While much of modern speech and audio processing relies on deep neural networks trained using fixed audio representations, recent studies suggest great potential in acoustic frontends learnt jointly with a backend. In this study, we focus specifically on learnable filterbanks. Prior studies have reported that in frontends using learnable filterbanks initialised to a mel scale, the learned filters do not differ substantially from their initialisation. Using a Gabor-based filterbank, we investigate the sensitivity of a learnable filterbank to its initialisation using several initialisation strategies on two audio tasks: voice activity detection and bird species identification. We use the Jensen-Shannon Distance and analysis of the learned filters before and after training. We show that although performance is overall improved, the filterbanks exhibit strong sensitivity to their initialisation strategy. The limited movement from initialised values suggests that alternate optimisation strategies may allow a learnable frontend to reach better overall performance.
This manuscript describes the I4U submission to the 2020 NIST Speaker Recognition Evaluation (SRE'20) Conversational Telephone Speech (CTS) Challenge. The I4U's submission was resulted from active collaboration among researchers across eight research teams - I$^2$R (Singapore), UEF (Finland), VALPT (Italy, Spain), NEC (Japan), THUEE (China), LIA (France), NUS (Singapore), INRIA (France) and TJU (China). The submission was based on the fusion of top performing sub-systems and sub-fusion systems contributed by individual teams. Efforts have been spent on the use of common development and validation sets, submission schedule and milestone, minimizing inconsistency in trial list and score file format across sites.
Benchmarking initiatives support the meaningful comparison of competing solutions to prominent problems in speech and language processing. Successive benchmarking evaluations typically reflect a progressive evolution from ideal lab conditions towards to those encountered in the wild. ASVspoof, the spoofing and deepfake detection initiative and challenge series, has followed the same trend. This article provides a summary of the ASVspoof 2021 challenge and the results of 37 participating teams. For the logical access task, results indicate that countermeasures solutions are robust to newly introduced encoding and transmission effects. Results for the physical access task indicate the potential to detect replay attacks in real, as opposed to simulated physical spaces, but a lack of robustness to variations between simulated and real acoustic environments. The DF task, new to the 2021 edition, targets solutions to the detection of manipulated, compressed speech data posted online. While detection solutions offer some resilience to compression effects, they lack generalization across different source datasets. In addition to a summary of the top-performing systems for each task, new analyses of influential data factors and results for hidden data subsets, the article includes a review of post-challenge results, an outline of the principal challenge limitations and a road-map for the future of ASVspoof. Link to the ASVspoof challenge and related resources: https://www.asvspoof.org/index2021.html
Playing games with cheaters is not fun, and in a multi-billion-dollar video game industry with hundreds of millions of players, game developers aim to improve the security and, consequently, the user experience of their games by preventing cheating. Both traditional software-based methods and statistical systems have been successful in protecting against cheating, but recent advances in the automatic generation of content, such as images or speech, threaten the video game industry; they could be used to generate artificial gameplay indistinguishable from that of legitimate human players. To better understand this threat, we begin by reviewing the current state of multiplayer video game cheating, and then proceed to build a proof-of-concept method, GAN-Aimbot. By gathering data from various players in a first-person shooter game we show that the method improves players' performance while remaining hidden from automatic and manual protection mechanisms. By sharing this work we hope to raise awareness on this issue and encourage further research into protecting the gaming communities.
We address speaker comparison by listening in a game-like environment, hypothesized to make the task more motivating for naive listeners. We present the same 30 trials selected with the help of an x-vector speaker recognition system from VoxCeleb to a total of 150 crowdworkers recruited through Amazon's Mechanical Turk. They are divided into cohorts of 50, each using one of three alternative interface designs: (i) a traditional (nongamified) design; (ii) a gamified design with feedback on decisions, along with points, game level indications, and possibility for interface customization; (iii) another gamified design with an additional constraint of maximum of 5 'lives' consumed by wrong answers. We analyze the impact of these interface designs to listener error rates (both misses and false alarms), probability calibration, time of quitting, along with survey questionnaire. The results indicate improved performance from (i) to (ii) and (iii), particularly in terms of balancing the two types of detection errors.
