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Alessandro G. Privitera

dblp:121/2590 · also Alessandro Giuseppe Privitera · DBLP profile ↗
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3ranked-venue papers
1as first author
2since 2021 · last 2025
0000-0001-9800-3020ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 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 · 56% Virtual and augmented reality · 44%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › augmented reality
augmented reality audio
0.712023
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
0.712023
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 › acoustic simulation
room impulse response rendering
0.212023
Co-Immersion in Audio Augmented Virtuality: The Case Study of a Static and Approximated Late Reverberation Algorithm · IEEE Trans. Vis. Comput. Graph. 2023

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

listening experiment · 0.7
YearPublicationVenuePosition
2025 The Role of Audio in Immersive Storytelling: a Systematic Review in Cultural Heritage
abstract
Abstract 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.1
2023 Co-Immersion in Audio Augmented Virtuality: The Case Study of a Static and Approximated Late Reverberation Algorithm
abstract
In 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.5
2016 A Gamified Solution to Brief Interventions for Nightlife Well-Being
Luciano Gamberini, Anna Spagnolli, Massimo Nucci, Giovanni DeGiuli, Claudia Villa, Valeria Monarca, Alessandro G. Privitera, Luca Zamboni, Stephane Leclerq
PERSUASIVE7