Related papers: Interfacing with history: Curating with audio augm…
We describe an electronic guidebook, Sotto Voce, that enables visitors to share audio information by eavesdropping on each other's guidebook activity. We have conducted three studies of visitors using electronic guidebooks in a historic…
Recent breakthroughs in generative AI have opened the door to new research perspectives in the domain of art and cultural heritage, where a large number of artifacts have been digitized. There is a need for innovation to ease the access and…
Conversational agents powered by Large Language Models (LLMs) are increasingly utilized in educational settings, in particular in individual closed digital environments, yet their potential adoption in the physical learning environments…
Large audio-language models (LALMs) enhance traditional large language models by integrating audio perception capabilities, allowing them to tackle audio-related tasks. Previous research has primarily focused on assessing the performance of…
Augmented reality (AR) provides users with a unique social space where virtual objects are natural parts of the real world. The users can interact with 3D virtual objects and virtual humans projected onto the physical environment. This work…
Movement-sound interactive systems are at the interface of different artistic and educational practices. Within this multiplicity of uses, we examine common denominators in terms of learning, appropriation and relationship to technological…
Dear Visitor and Charleston Reconstructed were location-based augmented reality (AR) experiences created between 2018 and 2020 dealing with two controversial monument sites in the US. The projects were motivated by the ability of AR to 1)…
This chapter gives an overview of interaction techniques for mixed reality including augmented and virtual reality (AR/VR). Various modalities for input and output are discussed. Specifically, techniques for tangible and surface-based…
Deaf and hard of hearing (DHH) students often experience communication barriers in higher education, which are particularly acute in experiential learning environments such as laboratories. Traditional accessibility services, such as…
The development of AI-driven generative audio mirrors broader AI trends, often prioritizing immediate accessibility at the expense of explainability. Consequently, integrating such tools into sustained artistic practice remains a…
We explore the integration of multisensory elements in virtual reality reconstructions of historical spaces through a case study of the Virtual Vauxhall Gardens project. While visual and auditory components have become standard in digital…
Spatial Orchestra demonstrates how easy it is to play musical instruments using basic input like natural locomotion, which is accessible to most. Unlike many musical instruments, our work allows individuals of all skill levels to…
The availability of highly convincing audio deepfake generators highlights the need for designing robust audio deepfake detectors. Existing works often rely solely on real and fake data available in the training set, which may lead to…
Background. Hearing aid technology has proven successful in the rehabilitation of hearing loss, but its performance is still limited in difficult everyday conditions characterized by noise and reverberation. Objectives. Introduction to the…
Audio visual segmentation (AVS) aims to segment the sounding objects for each frame of a given video. To distinguish the sounding objects from silent ones, both audio-visual semantic correspondence and temporal interaction are required. The…
This paper proposes a new method to provide personalized tour recommendation for museum visits. It combines an optimization of preference criteria of visitors with an automatic extraction of artwork importance from museum information based…
The use of natural language and voice-based interfaces gradu-ally transforms how consumers search, shop, and express their preferences. The current work explores how changes in the syntactical structure of the interaction with…
When working with emergent and appealing technologies as Virtual Reality, Mixed Reality and Augmented Reality, the issue of definitions appear very often. Indeed, our experience with various publics allows us to notice that technology…
Mixed Reality aims to merge the digital and physical worlds to create immersive human-computer interactions. Despite notable advancements, the absence of realistic haptic feedback often breaks the immersive experience by creating a…
The current paradigm for creating and deploying immersive audio content is based on audio objects, which are composed of an audio track and position metadata. While rendering an object-based production into a multichannel mix is…