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Schedule as of May 16, 2022 - subject to change

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LIVESTREAMS : A and B


ON DEMAND VIDEOS (previous days)
 
Type: Immersive Audio clear filter
Thursday, May 28
 

9:00am CEST

Deep Learning-Based Lower-Layer Upmixing
Thursday May 28, 2026 9:00am - 9:30am CEST
This paper introduces a novel approach for generating a
lower layer in multichannel audio upmixing, addressing a
gap in existing methods that primarily focus on mid; top
layers. Leveraging Harmonic-Percussive Separation (HPS),
the proposed framework dynamically adjusts key parameters
(separation factor, harmonic attenuation,; phase shift)
to enhance percussive components while diffusing harmonic
elements. We compared three neural network architectures
for this task: LSTM, TCN,; Transformer. Experimental
results show comparable perceptual quality; objective
metrics across all models, with the TCN being the most
balanced; suitable for deployment on edge devices.
Authors
ES

Ema Souza-Blanes

Samsung Research America
LM

Luis Madrid

Samsung Research Tijuana
avatar for Thaddeus Páez

Thaddeus Páez

Research Engineer, Samsung Research Tijuana
Research Engineer at Samsung Mexico.
Thursday May 28, 2026 9:00am - 9:30am CEST
Aud 43 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

10:00am CEST

Comparative Quantitative Analysis of Immersive Mixing Practices: Tracking Spatial Trends in Award-Winning; Popular Streaming Media
Thursday May 28, 2026 10:00am - 10:30am CEST
Since 2021, 7.1.4 musical content has transitioned from a
niche specialty to a mainstream commercial deliverable
within major streaming ecosystems. However, industry
discourse indicates a disparity in how the immersive stage
is utilized across different production tiers. This paper
presents a targeted quantitative study of thirty 7.1.4
tracks (N = 30 total; 15 per category; 2021–2026),
employing a matched-pair sampling strategy driven by the
availability of 'Established Excellence' (Grammy
Award-winning/nominated immersive albums) against
genre-equivalent 'Market Dominance' (top-charting streaming
tracks). The study utilizes a multi-parameter measurement
methodology, including Inter-Channel Cross-Correlation,
hemispheric symmetry; spatial width analysis.
Furthermore, vertical spectral centroid distribution;
channel occupancy (Center; LFE) are analyzed to identify
recurring structural immersive design markers. Preliminary
findings suggest a consistent forward-facing bias; lower
activity in select channels in charting commercial releases
compared to award-recognized counterparts. By documenting
these technical indicators, such as quarter-sphere
correlation; LFE handling differences, this study
establishes a benchmark for current immersive mixing
practices; highlights the technical indicators that may
limit the transition from enhanced stereo to true immersive
envelopment.
Authors
avatar for Can Murtezaoglu

Can Murtezaoglu

Research Assistant, Istanbul Technical University
Immersive audio recording and mixing techniques, audio design for visual media
Thursday May 28, 2026 10:00am - 10:30am CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark
  Immersive Audio, Lecture

10:30am CEST

Effect of an Active Acoustic Reinforcement System on Musical Performance in a Recording Studio
Thursday May 28, 2026 10:30am - 11:00am CEST
This work presents the results of a perceptual study
investigating the influence on musicians of a virtual
acoustics system installed in the live room of a
professional recording studio. The study focused on
analyzing relationships between a selection of objective
acoustic parameters (T30, STLate, LJ); subjective
perceptions of 19 solo
musicians performing under 11 different acoustic
conditions. The experiment was conducted using the VAT
(Virtual Acoustic Technology) system; the VAT Suite
software developed at the Immersive Media Laboratory
(IMLab) in the Sound Recording Department at McGill
University. Correlations between quantitative;
qualitative analyses
show that musicians’ preferences converge on conditions
with T30 ≈ 1 s,; that late; lateral energy increases
the perception of spatiality, providing a positive balance
between clarity; acoustic support. However, longer
reverberation reduces comfort; executive control.
Authors
avatar for Gianluca Grazioli

Gianluca Grazioli

Montreal, Canada, McGill University
avatar for Richard King

Richard King

McGill University, McGill University
Montreal
WW

Wieslaw Woszczyk

McGill University
Thursday May 28, 2026 10:30am - 11:00am CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

11:00am CEST

Comfortability analysis of immersive sound playback system for cabin noise based on frontal lobe fNIRS experiment: an application of 4th order ambisonics
Thursday May 28, 2026 11:00am - 11:30am CEST
This study introduces a fourth-order Ambisonics-based decoding system to reproduce railway cabin running noise in a studio environment, enabling enhanced spatial impression and detailed sound field variation. Real-world operational noise was recorded using a multichannel fourth-order Ambisonics microphone (Eigenmike® EM32, mh acoustics LLC, USA), and the reproduced sound field was implemented through a multichannel loudspeaker system. The reproduced signals were quantitatively compared with the original operational noise in terms of spectral variation and waveform distortion.
Authors
avatar for Yonghee Lee

Yonghee Lee

Research Associate, Changwon National University
Yonghee Lee
Ph D. Mechanical Engineeing.
Ultrasonic, Acoustic, SHM, NDE, fNIRS, and Bio-medical engineering.
Contact: [email protected]
Institute: Changwon National Uniersity, South Korea
Thursday May 28, 2026 11:00am - 11:30am CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark
  Immersive Audio, Lecture

11:30am CEST

System-Level Remapping for Electronic Music Spatial Reproduction: A Case Study of the Cross-Venue Reperformance of Symphonic Coding
Thursday May 28, 2026 11:30am - 12:00pm CEST
Taking the premiere and reperformance of the sci-tech symphonic suite Symphonic Coding as a case study, this paper discusses audio system organization, sound diffusion, and cross-venue migration in the co-performance of symphonic and electronic music. Given the challenges of diverse live inputs, real-time control of the electronic music part, concurrent recording and live streaming, and varying acoustic conditions, the article analyzes how a single workflow handles traditional miking, electronic music generation and control, live spatial diffusion, and multi-purpose distribution. The study is structured across four levels: system design requirements, signal organization, dual-venue implementation, and engineering discussion. It illustrates the development of an interconnected workflow comprising Content, Rendering, and Distribution Layers through mixing console organization, immersive rendering, and AoIP distribution. Results indicate that the significance of this work lies not in the reproduction of the listening experience of the entire performance, but in enabling the spatial presentation of the electronic music part to remain valid across different environments based on a consistent reference. Furthermore, the project enhances reperformance capability and production flexibility through the separation of functions, roles, and systems.
Authors
avatar for Chuhan Gao

