Welcome!

Welcome! Thank you for visiting the Video Voice Speech Training System blog. Our goal here is to provide a forum for sharing ideas about using this exciting speech development tool, learning about new enhancements to the program, and stimulating interaction between people who are already using Video Voice or who are considering it for their speech therapy needs.  Please join us and share your experiences, ask questions, or make suggestions for new features or capabilities. We're here to listen as well as talk!

To learn more about this innovative speech therapy aid or download a Free Trial, visit www.videovoice.com.

Showing posts with label vowel production. Show all posts
Showing posts with label vowel production. Show all posts

Friday, August 3, 2012

Have It Your Way

Video Voice is a very flexible speech tool, with options for nearly any kind of speech problem. Although the games and displays all have default settings, operation of most areas is up to you, and can easily be modified to fit your needs. To start with, there are no speech targets preprogrammed. It's up to you to define the content appropriate for the individuals in your caseload, and creating models is an easy process.
In addition, for almost any area of the program, there are ways to customize it to meet the needs of each and every individual in your caseload. Don't like some aspect of operation? Look around, there's probably a way to change it. Almost every control is adjustable!

So, how do you know when something can be modified?  Well, Video Voice offers various visual cues.
  1. Any control that can be adjusted generally appears in cyan color.  
  2. The mouse pointer offers hints, changing from an arrow to a hand when it passes over an adjustable control.  
  3. If you briefly dwell the mouse cursor over a button or cyan control, a small “tool tip” will appear that briefly describes its operation. 
Here are just some of the things you have control over:

Speech Representation:  With the Formant Displays, which are helpful for articulation, you can choose to represent sounds in a matrix or cross-time (temporal) form. Matrix generally illustrates sound differences more effectively than temporal displays, but does not show durational differences as well. 

With the P-A-R (Pitch-Amplitude-Rhythm) displays, you can view the pitch or volume characteristic of any sound production. With both Formant and P-A-R models, you can switch between the two styles with a single mouse click.

Formant Matrix Vowel Chart: By default, vowel symbols will appear on the screen in the F2/F1 matrix display, identifying the general locations on the screen where different vowels generally appear. Dont want to see them at all? Click the Vowels button to turn the whole chart off and on. The default vowel symbols are IPA style; if you prefer standard "dictionary" symbols in the chart, make that change with the Formant Adjust button. 

Want to change the position of a vowel in the chart? Differences in speakers' production of vowel sounds can affect where they map on the screen. To change the position of any symbol, just click and drag it to the desired screen location. Don't want all the symbols to appear? Just click any symbol, drag it off the edge of the screen, and it will disappear. The new locations will be stored either in your therapist folder or in the individual's folder if one has been activated. This lets you customize the vowel chart to your own voice, or those of people in your caseload.
In the F2/F1 Gobble game, you can specify whether the vowels are "permanent," automatically refreshing when the Gobbler eats parts of them, or "erasable" and can be ''eaten up in the vocalizing process. This can be helpful if you're working on production of specific vowel sounds, and want the reward to be erasure of the symbols themselves. (Of course, the Gobbler's movement back to the corner of the voice space can cause parts of symbols to be erased without production of that sound, so use this cautiously!)

Performance Goal: Typically set to 80 by default, this control exists in most displays and determines the score needed to achieve an “Excellent” message and see a reward animation. You can raise or lower it at any time to make the display or game more or less demanding. If you change the performance goal in one display, that change automatically carries over to the other displays, too.

Reward Animations: There are two types of reward graphics. One is an animated cartoon that appears on the right side of the screen in pattern-match displays. The other is a box in the middle of the screen that contains a congratulatory message along with a colorful pattern; these rewards appear in many of the games. You can preview and select among the animated cartoons with the Adjust button in the Formant and P-A-R displays.

The game rewards are controlled through the Game Preferences button on the Fun & Games menu. (There you can also choose from among the many reward sounds, too.)
You can control whether rewards appear automatically when a production's score exceeds your performance goal, override Video Voice if you disagree with its assessment, or award all cartoon animations yourself. Use the Formant and P-A-R Adjust buttons, or the Game Preferences button on the Fun & Games menu, to access these settings.

Game Controls:  The Fun & Games options have a variety of adjustable controls. Some are common, shared across games, such as the Fade Speed (how fast a graphic disappears from the screen when the desired task isn't met) and Stop Sensitivity (how quickly Video Voice reacts to pauses in vocalization ). If you make a change to one of those common controls, it will apply to all games that have that adjustable option, too.  

Mostly, however, controls are specific to the individual games. Examples:

Pitch Painting, which provides a colorful display of pitch, has adjustable brush shapes and sizes that let you add visual variety to the feedback.  You can simply show varying pitch levels in speech, or choose only to reward vocalization with pitch above or below certain levels.

