EDBT 2026 Demo / reviewers in the wild / expert
Michele Geronazzo
dblp:44/11263
· DBLP profile ↗
18ranked-venue papers
10as first author
3since 2021 · last 2025
0000-0002-0621-2704ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 6 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-authorComputer networks · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 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
4 papers |
Audio and music processing · 57% Virtual and augmented reality · 43% | |
| Human-computer interaction and pervasive computing
4 papers |
Immersive interaction · 32% Interaction techniques and input · 30% Accessibility and assistive technology · 17% |
Topics — the 11 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Audio and music processing
spatial audio |
0.8 | 2 | 2023 | Co-Immersion in Audio Augmented Virtuality: The Case Study of a Static and Approximated Late Reverberation Algorithm · IEEE Trans. Vis. Comput. Graph. 2023 On the Relation Between Pinna Reflection Patterns and Head-Related Transfer Function Features · IEEE Trans. Speech Audio Process. 2013 |
Virtual and augmented reality › augmented reality
augmented reality audio |
0.7 | 1 | 2023 | Co-Immersion in Audio Augmented Virtuality: The Case Study of a Static and Approximated Late Reverberation Algorithm · IEEE Trans. Vis. Comput. Graph. 2023 |
Interaction techniques and input › non-visual interaction
auditory interaction |
0.4 | 1 | 2020 | Superhuman Hearing - Virtual Prototyping of Artificial Hearing: a Case Study on Interactions and Acoustic Beamforming · IEEE Trans. Vis. Comput. Graph. 2020 |
Audio and music processing › spatial audio › head-related transfer function
head-related transfer function personalization |
0.3 | 1 | 2018 | Do We Need Individual Head-Related Transfer Functions for Vertical Localization? The Case Study of a Spectral Notch Distance Metric · IEEE ACM Trans. Audio Speech Lang. Process. 2018 |
Audio and music processing
sound source localization |
0.3 | 1 | 2018 | Do We Need Individual Head-Related Transfer Functions for Vertical Localization? The Case Study of a Spectral Notch Distance Metric · IEEE ACM Trans. Audio Speech Lang. Process. 2018 |
Virtual and augmented reality › auditory perception › psychoacoustics
spatial audio perception |
0.3 | 1 | 2018 | Do We Need Individual Head-Related Transfer Functions for Vertical Localization? The Case Study of a Spectral Notch Distance Metric · IEEE ACM Trans. Audio Speech Lang. Process. 2018 |
Audio and music processing › acoustic simulation
room impulse response rendering |
0.2 | 1 | 2023 | Co-Immersion in Audio Augmented Virtuality: The Case Study of a Static and Approximated Late Reverberation Algorithm · IEEE Trans. Vis. Comput. Graph. 2023 |
Audio and music processing › spatial audio
head-related transfer function |
0.2 | 1 | 2013 | On the Relation Between Pinna Reflection Patterns and Head-Related Transfer Function Features · IEEE Trans. Speech Audio Process. 2013 |
Immersive interaction
virtual prototyping |
0.1 | 1 | 2020 | Superhuman Hearing - Virtual Prototyping of Artificial Hearing: a Case Study on Interactions and Acoustic Beamforming · IEEE Trans. Vis. Comput. Graph. 2020 |
Human-robot interaction › cognitive human-robot interaction › spatial cognition
spatial orientation |
0.1 | 1 | 2019 | Auditory Feedback for Navigation with Echoes in Virtual Environments: Training Procedure and Orientation Strategies · IEEE Trans. Vis. Comput. Graph. 2019 |
Usability and user experience research
quality of experience |
0.1 | 1 | 2018 | The Impact of an Accurate Vertical Localization with HRTFs on Short Explorations of Immersive Virtual Reality Scenarios · ISMAR 2018 |
Methods — techniques the papers use, named apart from their topics
user study · 1.5sonic interaction design · 0.8listening experiment · 0.7virtual prototyping · 0.4auditory model · 0.3anthropometry-based mismatch function · 0.3HRTF rendering · 0.3ray tracing · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | The Role of Audio in Immersive Storytelling: a Systematic Review in Cultural HeritageabstractAbstract Nowadays, Virtual and Augmented Reality technologies play a supportive role in many research fields. In cultural heritage, various examples are available, including storytelling and narratives, where they can provide immersive and enhanced experiences to visitors and tourists, especially for entertainment and educational purposes. This review aims to investigate the opportunities that soundscape design and advanced sonic interactions in virtual and augmented environments can bring to cultural heritage sites and museums in terms of presence, emotional content, and cultural dissemination. Nineteen-two papers have been identified through the PRISMA methodology, and a promising positive effect of sonic interaction on user experience in a virtual environment can be observed in various studies, notwithstanding a general lack of specific contributions on the use of sound rendering and audio spatialisation for improving such experiences. Moreover, this work identifies the main involved research areas and discusses the state-of-the-art best practices and case studies where sonic interactions may assume a central role. The final part suggests possible future directions and applications for more engaging and immersive storytelling in the cultural heritage domain. Alessandro G. Privitera, Federico Fontana, Michele Geronazzo |
