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As humans, we hear sound every second of our life. The sound we hear is often affected by the acoustics of the environment surrounding us. For example, a spacious hall leads to more reverberation. Room Impulse Responses (RIR) are commonly…
This article explores a variant of Kac's famous problem, "Can one hear the shape of a drum?", by addressing a geometric inverse problem in acoustics. Our objective is to reconstruct the shape of a cuboid room using acoustic signals measured…
In mixed reality applications, a realistic acoustic experience in spatial environments is as crucial as the visual experience for achieving true immersion. Despite recent advances in neural approaches for Room Impulse Response (RIR)…
Room impulse response (RIR) functions capture how the surrounding physical environment transforms the sounds heard by a listener, with implications for various applications in AR, VR, and robotics. Whereas traditional methods to estimate…
The hearing sense on a mobile robot is important because it is omnidirectional and it does not require direct line-of-sight with the sound source. Such capabilities can nicely complement vision to help localize a person or an interesting…
Room geometry inference (RGI) aims at estimating room shapes from measured room impulse responses (RIRs) and has received lots of attention for its importance in environment-aware audio rendering and virtual acoustic representation of a…
Accurate estimation of indoor space geometries is vital for constructing precise digital twins, whose broad industrial applications include navigation in unfamiliar environments and efficient evacuation planning, particularly in low-light…
Knowing the room geometry may be very beneficial for many audio applications, including sound reproduction, acoustic scene analysis, and sound source localization. Room geometry inference (RGI) deals with the problem of reflector…
We propose Audio Noise Awareness using Visuals of Indoors for NAVIgation for quieter robot path planning. While humans are naturally aware of the noise they make and its impact on those around them, robots currently lack this awareness. A…
Mobile robots in real-life settings would benefit from being able to localize sound sources. Such a capability can nicely complement vision to help localize a person or an interesting event in the environment, and also to provide enhanced…
We show that one can reconstruct the shape of a room with planar walls from the first-order echoes received by four non-planar microphones placed on a drone with generic position and orientation. Both the cases where the source is located…
We consider exploration tasks in which an autonomous mobile robot incrementally builds maps of initially unknown indoor environments. In such tasks, the robot makes a sequence of decisions on where to move next that, usually, are based on…
The inference of the absorption configuration of an existing room solely using acoustic signals can be challenging. This research presents two methods for estimating the room dimensions and frequency-dependent absorption coefficients using…
A microphone array can provide a mobile robot with the capability of localizing, tracking and separating distant sound sources in 2D, i.e., estimating their relative elevation and azimuth. To combine acoustic data with visual information in…
Binaural audio provides human listeners with an immersive spatial sound experience, but most existing videos lack binaural audio recordings. We propose an audio spatialization method that draws on visual information in videos to convert…
Acoustical behavior of a room for a given position of microphone and sound source is usually described using the room impulse response. If we rely on the standard uniform sampling, the estimation of room impulse response for arbitrary…
In this thesis, we propose an artificial auditory system that gives a robot the ability to locate and track sounds, as well as to separate simultaneous sound sources and recognising simultaneous speech. We demonstrate that it is possible to…
Estimation of the location of sound sources is usually done using microphone arrays. Such settings provide an environment where we know the difference between the received signals among different microphones in the terms of phase or…
In real-world acoustic scenarios, there often are multiple sound sources present in a room. These sources are situated in various locations and produce sounds that reach the listener from multiple directions. The presence of multiple…
Recent years have seen immense progress in 3D computer vision and computer graphics, with emerging tools that can virtualize real-world 3D environments for numerous Mixed Reality (XR) applications. However, alongside immersive visual…