Chuhan Gao

Communication University of China
XY

Xiuquan Yao

Communication University of China
YZ

Yilong Zhang

Communication University of China
Thursday May 28, 2026 11:30am - 12:00pm CEST
Aud 43 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

11:30am CEST

The efficacy of phantom image perception: an active listener perspective.
Thursday May 28, 2026 11:30am - 12:00pm CEST
A “phantom image” is the illusion of an independent sound
source created by two or more loudspeakers. Most often
created by manipulating level differences between
stereophonic channels (aka, “panning”), the effect is used
to create a sense of auditory space between loudspeakers
; is largely taken for granted. In recent years,
surround; immersive audio systems have attempted to
utilize phantom image processing to render audio objects in
desired positions across multiple loudspeaker arrays. This
research examined the efficacy of phantom image perception
horizontally; vertically from an active listener
perspective. After listening to a target loudspeaker,
listeners (n = 442) were asked to move a phantom sound to a
position to match that of the target loudspeaker. The
listener’s phantom placement was then compared to the
target,; subjects were allowed “correct” their phantom
position. The horizontal experiment was based on a
standard stereophonic 60° loudspeaker array with the target
loudspeaker at 15° off center. The vertical experiment
utilized elevated loudspeakers in a 60° arc with the target
loudspeaker elevated 10° above the horizon (lower
loudspeaker). Results show nearly universal “undershoot” in
horizontal placement error on first attempts with gradual
improvement over trials that coalesced around the projected
target location. However, after repeated tries, final
perceptual image locations were spread over 2/3 of the
sound-field around the target loudspeaker. In the vertical
trials perceptual locations were spread across the entire
sound field in all three trials; failed to show any
patterns of coalescence around the target loudspeaker.
Authors
avatar for Song Hui CHON

Song Hui CHON

Associate Professor, Belmont University
Associate Professor of Audio Engineering Technology, interested in the perception and cognition of music and sound, especially timbre and attention. An amateur historical keyboardist. And my first name sounds like "song-he" as in "The song he sang was beautiful."
WB

Wesley Bulla

Belmont University
Thursday May 28, 2026 11:30am - 12:00pm CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

2:30pm CEST

EMORSION – Examining the Impact of Audio Features on Emotional Responses; Immersion in Film.
Thursday May 28, 2026 2:30pm - 3:00pm CEST
EMORSION is an exploratory study examining how film audio
design shapes audience emotion; immersion. It was
conducted using scenes from four films in the horror (2)
; drama (2) genres, with two mainstream; two
independent productions. For each scene, multiple
alternative audio mixes were created by systematically
manipulating three core aspects of audio design; frequency
(pitch), dynamics (loudness),; directionality (spatial
placement). Three audience groups were exposed to the
scenes in a cinema setting, with each group experiencing
either one manipulated audio mix; a control mix.
Audience responses were assessed through a multimodal
framework combining self-reported emotion; immersion via
a questionnaire,; physiological measures, including
heart rate monitoring; video-based motion tracking.
Results show that subtle changes in audio design
significantly affect emotional perception; immersion.
Unconventional mixes produced greater variability in
interpretation, while conventional immersive mixes led to
stronger agreement across audiences. Notably, participants
often reported perceived visual changes despite no
alterations to the visual content.
Authors
CS

Charalampos Saitis

Queen Mary University of London
GF

George Fazekas

Queen Mary University of London
avatar for Josh Reiss

Josh Reiss

Professor, Queen Mary University of London
Josh Reiss is Professor of Audio Engineering with the Centre for Digital Music at Queen Mary University of London. He has published more than 200 scientific papers (including over 50 in premier journals and 6 best paper awards) and co-authored two books. His research has been featured... Read More →
avatar for Nelly Garcia

Nelly Garcia

PhD Researcher, Queen Mary University of London
I'm Nelly Garcia.
I'm an engineer in communications and electronics with the specialty in acoustics.
Now, I'm a PhD Researcher at the Centre for Digital Music (C4DM) at Queen Mary University of London.
My main interest is sound design, ways to create sounds from scratch, optimize the workflow of a sound designer and innovative ways to label, categorise or access samples... Read More →
avatar for Ruby Crocker

Ruby Crocker

Queen Mary University of London
Thursday May 28, 2026 2:30pm - 3:00pm CEST
Aud 43 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

3:30pm CEST

NAVIQUAL: Creating Spatial Audio Quality Maps for Virtual Live Music Environments
Thursday May 28, 2026 3:30pm - 4:00pm CEST
Live music environments can be simulated; evaluated
through spatial audio; augmented reality (AR)
technology. However, conducting perceptual studies on AR
environments can be challenging, as multiple design
considerations; uncontrolled variables come into play.
Hence, we developed Naviqual, a tool to create a spatial
audio quality map for a virtual live music environment. We
generated objective quality contour; polar maps to
predict the quality of experience (QoE) across listener
locations; directions respectively. We found that these
maps strongly aligned with perceptual evaluations by
normal-hearing listeners through listening tests. We also
found that binaural objective metrics; signal-to-noise
ratio both strongly predict QoE across listener
translations, with the former outperforming the latter in
predicting QoE across listener directions. Overall,
Naviqual provides a QoE map for virtual live music
environments robust across various listener locations;
directions, noise locations, music content,; room
acoustics.
Authors
CT

Carl Timothy Tolentino

University College Dublin
Thursday May 28, 2026 3:30pm - 4:00pm CEST
Aud 43 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark
 
