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Recent studies of hearing aid benefits indicate that head movement behavior influences performance. To systematically assess these effects, movement behavior must be measured in realistic communication conditions. For this, the use of…
Virtual reality (VR) environments are frequently used in auditory and cognitive research to imitate real-life scenarios, presumably enhancing state-of-the-art approaches with traditional computer screens. However, the effects of different…
With recent advances of Virtual Reality (VR) technology, the deployment of such will dramatically increase in non-entertainment environments, such as professional education and training, manufacturing, service, or low frequency/high risk…
In daily life, social interaction and acoustic communication often take place in complex acoustic environments (CAE) with a variety of interfering sounds and reverberation. For hearing research and the evaluation of hearing systems,…
In recent years 360$^{\circ}$ videos have been becoming more popular. For traditional media presentations, e.g., on a computer screen, a wide range of assessment methods are available. Different constructs, such as perceived quality or the…
Virtual reality (VR) not only allows head-mounted display (HMD) users to immerse themselves in virtual worlds but also to share them with others. When designed correctly, this shared experience can be enjoyable. However, in typical…
Prosody plays a vital role in verbal communication. Acoustic cues of prosody have been examined extensively. However, prosodic characteristics are not only perceived auditorily, but also visually based on head and facial movements. The…
Immersive audio-visual perception relies on the spatial integration of both auditory and visual information which are heterogeneous sensing modalities with different fields of reception and spatial resolution. This study investigates the…
This study examined which variables predicted the sense of presence (being there) in an immersive audio experience, with a focus on the impacts of immersion technology (headphones with spatialised sound versus speaker with 2D stereo sound),…
This study evaluates the usage of virtual reality (VR) technologies as a teaching tool in oral placement therapy, a subset of speech therapy. The researcher distributed instructional videos using traditional lecture and modified…
Cinematic Virtual Reality (CVR) is a narrative-driven VR experience that uses head-mounted displays with a 360-degree field of view. Previous research has explored different viewing modalities to enhance viewers' CVR experience. This study…
One of the many tasks facing the typically-developing child language learner is learning to discriminate between the distinctive sounds that make up words in their native language. Here we investigate whether multimodal…
In multi speakers environments, cochlear implant (CI) users may attend to a target sound source in a different manner from the normal hearing (NH) individuals during a conversation. This study attempted to investigate the effect of…
Augmented Reality (AR) and Mixed Reality (MR) have been two of the most explosive research topics in the last few years. Head-Mounted Devices (HMDs) are essential intermediums for using AR and MR technology, playing an important role in the…
Large curved displays have emerged as a powerful platform for collaboration, data visualization, and entertainment. These displays provide highly immersive experiences, a wider field of view, and higher satisfaction levels. Yet, large…
Audio-visual automatic speech recognition is a promising approach to robust ASR under noisy conditions. However, up until recently it had been traditionally studied in isolation assuming the video of a single speaking face matches the…
Multi-modal based speech separation has exhibited a specific advantage on isolating the target character in multi-talker noisy environments. Unfortunately, most of current separation strategies prefer a straightforward fusion based on…
The augmented-reality head-mounted display (e.g., Microsoft HoloLens) is one of the most innovative technologies in multimedia and human-computer interaction in recent years. Despite the emerging research of its applications on engineering,…
Technologies that augment face-to-face interactions with a digital sense of self have been used to support conversations. That work has employed one homogenous technology, either 'off-the-shelf' or with a bespoke prototype, across all…
Few VR applications and games implement captioning of speech and audio cues, which either inhibits or prevents access of their application by deaf or hard of hearing (DHH) users, new language learners, and other caption users. Additionally,…