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)
-
Mads Lang Matthesen (Aalborg University and GN Advanced Science)08/09/2026, 13:20A24 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...
Go to contribution page -
Nils Peters (Trinity College, The University of Dublin)08/09/2026, 13:40A24 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...
Go to contribution page -
Roberto Barumerli (Imperial College London)08/09/2026, 14:00A24 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...
Go to contribution page -
Christian Scheer (Audio Communication Group, TU Berlin)08/09/2026, 14:00A24 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...
Go to contribution page -
Jeremy Lawrence (International Audio Laboratories Erlangen)08/09/2026, 14:00A24 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...
Go to contribution page -
Ivan Ucović (University of Zagreb Faculty of EE and Computing)08/09/2026, 14:20A24 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...
Go to contribution page -
Max Væhrens (Department of Electronic Systems, Aalborg University)08/09/2026, 15:00A24 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...
Go to contribution page -
Otavio Colella Gomes (Hochschule für Musik Detmold)08/09/2026, 15:20A24 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...
Go to contribution page -
Tobias Weber (TH Köln - Institute of Computer and Communication Technology)08/09/2026, 15:40A24 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...
Go to contribution page -
Nils Meyer-Kahlen (Aalto University)08/09/2026, 16:00A24 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...
Go to contribution page