Multim. Tools Appl. | 3 |
| 2023 | Classifying Non-Individual Head-Related Transfer Functions with A Computational Auditory Model: Calibration And MetricsabstractThis study explores the use of a multi-feature Bayesian auditory sound localisation model to classify non-individual head-related transfer functions (HRTFs). Based on predicted sound localisation performance, these are grouped into ‘good’ and ‘bad’, and the ‘best’/‘worst’ is selected from each category. Firstly, we present a greedy algorithm for automated individual calibration of the model based on the individual sound localisation data. We then discuss data analysis of predicted directional localisation errors and present an algorithm for categorising the HRTFs based on the localisation error distributions within a limited range of directions in front of the listener. Finally, we discuss the validity of the classification algorithm when using averaged instead of individual model parameters. This analysis of auditory modelling results aims to provide a perceptual foundation for automated HRTF personalisation techniques for an improved experience of binaural spatial audio technologies. Rapolas Daugintis, Roberto Barumerli, Lorenzo Picinali, Michele Geronazzo |
ICASSP | 4 |
| 2023 | Co-Immersion in Audio Augmented Virtuality: The Case Study of a Static and Approximated Late Reverberation AlgorithmabstractIn immersive Audio Augmented Reality, a virtual sound source should be indistinguishable from the existing real ones. This property can be evaluated with the co-immersion criterion, which encompasses scenes constituted by arbitrary configurations of real and virtual objects. Thus, we introduce the term Audio Augmented Virtuality (AAV) to describe a fully virtual environment consisting of auditory content captured from the real world, augmented by synthetic sound generation. We propose an experimental design in AAV investigating how simplified late reverberation (LR) affects the co-immersion of a sound source. Participants listened to simultaneous virtual speakers dynamically rendered through spatial Room Impulse Responses, and were asked to detect the presence of an impostor, i.e., a speaker rendered with one of two simplified LR conditions. Detection rates were found to be close to chance level, especially for one condition, suggesting a limited influence on co-immersion of the simplified LR in the evaluated AAV scenes. This methodology can be straightforwardly extended and applied to different acoustics scenes, complexities, i.e., the number of simultaneous speakers, and rendering parameters in order to further investigate the requirements for immersive audio technologies in AAR and AAV applications. Davide Fantini, Giorgio Presti, Michele Geronazzo, Riccardo Bona, Alessandro G. Privitera, Federico Avanzini |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2020 | A Minimal Personalization of Dynamic Binaural Synthesis with Mixed Structural Modeling and Scattering Delay NetworksabstractThis paper provides a small set of essential parameters for a personalized and effective real-time auralization with headphones. An image-guided procedure with two 2D images of the user's head guides the mixed structural modeling of head-related transfer function (HRTF), combining a spherical head model with ear displacement with the HRTF high-frequency magnitude selected from a database according to ear anthropometry. Room acoustics phenomena are simplified following the scattering delay network (SDN) approach which allows an accurate spatialization of first order reflections. Finally, statically significant improvements in localization performances within a virtual reality (VR) test allow to identify some benefits of the proposed customized auralization model compared to the widely used higher-order ambisonics (HOA) rendering with generic HRTFs. Michele Geronazzo, Jason-Yves Tissieres, Stefania Serafin |
ICASSP | 1 |
