Dr Annika Neidhardt


Senior Research Fellow
MSc, MSc, PhD

Academic and research departments

Music and Media.

Publications

Christian Schneiderwind, Annika Neidhardt (2024)Modified late reverberation in an audio augmented reality scenario, In: Proceedings of the 27th International Conference on Digital Audio Effects (DAFx24)

This paper presents a headphone-based audio augmented reality demonstrator showcasing the effects of manipulated late reverberation in rendering virtual sound sources. The setup is based on a dataset of binaural room impulse responses measured along a 2 m long line, which is used to imitate the reproduction of a pair of loudspeakers. Therefore, listeners can explore the virtual sources by moving back and forth and rotating arbitrarily on this line. The demo allows the user to adjust the late reverberation tail of the auralizations interactively from shorter to longer decay times regarding the baseline decay behavior. Modification of the decay times is based on resynthesizing the late reverberation using frequencydependent shaping of binaural white noise and modal reconstruction. The paper includes descriptions of the frameworks used for this demo and an overview of the required data and processing steps.

Rishabh Gupta, Jianjun He, Rishabh Ranjan, Woon-Seng Gan, Annika Neidhardt, Florian Klein, Christian Schneiderwind, Vesa Välimäki, Karlheinz Brandenburg (2022)Augmented/Mixed Reality Audio for Hearables: Sensing, control, and rendering, In: IEEE Signal Processing Magazine39(3)pp. 63-89 Institute of Electrical and Electronics Engineers (IEEE)

Augmented or mixed reality (AR/MR) is emerging as one of the key technologies in the future of computing. Audio cues are critical for maintaining a high degree of realism, social connection, and spatial awareness for various AR/MR applications, such as education and training, gaming, remote work, and virtual social gatherings to transport the user to an alternate world called the metaverse. Motivated by a wide variety of AR/MR listening experiences delivered over hearables, this article systematically reviews the integration of fundamental and advanced signal processing techniques for AR/MR audio to equip researchers and engineers in the signal processing community for the next wave of AR/MR.

Annika Neidhardt, Christian Schneiderwind, Florian Klein, Annika Neidhardt (2022)Perceptual Matching of Room Acoustics for Auditory Augmented Reality in Small Rooms - Literature Review and Theoretical Framework, In: Trends in Hearing26 Sage

For the realization of auditory augmented reality (AAR), it is important that the room acoustical properties of the virtual elements are perceived in agreement with the acoustics of the actual environment. This perceptual matching of room acoustics is the subject reviewed in this paper. Realizations of AAR that fulfill the listeners' expectations were achieved based on pre-characterization of the room acoustics, for example, by measuring acoustic impulse responses or creating detailed room models for acoustic simulations. For future applications, the goal is to realize an online adaptation in (close to) real-time. Perfect physical matching is hard to achieve with these practical constraints. For this reason, an understanding of the essential psychoacoustic cues is of interest and will help to explore options for simplifications. This paper reviews a broad selection of previous studies and derives a theoretical framework to examine possibilities for psychoacoustical optimization of room acoustical matching.

Annika Neidhardt (2023)Localizability of the Closest Wall with a Speaking Avatar at Increasing Distances in Three Rooms, In: 2023 Immersive and 3D Audio: from Architecture to Automotive (I3DA)pp. 1-10 Institute of Electrical and Electronics Engineers (IEEE)

The presented study examines the maximum distance at which listeners can still localize the direction of a nearby wall if the own mouth is the sound source. For this investigation, oral binaural room impulse responses (OBRIRs) were measured with a KEMAR dummyhead with mouth simulator at eight different distances to a wall in an anechoic chamber and two rooms with different reverberation properties. Using a headphone-based dynamic auralization, the participants had to turn until they thought to be facing the wall. In a stair-case inspired procedure, the test always started with the shortest distance of 25 cm. In case of a successful localization at least twice in three trials, the distance could be increased in intervals of 25 cm up to about 2 m. The results exhibit considerable differences in the individual performances, which is in line with results of earlier studies. At a 25 cm-distance, all participants could localize the direction of the reflecting wall. From 50 cm onward, more and more participants found it difficult to determine the correct direction. In the anechoic room, four of the 22 participants succeeded in the localization at the 2 m distance. In the reverberant rooms, the localizability decreased significantly.

