Automatic assessment of prosodic quality in Down syndrome: Analysis of the impact of speaker heterogeneity
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applied sciences Article Automatic Assessment of Prosodic Quality in Down Syndrome: Analysis of the Impact of Speaker Heterogeneity † Mario Corrales-Astorgano 1,* , Pastora Martínez-Castilla 2,*, David Escudero-Mancebo 1,* , Lourdes Aguilar 3,* , César González-Ferreras 1,* and Valentín Cardeñoso-Payo 1,* 1Department of Computer Science, University of Valladolid, 47002 Valladolid, Spain 2Department of Developmental and Educational Psychology, UNED, 28040 Madrid, Spain 3Department of Hispanic Philology, Universitat Autònoma de Barcelona, 08193 Bellaterra, Barcelona, Spain *Correspondence: [email protected] (M.C.-A.); [email protected] (P.M.-C.); [email protected] (D.E.-M.); [email protected] (L.A.); [email protected] (C.G.-F.); [email protected] (V.C.-P.) † This paper is an extended version of our paper published in the conference IberSPEECH2018. Received: 19 February 2019; Accepted: 3 April 2019; Published: 5 April 2019 Abstract: Prosody is a fundamental speech element responsible for communicative functions such as intonation, accent and phrasing, and prosodic impairments of individuals with intellectual disabilities reduce their communication skills. Yet, technological resources have paid little attention to prosody. This study aims to develop an automatic classifier to predict the prosodic quality of utterances produced by individuals with Down syndrome, and to analyse how inter-individual heterogeneity affects assessment results. A therapist and an expert in prosody judged the prosodic appropriateness of a corpus of Down syndrome’ utterances collected through a video game. The judgments of the expert were used to train an automatic classifier that predicts prosodic quality by using a set of fundamental frequency, duration and intensity features. The classifier accuracy was 79.3% and its true positive rate 89.9%. We analyzed how informative each of the features was for the assessment and studied relationships between participants’ developmental level and results: interspeaker variability conditioned the relative weight of prosodic features for automatic classification and participants’ developmental level was related to the prosodic quality of their productions. Therefore, since speaker variability is an intrinsic feature of individuals with Down syndrome, it should be considered to attain an effective automatic prosodic assessment system. Keywords: prosody; automatic classification; Down syndrome; educational video games 1. Introduction Prosody is a fundamental speech element that contributes to conveying important communicative functions. For example, it contributes to establishing sentence-modality and conversational turns, conveying emotions, segmenting the speech-chain and expressing the focus of an utterance [ 1 ]. The importance of these functions highlights how communication can be negatively affected in individuals who present prosodic deficits [ 2 ]. Furthermore, in such cases, communication problems may lead to social isolation, especially when other linguistic components are also affected [ 2 ]. This is often the case of individuals with intellectual disability [ 2 ]. Intellectual disability can be caused by different factors and, among those, genetics plays a relevant role. This is well illustrated when considering Down syndrome, which is the most frequent genetic cause of intellectual disability [ 3 ]. Specifically, Down syndrome is caused by the presence of a third copy of chromosome 21 (usually called “trisomy 21”). The syndrome provokes a cascade of effects: to mention a few, middle ear disease; Appl. Sci. 2019,9, 1440; doi:10.3390/app9071440 www.mdpi.com/journal/applsci
Appl. Sci. 2019,9, 1440 2 of 17 immune and endocrine abnormalities; skeletal, heart and digestive system defects; cognitive, learning and attentional limitations; and our concern, language delays [ 4 ]. All the areas of language may be impaired, but not in the same degree, as described by Martin et al. [ 5 ]. Although lexical acquisition is delayed, difficulties with morphology and syntax appear to be more pronounced (e.g., incorrect use of morphemes; use of short sentences) [ 6 ]. With regard to pragmatics, individuals with Down syndrome have trouble producing and understanding questions and emotions, signaling turn-taking, or keeping to topics in conversation; while the study of Smith et al. [ 7 ] demonstrated that children with Down syndrome are impaired relative to norms from typically developing children in all areas of pragmatics. At the phonological level, speech intelligibility is seriously damaged by the presence of errors on producing some phonemes, the loss of consonants and the simplification of syllables [ 8 ]. In spite of this general description, variability in the different linguistic skills of individuals with Down syndrome has often been documented [4]. As far as prosody is concerned, Kent and Vorperian [ 9 ] report disfluencies (stuttering and