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Nuno Saldanha

dblp:165/4169 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 62% Audio and music processing · 38%
Human-computer interaction and pervasive computing
1 paper
Human-robot interaction · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Audio and music processing › acoustic simulation
auralization
0.112017
The Plausibility of a String Quartet Performance in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2017
Audio and music processing
spatial audio
0.112017
The Plausibility of a String Quartet Performance in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2017
Human-robot interaction › robot perception
audio-visual integration
0.112017
The Plausibility of a String Quartet Performance in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2017

Methods — techniques the papers use, named apart from their topics

markov transition matrix · 0.6color matching methodology · 0.6
YearPublicationVenuePosition
2017 The Plausibility of a String Quartet Performance in Virtual Reality
abstract
We describe an experiment that explores the contribution of auditory and other features to the illusion of plausibility in a virtual environment that depicts the performance of a string quartet. 'Plausibility' refers to the component of presence that is the illusion that the perceived events in the virtual environment are really happening. The features studied were: Gaze (the musicians ignored the participant, the musicians sometimes looked towards and followed the participant's movements), Sound Spatialization (Mono, Stereo, Spatial), Auralization (no sound reflections, reflections corresponding to a room larger than the one perceived, reflections that exactly matched the virtual room), and Environment (no sound from outside of the room, birdsong and wind corresponding to the outside scene). We adopted the methodology based on color matching theory, where 20 participants were first able to assess their feeling of plausibility in the environment with each of the four features at their highest setting. Then five times participants started from a low setting on all features and were able to make transitions from one system configuration to another until they matched their original feeling of plausibility. From these transitions a Markov transition matrix was constructed, and also probabilities of a match conditional on feature configuration. The results show that Environment and Gaze were individually the most important factors influencing the level of plausibility. The highest probability transitions were to improve Environment and Gaze, and then Auralization and Spatialization. We present this work as both a contribution to the methodology of assessing presence without questionnaires, and showing how various aspects of a musical performance can influence plausibility.
Ilias Bergstrom, Sergio Azevedo, Panos Papiotis, Nuno Saldanha, Mel Slater
IEEE Trans. Vis. Comput. Graph.4