Related papers: Investigating differences in lab-quality and remot…
Face-to-face speech data collection has been next to impossible globally due to COVID-19 restrictions. To address this problem, simultaneous recordings of three repetitions of the cardinal vowels were made using a Zoom H6 Handy Recorder…
The aim of this paper is twofold. First, we present a review of different recording options for gathering prosodic data in the event that fieldwork is impracticable (e.g. due to pandemics). Under this light, we mimic a long-distance reading…
Audio-signal-processing and audio-machine-learning (ASP/AML) algorithms are ubiquitous in modern technology like smart devices, wearables, and entertainment systems. Development of such algorithms and models typically involves a formal…
Video conferencing platforms have been appropriated during the COVID-19 pandemic for different purposes, including classroom teaching. However, the platforms are not designed for many of these objectives. When users, like educationists,…
Any audio recording encapsulates the unique fingerprint of the associated acoustic environment, namely the background noise and reverberation. Considering the scenario of a room equipped with a fixed smart speaker device with one or more…
Many applications of speech technology require more and more audio data. Automatic assessment of the quality of the collected recordings is important to ensure they meet the requirements of the related applications. However, effective and…
Geometrical approaches for room acoustics simulation have the advantage of requiring limited computational resources while still achieving a high perceptual plausibility. A common approach is using the image source model for direct and…
This paper investigates the influence of lateral horizontal self-motion of participants during signal presentation on distance and azimuth perception for frontal sound sources in a rectangular room. Additionally, the effect of deviating…
Parametric sound field synthesis methods, such as the Spatial Decomposition Method (SDM) and Higher-Order Spatial Impulse Response Rendering (HO-SIRR), are widely used for the analysis and auralization of sound fields. This paper studies…
Audiovisual active speaker detection (ASD) in egocentric recordings is challenged by frequent occlusions, motion blur, and audio interference, which undermine the discernability of temporal synchrony between lip movement and speech.…
We present a new dataset called Real Acoustic Fields (RAF) that captures real acoustic room data from multiple modalities. The dataset includes high-quality and densely captured room impulse response data paired with multi-view images, and…
We present adaptive measurement techniques tailored for variational quantum algorithms on near-term small and noisy devices. In particular, we generalise earlier "learning to measure" strategies in two ways. First, by considering a class of…
Sound propagation encompasses various acoustic phenomena including reverberation. Current virtual acoustic methods, ranging from parametric filters to physically-accurate solvers, can simulate reverberation with varying degrees of fidelity.…
This study investigates frontal auditory distance perception (ADP) and externalization in virtual audio-visual environments, considering effects of headphone rendering method, room size, reverberation, and visual representation of the room.…
A key barrier to making phonetic studies scalable and replicable is the need to rely on subjective, manual annotation. To help meet this challenge, a machine learning algorithm was developed for automatic measurement of a widely used…
An immersive acoustic experience enabled by spatial audio is just as crucial as the visual aspect in creating realistic virtual environments. However, existing methods for room impulse response estimation rely either on data-demanding…
In this work, a new Physics laboratory experiment on Acoustics beats is presented. We have designed a simple experimental setup to study superposition of sound waves of slightly different frequencies (acoustic beat). The microphone of a…
This study investigates the feasibility of remote virtual reality (VR) studies conducted at home using VR headsets and video conferencing by deploying an experiment on emotion ratings. 20 participants used head-mounted displays to immerse…
Objective: Distorted loudness perception is one of the main complaints of hearing aid users. Being able to measure loudness perception correctly in the clinic is essential for fitting hearing aids. For this, experiments in the clinic should…
We present an indoor acoustic simulation framework that supports both ultrasonic and audible signaling. The framework opens the opportunity for fast indoor acoustic data generation and positioning development. The improved…