Friday, May 29
 

9:00am CEST

A method to synchronize dynamic media stream on heterogenous media playback devices
Friday May 29, 2026 9:00am - 9:30am CEST
Audio synchronization across heterogeneous media playback
devices is essential for delivering immersive sound
experiences in applications such as speaker group play;
multi-room audio playback. Existing synchronization
techniques predominantly rely on tightly coupled network
infrastructures; often embed a media sequence;
timestamp information to the media packet at the
transmitting source end, which restrict flexibility of
selecting the transmitting source; also compromises
robustness under dynamic network conditions. This paper
proposes a network; source independent audio
synchronization framework that eliminates dependency on
embedding media sequence; timestamps. The proposed
system employs an audio fingerprinting-based media
sequencing algorithm amongst the media playback devices
without relying on the type of transmitting source; the
network availability. A novel audio synchronization
algorithm is proposed which first determines a common
sequence start information given a dynamic media stream
from the transmitting source; then communicates the
fingerprint; timestamp amongst the media playback
devices without modifying the original audio packet
structure. Experimental results demonstrate that the
proposed approach achieves a high audio-audio
synchronization of less than 10ms across media playback
devices in a no network environment, thereby extending the
scope of immersive audio application irrespective of the
transmitting source.
Authors
AS

Avinash Singh

Samsung Research Institute, Delhi (SRID)
MS

Mohit Singh

Samsung Research Institute, Delhi (SRID)
avatar for Natasha Meena

Natasha Meena

Samsung Research Institute, Delhi (SRID)
I am working as Software developer in Samsung Research Institute India - Delhi and am responsible for development of features related to Samsung sound device’s
Friday May 29, 2026 9:00am - 9:30am CEST
Aud 44 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

9:00am CEST

Exploring 2D Ambisonics by Amplitudes; Phases
Friday May 29, 2026 9:00am - 9:30am CEST
We present a spectral-like reformulation of 2D ambisonics,
enabling an alternative representation of the sound field
in terms of amplitudes; phases. We hypothesise that it
simplifies the representation; creative manipulation of
2D ambisonics, beyond encoded directional point sources.

In 2D high-order ambisonics (HOA) of order N, a sound field
can be represented as a 2π-periodic angular function as a
combination of circular harmonics (Y_m) weighted by the
coefficients (a_m) with m ∈ [-N, N]. This representation
can be reformulated in terms of N+1 amplitudes; N
phases, similarly to a Fourier decomposition.

A simple example of this representation is the ambisonic
encoder at an angle theta. Phases are then multiples of a
phase phi = theta/2π, as frequencies are multiples of a
fundamental in harmonic sounds. Therefore, the
amplitude-phase approach can draw on the field of sound
synthesis, between harmonic; inharmonic modelling.
Operations on ambisonic vectors in amplitude-phase also
rely on Fourier representation, namely the spectral
convolution of two vectors (element-wise products of the
amplitudes, element-wise sums of the phases). Spectral
convolution has vast potential in ambisonics, allowing to
represent all the usual spatial operations (geometric;
transformative) in a simple manner.

To test this approach, we are currently developing an
ambisonic synthesiser based on Faust functions running in
Max environment. We are evaluating the scope of this
representation, both theoretical; compositional,;
then attempt to expand this approach to 3D ambisonics.
Authors
avatar for Alain Bonardi

Alain Bonardi

Professor in Computer Science and Music Creation, University of Paris 8
Alain Bonardi is a Professor of Computer Science and Music Creation at Paris 8 University, where he is based in the Music Department and is a member of the Musidanse laboratory.
There, he co-directs the CICM (Center for Research in Computer Science and Music Creation) with Anne... Read More →
A

AxelChemla-Romeu-Santos

University of Paris 8
EF

Emma Frid

University of Paris 8
PG

Paul Goutmann

University of Paris 8
Friday May 29, 2026 9:00am - 9:30am CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

9:00am CEST

Altering the Immersive Potential: The Case of the Heilung Concert at Roskilde Festival
Friday May 29, 2026 9:00am - 9:30am CEST
Immersive audio systems are increasingly deployed in
large-scale live music contexts, yet there is limited
research addressing how immersive concerts are perceived
; experienced by audiences. This paper presents a
practice-based; ethnographically informed study of the
immersive audio design; audience experience of the band
Heilung’s concert at Roskilde Festival, staged in the Arena
Tent where a large-scale multichannel loudspeaker system
including main, surround,; overhead arrays was used.
The study combines insights in technical system design;
pre-production methods with qualitative audience research
in order to explore how immersive sound alters perception,
embodiment,; social engagement in live concerts.
Pre-production involved scaled system simulations,
reference listening positions, timing strategies,;
power-matched test environments to translate an immersive
studio mix to a festival-scale venue. During; after the
concert, audience experience was investigated through
in-depth interviews, focus group discussions, participant
observation, binaural; ambisonic recordings,;
phenomenologically inspired interview techniques.
Findings indicate that immersive audio contributes to
heightened affective engagement, bodily involvement,; a
sense of envelopment that exceeds conventional stereo
concert experiences. Audience members described the
experience as multisensory, ritualistic,; spatially
ambiguous, often lacking technical vocabulary but
emphasizing embodied; emotional responses. Importantly,
immersion was not perceived as sound alone, but as emerging
from the interaction of sound, visuals, architecture,
social presence,; narrative framing.
The paper argues that understanding immersive concerts
requires the integration of anthropological insights with
audio engineering knowledge. While technical approaches
explain how immersive sound systems operate,
anthropological perspectives are essential for
understanding how such systems are experienced,
interpreted,; given meaning by audiences. The study
contributes to the limited body of research on the effects
of immersive concert formats by examining how audiences
perceive immersion; how they ascribe meaning to
immersive sound.
Authors
avatar for Birgitte Folmann

Birgitte Folmann

Senior Associate Professor, Sonic College
Friday May 29, 2026 9:00am - 9:30am CEST
Aud 43 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