cluttering) and impairments in the perception, imitation and spontaneous production of prosodic features; while Heselwood et al. [ 10 ] have connected some of the speech errors with difficulties in the identification of boundaries between words and sentences. Nevertheless, characterizing prosodic impairments in populations with developmental disorders is a hard task [ 11 ]. To fulfill such an aim, prosody assessment procedures appropriate for use with individuals with intellectual and/or developmental disabilities need to be employed. The Profiling Elements of Prosody in Speech-Communication (PEPS-C) test has proved to be successful in this respect [ 12 , 13 ]. PEPS-C follows a psycholinguistic approach by assessing both the skills needed to understand and express prosodic functions and those required to discriminate and imitate prosodic forms [ 14 ]. When used with English-speaking children with Down syndrome, a lower performance than expected by chronological age is observed in all prosody tasks [ 15 ]. After comparisons with typically developing children matched for mental age, impairments are also found for the discrimination and imitation of prosody [15]. To tackle linguistic impairments from a clinical perspective, technological tools aimed to facilitate speech and language therapy have been developed. These tools are called Computer-Aided Speech and Language Therapy (CASLT) tools and deal with a large variety of language problems. There are tools that are focused on training basic phonation skills in children with neuromuscular disorders, training the articulatory level of language or introducing the impaired child population to language understanding [ 16 , 17 ]. Other tools incorporate speech technologies to assist automated speech therapy in childhood apraxia of speech (CAS) [ 18 ], whereas others give a visual feedback of the positioning of the articulatory elements to produce different sounds [ 19 ]. Diagnosing and training tools for stuttering problems in children have also been developed [ 20 ]. However, despite the positive impact that prosodic training would have on communication abilities, little attention has been paid to the development of technological resources that specifically consider the learning of prosody in students with special needs, in particular those with Down syndrome. This can be explained by considering the difficulty of assigning a change in a suprasegmental feature to an intonational meaning in a unique and unambiguous way (since those features-tone, intensity, durationco-occur to express a wide range of linguistic and paralinguistic meanings), together with the multiplicity of correct possibilities to reach the same intonational meaning. To advance in the line of developing specific resources to minimize the limitations concerning prosody and pragmatics in individuals with developmental and intellectual disabilities, we have developed an educational video game to train prosody, “PRADIA: Mystery in the city” [21,22] (see Section 2.1). Automatic assessment of pathological speech has also been researched, but, in general, the studies on the topic are related to specific aspects and populations. Some works focus on the speech intelligibility of people with aphasia [ 23 , 24 ] or speech intelligibility in pathological voices [ 25 , 26 ]. Others try to identify speech disorders in children with cleft lip and palate [ 27 ] or to predict automatically some dysarthric speech evaluation metrics, such as intelligibility, severity and articulation impairment [28,29] . In addition, the recognition of speech emotions and autism spectrum disorders has also been
Appl. Sci. 2019,9, 1440 3 of 17 investigated [ 30 ]. All these works include a subjective evaluation carried out by experts as a reference to train the classification systems. In this work, we analyze the difficulties of automatically predicting the quality of the prosody of the speech produced by individuals with Down syndrome and propose a new approach that will serve as a baseline for future work. Recordings of individuals with Down syndrome collected in different sessions using the educational video game “PRADIA: Mystery in the city” gave us information about the relevant features needed to make an automatic classification of the productions. The speech corpus obtained during the game was examined by a therapist, who evaluated in real time the quality of the oral productions, and by a prosody expert, who carried out an off-line evaluation. The judgments of the expert were used to train an automatic classifier that predicts quality by using acoustic features extracted from the recordings of the corpus. Results were related to measurements of participants’ developmental level, prosody perception and production performance, obtained in the PEPS-C test. This methodology was followed to achieve two main objectives: (1) developing an automatic classifier to predict the prosodic quality of the utterances produced by individuals with Down syndrome when using the PRADIA video game; and (2) analyzing the impact of the speaker heterogeneity in the classification results. The paper is structured following these objectives. In Section 2, the experimental procedure is described, which includes a description of the video game, the procedure for corpus collection and evaluation, the processing of speech material and the classification of the samples. Section 3describes the classification results (Objective 1) and the impact of the speaker variability on the classification results (Objective 2). We end the paper with a discussion of the relevance of the results (Section 4) to the assessment of the prosodic quality on people with Down syndrome (Objective 1) and the dependence of the speaker in this assessment (Objective 2). Finally, a conclusions (Section 5) is included. 