Related papers: Materialising contexts: virtual soundscapes for re…
Human perception and experience of music is highly context-dependent. Contextual variability contributes to differences in how we interpret and interact with music, challenging the design of robust models for information retrieval.…
Immersion in virtual and augmented reality solutions is reliant on plausible spatial audio. However, plausibly representing a space for immersive audio often requires many individual acoustic measurements of source-microphone pairs with…
This chapter will extend its preliminary scope by examining how literary transportation further amplifies presence and affects user response vis-\'a-vis virtual heritage by focusing on embodiment and aesthetic experience. To do so, it will…
Digital Audio Workstations (DAWs) are central to modern music production but often encumber the musician's workflow, tethering them to a desk and hindering natural interaction with their instrument. Furthermore, effective remote…
Upsampling artifacts are caused by problematic upsampling layers and due to spectral replicas that emerge while upsampling. Also, depending on the used upsampling layer, such artifacts can either be tonal artifacts (additive high-frequency…
In today's tech-driven world, significant advancements in artificial intelligence and virtual reality have emerged. These developments drive research into exploring their intersection in the realm of soundscape. Not only do these…
This paper addresses the concept of materiality in virtual environments, which we define as being composed of objects that can influence user experience actively. Such virtual materiality is closely related to its physical counterpart,…
Live music making can be understood as an enactive process, whereby musical experiences are created through human action. This suggests that musical worlds coevolve with their agents through repeated sensorimotor interactions with the…
Binaural audio gives the listener an immersive experience and can enhance augmented and virtual reality. However, recording binaural audio requires specialized setup with a dummy human head having microphones in left and right ears. Such a…
Cultural heritage applications and advanced machine learning models are creating a fruitful synergy to provide effective and accessible ways of interacting with artworks. Smart audio-guides, personalized art-related content and gamification…
We investigated the use of virtual technologies to digitise and enhance cultural heritage (CH), aligning with Open Science and FAIR principles. Through case studies in museums, we developed reproducible workflows, 3D models, and tools…
Humans integrate multiple sensory modalities (e.g. visual and audio) to build a causal understanding of the physical world. In this work, we propose a novel type of intrinsic motivation for Reinforcement Learning (RL) that encourages the…
Sound plays a crucial role in enhancing user experience and immersiveness in Augmented Reality (AR). However, current platforms lack support for AR sound authoring due to limited interaction types, challenges in collecting and specifying…
The relationships between the listener, physical world and virtual environment (VE) should not only inspire the design of natural multimodal interfaces but should be discovered to make sense of the mediating action of VR technologies. This…
This manuscript presents initial findings critical for supporting augmented acoustics experiments in custom-made hearing booths, addressing a key challenge in ensuring perceptual validity and experimental rigor in these highly sensitive…
This article presents an interactive system for stage acoustics experimentation including considerations for hearing one's own and others' instruments. The quality of real-time auralization systems for psychophysical experiments on music…
We study the problem of multimodal physical scene understanding, where an embodied agent needs to find fallen objects by inferring object properties, direction, and distance of an impact sound source. Previous works adopt feed-forward…
This report presents the work done over 22 weeks of internship within the Sound Perception and Design team of the Sciences and Technologies of Music and Sound (STMS) laboratory at the Institute for Research and Coordination in…
This article proposes an innovative framework to explore large audiovisual archives using Immersive Environments to place users inside a dataset and create an embodied experience. It starts by outlining the need for such a novel interface…
Augmented reality is a research area that tries to embody an electronic information space within the real world, through computational devices. A crucial issue within this area, is the recognition of real world objects or situations. In…