9:30am CEST

Generate 4pi SBA reverberation from virtual sound sources detected from x-y-z sound intensities. -Improvement of the source detection method.
Friday May 29, 2026 9:30am - 10:00am CEST
Generating 4pi acoustical atmosphere of a target space is
important for creating an immersive sound content. A
SBA-based reverb is a useful tool for this purpose. We
developed VSVerb, a SBA reverb that generates 4pi
reverberation from the virtual sound sources detected from
three orthogonal x-y-z sound intensities measured at the
target space. A virtual sound source, also known as a
mirror source, is an acoustic concept in geometrical
acoustics. According to this theory, many virtual sound
sources are considered to be located outside the room;
provide reflection sounds inside the room. Since the
spatial information of virtual sound sources is a kind of
fingerprint of a room’s reverberant characteristics,
correctly sampled virtual sound sources enables us to
recreate room's reverberation precisely.
Several methods have been proposed for detecting virtual
sound sources of a room, i.e., dominant reflection sounds
in a room, by using the spatial room impulse responses
(SRIRs). However, these methods have the disadvantage of
failing to detect small virtual sound sources that provide
late reflections, because they detect sources by focusing
on the peak amplitude values in SRIRs. It is difficult to
distinguish if a small peak in the latter part of SRIR
indicates the reflection or noise component. Additionally,
in low-band analysis, side robes of the band pass filter
add many large peaks to the SRIRs,; they make it
difficult to detect true reflection peaks.
To overcome these disadvantages of the conventional
methods, we developed a method that detects virtual sound
sources without using the amplitude characteristics of
SRIRs. We call this method “Speed Detection.” This method
detects virtual sound sources based on the spatial moving
speed of the sound intensity. Instead of measuring SRIRs of
the sound pressure, we measure SRIRs of x-y-z instantaneous
sound intensities. Since we can assume that the reflection
sound comes from a “certain-sized” virtual sound source
over a “certain period,” the sound intensity provided by
the virtual sound source is considered to remain within a
small area; move slowly while the source emits the
reflection sound. We focused on this behavior of sound
intensities; developed the new detection method.
First, we identify the portions of the sound intensity that
move slowly; isolate them as the “Source intensity.”
Then, we calculate the positions, strengths,; phase
characteristics of the virtual sound sources from these
Source intensities of the x, y,; z directions. We
examined Speed Detection method by generating several types
of 4pi reverbs from the virtual sound sources detected
using this method,; verified that it works well in many
cases. However, we have also found that it does not always
work well. We have realized the necessity of improving the
threshold value for classifying sound intensity into the
source intensity or other.
We have used to classify sound intensities into source
intensities; others by referring a threshold value,
vt=40(1000t+10)^1.5 [m/s], where t indicates the arrival
time [s] of the sound intensity. This equation is based on
our practical experience, rather than scientific facts. It
works well in most cases, but some adjustments are required
in very rare cases. To apply the threshold value to various
acoustical conditions of the target spaces, we propose
switching the threshold value from our conventional
equation to an averaged value using a time-varying time
window. To examine the newly proposed threshold value, we
conducted experiments on detecting virtual sound sources of
a simple rectangular room. The results demonstrated the
validity of the new threshold value. We expect this new
threshold value to improve the sound quality of VSVerb;
V2MA as well.
Authors
AO

Akira Omoto

Kyushu University / ONFUTURE Ltd.
avatar for Masataka Nakahara

Masataka Nakahara

President / Senior Managing Director, ONFUTURE Ltd. / SONA Corp.
Masataka Nakahara is an acoustician specializing in studio acoustic design and room acoustics R&D. After studying acoustics at the Kyushu Institute of Design, he began his professional career as an acoustic designer at SONA Corporation. He earned his Ph.D. in acoustics from Kyushu... Read More →
Friday May 29, 2026 9:30am - 10:00am CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

9:30am CEST

Who Controls the Space? Artistic Intent; Sound Diffusion in Immersive Concert Performance
Friday May 29, 2026 9:30am - 10:00am CEST
Recent advances in large-scale multichannel loudspeaker
systems have enabled immersive concert formats that extend
spatial control beyond conventional stereo; small
multichannel configurations. High-density loudspeaker
arrays (HDLAs) allow sound to be distributed across complex
architectural spaces, challenging established distinctions
between composition, performance,; live sound practice.
In live contexts, however, the realization of spatial
attributes is often constrained by system complexity,
limited rehearsal time,; the lack of artist-facing
spatial control interfaces. As a result, spatial
realization; sound diffusion are frequently delegated to
sound engineers, who translate artistic material to the
acoustic; architectural conditions of the venue in real
time.

This paper examines three immersive concerts presented
during Sonic Days 2025 in Denmark, realized on both
large-scale; small-scale multichannel loudspeaker
systems. The concerts represent contrasting production
contexts, including a site-specific spatial composition
conceived explicitly for a high-density loudspeaker array
; performances by artists whose practices are typically
oriented toward stereo or small multichannel formats.
Across these cases, spatialization functioned variously as
compositional material, interpretive layer,; adaptive
live-mixing practice.

The paper analyzes how control over spatial attributes is
negotiated between artists; sound engineers in live
immersive concert settings,; how this negotiation
affects the interpretation of artistic intent; audience
experience. Particular attention is given to the role of
sound engineers as active mediators whose decisions shape
spatial form, listening perspective,; the relationship
between sound; architecture. The findings suggest that
immersive concert formats redistribute creative agency
across artists, technicians,; technological
infrastructures,; point toward the need for revised
conceptual frameworks for authorship, performance,;
listening in large-scale spatial audio environments.
Authors
avatar for Kasper Fangel Skov

Kasper Fangel Skov

Assistant Professor, PhD, Sonic College (UC SYD)
Friday May 29, 2026 9:30am - 10:00am CEST
Aud 43 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