In Speech Ball, you can control how many balls will be in play in the game, the Speed at which they move, and the Hot Zone (area of the screen in which voicing will be detected).

With the Chat-N-U-Go Choo-Choo game, you can choose the game icon (antique or modern train, cars of different colors, or horse) and select from speech goals including more or less volume, vocal onset, or production of target sounds or individual words. Within any of the game goals, you have control over the performance required, speed of the game icon, and number or duration of vocalizations or trips required to complete the game, so you can make it easier or more demanding.

Likewise, Jumping Jack offers track events for work on volume control, duration, onsets and speaking rate. Each event has its own set of controls, such as running speed, vocalization time required, and amount of volume necessary for success.

The Bulls Eye! game lets you control which games appear in the menu. Although the little boys enjoy the bomb-dropping games and their explosions, some therapists prefer only the peaceable Care Packages and Flower Power games. With the Game Selection option, you can make the Battleships and Tanks A Lot games invisible and inaccessible. (This capability was added in response to a school district's non-violence requirement - we listen to our users!) You set the onset targets in all the Bulls Eye! games, and also can control the game speed.

The Voice-A-Sketch game has 78 built-in, high-quality pictures to choose from, but you can also use your own images if you wish. This makes it possible to tailor the graphic feedback to each individual's interests. Voice-A-Sketch also has multiple speech goal options, from simple continuous phonation or vocal onsets to volume control, duration, and word or sound articulation.

Personalized Audio and Display Text: Newly added to Video Voice is the ability to personalize the prompts for voicing and reward audios and messages that appear. The generic "Say" or "Very Good" messages can be replaced by "Mary, say..." or "Very good, Johnny!"  Modified audios and text can be stored in each individual's case folder, customizing the feedback for each person you work with. In the International/Simplified Operating mode, the prompts can even appear in other, non-Latin keyboard languages such as Arabic.

These are just some of Video Voice's displays and games, and controls that let you "Have it your way." Look around and explore the software to determine what works for best for you and is most motivating and effective with members of your caseload!  (If you don't already have Video Voice, download the program at www.videovoice.com and try it free for 30 days.  If you're already using it, you can make sure you're using the most up-to-date version, and download a no-charge update there.)

Yours in good speech,

Video Voice Support Team
mv@videovoice.com
1-800-537-2182
www.videovoice.com

Friday, June 3, 2011

Where's That Vowel?

One of the things Video Voice is helpful with is training production and differentiation of vowel sounds. In fact, in its original, prototype form, with only an F2/F1 display, that’s all it really could do!  The people who developed it were particularly interested in vowel production work, and based the display on Grant Fairbanks’ 1959 Voice and Articulation Drill Book (see History of Video Voice http://videovoicetalk.blogspot.com/2011_03_01_archive.html). 

In the F2/F1 display, vowels map into regions of the screen that generally correspond to place of production in the mouth, where the left side of the screen is the front of the mouth, and the right side, the back. The sample screen below illustrates this with a high front vowel (/i/) and a low back vowel (/a/) map in this display.


Minor changes in articulator position can affect the sounds that are produced, but the ear is ingeniously capable of differentiating, or in some cases, "glossing over" them. The difference between the long and short "E" sounds ("beet" and "bit") is a slight relaxation of the tongue away from the hard palate. These subtle differences can be difficult for speakers of other languages to hear and master, although they make a very real difference to native speakers. The difference in meaning is significant, for example, with something like "sheet metal."

"ih" (as in "bit) and "eh" ("bet") are also similar sounds, although the latter is produced slightly lower and farther back in the mouth. Again, other languages may not have the same set of vowel sounds, so learning to produce and differentiate these sounds can be a challenge. The F2/F1 display can help make these subtle differences more obvious.

The "squiggly" lines that represent these sounds in the F2/F1 display are formed from the speech data  that comprises them. Some of the dots result from the initial onset of sound and trailing off to silence at the end, and those dots are less meaningful than the ones related to the actual sound, which typically appear in clusters in a general area of the screen.

If those you’re working with young children or others who find the standard F2/F1 display difficult to interpret, you can use an alternate way to illustrate sounds - the Spheres Style. This is particularly useful for single-sound targets. Activate this in the F2/F1 display after producing targets by clicking the Style control, and the patterns change from squiggly lines to blue and red spheres which illustrate the greatest density of dots in the pattern. You can then have the speaker try to match the location of vowels that way. (If you want the Style option to be the default display, use the Adjust button to change that control.)

