Martijn Goudbeek

Learn More
The acquisition of novel phonetic categories is hypothesized to be affected by the distributional properties of the input, the relation of the new categories to the native phonology, and the availability of supervision (feedback). These factors were examined in four experiments in which listeners were presented with novel categories based on vowels of(More)
The important role of arousal in determining vocal parameters in the expression of emotion is well established. There is less evidence for the contribution of emotion dimensions such as valence and potency/control to vocal emotion expression. Here, an acoustic analysis of the newly developed Geneva Multimodal Emotional Portrayals corpus, is presented to(More)
The influence of emotion on articulatory precision was investigated in a newly established corpus of acted emotional speech. The frequencies of the first and second formant of the vowels /i/, /u/, and /a/ was measured and shown to be significantly affected by emotion dimension. High arousal resulted in a higher mean F1 in all vowels, whereas positive(More)
Psycholinguistic studies often look at the production of referring expressions in interactive settings, but so far few referring expression generation algorithms have been developed that are sensitive to earlier references in an interaction. Rather, such algorithms tend to rely on domain-dependent preferences for both content selection and linguistic(More)
This study investigates to what extent the amount of variation in a visual scene causes speakers to mention the attribute color in their definite target descriptions, focusing on scenes in which this attribute is not needed for identification of the target. The results of our three experiments show that speakers are more likely to redundantly include a(More)
This paper proposes a Player Age (PA) model with the potential to be generalized to many different games. The model offers insight into the relationship between age and play style. Game developers can use the PA model to gain a better understanding of their target audience, and to optimize adaptive game features (i.e., AI, targeted marketing). In order to(More)
Learning to recognize the contrasts of a language-specific phonemic repertoire can be viewed as forming categories in a multidimensional psychophysical space. Research on the learning of distributionally defined visual categories has shown that categories defined over 1 dimension are easy to learn and that learning multidimensional categories is more(More)
We present the results of an elicitation experiment conducted to investigate which factors cause speakers to overspecify their referential expressions, where we hypothesized properties of the target and properties of the communicative setting to play a role. The results of this experiment show that speakers tend to provide more information when referring to(More)
It has often been observed that colour is a highly preferred attribute for use in distinguishing descriptions, that is, referring expressions with the purpose of identifying an object within a visual scene. However, most of these observations were based on visual displays containing only colours that were maximally different in hue and for which the(More)
Current Referring Expression Generation algorithms rely on domain dependent preferences for both content selection and linguistic realization. We present two experiments showing that human speakers may opt for dispreferred properties and dispreferred modifier orderings when these were salient in a preceding interaction (without speakers being consciously(More)