Speaker recognition on household devices, such as smart speakers, features several challenges: (i) robustness across a vast number of heterogeneous domains (households), (ii) short utterances, (iii) possibly absent speaker labels of the enrollment data (passive enrollment), and (iv) presence of unknown persons (guests). While many commercial products exist, there is less published research and no publicly-available evaluation protocols or open-source baselines. Our work serves to bridge this gap by providing an accessible evaluation benchmark derived from public resources (VoxCeleb and ASVspoof 2019 data) along with a preliminary pool of open-source baselines. This includes four algorithms for active enrollment (speaker labels available) and one algorithm for passive enrollment.
Deep learning has brought impressive progress in the study of both automatic speaker verification (ASV) and spoofing countermeasures (CM). Although solutions are mutually dependent, they have typically evolved as standalone sub-systems whereby CM solutions are usually designed for a fixed ASV system. The work reported in this paper aims to gauge the improvements in reliability that can be gained from their closer integration. Results derived using the popular ASVspoof2019 dataset indicate that the equal error rate (EER) of a state-of-the-art ASV system degrades from 1.63% to 23.83% when the evaluation protocol is extended with spoofed trials.%subjected to spoofing attacks. However, even the straightforward integration of ASV and CM systems in the form of score-sum and deep neural network-based fusion strategies reduce the EER to 1.71% and 6.37%, respectively. The new Spoofing-Aware Speaker Verification (SASV) challenge has been formed to encourage greater attention to the integration of ASV and CM systems as well as to provide a means to benchmark different solutions.
Due to a constantly increasing amount of speech data that is stored in different types of databases, voice privacy has become a major concern. To respond to such concern, speech researchers have developed various methods for speaker de-identification. The state-of-the-art solutions utilize deep learning solutions which can be effective but might be unavailable or impractical to apply for, for example, under-resourced languages. Formant modification is a simpler, yet effective method for speaker de-identification which requires no training data. Still, remaining intonational patterns in formant-anonymized speech may contain speaker-dependent cues. This study introduces a novel speaker de-identification method, which, in addition to simple formant shifts, manipulates f0 trajectories based on functional data analysis. The proposed speaker de-identification method will conceal plausibly identifying pitch characteristics in a phonetically controllable manner and improve formant-based speaker de-identification up to 25%.
The first spoofing-aware speaker verification (SASV) challenge aims to integrate research efforts in speaker verification and anti-spoofing. We extend the speaker verification scenario by introducing spoofed trials to the usual set of target and impostor trials. In contrast to the established ASVspoof challenge where the focus is upon separate, independently optimised spoofing detection and speaker verification sub-systems, SASV targets the development of integrated and jointly optimised solutions. Pre-trained spoofing detection and speaker verification models are provided as open source and are used in two baseline SASV solutions. Both models and baselines are freely available to participants and can be used to develop back-end fusion approaches or end-to-end solutions. Using the provided common evaluation protocol, 23 teams submitted SASV solutions. When assessed with target, bona fide non-target and spoofed non-target trials, the top-performing system reduces the equal error rate of a conventional speaker verification system from 23.83% to 0.13%. SASV challenge results are a testament to the reliability of today's state-of-the-art approaches to spoofing detection and speaker verification.
In this paper, we initiate the concern of enhancing the spoofing robustness of the automatic speaker verification (ASV) system, without the primary presence of a separate countermeasure module. We start from the standard ASV framework of the ASVspoof 2019 baseline and approach the problem from the back-end classifier based on probabilistic linear discriminant analysis. We employ three unsupervised domain adaptation techniques to optimize the back-end using the audio data in the training partition of the ASVspoof 2019 dataset. We demonstrate notable improvements on both logical and physical access scenarios, especially on the latter where the system is attacked by replayed audios, with a maximum of 36.1% and 5.3% relative improvement on bonafide and spoofed cases, respectively. We perform additional studies such as per-attack breakdown analysis, data composition, and integration with a countermeasure system at score-level with Gaussian back-end.