On the Use of a Serious Game for Recording a Speech Corpus of People with Intellectual Disabilities

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{\%}.

PDF Abstract LREC 2016 PDF LREC 2016 Abstract
No code implementations yet. Submit your code now

Datasets


  Add Datasets introduced or used in this paper

Results from the Paper


  Submit results from this paper to get state-of-the-art GitHub badges and help the community compare results to other papers.

Methods


No methods listed for this paper. Add relevant methods here