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Jesper Udesen

dblp:263/5770 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, 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.

Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 77% Immersive interaction · 23%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › non-visual interaction
auditory interaction
0.412020
Superhuman Hearing - Virtual Prototyping of Artificial Hearing: a Case Study on Interactions and Acoustic Beamforming · IEEE Trans. Vis. Comput. Graph. 2020
Immersive interaction
virtual prototyping
0.112020
Superhuman Hearing - Virtual Prototyping of Artificial Hearing: a Case Study on Interactions and Acoustic Beamforming · IEEE Trans. Vis. Comput. Graph. 2020

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

virtual prototyping · 0.4user study · 0.4
YearPublicationVenuePosition
2025 A Multi-Layered Annotation Protocol for Polyadic Conversation: Structuring Interactional Data in the GaMMA Corpus
abstract
Computational models of dialogue often struggle to capture the nuanced structures of spontaneous conversation - specifically in polyadic, real-world settings. We introduce a multilayered annotation protocol designed for the GaMMA corpus, a Danish dataset of four-person conversations recorded in both quiet and noisy environments. The protocol targets key interactional phenomena: Turn Construction Units, backchannels, floor transfer attempts, and repair sequences. Each annotation layer is grounded in Conversation Analysis while remaining machine-actionable, enabling alignment with multimodal data such as gaze and motion. We report inter-annotator agreement metrics across annotation tiers and discuss how the protocol supports both fine-grained interaction analysis and the training of context-aware dialogue models.
Mark Dourado, Frej Spangsberg Lorenzen, Jesper Udesen, Henrik Gert Hassager, Stefania Serafin
SIGDIAL3
2020 Superhuman Hearing - Virtual Prototyping of Artificial Hearing: a Case Study on Interactions and Acoustic Beamforming
abstract
Directivity 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.4