Laughter is a complex social signal that conveys communicative intent beyond amusement. While prior work has focused on isolated laughter analysis tasks, a comprehensive understanding of laughter in real-world scenarios remains underexplored. Therefore, we introduce SMILE-Next, a dataset for real-world laughter understanding with multimodal textual representations and question-answer annotations across three tasks: laughter detection, laughter type classification, and laughter reasoning. Building upon SMILE-Next, we aim to develop a laughter-specialized large language model capable of nuanced understanding of laughter in real-world contexts. To this end, we propose two key components: laughter-specific Self-Instruct and the Mixture-of-Laugh-Experts (MoLE) framework. Laughter-specific Self-Instruct enhances generalization across tasks and domains by automatically synthesizing diverse laughter-centric instructions. MoLE introduces a task-adaptive expert routing mechanism that dynamically selects specialized experts tailored to each laughter-related task, improving task-specific performance and efficiency. Experimental results show that the combination of our proposed components subst
Detecting laughter in video is essential for affective computing and narrative understanding, yet existing approaches treat it as coarse clip-level classification, failing to capture precise temporal boundaries of brief, transient laughter events. We address this gap with two complementary contributions. First, we introduce UR-FUNNY-Temporal and SMILE-Temporal, fully annotated temporal laughter datasets extending two widely-used humor benchmarks. Our annotations cover over 11,053 videos (78.8 hours) and provide precise onset/offset boundaries for each laughter event, along with rich metadata distinguishing speaker vs. audience laughter, modality dominance (acoustic, visual, or both), and intensity levels. Second, we propose a lightweight weakly-supervised framework for temporal laughter localization. Our architecture combines fixed HuBERT and MAE encoders with temporal softmax pooling and adaptive modality gating, learning fine-grained temporal grounding from clip-level labels without requiring frame-level annotations during training. Experiments across three datasets demonstrate that our approach substantially outperforms multimodal foundation models including Gemini 3 Flash, achi
We present a large-scale in-the-wild Japanese laughter corpus and a laughter synthesis method. Previous work on laughter synthesis lacks not only data but also proper ways to represent laughter. To solve these problems, we first propose an in-the-wild corpus comprising $3.5$ hours of laughter, which is to our best knowledge the largest laughter corpus designed for laughter synthesis. We then propose pseudo phonetic tokens (PPTs) to represent laughter by a sequence of discrete tokens, which are obtained by training a clustering model on features extracted from laughter by a pretrained self-supervised model. Laughter can then be synthesized by feeding PPTs into a text-to-speech system. We further show PPTs can be used to train a language model for unconditional laughter generation. Results of comprehensive subjective and objective evaluations demonstrate that the proposed method significantly outperforms a baseline method, and can generate natural laughter unconditionally.
Laughter is a social non-vocalization that is universal across cultures and languages, and is crucial for human communication, including social bonding and communication signaling. However, detecting laughter in audio is a challenging task, and segmenting is even more difficult. Currently, Machine Learning methods generally rely on costly manual annotation, and their datasets are mostly based on English contexts. Thus, we propose an unsupervised multilingual method that sets up the laughter segmentation task as an anomaly detection of energy-based segmented audio sequences. Our method applies an Isolation Forest on audio representations learned from BYOL-A encoder. We compare our method with several state-of-the-art laughter detection algorithms on four datasets, including stand-up comedy, sitcoms, and general short audio from AudioSet. Our results show that state-of-the-art methods are not optimized for multilingual contexts, while our method outperforms them in non-English settings.
As the phonetic and acoustic manifestations of laughter in conversation are highly diverse, laughter synthesis should be capable of accommodating such diversity while maintaining high controllability. This paper proposes a generative model of laughter in conversation that can produce a wide variety of laughter by utilizing the emotion dimension as a conversational context. The model comprises two parts: the laughter "phones generator," which generates various, but realistic, combinations of laughter components for a given speaker ID and emotional state, and the laughter "sound synthesizer," which receives the laughter phone sequence and produces acoustic features that reflect the speaker's individuality and emotional state. The results of a listening experiment indicated that conditioning both the phones generator and the sound synthesizer on emotion dimensions resulted in the most effective control of the perceived emotion in synthesized laughter.