2. Methodology Figure 1describes the experimental procedure followed in this work. The corpora are collected using the PRADIA video game (described in Section 2.1). The video game allows real time therapist decisions to be collected concerning whether the user has to repeat the production activity or continue playing (Section 2.2 details the different corpora collected). Next, an expert evaluates the acceptability of each of the utterances offline (Section 2.3 details both the therapist and expert evaluations). Section 2.4 describes the way prosodic features are computed and which features are selected to be included in the classifiers. The automatic assessment process is thus made up of the classic feature selection, training and testing sequence; details are given in Section 2.5. VIDEO GAME Down Syndrome Users Therapist CORPUS AUDIO PROCESSING EXPERT EVALUATION ENRICHED CORPUS TESTING QUALITY REPORTS FEATURE SELECTION TRAINING Audio Therapist` judgments Audio Prosodic features Audio Expert´ judgments Prosodic features + Expert´ judgments Selected prosodic features Models CORPUS COMPILATION AUTOMATIC ASSESSMENT Figure 1. Experimental procedure scheme. 2.1. Game Description PRADIA is an educational video game in which the learning objectives are integrated in the process of the game, implemented as a graphic adventure. The graphic adventure is a genre in
Appl. Sci. 2019,9, 1440 4 of 17 which the player assumes the role of a main character in an interactive story driven by exploration and problem solving. This allows a process of immersion in the virtual world shown, causing an identification of the individual with their character, which increases the user’s involvement in the resolution of the story. This fact, at the same time, makes it easier for the person to integrate the learning content into their daily life. The main way in which the player interacts with the game is through the voice. Although some of the activities may require some reading skill, the player is never asked to write. In order for the player to advance in the game, they must interact with the rest of the non-player characters (an elderly lady, a friend, a bus driver, etc.) and behave adequately in different communicative circumstances, where prosodic features are the most relevant to achieve a correct pragmatic interpretation (Figure 2). Priority is given to the suprasegmental features over segmental ones. Although the intelligibility of the utterances of speakers with Down syndrome is seriously affected [ 7 ], prosodic mistakes are what is mainly responsible for pragmatic failures in spoken communication, and this can lead to insecurities and low self esteem in people with Down syndrome. Therefore, we argue that any improvement in the suprasegmental domain will lead to an improvement in communication. The video game includes both prosodic comprehension and prosodic expression tasks. The focus of the video game is to enable the learner to communicate effectively and appropriately in the various situations in which they could find themselves. To do this, it is important to differentiate between the prosodic content according to the purpose pursued and to produce information with the appropriate prosodic features. Figure 2. Example of a type of perception activity in the video game: the player must choose which of the two productions (Could I have a ticket, please? or A ticket!) is pragmatically adequate according to the communicative situation. Although the video game was designed with the aim of training prosody in individuals with Down syndrome, it became a tool to collect their oral productions and thus to construct a prosodic corpus. In its current version, the video game needs the constant presence of a person (ideally a therapist) who guides the gamer throughout the adventure and who evaluates the success in resolving the production activities. The assistance of the therapist has proved crucial to motivate individuals with Down syndrome. Even so, it would be desirable to improve their autonomy and help trainers in their therapies with new functionalities by including a module of automatic assessment of prosodic quality. This is a difficult task, due to the high number of variables included in prosodic analysis and the heterogeneity of the cognitive and learning capabilities of this population.