10:30am CEST

Spatial Estimation of Room Acoustic Parameters using Sound Field Reconstruction Methods
Friday May 29, 2026 10:30am - 11:00am CEST
The acoustic characterisation of indoor spaces is crucial
for a wide range of applications. While global metrics
provide convenient descriptors of a room's overall
behaviour, a more spatially detailed analysis offers deeper
insight into the spatio-temporal structure of the sound
field, albeit at a higher experimental cost. This paper
proposes a methodology that leverages the predictive
capabilities of sound field reconstruction methods to
estimate room acoustic parameters as a function of
position. The approach is experimentally evaluated in an
auditorium, where it achieves accurate estimation of
temporal; energetic room acoustic parameters across the
entire audience area. In addition, the reconstructed field
yields higher intelligibility indices compared to the raw
measurements. Overall, these results highlight the
potential of sound field reconstruction techniques as a
practical tool for room acoustic characterisation; for
supporting assistive listening technologies.
Authors
avatar for Antonio Figueroa-Duran

Antonio Figueroa-Duran

Universidad Politécnica de Madrid
EF

Efren Fernandez-Grande

Universidad Politécnica de Madrid
Friday May 29, 2026 10:30am - 11:00am CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

10:30am CEST

The cognition of sound in museums: Toward a spectrum of meanings
Friday May 29, 2026 10:30am - 11:00am CEST
This presentation develops a conceptual framework for
understanding how visitors cognize sound in museum
exhibitions. While sound increasingly features in museum
practice, research has focused primarily on measuring
visitor enjoyment; engagement rather than examining the
specific meanings sound generates. This gap reflects the
absence of a framework conceptualizing sound's
meaning-making capacities to guide empirical investigation.
Drawing on scholarship from music studies, semiotics,
phenomenology,; embodied cognition, I propose a
seven-component spectrum identifying distinct yet
interrelated meanings that sound can convey in museums:
aesthetic, representational, emotional, sensorial,
imaginative, social,; political. These meanings can be
apprehended independently or in combination, typically
through emergent, pre-conscious perception rather than
deliberate awareness.
The spectrum builds on the premise that museum sound
meaning-making unfolds through dynamics internalized from
early childhood as we attune to the world sonically. It
draws on the notion of sound as a "sonic aggregate"
(Grimshaw; Garner 2015)—encompassing social, contextual,
temporal,; embodied experiences—rather than reducing
sound to wave phenomena. Visitors actively co-produce
meanings by drawing on their moods, memories, knowledge,
; imagination during exhibition encounters.
Each meaning category is illustrated with exhibition case
studies, demonstrating the spectrum's applicability across
diverse sound-based multimodal museum practices—from
popular music exhibitions to sound art installations. The
spectrum aims to catalyze research through varied
methodological approaches; establish analytical
standards for studying sound in museums, with potential
adoption by international standardization bodies.
Authors
avatar for alcina cortez

alcina cortez

Sound Studies Researcher, INET-md | NOVA University lisbon
A PhD in ethnomusicology and museum studies and a curator, I am committed to exploring the diverse meaning-making capabilities of sound when exhibited in museums, encompassing the representational, emotional, sensorial, and social, as well as its ability to foster imagination and... Read More →
Friday May 29, 2026 10:30am - 11:00am CEST
Aud 43 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

12:30pm CEST

Perceptual Evaluation of the Open Binaural Renderer
Friday May 29, 2026 12:30pm - 1:00pm CEST
This paper presents the perceptual evaluation of the Open Binaural Renderer (OBR), an open-source librarydeveloped for headphone-based rendering of Immersive Audio Model and Formats (IAMF) content. The evaluationfollowed an iterative framework in which findings from a pilot listening study informed the tuning of renderingprofiles, and the resulting renderer was benchmarked against established proprietary solutions. In the pilot study,19 expert listeners rated the Overall Listening Experience (OLE) of the initial prototype (OBRv1) and five externalrenderers across diverse audio content. Qualitative feedback was analysed using inductive coding to identify salientperceptual dimensions. The pilot revealed content-dependent performance and showed that a single default profilewas inadequate, yielding mixed responses in both the numerical scale and in the qualitative feedback and motivatingthe development of multiple rendering profiles in OBRv2. The main study evaluated two OBRv2 profiles targetingdifferent reverberation characteristics (Direct and Ambient) alongside three top-performing external renderers. Atotal of 39 participants, divided into expert and non-expert groups, rated five perceptual attributes: Voice Quality,Envelopment, Externalisation, Overall Listening Experience, and Timbral Balance. Mixed-design ANOVA revealedsignificant main effects of renderer condition on all attributes. Pairwise comparisons showed that OBRv2,Ambientachieved significantly higher OLE ratings than one proprietary renderer and reached statistical parity with theremaining two, representing a measurable improvement over the prototype. A trade-off between Voice Qualityand Externalisation was observed, driven by the level of reverberation in each renderer. The results demonstratethat iterative, perceptually informed tuning can yield competitive binaural rendering quality in an open-sourceframework.
Authors
FL

Felicia Lim

Google LLC
avatar for Gavin Kearney

Gavin Kearney

Professor of Audio Engineering, University of York
Gavin Kearney graduated from Dublin Institute of Technology in 2002 with an Honors degree in Electronic Engineering and has since obtained MSc and PhD degrees in Audio Signal Processing from Trinity College Dublin. He joined the University of York as Lecturer in Sound Design in January... Read More →
avatar for Jan Skoglund

Jan Skoglund

Google, Google

avatar for Jani Huoponen

Jani Huoponen

Google, Google LLC
With 25+ years of media industry product development, Jani Huoponen is a seasoned expert in developing cutting-edge audio and video technologies for consumer devices and streaming systems. Joining Google in 2010, he’s served as a product manager across key multimedia initiatives... Read More →
avatar for Katarzyna Sochaczewska

Katarzyna Sochaczewska

Immersive Music Producer, Researcher, University of York

TR

Tomasz Rudzki

University of York
Friday May 29, 2026 12:30pm - 1:00pm CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