Christian Schneiderwind, Maike Richter, Nils Merten, Annika Neidhardt (2023)Effects of Modified Late Reverberation on Audio-Visual Plausibility and Externalization in AR, In: 2023 Immersive and 3D Audio: from Architecture to Automotive (I3DA)pp. 1-9 IEEE

Binaural synthesis systems can create virtual sound sources that are indistinguishable from reality. In Augmented Reality (AR) applications, virtual sound sources need to blend in with the real environment to create plausible illusions. However, in some scenarios, it may be desirable to enhance the natural acoustic properties of the virtual content to improve speech intelligibility, alleviate listener fatigue, or achieve a specific artistic effect. Previous research has shown that deviating from the original room acoustics can degrade the quality of the auditory illusion, often referred to as the room divergence effect. This study investigates whether it is possible to modify the auditory aesthetics of a room environment without compromising the plausibility of a sound event in AR. To accomplish this, the length of the reverberation tails of measured binaural room impulse responses are modified after the mixing time to change reverberance.A listening test was conducted to evaluate the externalization and audio-visual plausibility of an exemplary AR scene for different degrees of reverberation modification. The results indicate that externalization is unaffected even with extreme modifications (such as a stretch ratio of 1.8). However, audio-visual plausibility is only maintained for moderate modifications (such as stretch ratios of 0.8 and 1.2).

Joshua John Mannall, Paul Calamia, Lauri Savioja, Annika Neidhardt, Russell David Mason, Enzo De Sena (2024)Assessing Diffraction Perception Under Reverberant Conditions in Virtual Reality

When a sound source is occluded, diffraction replaces direct sound as the first wavefront arrival and can influence important aspects of perception such as localisation. Few experiments have investigated how diffraction modelling influences the perceived plausibility of an acoustic simulation. In this paper, an experiment was run to investigate the plausibility of an acoustic simulation with and without diffraction in an L-shaped room in VR. The rendering was carried out using a real-time 6DOF geometrical acoustics and feedback-delay-network hybrid model, and diffraction was modelled using the physically accurate Biot-Tolstoy-Medwin model. The results show that diffraction increases the perceived plausibility of the acoustic simulation. In addition, the study compared diffraction of the direct sound alone and diffraction of both direct and reflected sound. A significant increase in plausibility was found by the addition of diffracted reflection paths, but only in the so-called shadow zone.

Amal Emthyas, Annika Neidhardt, Sebastià V. Amengual Garí, Enzo De Sena (2024)Spatial interpolation and extrapolation of binaural room impulse responses via system inversion

This paper presents a method for sound field interpolation/extrapolation from a spatially sparse set of binaural room impulse responses (BRIRs). The method focuses on the direct component and early reflections, and is framed as an inverse problem seeking the weight signals of an acoustic model based on the time-domain equivalent source (TES). Once the weight signals are estimated, the (continuous) sound field can be reconstructed and BRIRs can be synthesised at any position and orientation in a source-free volume bounded by the TESs. The L1-norm, sum of L2-norm, and Tikhonov regularisation functions were tested, with L1-norm (imposing spatio-temporal sparsity) performing the best. Simulations exhibit lower normalised mean squared error (NMSE) compared to a nearest-neighbour approach, which uses the spatially closest BRIR measurement for rendering. Results show good temporal alignment of direct sound and reflections, even when a non-individualised head-related impulse response (HRIR) was used for system inversion and BRIR synthesis. The performance is also assessed using an objective measure of perceived coloration called the predicted binaural coloration (PBC) model, which reveals a good perceptual match between interpolated/extrapolated and true BRIRs.

Luca Remaggi, Hansung Kim, Annika Neidhardt, Adrian Hilton, Philip Jackson (2019)Perceived Quality and Plausibility of Room Reverberation in VR Reproduction from Measured Images and Acoustics RWTH Aachen University

Proceedings of the ICA 2019 and EAA Euroregio : 23rd International Congress on Acoustics, integrating 4th EAA Euroregio 2019 : 9-13 September 2019, Aachen, Germany / proceedings editor: Martin Ochmann, Michael Vorländer, Janina Fels 23rd International Congress on Acoustics, integrating 4th EAA Euroregio 2019, ICA 2019, Aachen, Germany, 9 Sep 2019 - 13 Sep 2019; Aachen (2019). Published by Aachen