Stand-up comedy, and humor in general, are often studied through their verbal content. Yet live performance relies just as much on embodied presence and audience feedback. We introduce TIC-TALK, a multimodal resource with 5,400+ temporally aligned topic segments capturing language, gesture, and audience response across 90 professionally filmed stand-up comedy specials (2015-2024). The pipeline combines BERTopic for 60 s thematic segmentation with dense sentence embeddings, Whisper-AT for 0.8 s laughter detection, a fine-tuned YOLOv8-cls shot classifier, and YOLOv8s-pose for raw keypoint extraction at 1 fps. Raw 17-joint skeletal coordinates are retained without prior clustering, enabling the computation of continuous kinematic signals-arm spread, kinetic energy, and trunk lean-that serve as proxies for performance dynamics. All streams are aligned by hierarchical temporal containment without resampling, and each topic segment stores its sentence-BERT embedding for downstream similarity and clustering tasks. As a concrete use case, we study laughter dynamics across 24 thematic topics: kinetic energy negatively predicts audience laughter rate (r = -0.75, N = 24), consistent with a st
Laughter is considered one of the most overt signals of joy. Laughter is well-recognized as a multimodal phenomenon but is most commonly detected by sensing the sound of laughter. It is unclear how perception and annotation of laughter differ when annotated from other modalities like video, via the body movements of laughter. In this paper we take a first step in this direction by asking if and how well laughter can be annotated when only audio, only video (containing full body movement information) or audiovisual modalities are available to annotators. We ask whether annotations of laughter are congruent across modalities, and compare the effect that labeling modality has on machine learning model performance. We compare annotations and models for laughter detection, intensity estimation, and segmentation, three tasks common in previous studies of laughter. Our analysis of more than 4000 annotations acquired from 48 annotators revealed evidence for incongruity in the perception of laughter, and its intensity between modalities. Further analysis of annotations against consolidated audiovisual reference annotations revealed that recall was lower on average for video when compared to
We study voiced laughter in executive communication and its effect on social approval. Integrating research on laughter, affect-as-information, and infomediaries' social evaluations of firms, we hypothesize that voiced laughter in executive communication positively affects social approval, defined as audience perceptions of affinity towards an organization. We surmise that the effect of laughter is especially strong for joint laughter, i.e., the number of instances in a given communication venue for which the focal executive and the audience laugh simultaneously. Finally, combining the notions of affect-as-information and negativity bias in human cognition, we hypothesize that the positive effect of laughter on social approval increases with bad organizational performance. We find partial support for our ideas when testing them on panel data comprising 902 German Bundesliga soccer press conferences and media tenor, applying state-of-the-art machine learning approaches for laughter detection as well as sentiment analysis. Our findings contribute to research at the nexus of executive communication, strategic leadership, and social evaluations, especially by introducing laughter as a
Recent Speech-to-Speech Translation (S2ST) systems achieve strong semantic accuracy yet consistently strip away non-verbal vocalizations (NVs), such as laughter and crying that convey pragmatic intent, which severely limits real-world utility. We address this via three contributions. First, we propose a synthesis pipeline for building scalable expressive datasets to overcome the data scarcity limitation. Second, we propose MoVE, a Mixture-of-LoRA-Experts architecture with expressive-specialized adapters and a soft-weighting router that blends experts for capturing hybrid expressive states. Third, we show pretrained AudioLLMs enable striking data efficiency: 30 minutes of curated data is enough for strong performance. On English-Chinese S2ST, while comparing with strong baselines, MoVE reproduces target NVs in 76% of cases and achieves the highest human-rated naturalness and emotional fidelity among all compared systems, where existing S2ST systems preserve at most 14% of NVs.