Appl. Sci. 2019,9, 1440 5 of 17 2.2. Corpus Description Table 1describes the contents of the corpus compiled with the video game. A total of 966 utterances were collected corresponding to the oral turns of 23 players with Down syndrome. Although all the audio samples were collected in similar conditions and with the same recording device (a Logitech PC Headset 960 USB microphone), we distinguish the subcorpora C1, C2 and C3 as they were recorded in different sessions that we detail in the following paragraphs. To build the subcorpus C1, five young adults with Down syndrome (mean age 16.5 years) were recruited from a local Down syndrome Foundation located in Madrid (Spain). For sample selection, teachers working at the Foundation were asked to choose individuals with Down syndrome of different developmental levels. To account for the variability of individuals with Down syndrome and get measurements of different developmental variables, all of the participants were given the following tests. The Peabody Picture Vocabulary Scale-III [ 31 ] was used to assess verbal mental age, the forward digit-span subtest included in the Wechsler Intelligence Scale for Children-IV [ 32 ] was used to evaluate verbal short-term memory and Raven’s Coloured Progressive Matrices [ 33 ] served as a means to measure non-verbal cognitive level. The descriptive characteristics and scores obtained are shown in Table 2. The full PEPS-C battery in its Spanish version [ 34 ] was also administered to participants in order to have specific measurements of prosody level. The mean percentage of success in perception and production PEPS-C tasks is also presented in Table 2. Once these assessments had been completed, participants played the PRADIA video game. Each participant used PRADIA for a total duration of 4 h, distributed through four sessions of 1 h per week. The participants were supported by a speech and language therapist who knew them in advance and was an expert at working with individuals with Down syndrome. The therapist explained the game, helped participants when needed and took notes about how each session developed. Importantly, the therapist also assessed participants’ speech production and thus monitored their rhythm of progress within the video game. Table 1. Corpus description. Concerning the therapist decision, Cont.R (Continue Right) means that the activity was rightly resolved, Cont (Continue) means that the activity was resolved but the response could be better and Rep. (Repeat) means that the activity was faultily resolved. Concerning the expert judgment, Right means that the recording was rightly produced and Wrong means that the recording was wrongly produced. Therapist Decision Expert Judgment (Real Time) (Offline) Speaker #Utterances Cont.R Cont. Rep. Right Wrong Corpus S01 120 70 33 17 87 33 C1 S02 106 90 16 0 81 25 C1 S03 97 93 3 1 78 19 C1 S04 131 19 51 61 75 56 C1 S05 151 21 54 76 77 74 C1 S06 30 x x x 19 11 C2 S07 34 x x x 13 21 C2 S08 28 x x x 23 5 C2 S09 43 x x x 20 23 C2 S10 33 x x x 29 4 C2 S11 57 x x x 31 26 C3 S12 12 x x x 7 5 C3 S13 7 x x x 2 5 C3 S14 11 x x x 3 8 C3 S15 33 x x x 19 14 C3 S16 10 x x x 6 4 C3 S17 8 x x x 5 3 C3 S18 11 x x x 6 5 C3 S19 10 x x x 6 4 C3 S20 10 x x x 6 4 C3 S21 9 x x x 1 8 C3 S22 7 x x x 3 4 C3 S23 8 x x x 3 5 C3 Total 966 293 157 155 465 302
