The rhythm.metrics package is designed for calculating and visualising speech rhythm metrics. This package provides the calculation of Delta C / Delta V, VarcoC / VarcoV, %V, rPVI_C, nPVI_V. More metrics will be added in the future.Avaliable here: https://github.com/congzhang365/rhythm.metricsMore updates to come. Welcome to suggest new metrics.
Face-to-face speech data collection has been next to impossible globally due to COVID-19 restrictions. To address this problem, simultaneous recordings of three repetitions of the cardinal vowels were made using a Zoom H6 Handy Recorder with external microphone (henceforth H6) and compared with two alternatives accessible to potential participants at home: the Zoom meeting application (henceforth Zoom) and two lossless mobile phone applications (Awesome Voice Recorder, and Recorder; henceforth Phone). F0 was tracked accurately by all devices; however, for formant analysis (F1, F2, F3) Phone performed better than Zoom, i.e. more similarly to H6. Zoom recordings also exhibited unexpected drops in intensity. The results suggest that lossless format phone recordings present a viable option for at least some phonetic studies.
Gamification of behavioral experiments has been applied successfully to research in a number of disciplines, including linguistics. We believe that these methods have been underutilized in applied linguistics, in particular second-language acquisition research. The incorporation of games and gaming elements (gamification) in behavioral experiments has been shown to mitigate many of the practical constraints characteristic of lab settings, such as limited recruitment or only achieving small-scale data. However, such constraints are no longer an issue with gamified and game-based experiments, and as a result, data collection can occur remotely with greater ease and on a much wider scale, yielding data that are ecologically valid and robust. These methods enable the collection of data that are comparable in quality to the data collected in more traditional settings while engaging far more diverse participants with different language backgrounds that are more representative of the greater population. We highlight three successful applications of using games and gamification with applied linguistic experiments to illustrate the effectiveness of such approaches in a greater effort to invite other applied linguists to do the same.
Generating synthesised singing voice with models trained on speech data has many advantages due to the models' flexibility and controllability. However, since the information about the temporal relationship between segments and beats are lacking in speech training data, the synthesised singing may sound off-beat at times. Therefore, the availability of the information on the temporal relationship between speech segments and music beats is crucial. The current study investigated the segment-beat synchronisation in singing data, with hypotheses formed based on the linguistics theories of P-centre and sonority hierarchy. A Mandarin corpus and an English corpus of professional singing data were manually annotated and analysed. The results showed that the presence of musical beats was more dependent on segment duration than sonority. However, the sonority hierarchy and the P-centre theory were highly related to the location of beats. Mandarin and English demonstrated cross-linguistic variations despite exhibiting common patterns.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.