Demo Data from EDBT 2026 / reviewers in the wild / expert
Erik Schuijers
dblp:79/6689
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2008
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1Graphics, 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 |
Audio and music processing · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Audio and music processing › spatial audio
binaural reproduction |
0.1 | 1 | 2008 | Phantom Materialization: A Novel Method to Enhance Stereo Audio Reproduction on Headphones · IEEE Trans. Speech Audio Process. 2008 |
Audio and music processing
spatial audio |
0.1 | 1 | 2008 | Phantom Materialization: A Novel Method to Enhance Stereo Audio Reproduction on Headphones · IEEE Trans. Speech Audio Process. 2008 |
Audio and music processing
audio reproduction |
0.0 | 1 | 2008 | Phantom Materialization: A Novel Method to Enhance Stereo Audio Reproduction on Headphones · IEEE Trans. Speech Audio Process. 2008 |
Methods — techniques the papers use, named apart from their topics
phantom source extraction · 0.1binaural rendering · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | Phantom materialization for headphone reproductionabstractConventional stereo audio material is often produced using amplitude panning techniques to achieve flexible positioning of sound sources with a limited number of loudspeakers. Consequently, for faithful playback the orientation and position of the listener are very restricted. If stereo audio is reproduced over virtual loudspeakers on headphones incorporating head-tracking, these position and orientation restrictions limit the realism and spatial accuracy of the reproduction. In this paper, it will be outlined that amplitude panning and the corresponding phantom sound sources cause spatial quality limitations for headphone rendering. A novel method to circumvent phantom imaging on headphones is presented and evaluated in a listening test. Jeroen Breebaart, Erik Schuijers |
ICME | 2 |
| 2008 | Phantom Materialization: A Novel Method to Enhance Stereo Audio Reproduction on HeadphonesabstractLoudspeaker reproduction systems are subject to a compromise between spatial realism and cost. By simulating loudspeaker reproduction on headphones, the resulting spatial realism is limited accordingly, despite the virtually unlimited spatial imaging capabilities of binaural audio rendering technology. More particularly, phantom imaging as often used for stereo audio material intended for loudspeaker reproduction is subject to various restrictions in terms of loudspeaker positioning in simulated space. As a consequence, phantom imaging should preferably be avoided when simulating virtual loudspeakers over headphones, especially if head tracking is incorporated or if a wide sound stage is desired. A novel method is described to extract phantom sound sources from stereo audio content and convert these to sound sources in a virtual listening environment. Jeroen Breebaart, Erik Schuijers |
IEEE Trans. Speech Audio Process. | 2 |