Appl. Sci. 2019,9, 1440 6 of 17 Table 2. Description of the C1 subcorpus. For each speaker, this table shows Chronological age (CA), Verbal mental age (VA), Short-term verbal memory (STVM), and Non-verbal cognitive level (NVCL). Ages are expressed in months. In addition, the mean percentage of success in perception (MPercT) and production (MProdT) PEPS-C tasks are included. Speaker Gender CA VA STVM NVCL MPercT MProdT S01 f 195 84 94 17 69.8% 48.3% S02 m 204 99 134 18 76% 72.1% S03 f 178 96 78 20 74% 74.7% S04 m 190 60 below 74 10 60.4% 49.8% S05 m 223 69 below 74 13 56.3% 45.7% The C2 subcorpus was also recorded using PRADIA software. These recordings were obtained through the video game in one session of software testing with real users. This test session was done in a school of special education located in Valladolid (Spain). Five adults with Down syndrome, aged 18 to 25, participated in this test. The judgments obtained during this game session were discarded for this work because the speech productions were not evaluated by a therapist. The oral productions were judged in an offline mode by the expert in prosody. The C3 subcorpus was recorded using an older version of PRADIA software, the Magic Stone [ 35 ], with fewer types of production activities. Eighteen young adults with Down syndrome participated in the different game sessions, which focused on how these users interacted with the video game. Five of these 18 speakers also participated in the recordings of the C2 subcorpus, so their productions were discarded from the C3 subcorpus. As in the C2 subcorpus, the judgments obtained from the assistant that helped players complete the adventure were not considered in the classifications. Instead, the oral productions were judged in an offline mode by the expert in prosody. 2.3. Corpus Evaluation This section focuses on the methodology and criteria used to evaluate the prosodic quality of speech samples by a therapist (C1) and by an expert (C1, C2, C3). 2.3.1. Evaluation Criteria Following the categories of intonational phonology (that is, intonation, accent and prosodic organization) [ 36 ] and the learning objectives included in PRADIA, the following criteria were used to judge the participant’s production by both the prosodic expert and the therapist: • Intonation: adjustment to the expected modality. That is, if the target sentence must be interrogative and the speaker manages to model the intonation of a question, it is labeled as correct; otherwise, for instance, in the set of exclamatory phrases, if the speaker fails to reproduce an exclamatory intonation (within a range of intonation possibilities), the sentence is labeled as incorrect. • Accent: preservation of the difference between lexical stress (stressed versus unstressed syllables) and accent (accented versus unaccented syllables). The loss of this difference can occur in three directions: (a) when tonal prominence appears in all the syllables, creating an undesired rhythmic effect; (b) when the speaker does not discriminate between stressed and unstressed syllables, as shown by the absence of variation in any of the acoustic parameters of intensity, duration and pitch; and (c) when there is tonal prominence variability but the syllable stress is inappropriately allocated. • Phrasing: adjustment to the organization in prosodic groups and distinction between function and content words. The sentence is labeled as incorrect if every word is pronounced as if it were in an isolated context, without distinguishing between unstressed and stressed words. The sentence is also considered incorrect when the pauses are inappropriately allocated within the speech chain.