1:00pm CEST

Gaussian Splatting-Based Head; Pinna Reconstruction for Individualized HRTF Computation from Commodity Multi-View Images
Friday May 29, 2026 1:00pm - 1:30pm CEST
Individualized head-related transfer functions (HRTFs)
require accurate pinna geometry, yet commodity multi-view
captures leave the ear region self-occluded; weakly
textured. We present a practical pipeline that couples
ear-centric acquisition with 3D Gaussian splatting (3DGS)
; the boundary element method (BEM) for complete HRTF
computation. The protocol augments horizontal views with
per-ear elevated captures under directional lighting; 3DGS
training with depth-distortion regularization yields
watertight meshes via truncated signed distance function
(TSDF) fusion. Standardized head coordinates; ear-canal
annotations interface the mesh with BEM. Experimental
evaluations demonstrate that our method achieves lower
ear-region geometric error; lower full-band spectral
distortion compared to existing image-based personalized
reconstruction baselines including AudioEar, NeuS,;
Metashape MVS.
Authors
HZ

Houlin Zhu

Peking University
TQ

Tianshu Qu

Peking University
XW

Xihong Wu

Peking University
Friday May 29, 2026 1:00pm - 1:30pm CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

1:30pm CEST

An Extended Multichannel Frequency-Domain FxLMS Algorithm for Real-Time Full-Band Adaptive Transaural Reproduction
Friday May 29, 2026 1:30pm - 2:00pm CEST
This paper presents a multichannel adaptive filtering
algorithm for real-time full-band adaptive transaural
reproduction on general-purpose hardware. It is based on a
multichannel frequency-domain FxLMS algorithm using an
overlap-save framework for both filtering; adaptation,
; is extended with (i) online plant identification for
fully adaptive operation, (ii) frequency-dependent
normalization for faster convergence,; (iii)
frequency-dependent regularization to stabilize adaptation.
The proposed algorithm is implemented in C language on a
standard desktop PC; evaluated on a 4x2 transaural
configuration running in real time at 48 kHz with 2048-tap
control filters. Two evaluation tests are conducted. The
first test consists of reproducing two uncorrelated
white-noise signals at the ears of a manikin using
crosstalk cancellation as the performance metric. An
average crosstalk cancellation of 32 dB over 100 Hz–20 kHz
is demonstrated. The second experiment considers binaural
signal reproduction as a more realistic use case of the
algorithm. In both cases, performance is assessed for both
a static listener; a moving listener scenario,
demonstrating the algorithm’s ability to rapidly re-adapt.
Friday May 29, 2026 1:30pm - 2:00pm CEST
Aud 44 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

1:30pm CEST

A Perceptual Evaluation Method for Binaural Rendering Algorithms via Minimum Audible Angle Measurements
Friday May 29, 2026 1:30pm - 2:00pm CEST
Binaural rendering is typically assessed via timbre;
localization accuracy, while its intrinsic spatial
resolution remains rarely quantified. This paper proposes a
perceptual evaluation method based on Minimum Audible Angle
(MAA) measurements to estimate the azimuthal
just-noticeable difference (JND) introduced by binaural
rendering algorithms. We systematically compared several
rendering algorithms across eight reference azimuths using
two participant-allocation paradigms. The results show that
spatial resolution is significantly influenced by Ambisonic
order; choice of the rendering alrorithm, with MAA
thresholds systematically decreasing as the truncation
order increases. Furthermore, the propsed method
successfully captures physiological spatial characteristics
; identifies resolution limits imposed by reference
angles. While both participant-allocation paradigms yield
consistent qualitative trends, the repeated-measures design
provides superior data stability. These findings
demonstrate that the proposed MAA-based method is an
effective tool for quantifying the spatial resolution of
binaural rendering algorithms.
Authors
HZ

Houlin Zhu

Peking University
TQ

Tianshu Qu

Peking University
XW

Xihong Wu

Peking University
YQ

Yufan Qian

Peking University
Friday May 29, 2026 1:30pm - 2:00pm CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

2:00pm CEST

Toward an improved auditory model for predicting binaural coloration
Friday May 29, 2026 2:00pm - 2:30pm CEST
The evaluation of audio quality is important in the
development of immersive audio algorithms; reproduction
systems,; binaural models are often used for this as a
quick alternative to listening tests. Coloration (i.e.,
perceived loudness differences integrated across ears;
frequency) is one key quality aspect; however, the majority
of models used to predict coloration are often
oversimplified or are missing a dedicated binaural stage to
consider the relative contribution of the left; right
ear signals. A binaural coloration model is presented that
builds upon previous work; tests three different
approaches for its binaural stage. The proposed model is
evaluated in comparison with nine models that are
frequently used to predict coloration by using data from
five listening tests totaling 252 stimuli with various
audio contents; source positions. The proposed model
performed best with 85% of explained variance, followed by
predictions based on ISO 532-1 loudness, yielding 78%
explained variance. The commonly used log-spectral distance
performed worst, with only 44% explained variance. The
three tested binaural stages had little influence on the
performance of the proposed model. The model is made freely
available to download.
Authors
avatar for Thomas McKenzie

Thomas McKenzie

Lecturer in Acoustics, University of Edinburgh
Thomas McKenzie is a Lecturer in Acoustics and Architectural Acoustics at the Reid School of Music, Edinburgh College of Art, University of Edinburgh, UK. He completed a B.Sc. in Music, Multimedia, and Electronics at the University of Leeds, UK, in 2013, before completing his M.Sc... Read More →
Friday May 29, 2026 2:00pm - 2:30pm CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark
  Immersive Audio, Lecture

2:30pm CEST

Exploring Rendering Variability in Next-Generation Audio Reproduction
Friday May 29, 2026 2:30pm - 3:00pm CEST
This study evaluates three Next-Generation Audio (NGA)
rendering systems through listening tests using real-life
audio content. The testing paradigm prioritized subjective
preference over adherence to a ground-truth reference.
Participants assessed perceptual spatial audio attributes
in both 5.1; 7.1.4 loudspeaker setups. The findings
suggest that strict adherence to the rendering algorithm
used during content creation is not mandatory in terms of
listener preference. While not advocating disregarding
artistic intent without consideration, this study proposes
that such flexibility in reproduction can be an acceptable
compromise.
Authors
ES

