Live game commentary is scarce: it exists for professional esports broadcasts and almost nowhere else. We present a content-based video narration system that produces spoken, esports-style commentary for arbitrary gameplay recordings using a general-purpose vision-language model (VLM) and a text-to-speech back end, with no game-specific instrumentation, no engine telemetry, and no task-specific training. Three mechanisms carry the system. Temporal mosaic packing arranges nine uniformly sampled frames into a single 3x3 image, letting an image-native VLM reason about motion while consuming one image payload per segment instead of nine. Context-conditioned prompting replays the K most recent narrations as assistant-role history, suppressing the repetition that dominates per-segment captioning of static scenes. Duration-conditioned generation and elastic alignment constrain narration length in the prompt, then time-scale or symmetrically pad the synthesized audio so each utterance fills its segment slot exactly, giving frame-accurate muxing without a forced aligner. The implementation supports either cloud TTS or a 6-bit quantized 4B-parameter on-device TTS model on Apple silicon, making the speech stage fully local. We report a qualitative case study on real-time strategy footage, a cost model showing the mosaic reduces per-minute image payloads by 9x, and a candid account of observed failure modes - hallucinated game state, resolution loss from mosaicking, and prosody artifacts from time-scaling. We release the system as a reproducible baseline, with an evaluation protocol for the quantitative study a full version will report.
Karim Benharrak, Oriol Nieto, Bryan Wang +2cs.HC cs.AI cs.MM
Audio dramas weave dialogue, sound effects, and music into immersive stories. Creators often adapt books into audio dramas, but this process remains labor-intensive, requiring them to interpret source material, author scripts, generate audio assets, and assemble them on a timeline. Because story elements like characters and scenes manifest across many interdependent assets, a single change can ripple into manual updates across the entire project. We present Dramarrator, an audio drama authoring tool built around object-based audio editing, where these story elements are represented as editable objects. Dramarrator extracts these objects from a book, generates linked audio assets (speech, sound effects, and music), and composes a multi-track audio drama. Edits to any object (e.g., a character's voice) automatically propagate to all dependent assets. In a user study with professionals (N=8), Dramarrator significantly lowered task load when creating audio dramas. A listener study (N=300) shows that creator-refined output from Dramarrator approaches the quality of productions made with existing professional tools, and an exploratory study (N=3) suggests object-based editing lowers entry barriers and generalizes beyond audio dramas.
People with low vision often face challenges in performing everyday tasks that require interpreting visual information. We present \textbf{VisionAssist}, an open-source mobile application designed to improve independence by providing AI-powered visual assistance through a smartphone. The application integrates three complementary functionalities within a single interface. First, it enables users to locate specific objects by analyzing the live camera feed. Second, it generates spoken descriptions of captured images, allowing users to identify visual content such as food labels, documents, and everyday objects. Third, it integrates with the smartphone's contacts and calendar to facilitate emergency calls and provide voice-based reminders. The application supports hands-free interaction through voice commands and delivers all feedback using text-to-speech synthesis, making it fully accessible to users with visual impairments. By combining multiple assistive services into a unified platform and releasing the project as open-source software, the proposed solution aims to encourage community contributions and accelerate the development of accessible technologies. The source code is publicly available at: https://github.com/AOzlemC/LowVisionProject.git
Audio intelligence involves understanding, reasoning about, and generating both audio and speech. In this work, we introduce Nemotron-Labs-Audex-30B-A3B (Audex), a unified audio-text LLM built on Nemotron-Cascade-2-30B-A3B, a strong text-only MoE LLM. Audex adopts a simple unified design with a single Transformer decoder: audio inputs are encoded and projected into the text embedding space, while text tokens and quantized audio output tokens are treated uniformly during generation. This architecture enables strong audio-text fusion, seamless multimodal generation, and compatibility with standard LLM training and inference infrastructure. For training, we meticulously curate audio-text datasets comprising 157.4B audio tokens and 320.5B text tokens. We apply multi-stage supervised training on these datasets, followed by text-only Cascade RL and multi-domain on-policy distillation. Audex delivers state-of-the-art audio understanding, speech recognition and translation, text-to-speech, audio generation, and speech-to-speech generation, while preserving very compelling reasoning, alignment, knowledge, long-context, and agentic capabilities of its text-only LLM backbone with marginal or no regression. We release the model checkpoints to facilitate open research.
Nina Hosseini-Kivanani, Marco Matassoni, Alessio Bruttics.CL
Spoken Question Answering (SQA) remains largely focused on high-resource languages and carefully recorded speech, limiting the reach of speech-LLM methods in low-resource settings. This paper investigates whether text-to-speech (TTS) can provide task-specific training data for Luxembourgish SQA without requiring a large human-recorded QA corpus. Starting from existing text-based QA resources, we translate questions into Luxembourgish, synthesize spoken questions with multiple TTS systems, and pair them with textual answers. We train a parameter-efficient SLAM-style architecture that connects a frozen Whisper encoder to frozen multilingual LLM backends through a learned projector and LoRA adapters. We compare MMS-TTS, Qwen3-TTS, and OmniVoice variants, including single-source corpora of about 48k questions and a 4TTS multi-source mix of approximately 230k questions. Evaluation on LLAMA-LB-Test with two real Luxembourgish speaker conditions shows that multi-source and voice-design-based synthetic training configurations yield the strongest SQA performance. The results also show that no-reference TTS quality scores do not monotonically predict downstream QA performance, indicating that synthetic speech must be evaluated as task-specific training data rather than only as natural-sounding audio.