This study aims to design and implement a laughter recognition system based on multimodal fusion and deep learning, leveraging image and audio processing technologies to achieve accurate laughter recognition and emotion analysis. First, the system loads video files and uses the OpenCV library to extract facial information while employing the Librosa library to process audio features such as MFCC. Then, multimodal fusion techniques are used to integrate image and audio features, followed by training and prediction using deep learning models. Evaluation results indicate that the model achieved 80% accuracy, precision, and recall on the test dataset, with an F1 score of 80%, demonstrating robust performance and the ability to handle real-world data variability. This study not only verifies the effectiveness of multimodal fusion methods in laughter recognition but also highlights their potential applications in affective computing and human-computer interaction. Future work will focus on further optimizing feature extraction and model architecture to improve recognition accuracy and expand application scenarios, promoting the development of laughter recognition technology in fields suc
Laughter is a unique expression, essential to affirmative social interactions of humans. Although current 3D talking head generation methods produce convincing verbal articulations, they often fail to capture the vitality and subtleties of laughter and smiles despite their importance in social context. In this paper, we introduce a novel task to generate 3D talking heads capable of both articulate speech and authentic laughter. Our newly curated dataset comprises 2D laughing videos paired with pseudo-annotated and human-validated 3D FLAME parameters and vertices. Given our proposed dataset, we present a strong baseline with a two-stage training scheme: the model first learns to talk and then acquires the ability to express laughter. Extensive experiments demonstrate that our method performs favorably compared to existing approaches in both talking head generation and expressing laughter signals. We further explore potential applications on top of our proposed method for rigging realistic avatars.
Despite the recent advances of the artificial intelligence, building social intelligence remains a challenge. Among social signals, laughter is one of the distinctive expressions that occurs during social interactions between humans. In this work, we tackle a new challenge for machines to understand the rationale behind laughter in video, Video Laugh Reasoning. We introduce this new task to explain why people laugh in a particular video and a dataset for this task. Our proposed dataset, SMILE, comprises video clips and language descriptions of why people laugh. We propose a baseline by leveraging the reasoning capacity of large language models (LLMs) with textual video representation. Experiments show that our baseline can generate plausible explanations for laughter. We further investigate the scalability of our baseline by probing other video understanding tasks and in-the-wild videos. We release our dataset, code, and model checkpoints on https://github.com/postech-ami/SMILE-Dataset.
It is widely acknowledged that discriminative representation for speaker verification can be extracted from verbal speech. However, how much speaker information that non-verbal vocalization carries is still a puzzle. This paper explores speaker verification based on the most ubiquitous form of non-verbal voice, laughter. First, we use a semi-automatic pipeline to collect a new Haha-Pod dataset from open-source podcast media. The dataset contains over 240 speakers' laughter clips with corresponding high-quality verbal speech. Second, we propose a Two-Stage Teacher-Student (2S-TS) framework to minimize the within-speaker embedding distance between verbal and non-verbal (laughter) signals. Considering Haha-Pod as a test set, two trials (S2L-Eval) are designed to verify the speaker's identity through laugh sounds. Experimental results demonstrate that our method can significantly improve the performance of the S2L-Eval test set with only a minor degradation on the VoxCeleb1 test set. The resources for the Haha-Pod dataset can be found at https://github.com/nevermoreLin/HahaPod.
Smiles and laughs detection systems have attracted a lot of attention in the past decade contributing to the improvement of human-agent interaction systems. But very few considered these expressions as distinct, although no prior work clearly proves them to belong to the same category or not. In this work, we present a deep learning-based multimodal smile and laugh classification system, considering them as two different entities. We compare the use of audio and vision-based models as well as a fusion approach. We show that, as expected, the fusion leads to a better generalization on unseen data. We also present an in-depth analysis of the behavior of these models on the smiles and laughs intensity levels. The analyses on the intensity levels show that the relationship between smiles and laughs might not be as simple as a binary one or even grouping them in a single category, and so, a more complex approach should be taken when dealing with them. We also tackle the problem of limited resources by showing that transfer learning allows the models to improve the detection of confusing intensity levels.
The development of virtual agents has enabled human-avatar interactions to become increasingly rich and varied. Moreover, an expressive virtual agent i.e. that mimics the natural expression of emotions, enhances social interaction between a user (human) and an agent (intelligent machine). The set of non-verbal behaviors of a virtual character is, therefore, an important component in the context of human-machine interaction. Laughter is not just an audio signal, but an intrinsic relationship of multimodal non-verbal communication, in addition to audio, it includes facial expressions and body movements. Motion analysis often relies on a relevant motion capture dataset, but the main issue is that the acquisition of such a dataset is expensive and time-consuming. This work studies the relationship between laughter and body movements in dyadic conversations. The body movements were extracted from videos using deep learning based pose estimator model. We found that, in the explored NDC-ME dataset, a single statistical feature (i.e, the maximum value, or the maximum of Fourier transform) of a joint movement weakly correlates with laughter intensity by 30%. However, we did not find a direc
Attitude is omnipresent in almost every type of text. There has yet to be any relevant research on attitudinal shifts in self-translation. The Chinese version of Between Tears and Laughter is a rare case of self-translation and co-translation in that the first 11 chapters are self-translated by Lin Yutang, and the last 12 chapters by Xu Chengbin. The current study conducted a word frequency analysis of this book's English and Chinese versions with LIWC and AntConc, and made comparative research into Lin Yutang's attitudinal changes. The results show that due to different writing purposes and readerships, there is less anger in Lin's self-translation (M=0.7755, SD=0.2775) than in the first 11 chapters of the English original (M=1.1036, SD=0.3861), which is a significant difference (t=2.2892, p=0.0331). This attitudinal change is also reflected in the translations of some n-grams containing anger words. In contrast, there is no significant difference (t=1.88, p=0.07) between Xu's co-translation and the corresponding part of the original in attitude "anger". This paper believes that corpus tools can help co-translators keep their translation consistent in attitude.