We added this control after talking with a speech professor who was interested in exploring differences between vowel locations with groups of individuals - men vs. women, children vs. adults, native vs. non-native speakers. Pitch differences between speakers do affect the formant frequencies of sounds, and this is another way to show that fact. If you’re interested in more technical aspects of the sounds, you can dwell with your cursor over the spheres to see the F2 and F1 frequency values. (This works with the regular "squiggly" patterns as well.)

Video Voice has lots of options for changing how the displays operate to make them the most useful for people you’re working with. Any adjustable control is highlighted in cyan color, and the cursor also changes to a "hand" graphic to let you know something can be changed, and you’ll also see a "tool tip" that provides a brief description of its function. So have fun, experiment and explore all it can do!

Video Voice Support Team
1-800-537-2182
mv@videovoice.com

Wednesday, March 30, 2011

The History of Video Voice

Video Voice has a more than 25 year history. It got its start back in 1984, when a team of scientists, one of whom was hearing-impaired, began looking for a way to illustrate speech. The chemistry professor, who had been deaf since birth, decided as a child that he wanted to be a scientist, and understood that he’d need to be able to speak to be successful in that career. So he regularly attended speech therapy and diligently practiced at home between sessions, but was often frustrated to find he’d been practicing the wrong sound. So he and colleagues - an electronic engineer and a software designer - set about creating an electronic device that would illustrate sounds as they were produced. Their design was based on the vowel representation scheme from Grant Fairbanks’ Voice and Articulation Drill Book (©1954), and they  were granted a patent for both the hardware and software.

The first version of Video Voice was based on a small microcomputer called the Interact. Most people haven’t heard of it, but it was one of the first personal computers on the market. It was released about the time of the Radio Shack TRS80. The graphics capabilities were modest, with only a 112x77 pixel resolution (!!) and a total of 8 colors, but it had a built-in analog-to-digital converter, an important capability since speech is analog by nature. The earliest Video Voice models included that computer and an external device called the Speech Analyzer (or "black box") that converted the voice data to digital form as it was sampled.

The inventors’ prototype provided feedback that was pretty meager, nothing more than a few dots on the screen that showed the basic location of a vowel sound. That didn’t seem like it would be interesting for long, so we set about fleshing out the display and software to turn it into a tool that would be motivating - adding color, a model and trial structure, on-screen vowel display, and much more.

As computers gained popularity in schools, therapists started asking for a version that would operate on Apple II/IIgs computers, so we converted the software to operate on those platforms. Then came the Macintosh, and we produced a Mac-based Video Voice. And then one for the IBM PC, first a DOS-based version, then a Windows-compatible one. (During this time, IBM produced its Speech Viewer program, which became widely known, but is no longer available.)

The external Speech Analyzer was retired with the release of Version 3.0. All voice sampling is done through the computer’s internal sound capabilities, and the analysis with our own specialized software routines. This allowed us to greatly expand Video Voice’s capabilities to increase the frequency ranges of sound sampling and add many new games and displays, at a signficantly lower price,.

Expanded capabilities include much wider pitch range to accommodate low-pitched male voices and high-pitched children’s voices (something the Speech Analyzer versions were limited in). We’ve also been able to increase the formant frequency sampling to illustrate and differentiate high frequency sounds like /s/ and /sh/. (The earlier, hardware-dependent versions could detect the presence or absence of high-frequency sounds, but could not tell the difference between them.)

With faster computers with greater capabilities, we’ve been able to greatly enhance the graphics used in Video Voice. They’re still not as fancy or with Xbox-type resolution, because there’s a lot going on "behind the scenes" in the voice sampling and analysis that takes substantial "compute time." And, after all, the point is to illustrate speech, not to be a realistic action game.

To wit, many years back, some folks designed a software interface that integrated with some video games that were then available which had higher resolution graphics and action. It could be programmed to accept 4 words that would control the action of a game (for purposes of this example - "left," "right," "up," and "down"). The goal was to command virtual game player to move around and avoid being attacked by a monster (again, an example). Unfortunately, what hadn’t been considered was the excitement factor in the sound analysis. Targets that were calmly produced when the game was being initially set up, didn’t achieve the desired motion response when the player got excited during the game action and began shouting the words at the screen. Pitch and volume, after all, do affect sound production! This program quickly faded from the scene.

Version 3.0 is the only Video Voice model now being produced. It operates on most Windows operating systems (Windows 2000 and later), and is not dependent on processor speed. In fact, on really fast computers, we actually have to slow some things down. A two-second model, for example, needs to be two-seconds long, even if the computer is capable of displaying the graphics much faster.

That’s the basic history of Video Voice. Development is ongoing, with new things added all the time, so there will still be future chapters written!

Video Voice Support Team
1-800-537-2182
mv@videovoice.com