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, Giorgio Presti, Michele Geronazzo, Riccardo Bona, Alessandro Giuseppe Privitera and Federico Avanzini (2023) "Co-immersion in Audio Augmented Virtuality: the Case Study of a Static and Approximated Late Reverberation Algorithm" in <em>IEEE Transactions on Visualization and Computer Graphics (ISMAR special issue)</em></p>
</blockquote>
<p>The file <a href="../api/files/06c374e2-c54d-40f1-ae23-c4c7afbfba5b/README.md">README.md</a> includes some instructions to use the data in this repository.</p>
<p> </p>
<p><strong>AUDIO</strong></p>
<p>The file <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><<em>LivingRoom</em>|<em>MARCo</em>|<em>METU</em>>
<ul>
<li><<em>Living Room</em>|<em>MARCo</em>|<em>METU</em>><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 \(B\) 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 \(F_\text{d}\) 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 \(H\) for each source position in the VAE</li>
<li><em>Ref</em>: folder including the speech data convolved with the entire reference reverb condition \(H\) (HOA in A-format) for each source position in the VAE</li>
</ul>
</li>
</ul>
</li>
</ul>
<p>The reverberated speech data in the <a href="../api/files/06c374e2-c54d-40f1-ae23-c4c7afbfba5b/audio.zip">audio.zip</a> 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 <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 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> </p>
<p><strong>VR SCENE</strong></p>
<p>The file <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>: folder including the Unity project with the VR scene</li>
</ul>
<p> </p>
opencc-by-4.0Jun 2023View details →