Demo Data from SIGIR 2026 / reviewers in the wild / expert
Giovanni Zanin
dblp:425/3296
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2025
0009-0000-4780-3108ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
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 · 77% Virtual and augmented reality · 23% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Audio and music processing › room acoustics
room impulse response estimation |
0.9 | 1 | 2025 | Direction-Aware Room Impulse Response Estimation for Immersive Audio Rendering in Real Environments · ACM Multimedia 2025 |
Virtual and augmented reality › immersive audio
immersive audio rendering |
0.3 | 1 | 2025 | Direction-Aware Room Impulse Response Estimation for Immersive Audio Rendering in Real Environments · ACM Multimedia 2025 |
Methods — techniques the papers use, named apart from their topics
loss function design · 0.9ambisonic microphone modeling · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Direction-Aware Room Impulse Response Estimation for Immersive Audio Rendering in Real EnvironmentsabstractEvolving multimedia systems are increasingly being adopted in virtual reality and gaming applications. Such systems emphasize immersion to engage users by bridging the gap between real and virtual content. In this context, visual and acoustic stimuli are the two key media that dictate such immersion. While visual 3D rendering is advancing rapidly, the same is not true for audio, where most research is limited to the reconstruction of the room impulse response (RIR) using omnidirectional audio or, at best, binaural. Such methods do not adequately account for the directions and orientations of the acoustic signals with respect to either the source or the listener, thereby compromising immersion quality. In this work, we explore the effect of adding such "directionality" to the training data to improve the estimation of the room’s acoustic parameters. A more accurate set of such parameters implies in fact a more realistic predicted RIR, leading to a more immersive experience of the acoustic scene. Specifically, we propose a novel framework driven by a suitable loss function to account for directionality in ambisonic microphones, and novel variants of loss functions for both omnidirectional and ambisonic cases. We also propose to account for microphone characteristics and their contribution to the predicted RIRs. Experiments were performed using two datasets of real recordings and the results established the efficacy of the proposed methods Giovanni Zanin, Ritujoy Biswas, Pietro Morerio, Sylvio Barbon Junior, Alberto Carini, Alessio Del Bue, Vittorio Murino |
ACM Multimedia | 1 |