Appl. Sci. 2019,9, 1440 7 of 17 2.3.2. Therapist Evaluations During the game sessions, a speech therapist sat next to the player and evaluated the production activities in real time (in addition to guiding the player in the game and providing help if needed). Due to the limited attention span of young people with Down syndrome and the varied motivational and emotional states they demonstrated throughout the play sessions, the therapist could allow the player to advance in the game and prevent them from getting frustrated and leaving the session. This was achieved through the scale of three evaluation options offered by the video game. This allowed the result of the oral activities to be evaluated by using the computer keyboard where the game is installed, in which each assessment value is associated to a key. If the evaluation was Cont.R (Continue with right result) or Cont. (Continue but the oral activity could be better), the video game advanced to the next activity. If the evaluation was Rep. (Repeat), the game offered a new attempt in which the player had to repeat the activity. For each activity, there was a predetermined number of attempts: when the attempts finished, the video game went to the next screen to avoid frustration, even if the activity was not successfully completed (and the therapist continued judging with Rep.). Beside the criteria described in Section 2.3.1, for providing her judgments, the therapist also took into consideration the motivational and emotional status of each participant in each session. For example, if the participant was getting bored, anxious, or frustrated, the therapist, whenever possible, made more use of the category Cont. to allow the speaker to continue playing in an attempt to reduce any negative valence of the therapy context. 2.3.3. Expert Judgments An expert in prosody evaluated the three subcorpora of oral productions of 23 speakers with Down syndrome in an offline mode. In the offline evaluation, the external components implied in the development of the game (level of frustration, among others) were left aside in benefit of the examination of the prosodic variables: as a consequence, an evaluation system based on a binary decision (Right or Wrong production) was used. With a website support, the prosody expert listened to each audio file and decided whether the speaker had not achieved the required quality; or their production was satisfactory. The judgments were made relying on a purely auditory basis focused only on the intonational and prosodic structure of the recording, without any acoustic analysis of the sentences. Related to this, factors of intelligibility, quality in pronunciation or adjustment to the expected sentence were not taken into account. Even in the case of speakers with a low cognitive level and serious problems of intelligibility, the main criterion was whether they had modeled prosody with a certain success, even if the message was not understood. Just like the therapist’s evaluations, the sentences were judged as right or wrong according to the categories of intonational phonology and the learning objectives of PRADIA. 2.4. Feature Extraction and Selection The openSmile toolkit [ 37 ] was used to extract acoustic features from each recording of the C1, C2 and C3 subcorpora. The GeMAPS feature set [ 38 ] was selected due to the variety of acoustic and prosodic features contained in this set, which includes frequency related features, energy related features, spectral features and temporal features. The arithmetic mean and the coefficient of variation were calculated on these features. Furthermore, four additional temporal features were added: the silence and sounding percentages, silences per second and the mean silences. The complete description of these features can be found in previous research [ 39 ]. In this work, only prosodic features (frequency, energy and temporal) were used because spectral features improve speaker identification, and classifiers can be adapted to each speaker in the classification process. In total, 34 prosodic features were employed (see Appendix A). Finally, to rank features by their importance to each C1 speaker, the Caret R package [ 40 ] was used. The importance of features was estimated by building an SVM model and ordered using the ROC
