic speech recognition (ASR) is widely used in consumer electronics. ASR greatly improves the utility and accessibility of technology, but usually the output is only word sequences without punctuation. This can result in ambiguity in inferring user-intent. We first present a transformer-based approach for punctuation prediction that achieves 8% improvement on the IWSLT 2012 TED Task, beating the previous state of the art [1]. We next describe our multimodal model that learns from both text and audio, which achieves 8% improvement over the text-only algorithm on an internal dataset for which we have both the audio and transcriptions. Finally, we present an approach to learning a model using contextual dropout that allows us to handle variable amounts of future context at test time.
To detect bias in face recognition networks, it can be useful to probe a network under test using samples in which only specific attributes vary in some controlled way. However, capturing a sufficiently large dataset with specific control over the attributes of interest is difficult. In this work, we describe a simulator that applies specific head pose and facial expression adjustments to images of previously unseen people. The simulator first fits a 3D morphable model to a provided image, applies the desired head pose and facial expression controls, then renders the model into an image. Next, a conditional Generative Adversarial Network (GAN) conditioned on the original image and the rendered morphable model is used to produce the image of the original person with the new facial expression and head pose. We call this conditional GAN -- MorphGAN. Images generated using MorphGAN conserve the identity of the person in the original image, and the provided control over head pose and facial expression allows test sets to be created to identify robustness issues of a facial recognition deep network with respect to pose and expression. Images generated by MorphGAN can also serve as data augmentation when training data are scarce. We show that by augmenting small datasets of faces with new poses and expressions improves the recognition performance by up to 9% depending on the augmentation and data scarcity.
We describe our novel deep learning approach for driving animated faces using both acoustic and visual information. In particular, speech-related facial movements are generated using audiovisual information, and non-speech facial movements are generated using only visual information. To ensure that our model exploits both modalities during training, batches are generated that contain audio-only, video-only, and audiovisual input features. The probability of dropping a modality allows control over the degree to which the model exploits audio and visual information during training. Our trained model runs in real-time on resource limited hardware (e.g.\ a smart phone), it is user agnostic, and it is not dependent on a potentially error-prone transcription of the speech. We use subjective testing to demonstrate: 1) the improvement of audiovisual-driven animation over the equivalent video-only approach, and 2) the improvement in the animation of speech-related facial movements after introducing modality dropout. Before introducing dropout, viewers prefer audiovisual-driven animation in 51% of the test sequences compared with only 18% for video-driven. After introducing dropout viewer preference for audiovisual-driven animation increases to 74%, but decreases to 8% for video-only.
We present an introspection of an audiovisual speech enhancement model. In particular, we focus on interpreting how a neural audiovisual speech enhancement model uses visual cues to improve the quality of the target speech signal. We show that visual features provide not only high-level information about speech activity, i.e. speech vs. no speech, but also fine-grained visual information about the place of articulation. An interesting byproduct of this finding is that the learned visual embeddings can be used as features for other visual speech applications. We demonstrate the effectiveness of the learned visual representations for classifying visemes (the visual analogy to phonemes). Our results provide insight into important aspects of audiovisual speech enhancement and demonstrate how such models can be used for self-supervision tasks for visual speech applications.
Speech-driven visual speech synthesis involves mapping features extracted from acoustic speech to the corresponding lip animation controls for a face model. This mapping can take many forms, but a powerful approach is to use deep neural networks (DNNs). However, a limitation is the lack of synchronized audio, video, and depth data required to reliably train the DNNs, especially for speaker-independent models. In this paper, we investigate adapting an automatic speech recognition (ASR) acoustic model (AM) for the visual speech synthesis problem. We train the AM on ten thousand hours of audio-only data. The AM is then adapted to the visual speech synthesis domain using ninety hours of synchronized audio-visual speech. Using a subjective assessment test, we compared the performance of the AM-initialized DNN to one with a random initialization. The results show that viewers significantly prefer animations generated from the AM-initialized DNN than the ones generated using the randomly initialized model. We conclude that visual speech synthesis can significantly benefit from the powerful representation of speech in the ASR acoustic models.
We describe experiments towards building a conversational digital assistant that considers the preferred conversational style of the user. In particular, these experiments are designed to measure whether users prefer and trust an assistant whose conversational style matches their own. To this end we conducted a user study where subjects interacted with a digital assistant that responded in a way that either matched their conversational style, or did not. Using self-reported personality attributes and subjects' feedback on the interactions, we built models that can reliably predict a user's preferred conversational style.
We propose a method for modeling and learning turn-taking behaviors for accessing a shared resource. We model the individual behavior for each agent in an interaction and then use a multi-agent fusion model to generate a summary over the expected actions of the group to render the model independent of the number of agents. The individual behavior models are weighted finite state transducers (WFSTs) with weights dynamically updated during interactions, and the multi-agent fusion model is a logistic regression classifier. We test our models in a multi-agent tower-building environment, where a Q-learning agent learns to interact with rule-based agents. Our approach accurately models the underlying behavior patterns of the rule-based agents with accuracy ranging between 0.63 and 1.0 depending on the stochasticity of the other agent behaviors. In addition we show using KL-divergence that the model accurately captures the distribution of next actions when interacting with both a single agent (KL-divergence < 0.1) and with multiple agents (KL-divergence < 0.37). Finally, we demonstrate that our behavior model can be used by a Q-learning agent to take turns in an interactive turn-taking environment.
A critical assumption of all current visual speech recognition systems is that there are visual speech units called visemes which can be mapped to units of acoustic speech, the phonemes. Despite there being a number of published maps it is infrequent to see the effectiveness of these tested, particularly on visual-only lip-reading (many works use audio-visual speech). Here we examine 120 mappings and consider if any are stable across talkers. We show a method for devising maps based on phoneme confusions from an automated lip-reading system, and we present new mappings that show improvements for individual talkers.