Ema Souza-Blanes

Samsung Research America
avatar for Toni Hirvonen

Toni Hirvonen

Researcher, Samsung Research America
Toni Hirvonen studied acoustics at the Helsinki University of Technology (now Aalto University), where he obtained a PhD in audio signal processing and spatial audio. After a position as a Marie Curie fellow, he has worked internationally in the audio industry since 2010. His projects... Read More →
WJ

Wonbeen Jo

Samsung Research
YK

Yongmin Kwon

Samsung Research

Friday May 29, 2026 2:30pm - 3:00pm CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

2:30pm CEST

Immersive Underwater Audio Capture Using a Wideband Spatial Hydrophone Array
Friday May 29, 2026 2:30pm - 3:00pm CEST
Immersive audio continues to expand beyond traditional
studio; terrestrial field-recording environments, yet
underwater soundscapes—particularly those involving marine
mammals—remain largely documented in mono or stereo
formats. This paper presents a practical; low-cost
approach for capturing immersive underwater audio using a
newly developed wideband hydrophone; a multichannel
array optimized for marine environments. The hydrophones,
designed by the author, feature a low noise floor, extended
frequency response exceeding 100 kHz,; direct
compatibility with standard P48 phantom-powered audio
recorders, enabling deployment without specialized
underwater preamplifiers or power systems.

To translate established immersive recording techniques
into the ocean environment, an array architecture was
developed based on a compact eight-element cube geometry.
Two array variants were constructed to account for the
significantly higher speed of sound in water compared to
air, allowing the spatial characteristics of underwater
sources to be captured with appropriate inter-element
spacing. Field recordings were conducted off the coast of
Hawaii in January during the peak season for humpback whale
song. Recordings were made at multiple depths; positions
to explore variations in reverberation, propagation,;
ambient biological activity.

Preliminary results indicate that the system captures
detailed spatial cues from humpback whale vocalizations
while simultaneously preserving the rich ambient marine
soundscape. The extended ultrasonic response further allows
slowed or pitch-shifted playback to reveal fine temporal
structures not typically audible. This work demonstrates a
feasible method for immersive underwater recording;
provides a foundation for both scientific research;
creative content production.
Authors
avatar for Jules Ryckebusch

Jules Ryckebusch

Sound Sleuth, Sound Sleuth
Jules career with audio and electronics started early. At 16 he built an analog synthesizer from a PAiA kit. While still in high school, he designed and built a mixing board then started doing sound for local bands.
Jules went to college, studied physics, and then joined the US Navy where he spent 20 years as a nuclear submariner. In between submarines, he was an instructor at the Naval Nuclear Power School in Orlando, Florida. He taught Reactor Kinetics by day, and spent many a night in local... Read More →
Friday May 29, 2026 2:30pm - 3:00pm CEST
Aud 31 Technical University of Denmark Asmussens Alle, Building 306 DK-2800 Kgs. Lyngby Denmark
 
Saturday, May 30
 

9:00am CEST

Augmented Ubiquity - A fully volumetric music composition for VR
Saturday May 30, 2026 9:00am - 9:30am CEST
This paper presents the production of a fully volumetric
audiovisual music composition with six degrees of
freedom, featuring a dance performance. The project
realizes the artistic potential enabled by recent
technological
advancements in volumetric video capture; spatial audio
rendering. The interdisciplinary production team
consisted of music composers, dancers, sound engineers,;
experts in 4D Gaussian Splats. An existing 3D body
scanner consisting of 112 cameras was used to capture a
dance performance in high definition video. For the
visual scene, custom 4D Gaussian Splat algorithms were
developed; employed to create the dynamic model.
Additional static 3D Gaussian Splats were captured with the
same scanner; integrated into the scene in Unity.
The acoustic scene is dynamically binauralized via SPAT
Revolution, depending on the position of the listener
in the virtual space. Audio; video scenes are run on
separate PCs, synchronized via OSC; presented via
commercially available head-mounted displays (HMDs).
Audiences report a high level of immersion at the initial
presentation at an exhibition event. A detailed evaluation
is planned in the near future. Furthermore, a unified
application for both visual; audio scenes is planned in
order to reach a wider audience.
Authors
BS

Benedikt Samuel Jäger

Kreativinstitut.OWL | Detmold Music University
LK

Lou Kilger

Kreativinstitut.OWL | Detmold Music University
MS

Manuel Steitz

Wunderkammer Visual Engineering
PD

Pablo Dawson

Wunderkammer Visual Engineering; CENIA
avatar for Sascha Armin Etezazi

Sascha Armin Etezazi

Music Director, Artistic Research Assistant, Kreativinstitut.OWL | Detmold Music University
Saturday May 30, 2026 9:00am - 9:30am CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

9:30am CEST

The artistic role of the sound engineer in immersive spatialisation. Investigation of the influence of space in the emotional interpretation of sounds.
Saturday May 30, 2026 9:30am - 10:00am CEST
Historically, music has developed primarily as a frontal
phenomenon, thus limiting the expressive; perceptual
potential related to sound space. The recent development of
immersive audio systems opens new creative possibilities by
expanding the artistic action space from a narrow frontal
area to a complete sphere around the listener. The
Ambisonic system (Scene-Based Audio), together with
Object-Based formats; hybrid solutions, represents
fertile ground for creative experimentation; the
redefinition of workflows in the field of spatialized sound.
In this new context, what is the role of the sound
engineer, as an electroacoustic interpreter, in immersive
musical artistic creation?
The research is based on a multidisciplinary analysis that
combines an in-depth study of current immersive audio
technologies; their performance, with observations of
existing compositional; production approaches.
Additionally, a comparative study is conducted on the
design choices of the sound engineer as an interpreter,
investigating workflows, emerging musical semantics,
available tools,; the recovery of the historical
repertoire.
Particular attention is paid to the experiment aimed at
investigating a correlation between the position of a sound
; an emotional trigger in the listener.
New directions emerge in the creative role of the sound
engineer, who goes beyond the mere technical aspect to
become an integral part of the compositional;
interpretative process, harmonizing the relationship
between technique; art.
Authors
LF

Luca Frigo

Conservatorio G. Nicolini Piacenza
Saturday May 30, 2026 9:30am - 10:00am CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