Appl. Sci. 2019,9, 1440 8 of 17 curve value of each feature. The Receiver operating characteristic curve (ROC curve) is a graphical representation of the results of a binary classifier system where the discrimination threshold is varied. Some studies recommend using the area under the ROC curve (AUC) in preference to overall accuracy for evaluation of machine learning algorithms, especially when the classes are unbalanced [ 41 ]. We also used feature selection before training the classifiers: the features were selected by measuring the information gain of the training set and discarding the ones in which the information gain equals zero (column Feat. in Table 3). 2.5. Automatic Classification As explained in Section 2.3, the recordings were evaluated by the therapist and the prosody expert. Since the final aim of the module is to decide whether the gamer can continue the game or should repeat the activity (without considering degrees of failure), the evaluation of the expert was used to build the classifier. According to this, the outputs of the different classifiers were Right (R) or Wrong (W), based on the prosody expert scoring. The Weka machine learning toolkit [ 42 ] was used as well as three different classifiers to compare their performance: the C4.5 decision tree (DT), the multilayer perceptron (MLP) and the support vector machine (SVM). The stratified 10-fold cross-validation technique was used to create the training and testing datasets. 3. Results 3.1. Classification Results Table 3presents the performance of the different classification systems in the task of automatically predicting the expert judgments. The different cases displayed in the table (case A to F) are based on the different subcorpora. These subcorpora were recorded with a different version of the video game and a different recording context and they were not balanced in terms of sample size and number of speakers, so it was important to know how these differences would affect the classifier accuracy. Therefore, the results of using the recordings of the three subcorpora, as well as all the combinations of these subcorpora, were compared. The SVM classifier works better with all subcorpora and the worst results are obtained using the DT classifier (best case is 79.3% vs. 64.9% baseline). The best results are obtained in Cases A and D by using any of the three classifiers (UAR 0.83 with SVM classifier). The classification accuracy decreases when the C3 corpus is entered (C, E, F and G cases), as the number of speakers substantially increases. On average, we obtain 89.9% of true positives. This will be discussed in the next section as a positive result for real time situations. Table 3. Classification results depending on the corpus and the classifier used. The prosody expert judgments were used to train the classifiers. This table shows the performance baseline (BL) of each group of samples (number of samples of the most populated class divided by all the samples), Decision trees (DT), Support vector machines (SVM), Multilayer Perceptron (MLP), classification rate (CR), Area Under the Curve (AUC) and Unweighted Average Recall (UAR). The number of samples (utt.), the number of speakers (SPK) and the number of features (Feat.) are presented. The output of the different classifiers are Right or Wrong, based on prosody expert scoring. DT SVM MLP Corpora BL CR AUC UAR CR AUC UAR CR AUC UAR #Utt. #Feat. #SPK Case A C1 65.8% 69.6% 0.68 0.74 78.5% 0.74 0.83 73.2% 0.7 0.79 605 21 5 Case B C2 61.9% 60.3% 0.58 0.61 72.7% 0.7 0.79 68.5% 0.67 0.73 168 16 5 Case C C3 50.8% 65.8% 0.66 0.66 61.6% 0.62 0.69 63.7% 0.64 0.64 193 7 13 Case D C1+C2 64.9% 70.8% 0.68 0.75 79.3% 0.76 0.83 72.6% 0.7 0.78 773 21 10 Case E C1+C3 62.2% 66.3% 0.65 0.69 72.3% 0.7 0.79 67.2% 0.65 0.74 798 20 18 Case F C2+C3 56% 60.9% 0.6 0.64 66.5% 0.66 0.75 64% 0.63 0.69 361 13 18 Case G C1+C2+C3 62.1% 66.9% 0.66 0.71 74.3% 0.71 0.81 69.4% 0.66 0.76 996 20 23
