论文标题
聆听游戏的演讲者比较
Gamified Speaker Comparison by Listening
论文作者
论文摘要
我们通过在类似游戏的环境中聆听来解决演讲者的比较,假设使任务对天真的听众更具动力。我们介绍了在从Voxceleb的X-Vector Speaker识别系统中选出的相同30次试验,总共通过亚马逊的机械土耳其人招募了150名人群。它们分为50人群,每种都使用三个替代界面设计之一:(i)传统(非成员)设计; (ii)具有对决策反馈的游戏设计,以及点,游戏级别的指示以及接口自定义的可能性; (iii)另一个游戏设计,其额外的限制最大为5“生命”,被错误的答案所消耗。我们分析了这些界面设计对听众错误率(错过和错误警报)的影响,概率校准,退出时间以及调查问卷。结果表明,从(i)到(ii)和(iii)的性能提高了,特别是在平衡两种类型的检测错误方面。
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.