Skip to main content
zenodoopen

Project's repository for: Co-immersion in Audio Augmented Virtuality: the Case Study of a Static and Approximated Late Reverberation Algorithm

<p>Repository of the VR scene and the audio data used for the experiment reported in the publication <a href="https://ieeexplore.ieee.org/document/10269056" target="_blank" rel="noopener">available in Open Access</a>:</p> <blockquote> <p>Davide Fantini,&nbsp;Giorgio Presti,&nbsp;Michele Geronazzo, Riccardo Bona, Alessandro Giuseppe Privitera and Federico Avanzini&nbsp;(2023)&nbsp;"Co-immersion in Audio Augmented Virtuality: the Case Study of a Static and Approximated Late Reverberation Algorithm"&nbsp;in&nbsp;<em>IEEE Transactions on Visualization and Computer Graphics (ISMAR special issue)</em></p> </blockquote> <p>The file&nbsp;<a href="../api/files/06c374e2-c54d-40f1-ae23-c4c7afbfba5b/README.md">README.md</a>&nbsp;includes some instructions to&nbsp;use the data in this repository.</p> <p>&nbsp;</p> <p><strong>AUDIO</strong></p> <p>The file&nbsp;<a href="../api/files/06c374e2-c54d-40f1-ae23-c4c7afbfba5b/audio.zip">audio.zip</a> includes the Reaper's projects and audio files used in the experiment to provide the auditory stimuli (simultaneous reverberated speeches) to the participants. Each subfolder corresponds to a different Virtual Acoustics Environment (VAE):</p> <ul> <li>&lt;<em>LivingRoom</em>|<em>MARCo</em>|<em>METU</em>&gt; <ul> <li>&lt;<em>Living Room</em>|<em>MARCo</em>|<em>METU</em>&gt;<em>.rpp</em>: Reaper's project for the VAE</li> <li><em>Bin</em>: folder including the speech data convolved with the late reverberation part of the reverb condition&nbsp;\(B\)&nbsp;for each source position in the VAE</li> <li><em>Freeverb</em>: folder including the speech data convolved with the late reverberation part of the reverb condition&nbsp;\(F_\text{d}\)&nbsp;for each source position in the VAE</li> <li><em>HOA</em>: <ul> <li><em>ER</em>: folder including the speech data convolved with the early reflections part (HOA in A-format) of the reference reverb condition&nbsp;\(H\)&nbsp;for each source position in the VAE</li> <li><em>Ref</em>: folder including the speech data convolved with the&nbsp;entire reference reverb condition&nbsp;\(H\)&nbsp;(HOA in A-format)&nbsp;for each source position in the VAE</li> </ul> </li> </ul> </li> </ul> <p>The reverberated speech data in&nbsp;the&nbsp;<a href="../api/files/06c374e2-c54d-40f1-ae23-c4c7afbfba5b/audio.zip">audio.zip</a>&nbsp;file are obtained using third-party datasets:</p> <ul> <li>The anechoic speech data are retrieved from four speakers (F2, F5, M3, M6) of the&nbsp;<a href="https://doi.org/10.5281/zenodo.6257551">ACE challenge corpus</a></li> <li>The Room Impulse Responses (RIR) in High-Order Ambisonics (HOA) format used to reverberate the speeches&nbsp;are retrieved from: <ul> <li><a href="https://doi.org/10.5281/zenodo.5747753">Living Room</a></li> <li><a href="https://doi.org/10.5281/zenodo.3477602">Concert hall (MARCo)</a></li> <li><a href="https://doi.org/10.5281/zenodo.2635758">Classroom (METU)</a></li> </ul> </li> </ul> <p>&nbsp;</p> <p><strong>VR SCENE</strong></p> <p>The file&nbsp;<a href="../api/files/06c374e2-c54d-40f1-ae23-c4c7afbfba5b/VRscene.zip">VRscene.zip</a> includes the Virtual Reality (VR) scene provided to the participants during the experiment via an Oculus Quest 2. This file includes two subfolders:</p> <ul> <li><em>UDPServer</em>: C# code for the UDP server used for sending the OSC messages for head tracking <ul> <li><em>external/SharpOSC.dll</em>: external library (<a href="https://github.com/ValdemarOrn/SharpOSC">SharpOSC</a>) used to interact with the OSC protocol</li> </ul> </li> <li><em>VR_Headtracking</em>:&nbsp;folder including the Unity project with the VR scene</li> </ul> <p>&nbsp;</p>

ShareScore

44/100

Overall dataset sharing score

Score breakdown

These five areas show where the dataset supports — or may limit — practical reuse.

Stewardship
8
Harmonization
4
Access
16
Reuse readiness
8
Engagement
8

Topics