Periodic Reporting for period 1 - SONICOM (SONICOM - Transforming auditory-based social interaction and communication in AR/VR)
Reporting period: 2021-01-01 to 2021-12-31
SONICOM puts together some of the most important research centres across Europe to tackle these research challenges using a multidisciplinary approach. Research involves a mixture of digital signal processing and artificial intelligence, together with psychology and perceptual modelling; exploring new forms, levels, and dimensions of interaction within auditory-based immersive environments. Furthermore, in order to reinforce the idea of reproducible research and promoting future development and innovation in the area of auditory-based social interaction, the SONICOM Ecosystem will be created and shared with the wider community, which will include auditory data closely linked with model implementations and immersive audio rendering components.
In the following 6 months, up to the end of the first year, all the planned research and management/organisation activities within SONICOM started and progressed smoothly. The ‘core’ immersive audio research within WP1 included:
• Morphology-based HRTF modelling and individualisation
• Early work on HRTF selection and related modelling framework, as well as initial pilots on HRTF and speech perception studies
• Pilot studies and planning of the real/virtual matching studies within AR/VR contexts, specifically looking at reverberation both from computational and perceptual perspectives
• Design and installation of an HRTF measurement setup at Imperial
Most of the work listed above has been presented at international conference venues and/or has been published in refereed journals. Notable publications are the paper from the Sorbonne team in Paris on the sensitivity analysis of their parametric pinna model (https://doi.org/10.1121/10.0004128) and the paper from the Acoustic Research Institute in Vienna on modelling active localisation using Bayesian inference (https://doi.org/10.1051/aacus/2021039). Another notable dissemination activity related with WP1 is the organisation of a special session titled Personalisation of Binaural Audio in Virtual and Augmented Reality, which included 10 presented studies at the I3DA 2021 International Conference (https://www.i3da.eu).
The research aims and activities of WP2 (Interaction) are relatively new to most of the academic partners within the consortium, and for this reason the work in WP2 has moved forward more slowly. These include:
• Overall planning and mapping of future WP2 activities – this work resulted in the submission of the first research deliverable within SONICOM
• Design of the SONICOM 3D Speaker Personality Corpus, which will allow us to investigate the interplay connecting the distance between a speaker and a listener and the traits that the latter attributes to the former
• Design of additional studies looking at the impact of immersive audio rendering parameters/choices on communication and 6DoF interactions in AR/VR
Related to the planned works on reaching and impacting researchers and communities beyond the SONICOM consortium, the commencement of WP5 (Beyond) has been brought forward to the beginning of the project. This was prompted by the opportunity for SONICOM to directly contribute to the scheduled release of toolboxes (e.g. AMT - https://amtoolbox.org/) and updates of spatial audio standards (e.g. SOFA - https://www.sofaconventions.org) and tools (Mesh2HRTF - https://mesh2hrtf.sourceforge.io/).
Finally, as part of the cross-collaboration initiative with 3 other research projects funded within the same call, SONICOM has engaged with the EXPERIENCE, CAROUSEL and TOUCHLESS projects and set the grounds for future collaborations on common research interests.
Significant work has also been done in the first year to map and plan activities aiming at exploring and modelling how the physical characteristics of spatialised auditory stimuli can influence observable behavioural, physiological, kinematic, and psychophysical reactions of listeners within AR/VR-based social interaction scenarios. When released, the SONICOM 3D Speaker Personality Corpus will hopefully become a standard tool within the academic community for exploring interactions between the simulated distance/position of speakers and the traits that listeners attribute to them. Furthermore, it will be used within the project to produce datasets and train AI-based models aiming at inferring socially and psychologically relevant perceptions of a user from the widest possible array of measurable aspects in an AR/VR environment.
The impact of the work carried out so far has already been evidenced by the contribution of SONICOM in the release and update of tools and datasets widely used within the immersive audio research community, and plans for more substantial impact will involve the mid-project sandpit event and the Listener Acoustics Personalisation challenge.