# Deep Speech: Scaling up end-to-end speech recognition

arXiv: https://arxiv.org/abs/1412.5567 · HTML: https://mlsanity.com/paper/1412.5567/

## Key facts

- Cited by 354 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 17 Dec 2014.

## Built on by (most cited first, 30 of 354)

- [SpeechBrain: A General-Purpose Speech Toolkit](https://mlsanity.com/paper/2106.04624/) (2021)
- [Pruning and Quantization for Deep Neural Network Acceleration: A Survey](https://mlsanity.com/paper/2101.09671/) (2021)
- [MeshTalk: 3D Face Animation from Speech using Cross-Modality Disentanglement](https://mlsanity.com/paper/2104.08223/) (2021)
- [Efficient Deep Learning: A Survey on Making Deep Learning Models Smaller, Faster, and Better](https://mlsanity.com/paper/2106.08962/) (2021)
- [Recent Advances in End-to-End Automatic Speech Recognition](https://mlsanity.com/paper/2111.01690/) (2021)
- [Neural Architecture Search: Insights from 1000 Papers](https://mlsanity.com/paper/2301.08727/) (2023)
- [DiffTalk: Crafting Diffusion Models for Generalized Audio-Driven Portraits Animation](https://mlsanity.com/paper/2301.03786/) (2023)
- [GeneFace: Generalized and High-Fidelity Audio-Driven 3D Talking Face Synthesis](https://mlsanity.com/paper/2301.13430/) (2023)
- [End-to-End Speech Recognition: A Survey](https://mlsanity.com/paper/2303.03329/) (2023)
- [Split Computing and Early Exiting for Deep Learning Applications: Survey and Research Challenges](https://mlsanity.com/paper/2103.04505/) (2021)
- [A Survey on Data Augmentation for Text Classification](https://mlsanity.com/paper/2107.03158/) (2021)
- [Learning Speech-driven 3D Conversational Gestures from Video](https://mlsanity.com/paper/2102.06837/) (2021)
- [Learning Dynamic Facial Radiance Fields for Few-Shot Talking Head Synthesis](https://mlsanity.com/paper/2207.11770/) (2022)
- [Trustworthy AI: A Computational Perspective](https://mlsanity.com/paper/2107.06641/) (2021)
- [E-Branchformer: Branchformer with Enhanced merging for speech recognition](https://mlsanity.com/paper/2210.00077/) (2022)
- [FACIAL: Synthesizing Dynamic Talking Face with Implicit Attribute Learning](https://mlsanity.com/paper/2108.07938/) (2021)
- [ZeroEGGS: Zero-shot Example-based Gesture Generation from Speech](https://mlsanity.com/paper/2209.07556/) (2022)
- [Federated Quantum Machine Learning](https://mlsanity.com/paper/2103.12010/) (2021)
- [DiffPoseTalk: Speech-Driven Stylistic 3D Facial Animation and Head Pose Generation via Diffusion Models](https://mlsanity.com/paper/2310.00434/) (2023)
- [Visual Alignment Constraint for Continuous Sign Language Recognition](https://mlsanity.com/paper/2104.02330/) (2021)
- [Zeus: Understanding and Optimizing GPU Energy Consumption of DNN Training](https://mlsanity.com/paper/2208.06102/) (2022)
- [FaceDiffuser: Speech-Driven 3D Facial Animation Synthesis Using Diffusion](https://mlsanity.com/paper/2309.11306/) (2023)
- [Imitator: Personalized Speech-driven 3D Facial Animation](https://mlsanity.com/paper/2301.00023/) (2022)
- [DINet: Deformation Inpainting Network for Realistic Face Visually Dubbing on High Resolution Video](https://mlsanity.com/paper/2303.03988/) (2023)
- [Efficient Region-Aware Neural Radiance Fields for High-Fidelity Talking Portrait Synthesis](https://mlsanity.com/paper/2307.09323/) (2023)
- [Break-It-Fix-It: Unsupervised Learning for Program Repair](https://mlsanity.com/paper/2106.06600/) (2021)
- [LipSync3D: Data-Efficient Learning of Personalized 3D Talking Faces from Video using Pose and Lighting Normalization](https://mlsanity.com/paper/2106.04185/) (2021)
- [Handcrafted Backdoors in Deep Neural Networks](https://mlsanity.com/paper/2106.04690/) (2021)
- [TalkingGaussian: Structure-Persistent 3D Talking Head Synthesis via Gaussian Splatting](https://mlsanity.com/paper/2404.15264/) (2024)
- [VeLO: Training Versatile Learned Optimizers by Scaling Up](https://mlsanity.com/paper/2211.09760/) (2022)

## Abstract (arXiv)

We present a state-of-the-art speech recognition system developed using end-to-end deep learning. Our architecture is significantly simpler than traditional speech systems, which rely on laboriously engineered processing pipelines; these traditional systems also tend to perform poorly when used in noisy environments. In contrast, our system does not need hand-designed components to model background noise, reverberation, or speaker variation, but instead directly learns a function that is robust to such effects. We do not need a phoneme dictionary, nor even the concept of a "phoneme." Key to our approach is a well-optimized RNN training system that uses multiple GPUs, as well as a set of novel data synthesis techniques that allow us to efficiently obtain a large amount of varied data for training. Our system, called Deep Speech, outperforms previously published results on the widely studied Switchboard Hub5'00, achieving 16.0% error on the full test set. Deep Speech also handles challenging noisy environments better than widely used, state-of-the-art commercial speech systems.