The success of automatic speaker verification shows that discriminative speaker representations can be extracted from neutral speech. However, as a kind of non-verbal voice, laughter should also carry speaker information intuitively. Thus, this paper focuses on exploring speaker verification about utterances containing non-verbal laughter segments. We collect a set of clips with laughter components by conducting a laughter detection script on VoxCeleb and part of the CN-Celeb dataset. To further filter untrusted clips, probability scores are calculated by our binary laughter detection classifier, which is pre-trained by pure laughter and neutral speech. After that, based on the clips whose scores are over the threshold, we construct trials under two different evaluation scenarios: Laughter-Laughter (LL) and Speech-Laughter (SL). Then a novel method called Laughter-Splicing based Network (LSN) is proposed, which can significantly boost performance in both scenarios and maintain the performance on the neutral speech, such as the VoxCeleb1 test set. Specifically, our system achieves relative 20% and 22% improvement on Laughter-Laughter and Speech-Laughter trials, respectively. The met
Laughter is one of the most expressive and natural aspects of human speech, conveying emotions, social cues, and humor. However, most text-to-speech (TTS) systems lack the ability to produce realistic and appropriate laughter sounds, limiting their applications and user experience. While there have been prior works to generate natural laughter, they fell short in terms of controlling the timing and variety of the laughter to be generated. In this work, we propose ELaTE, a zero-shot TTS that can generate natural laughing speech of any speaker based on a short audio prompt with precise control of laughter timing and expression. Specifically, ELaTE works on the audio prompt to mimic the voice characteristic, the text prompt to indicate the contents of the generated speech, and the input to control the laughter expression, which can be either the start and end times of laughter, or the additional audio prompt that contains laughter to be mimicked. We develop our model based on the foundation of conditional flow-matching-based zero-shot TTS, and fine-tune it with frame-level representation from a laughter detector as additional conditioning. With a simple scheme to mix small-scale laugh
Language models increasingly serve as the backbone of text-to-speech (TTS) systems, yet we understand little about the representations they build when text and generated speech tokens share a single residual stream. We train BatchTopK sparse autoencoders on the LM backbone of CosyVoice3 and introduce a modality-aware auto-interp pipeline that labels each feature from where it fires-text-prefix context, 1-second speech clips, or both. The recovered features are interpretable, spanning phonemes, laughter, accent prompts and speaker gender. Steering through the SAE latent space shows these features are causal rather than merely descriptive: targeted interventions raise laughter probability from 0.02 to 0.79, flip perceived speaker gender, and control speech rate while preserving spoken content. SAE features thus serve both as interpretability objects and as control directions for TTS synthesis.
Modern automatic speech recognition (ASR) systems excel at transcribing lexical content but often omit nonverbal vocalizations (NVs), such as laughter, breaths, coughs, and cries, that carry conversational and affective information. Modeling NVs in ASR is challenging because NV annotations are sparse and highly long-tailed, with frequent categories such as breaths and laughter dominating rarer events such as cries and coughs. We study three data-centric strategies for improving low-resource NV recognition: (1) a two-stage curriculum that first maps all NV events to a generic token and then fine-tunes on target categories; (2) inter-token transfer from high-resource events, such as laughter and breath, to rare events, such as crying; and (3) voice-conversion augmentation with class balancing. Experiments show that shared acoustic structure across vocal events can be exploited to improve rare-category detection while preserving lexical ASR quality.