Appl. Sci. 2019,9, 1440 9 of 17 Table 4shows the prosodic features with more influence in the utterance assessment of each C1 subcorpus speaker. The data for all the speakers of the C1 subcorpus were used to remove the highly correlated features (above 0.8 of Pearson correlation). After this redundant feature deletion, 22 of the 34 features were selected. Within these 22 features, only 10 present a significant ROC area value (above 0.6). Table 4. Ranking of the correlated prosodic features (frequency, energy and temporal) between each C1 speaker and the expert evaluation. The first number represents the order of each feature in the ranking and the second number shows the area under the ROC curve. These values were calculated using an SVM classifier. The features are sorted by their importance when all data are used. Values in bold represent an area under the ROC curve above 0.6. Feature S01 S02 S03 S04 S05 All silencesMean 4 (0.675) 6 (0.638) 3 (0.673) 2 (0.744) 2 (0.662) 1 (0.692) silencesPerSecond 10 (0.6) 1 (0.754) 2 (0.696) 3 (0.725) 11 (0.581) 2 (0.683) jitterLocal_sma3nz_amean 1 (0.688) 16 (0.534) 5 (0.618) 8 (0.683) 22 (0.515) 3 (0.65) F0semitoneFrom27.5Hz_sma3nz_stddevNorm 7 (0.646) 7 (0.633) 22 (0.506) 4 (0.712) 17 (0.559) 4 (0.647) jitterLocal_sma3nz_stddevNorm 2 (0.683) 2 (0.681) 18 (0.524) 6 (0.689) 9 (0.592) 5 (0.631) F0semitoneFrom27.5Hz_sma3nz_stddevRisingSlope 5 (0.662) 12 (0.578) 7 (0.601) 9 (0.66) 3 (0.651) 6 (0.629) F0semitoneFrom27.5Hz_sma3nz_percentile80.0 17 (0.572) 3 (0.67) 4 (0.652) 16 (0.548) 1 (0.684) 7 (0.628) F0semitoneFrom27.5Hz_sma3nz_pctlrange0.2 11 (0.598) 14 (0.559) 15 (0.545) 7 (0.689) 18 (0.544) 8 (0.626) F0semitoneFrom27.5Hz_sma3nz_stddevFallingSlope 3 (0.679) 8 (0.6) 8 (0.6) 14 (0.595) 10 (0.588) 9 (0.625) StddevVoicedSegmentLengthSec 22 (0.506) 4 (0.66) 16 (0.535) 1 (0.762) 16 (0.561) 10 (0.601) loudnessPeaksPerSec 12 (0.595) 13 (0.563) 12 (0.558) 17 (0.533) 8 (0.603) 11 (0.586) shimmerLocaldB_sma3nz_stddevNorm 9 (0.601) 5 (0.642) 11 (0.58) 13 (0.598) 14 (0.563) 12 (0.583) shimmerLocaldB_sma3nz_amean 6 (0.651) 18 (0.523) 1 (0.698) 20 (0.532) 21 (0.528) 13 (0.583) loudness_sma3_stddevNorm 18 (0.569) 10 (0.585) 14 (0.548) 11 (0.615) 20 (0.53) 14 (0.579) MeanUnvoicedSegmentLength 8 (0.617) 9 (0.586) 20 (0.518) 10 (0.628) 19 (0.542) 15 (0.557) StddevUnvoicedSegmentLength 15 (0.579) 11 (0.581) 21 (0.511) 12 (0.613) 13 (0.575) 16 (0.555) loudness_sma3_meanFallingSlope 13 (0.59) 15 (0.549) 17 (0.524) 15 (0.578) 7 (0.609) 17 (0.545) VoicedSegmentsPerSec 16 (0.573) 19 (0.517) 9 (0.599) 21 (0.519) 12 (0.577) 18 (0.521) loudness_sma3_stddevFallingSlope 19 (0.528) 21 (0.513) 13 (0.555) 18 (0.532) 5 (0.624) 19 (0.519) loudness_sma3_pctlrange0.2 20 (0.512) 22 (0.504) 10 (0.586) 5 (0.696) 4 (0.63) 20 (0.514) MeanVoicedSegmentLengthSec 14 (0.582) 20 (0.514) 6 (0.617) 22 (0.503) 15 (0.562) 21 (0.514) loudness_sma3_stddevRisingSlope 21 (0.509) 17 (0.523) 19 (0.52) 19 (0.532) 6 (0.612) 22 (0.501) 3.2. Speakers Variability Results The 22 selected features were ranked by their importance to each speaker of the C1 subcorpus (Table 4). There is a high variability among speakers in the relevance of the different prosodic features. The feature silencesMean is very relevant for all speakers, but the same is not true for the rest of the features. For example, silencesPerSecond appears at the top for all speakers except for S05. In addition, the features related to frequency (from 3 to 9 in the ranking) are relevant to all speakers, but the specific feature and its importance greatly varies for each speaker. Finally, the intensity features and other rhythm features are less relevant in general, but are present at the top of the ranking for some speakers (speakers S02 and S03). A high difference between speakers is also seen with regard to their developmental level and prosodic skills, as can be inferred if we relate the figures of Table 2with those of Table 5. S04 and S05 have the lowest scores in verbal mental age (60 and 69, respectively), short-term verbal memory (below 74 both speakers) and non-verbal cognitive level (10 and 13, respectively). In addition, both have the lowest mean percentage of success in perception PEPS-C tasks (60.4% and 56.3%, respectively) and lower mean percentage of success in production PEPS-C tasks (49.8% and 45.7%, respectively). These low scores are related to the quality of the productions, with a higher percentage of Wassignments from the prosody expert (42.8% and 49% respectively) and higher percentage of Rep. from the therapist (47% and 50%, respectively).
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