| 2020 | Superhuman Hearing - Virtual Prototyping of Artificial Hearing: a Case Study on Interactions and Acoustic BeamformingabstractDirectivity and gain in microphone array systems for hearing aids or hearable devices allow users to acoustically enhance the information of a source of interest. This source is usually positioned directly in front. This feature is called acoustic beamforming. The current study aimed to improve users' interactions with beamforming via a virtual prototyping approach in immersive virtual environments (VEs). Eighteen participants took part in experimental sessions composed of a calibration procedure and a selective auditory attention voice-pairing task. Eight concurrent speakers were placed in an anechoic environment in two virtual reality (VR) scenarios. The scenarios were a purely virtual scenario and a realistic 360° audio-visual recording. Participants were asked to find an individual optimal parameterization for three different virtual beamformers: (i) head-guided, (ii) eye gaze-guided, and (iii) a novel interaction technique called dual beamformer, where head-guided is combined with an additional hand-guided beamformer. None of the participants were able to complete the task without a virtual beamformer (i.e., in normal hearing condition) due to the high complexity introduced by the experimental design. However, participants were able to correctly pair all speakers using all three proposed interaction metaphors. Providing superhuman hearing abilities in the form of a dual acoustic beamformer guided by head and hand movements resulted in statistically significant improvements in terms of pairing time, suggesting the task-relevance of interacting with multiple points of interests. Michele Geronazzo, Luis S. Vieira, Niels C. Nilsson, Jesper Udesen, Stefania Serafin |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2019 | Auditory Feedback for Navigation with Echoes in Virtual Environments: Training Procedure and Orientation StrategiesabstractBeing able to hear objects in an environment, for example using echolocation, is a challenging task. The main goal of the current work is to use virtual environments (VEs) to train novice users to navigate using echolocation. Previous studies have shown that musicians are able to differentiate sound pulses from reflections. This paper presents design patterns for VE simulators for both training and testing procedures, while classifying users' navigation strategies in the VE. Moreover, the paper presents features that increase users' performance in VEs. We report the findings of two user studies: a pilot test that helped improve the sonic interaction design, and a primary study exposing participants to a spatial orientation task during four conditions which were early reflections (RF), late reverberation (RV), early reflections-reverberation (RR) and visual stimuli (V). The latter study allowed us to identify navigation strategies among the users. Some users (10/26) reported an ability to create spatial cognitive maps during the test with auditory echoes, which may explain why this group performed better than the remaining participants in the RR condition. Anastassia Andreasen, Michele Geronazzo, Niels C. Nilsson, Jelizaveta Zovnercuka, Kristian Konovalov, Stefania Serafin |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2019 | Interactions in Mobile Sound and Music Computing
Michele Geronazzo, Federico Avanzini, Federico Fontana, Stefania Serafin |
Wirel. Commun. Mob. Comput. | 1 |
| 2019 | Creating an Audio Story with Interactive Binaural Rendering in Virtual RealityabstractThe process of listening to an audiobook is usually a rather passive act that does not require an active interaction. If spatial interaction is incorporated into a storytelling scenario, can open. Possibilities of a novel experience which allows an active participation might affect the user-experience. The aim of this paper is to create a portable prototype system based on an embedded hardware platform, allowing listeners to get immersed in an interactive audio storytelling experience enhanced by dynamic binaural audio rendering. For the evaluation of the experience, a short story based on the horror narrative of Stephen King’s Strawberry Springs is adapted and designed in virtual environments. A comparison among three different listening experiences, namely, (i) monophonic (traditional audio story), (ii) static binaural rendering (state-of-the-art audio story), and (iii) our prototype, is conducted. We discuss the quality of the experience based on usability testing, physiological data, emotional assessments, and questionnaires for immersion and spatial presence. Results identify a clear trend for an increase in immersion with our prototype compared to traditional audiobooks, showing also an emphasis on story-specific emotions, i.e., terror and fear. Michele Geronazzo, Amalie Rosenkvist, David Sebastian Eriksen, Camilla Kirstine Markmann-Hansen, Jeppe Koehlert, Miicha Valimaa, Mikkel Brogaard Vittrup, Stefania Serafin |
Wirel. Commun. Mob. Comput. | 1 |
