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%.
@InProceedings{CORRALESASTORGANO16.519,
author = {Mario Corrales-Astorgano and David Escudero-Mancebo and Yurena Gutiérrez-González and Valle Flores-Lucas and César González-Ferreras and Valentín Cardeñoso-Payo}, title = {On the Use of a Serious Game for Recording a Speech Corpus of People with Intellectual Disabilities}, booktitle = {Proceedings of the Tenth International Conference on Language Resources and Evaluation (LREC 2016)}, year = {2016}, month = {may}, date = {23-28}, location = {Portorož, Slovenia}, editor = {Nicoletta Calzolari (Conference Chair) and Khalid Choukri and Thierry Declerck and Sara Goggi and Marko Grobelnik and Bente Maegaard and Joseph Mariani and Helene Mazo and Asuncion Moreno and Jan Odijk and Stelios Piperidis}, publisher = {European Language Resources Association (ELRA)}, address = {Paris, France}, isbn = {978-2-9517408-9-1}, language = {english} }