Annika Neidhardt

dblp:121/7130 · DBLP profile ↗
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6ranked-venue papers
0as first author
6since 2021 · last 2025
0000-0002-4243-5737ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021
YearPublicationVenuePosition
2025 ICS-MR: Interactive Conversation Scenarios for Assessment of Mixed Reality Communication
abstract
We present ICS-MR, a dataset containing three conversational scenarios designed for the evaluation of communication quality in Mixed Reality (MR) systems. Along with detailed descriptions of the conversation tasks, we provide all the materials required to incorporate the tasks into MR user studies. The materials also support application of the scenarios in real-world and video-conferencing contexts for studies that, for example, call for comparison of immersive systems against reference communication media. Open-source Unity implementations of the scenarios are also made available, supporting direct usage of the scenarios in distributed, multi-user experiments. The conversation tasks have all been administered in recent scientific works that address the evaluation of user experiences in immersive communication systems, allowing analysis and comparison of each scenario's evoked behavioral properties. The ICS-MR dataset therefore contributes valuable resources for further research on communication in immersive systems.
Felix Immohr, Gareth Rendle, Annika Neidhardt, Anton Benjamin Lammert, Bernd Fröhlich 0001, Alexander Raake
ACM Multimedia3
2025 White-box Differentiable Model of Perceived Localisation
abstract
Auditory models are useful tools for estimating perceptual attributes of a sound field. Integrating such auditory models in the optimisation of immersive sound systems is a promising strategy when listeners’ perception is central to the application. To that end, differentiability is key to allowing the perceptual model to be included in gradient-based optimisation loops. Existing differentiable models, however, are black-box deep-learning based, which limits their interpretability. In this paper, we propose an analytical white-box differentiable model of auditory localisation based on an existing non-differential model. Our evaluations show that the model produces outputs that are highly correlated with the outputs of the non-differential model and data collected in subjective listening tests. The proposed model also enables optimisation of amplitude panning laws in a stereophonic spatial sound field rendering through gradient descent. This study therefore demonstrates, more generally, the feasibility of designing and optimising immersive sound systems using white-box differentiable models of auditory perception.
Antoine R. Souchaud, Pedro Lladó, Annika Neidhardt, Zoran Cvetkovic, Enzo De Sena
MMSP3
2024 Evaluating the Effect of Binaural Auralization on Audiovisual Plausibility and Communication Behavior in Virtual Reality
abstract
Spatial audio representations have been shown to positively impact user experience in traditional, non-immersive communication media. While spatial audio also contributes to presence in single-user immersive VR, its impact in virtual communication scenarios has not yet been fully understood. This work aims to further investigate which communication scenarios benefit from spatial audio representations. We present a study in which pairs of interlocutors undertake a collaborative task in an audiovisual Virtual Environment (VE) under different auralization and scene arrangement conditions. The novel task is designed to encourage simultaneous conversation and movement, with the aim of increasing the relevance of spatial hearing. Results are obtained through questionnaires measuring social presence and plausibility, as well as through conversational and behavioral analysis. Although participants are shown to favor binaural auralization over diotic audio in a direct active-listening comparison, no significant differences in social presence, plausibility, or communication behavior could be found. Our results suggest that spatial audio may not affect user experience in dyadic communication scenarios where spatial auditory information is not directly relevant to the considered task.
Felix Immohr, Gareth Rendle, Anton Benjamin Lammert, Annika Neidhardt, Victoria Meyer Zur Heyde, Bernd Fröhlich 0001, Alexander Raake
VR4
2024 What you hear is what you see? Perspectives on modalities in sound and music interaction
Michael Iber, Kajetan Enge, Niklas Rönnberg, Annika Neidhardt, Norbert Schnell, Katharina Pollack, Maria Kallionpää, Alan Chamberlain
Pers. Ubiquitous Comput.4
2024 Immersive Study Analyzer: Collaborative Immersive Analysis of Recorded Social VR Studies
abstract
Virtual Reality (VR) has become an important tool for conducting behavioral studies in realistic, reproducible environments. In this paper, we present ISA, an Immersive Study Analyzer system designed for the comprehensive analysis of social VR studies. For in-depth analysis of participant behavior, ISA records all user actions, speech, and the contextual environment of social VR studies. A key feature is the ability to review and analyze such immersive recordings collaboratively in VR, through support of behavioral coding and user-defined analysis queries for efficient identification of complex behavior. Respatialization of the recorded audio streams enables analysts to follow study participants' conversations in a natural and intuitive way. To support phases of close and loosely coupled collaboration, ISA allows joint and individual temporal navigation, and provides tools to facilitate collaboration among users at different temporal positions. An expert review confirms that ISA effectively supports collaborative immersive analysis, providing a novel and effective tool for nuanced understanding of user behavior in social VR studies.
Anton Benjamin Lammert, Gareth Rendle, Felix Immohr, Annika Neidhardt, Karlheinz Brandenburg, Alexander Raake, Bernd Fröhlich 0001
IEEE Trans. Vis. Comput. Graph.4
2023 Proof-of-Concept Study to Evaluate the Impact of Spatial Audio on Social Presence and User Behavior in Multi-Modal VR Communication
abstract
This paper presents a proof-of-concept study conducted to analyze the effect of simple diotic vs. spatial, position-dynamic binaural synthesis on social presence in VR, in comparison with face-to-face communication in the real world, for a sample two-party scenario. A conversational task with shared visual reference was realized. The collected data includes questionnaires for direct assessment, tracking data, and audio and video recordings of the individual participants’ sessions for indirect evaluation. While tendencies for improvements with binaural over diotic presentation can be observed, no significant difference in social presence was found for the considered scenario. The gestural analysis revealed that participants used the same amount and type of gestures in face-to-face as in VR, highlighting the importance of non-verbal behavior in communication. As part of the research, an end-to-end framework for conducting communication studies and analysis has been developed.
Felix Immohr, Gareth Rendle, Annika Neidhardt, Steve Goering, Rakesh Rao Ramachandra Rao, Stephanie Arevalo, Bernd Fröhlich 0001, Alexander Raake
IMX3