10:00am CEST

Low-Frequency Limits of Cross-Talk Cancellation Systems Under Robustness Constraints
Saturday May 30, 2026 10:00am - 10:30am CEST
The low-frequency performance of cross-talk cancellation
(CTC) systems is fundamentally limited by the condition
number of the plant matrix, which indicates the robustness
of the inverse system in the absence of regularisation.
This condition number, in turn, depends on the relationship
between loudspeaker spacing, listener distance,;
acoustic wavelength.
This paper derives a simple approximate expression for the
low-frequency limit of CTC performance, defined for a given
maximum affordable condition number as a function of these
parameters. The increase in condition number is also shown
to be directly related to the increase in array effort
relative to the minimum achievable array effort. The
formulation is derived for a centered listener; can be
extended to the case of off-center listener positions,
demonstrating the method's applicability to
listener-position-adaptive cross-talk cancellation systems.
Speakers
FF

Filippo Fazi

Chief Scientist, Audioscenic
Authors
FF

Filippo Fazi

Chief Scientist, Audioscenic
FV

Francesco Veronesi

University of Southampton
Saturday May 30, 2026 10:00am - 10:30am CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

10:30am CEST

Room Measurement Based Calibration of MPEG-I Tracked Loudspeaker Rendering
Saturday May 30, 2026 10:30am - 11:00am CEST
The MPEG-I Immersive Audio standard for Virtual;
Augmented Reality (VR/AR) audio with six degrees of freedom
(6DoF) was completed in November 2025 by the MPEG Audio
group (ISO/IEC JTC 1/SC 29/WG 6)). It offers compressed
representation of virtual audio scenes as well as an
efficient; acoustically sophisticated rendering to both
head-tracked binaural headphones; loudspeaker setups.
The latter is a unique feature among VR/AR audio
specifications; enables convincing reproduction of
conventional stereo, surround; 3D material with a large
sweet area in home entertainment setups for a single
tracked user, without the need for a head-mounted
display. This paper describes the technology of MPEG-I
Audio listener-tracked loudspeaker rendering as a
stand-alone application with a special focus on practical
considerations for optimal room calibration.
Authors
avatar for Christof Faller

Christof Faller

Illusonic GmbH
avatar for Juergen Herre

Juergen Herre

International Audio Laboratories Erlangen
avatar for Sascha Disch

Sascha Disch

Fraunhofer IIS, Fraunhofer IIS
Sascha Disch received his Dipl.-Ing. degree in electrical engineering from the Technical University Hamburg-Harburg (TUHH) in 1999 and joined the Fraunhofer Institute for Integrated Circuits (IIS) the same year. Ever since he has been working in research and development of perceptual... Read More →
Saturday May 30, 2026 10:30am - 11:00am CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

11:00am CEST

The Missing Next Step: Sound, Agency,; Plausibility in Virtual Reality — A Narrative Review
Saturday May 30, 2026 11:00am - 11:30am CEST
Sound plays a critical role in virtual reality (VR),
shaping attention, narrative comprehension, emotional
engagement,; experiential plausibility under conditions
of embodiment; user agency. Although a growing body of
research addresses VR audio techniques, perceptual effects,
; sound taxonomies, existing approaches remain fragmented
; largely descriptive. In particular, they do not provide
a unifying, VR-specific account of how sound meaning;
emotional intent are operationally linked to user agency
; non-linear narrative progression. This paper presents a
narrative review of selected literature spanning game audio
frameworks, immersive sound design, narrative theory,;
plausibility-related research in games; VR. Through
synthesis of these perspectives, the review identifies a
conceptual gap in current research, namely the absence of a
VR-specific, agency-coupled sound design framework for
structuring sound meaning; emotional intent in support
of experiential plausibility as users actively shape events
in interactive VR environments.
Authors
avatar for Eve Klein

Eve Klein

Senior Lecturer, Music Technology & Popular Music, The University of Queensland, School of Music
Dr Eve Klein is a lecturer in music technology at the University of Queensland, Australia. She is also an operatic mezzo soprano, a composer, and an Ableton Live Certified Trainer. Eve's research is concentrated on music technology, recording cultures and contemporary music. Her current... Read More →
NH

Neil Hillman

The Audio Suite
NB

Nilufar Baghaei

The University of Queensland, School of ElectricalnEngineering and Computer Science
PK

Peter Kurucz

The University of Queensland, School of ElectricalnEngineering and Computer Science
SS

Stefania Serafin

Department of Engineering Technology and Didactics,nTechnical University of Denmark
Saturday May 30, 2026 11:00am - 11:30am CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark

11:30am CEST

Intelligent Audio personalization for Enhanced user experience
Saturday May 30, 2026 11:30am - 12:00pm CEST
Most of music contents available are stereo which cause
inadequate spatial treatment; listeners feel
disconnected from the music, failing to transport them into
the intended sonic environment. Insufficient separation
between instruments can lead to an unbalanced mix, where
certain elements dominate others; disrupt the overall
harmony. Instruments may appear flat; confined to a
narrow area, reducing the sense of dimensionality in the
mix. Stereo audio offers limited spatial information,
restricting its adaptability to immersive sound
environments. This research presents a novel approach for
converting stereo audio into a personalized immersive
experience by leveraging object-based audio rendering,
sound stage of listener; surround speaker capability.
The proposed system separates audio signals into individual
objects (such as instruments or vocals); dynamically
maps these objects to specific speakers based on
personalized preferences; spatial configurations. This
method improves audio localization; enhances the
listener's engagement by delivering a tailored auditory
experience.
Authors
AS

Avinash Singh

Samsung Research Institute, Delhi (SRID)
avatar for Natasha Meena

Natasha Meena

Samsung Research Institute, Delhi (SRID)
I am working as Software developer in Samsung Research Institute India - Delhi and am responsible for development of features related to Samsung sound device’s
SP

Sumit Panwar

Samsung Research Institute, Delhi (SRID)
Saturday May 30, 2026 11:30am - 12:00pm CEST
Aud 42 Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark
 


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