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Gerhard Eckel

dblp:50/3799 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2010
—ORCID · unresolved

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

Artificial intelligence and machine learning · 2Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

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
Audio and music processing · 67% Virtual and augmented reality · 33%

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

TopicWeightPapersLastEvidence papers
Audio and music processing
audio coding
0.112010
Time-Frequency Sparsity by Removing Perceptually Irrelevant Components Using a Simple Model of Simultaneous Masking · IEEE Trans. Speech Audio Process. 2010
Virtual and augmented reality › auditory perception › psychoacoustics
perceptual masking model
0.112010
Time-Frequency Sparsity by Removing Perceptually Irrelevant Components Using a Simple Model of Simultaneous Masking · IEEE Trans. Speech Audio Process. 2010
Audio and music processing
time-frequency analysis
0.112010
Time-Frequency Sparsity by Removing Perceptually Irrelevant Components Using a Simple Model of Simultaneous Masking · IEEE Trans. Speech Audio Process. 2010

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

simultaneous masking model · 0.1gabor transform · 0.1adaptive gabor multiplier · 0.1
YearPublicationVenuePosition
2010 Providing Ground-Truth Data for the Nao Robot Platform
Tim Niemüller, Alexander Ferrein, Gerhard Eckel, David Pirrò, Patrick Podbregar, Tobias Kellner, Christof Rath, Gerald Steinbauer-Wagner
RoboCup3
2010 Time-Frequency Sparsity by Removing Perceptually Irrelevant Components Using a Simple Model of Simultaneous Masking
abstract
We present an algorithm for removing time-frequency components, found by a standard Gabor transform, of a ldquoreal-worldrdquo sound while causing no audible difference to the original sound after resynthesis. Thus, this representation is made sparser. The selection of removable components is based on a simple model of simultaneous masking in the auditory system. Important goals were the applicability to any real-world music and speech sound, integrating mutual masking effects between time-frequency components, coping with the time-frequency spread of such an operation, and computational efficiency. The proposed algorithm first determines an estimation of the masked threshold within an analysis window. The masked threshold function is then shifted in level by an amount determined experimentally, and all components falling below this function (the irrelevance threshold) are removed. This shift gives a conservative way to deal with uncertainty effects resulting from removing time-frequency components and with inaccuracies in the masking model. The removal of components is described as an adaptive Gabor multiplier. Thirty-six normal hearing subjects participated in an experiment to determine the maximum shift value for which they could not discriminate the irrelevance filtered signal from the original signal. On average across the test stimuli, 32 percent of the time-frequency components fell below the irrelevance threshold.
Bernhard Laback, Gerhard Eckel, Werner A. Deutsch
IEEE Trans. Speech Audio Process.3
2001 Immersive Audio-Augmented Environments: The LISTEN Project
abstract
The author reports on the LISTEN project, a research project funded by the European Commission in the context of the Information Society Technology (IST) program. LISTEN, which started in January 2001, will provide users with intuitive access to personalized and situated audio information spaces while they naturally explore everyday environments. A new form of multisensory content is proposed to enhance the sensual impact of a broad spectrum of applications ranging from art installations to entertainment events. This is achieved by augmenting the physical environment through a dynamic soundscape, which users experience over motion-tracked wireless headphones. Immersive audio-augmented environments are created by combining high-definition spatial audio rendering technology with advanced user modeling methods. These allow for adapting the content to the users' individual spatial behavior. The project will produce several prototypes and a virtual reality based authoring tool. Technological innovations will be validated under laboratory conditions, whilst the prototypes will be evaluated in public exhibitions.
Gerhard Eckel
IV1