8–12 Sept 2026
Europe/Vienna timezone

Session

A24.04 Audio for Augmented Reality

A24.04
8 Sept 2026, 13:20

Conveners

A24.04 Audio for Augmented Reality: S171

  • Johannes M. Arend (Aalto University)
  • Nils Meyer-Kahlen (Aalto University)
  • Annika Neidhardt (Audio Engineering, Faculty of Media, HS Mittweida)

A24.04 Audio for Augmented Reality: P449

  • Nils Meyer-Kahlen (Aalto University)
  • Annika Neidhardt (Audio Engineering, Faculty of Media, HS Mittweida)
  • Johannes M. Arend (Aalto University)

A24.04 Audio for Augmented Reality: S446

  • Nils Meyer-Kahlen (Aalto University)
  • Johannes M. Arend (Aalto University)
  • Annika Neidhardt (Audio Engineering, Faculty of Media, HS Mittweida)

Presentation materials

There are no materials yet.

  1. Mads Lang Matthesen (Aalborg University and GN Advanced Science)
    08/09/2026, 13:20
    A24 Virtual Acoustics

    Reconstructing sound-fields from a limited number of room impulse responses is a key challenge in spatial audio. Existing datasets are often spatially sparse or limited to a few rooms, hindering systematic benchmarking and training of sound-field reconstruction methods. This paper introduces Spatially Dense Room Impulse Responses (SpaDenRIR), a simulated dataset designed for developing and...

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  2. Nils Peters (Trinity College, The University of Dublin)
    08/09/2026, 13:40
    A24 Virtual Acoustics

    A growing cohort of multimedia consumers requires advanced accessibility solutions due to diverse sensory and cognitive needs such as age-related hearing loss, noise-induced hearing impairment, or congenital auditory conditions. Ensuring that emerging media technologies such as virtual-reality and augmented-reality (VR/AR) remain inclusive has become a critical requirement for broad-scale...

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  3. Roberto Barumerli (Imperial College London)
    08/09/2026, 14:00
    A24 Virtual Acoustics

    Accurate sound localisation in augmented reality depends also on employing head-related transfer functions (HRTFs) that match the listener's anatomy. Yet, predicting how a specific listener will perceive a given spatial audio rendering remains an open problem. Bayesian observer models can, in principle, predict individual localisation behaviour from acoustic measurements, but their parameters...

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  4. Christian Scheer (Audio Communication Group, TU Berlin)
    08/09/2026, 14:00
    A24 Virtual Acoustics

    Deep learning and facial landmarking have enabled the development of consumer-grade camera-based head tracking systems for binaural rendering that do not require specialized hardware. Instead, standard webcams or smartphone cameras provide sufficient input for real-time head pose estimation on desktop or mobile devices. The estimated head orientation is typically transmitted via network...

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  5. Jeremy Lawrence (International Audio Laboratories Erlangen)
    08/09/2026, 14:00
    A24 Virtual Acoustics

    Acoustic localization of humans traditionally focuses on scenarios in which they emit sound. In certain settings, however, a human may remain silent while another sound source is active. Recent work demonstrated that silent humans can be localized by analyzing the subtle perturbations their bodies introduce into room impulse responses (RIRs). The existing SoundCam dataset includes RIRs...

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  6. Ivan Ucović (University of Zagreb Faculty of EE and Computing)
    08/09/2026, 14:20
    A24 Virtual Acoustics

    With the advancement and implementation of Virtual Reality (VR) and Augmented Reality (AR) technologies, there is an increasing demand for improvements in spatial audio that accurately mimics real-world perception. Regarding human auditory perception, sound localization is a crucial element. Previous research has shown that localization accuracy often differs between physical and virtual...

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  7. Max Væhrens (Department of Electronic Systems, Aalborg University)
    08/09/2026, 15:00
    A24 Virtual Acoustics

    In real environments, direct sound from a source is typically followed by a strong floor reflection whose level and time delay depend on the location of the source and the listener, and may potentially provide additional localisation cues. However, prior findings on reflection effects are mixed, and evidence for virtual reality (VR) applications and environments remain limited. This question...

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  8. Otavio Colella Gomes (Hochschule für Musik Detmold)
    08/09/2026, 15:20
    A24 Virtual Acoustics

    At the beginning of the 20th century, the Edison company presented so-called "tone tests" to promote their new phonograph. To demonstrate its quality, listeners were presented with live performances and reproductions of different sound sources. Here, we perform a contemporary Edison test that assesses the influence of different methods for resynthesizing sound-source directivity on the...

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  9. Tobias Weber (TH Köln - Institute of Computer and Communication Technology)
    08/09/2026, 15:40
    A24 Virtual Acoustics

    In recent years, numerous studies have investigated the plausibility of binaural rendering. Typically, the auralized sound sources are assumed to have point-source characteristics and static directivity. While this can be considered a good representation of loudspeakers, which typically have a well-defined acoustic center and time-invariant directivity, other natural sound sources, such as the...

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  10. Nils Meyer-Kahlen (Aalto University)
    08/09/2026, 16:00
    A24 Virtual Acoustics

    Augmented reality (AR) telepresence systems often aim to enhance immersion by adding room-adapted reverberation to remote speech, potentially at the cost of reduced intelligibility and increased listening effort. In this study, we investigated speech recognition and subjective listening effort in a speech-in-noise task across real and virtual acoustic environments with varying degrees of...

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