| 2018 | The Impact of an Accurate Vertical Localization with HRTFs on Short Explorations of Immersive Virtual Reality ScenariosabstractAchieving a full 3D auditory experience with head-related transfer functions (HRTFs) is still one of the main challenges of spatial audio rendering. HRTFs capture the listener's acoustic effects and personal perception, allowing immersion in virtual reality (VR) applications. This paper aims to investigate the connection between listener sensitivity in vertical localization cues and experienced presence, spatial audio quality, and attention. Two VR experiments with head-mounted display (HMD) and animated visual avatar are proposed: (i) a screening test aiming to evaluate the participants' localization performance with HRTFs for a non-visible spatialized audio source, and (ii) a 2 minute free exploration of a VR scene with five audiovisual sources in a both non-spatialized (2D stereo panning) and spatialized (free-field HRTF rendering) listening conditions. The screening test allows a distinction between good and bad localizers. The second one shows that no biases are introduced in the quality of the experience (QoE) due to different audio rendering methods; more interestingly, good localizers perceive a lower audio latency and they are less involved in the visual aspects. Michele Geronazzo, Erik Sikström, Jari Kleimola, Federico Avanzini, Amalia de Götzen, Stefania Serafin |
ISMAR | 1 |
| 2018 | Do We Need Individual Head-Related Transfer Functions for Vertical Localization? The Case Study of a Spectral Notch Distance MetricabstractThis paper deals with the issue of individualizing the head-related transfer function (HRTF) rendering process for auditory elevation perception. Is it possible to find a nonindividual, personalized HRTF set that allows a listener to have an equally accurate localization performance than with his/her individual HRTFs? We propose a psychoacoustically motivated, anthropometry based mismatch function between HRTF pairs that exploits the close relation between the listener's pinna geometry and localization cues. This is evaluated using an auditory model that computes a mapping between HRTF spectra and perceived spatial locations. Results on a large number of subjects in the center for image processing and integrated computing (CIPIC) and acoustics research institute (ARI) HRTF databases suggest that there exists a nonindividual HRTF set, which allows a listener to have an equally accurate vertical localization than with individual HRTFs. Furthermore, we find the optimal parameterization of the proposed mismatch function, i.e., the one that best reflects the information given by the auditory model. Our findings show that the selection procedure yields statistically significant improvements with respect to dummy-head HRTFs or random HRTF selection, with potentially high impact from an applicative point of view. Michele Geronazzo, Simone Spagnol, Federico Avanzini |
IEEE ACM Trans. Audio Speech Lang. Process. | 1 |
| 2016 | A motion based setup for peri-personal space estimation with virtual auditory displaysabstractThe core idea of the work is to reveal the presence of changes in action preparation as a function of sounds movements (e.g. direction of arrivals and trajectories in space) and sounds semantics (e.g. threatening or pleasant) when they are sent within the Peri-Personal-Space (PPS) of blindfolded listeners. This near-field acoustics is known to activate direct pathways from the motor cortex to the muscular periphery, as a prompt preparation against threats. The proposed system is thought to aid particularly to people with sensory or cognitive impairments. Michele Geronazzo, Paola Cesari |
VRST | 1 |
| 2016 | Acoustic selfies for extraction of external ear features in mobile audio augmented realityabstractVirtual and augmented realities are expected to become more and more important in everyday life in the next future; the role of spatial audio technologies over headphones will be pivotal for application scenarios which involve mobility. This paper introduces the SelfEar project, aimed at low-cost acquisition and personalization of Head-Related Transfer Functions (HRTFs) on mobile devices. This first version focuses on capturing individual spectral features which characterize external ear acoustics, through a self-adjustable procedure which guides users in collecting such information: their mobile device must be held with the stretched arm and positioned at several specific elevation points; acoustic data are acquired by an audio augmented reality headset which embeds a pair of microphones at listener ear-canals. A preliminary measurement session assesses the ability of the system to capture spectral features which are crucial for elevation perception. Moreover, a virtual experiment using a computational auditory model predicts clear vertical localization cues in the measured features. Michele Geronazzo, Jacopo Fantin, Giacomo Sorato, Guido Baldovino, Federico Avanzini |
VRST | 1 |
| 2016 | Interactive spatial sonification for non-visual exploration of virtual maps
Michele Geronazzo, Alberto Bedin, Luca Giulio Brayda, Claudio Campus, Federico Avanzini |
Int. J. Hum. Comput. Stud. | 1 |
| 2014 | Enhancing vertical localization with image-guided selection of non-individual head-related transfer functionsabstractA novel approach to the selection of generic head-related transfer functions (HRTFs) for binaural audio rendering through headphones is formalized and described in this paper. A reflection model applied to the user's ear picture facilitates extraction of the relevant anthropometric cues that are used for selecting two HRTF sets in a database fitting that user, whose localization performances are evaluated in a complete psychoacoustic experiment. The proposed selection increases the average elevation performances of 17% (with a peak of 34%) with respect to generic HRTFs from an anthropomorphic mannequin. It also significantly enhances externalization and reduces the number of up/down reversals. Michele Geronazzo, Simone Spagnol, Alberto Bedin, Federico Avanzini |
ICASSP | 1 |
| 2013 | Automatic extraction of pinna edges for binaural audio customizationabstractThe contribution of the external ear to the head-related transfer function (HRTF) heavily depends on the listener's unique anthropometry. In particular, the shape of the most prominent contours of the pinna defines the frequency location of the HRTF spectral notches along the elevation of the sound source. This paper addresses the issue of automatically estimating the location of pinna edges starting from a set of pictures produced by a multi-flash imaging device. A basic image processing algorithm designed to obtain the principal edges and their distance from the ear canal entrance is described. The effectiveness of the developed hardware and software is preliminarily evaluated on a small number of test subjects. Simone Spagnol, Davide Rocchesso, Michele Geronazzo, Federico Avanzini |
MMSP | 3 |
| 2013 | Extraction of Pinna Features for Customized Binaural Audio Delivery on Mobile DevicesabstractThe paper presents a system for customized binaural audio delivery based on the extraction of the relevant features from a 2-D representation of the listener's pinna. A procedure based on multi-flash imaging for recognizing the main contours of the pinna and their position with respect to the ear canal entrance is detailed. The resulting contours drive the parametrization of a structural head-related transfer function model that performs in real time the spatialization of a desired sound file according to the listener's position with respect to the virtual sound source, tracked by sensor-equipped headphones. The low complexity of the model allows smooth implementation and delivery on any mobile device. The purpose of the desired system is to provide low-tech custom binaural audio to any user without the need of tedious and cumbersome subjective measurements. Simone Spagnol, Michele Geronazzo, Davide Rocchesso, Federico Avanzini |
MoMM | 2 |
| 2013 | On the Relation Between Pinna Reflection Patterns and Head-Related Transfer Function FeaturesabstractThis paper studies the relationship between head-related transfer functions (HRTFs) and pinna reflection patterns in the frontal hemispace. A pre-processed database of HRTFs allows extraction of up to three spectral notches from each response taken in the median sagittal plane. Ray-tracing analysis performed on the obtained notches' central frequencies is compared with a set of possible reflection surfaces directly recognizeable from the corresponding pinna picture. Results of such analysis are discussed in terms of the reflection coefficient sign, which is found to be most likely negative. Based on this finding, a model for real-time HRTF synthesis that allows to control separately the evolution of different acoustic phenomena such as head diffraction, ear resonances, and reflections is proposed through the design of distinct filter blocks. Parameters to be fed to the model are derived either from analysis or from specific anthropometric features of the subject. Finally, objective evaluations of reconstructed HRTFs in the chosen spatial range are performed through spectral distortion measurements. Simone Spagnol, Michele Geronazzo, Federico Avanzini |
IEEE Trans. Speech Audio Process. | 2 |
| 2010 | Fitting pinna-related transfer functions to anthropometry for binaural sound renderingabstractThis paper faces the general problem of modeling pinna-related transfer functions (PRTFs) for 3-D sound rendering. Following a structural approach, we aim at constructing a model for PRTF synthesis which allows to control separately the evolution of ear resonances and spectral notches through the design of two distinct filter blocks. Taking such model as endpoint, we propose a method based on the McAulay-Quatieri partial tracking algorithm to extract the frequencies of the most important spectral notches. Ray-tracing analysis performed on the so obtained tracks reveals a convincing correspondence between extracted frequencies and pinna geometry of a bunch of subjects. Simone Spagnol, Michele Geronazzo, Federico Avanzini |
MMSP | 2 |