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Francesca Del Gaudio

Publications and source records attributed to Francesca Del Gaudio.

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DaiSy: A Library for Scalable Data Series Similarity Search

Exact similarity search over large collections of data series is a fundamental operation in modern applications, yet existing solutions are often fragmented, specialized, or tailored to specific execution environments. In this paper, we present DaiSy, a unified library for exact data series similarity search that integrates multiple state-of-the-art (iSAX-based) algorithms within a single, coherent framework. DaiSy is the first library to support exact similarity search across diverse execution environments, including implementations for disk-based, in-memory, GPU-accelerated, and distributed scalable similarity search. Although designed for data series, DaiSy is also directly applicable to exact similarity search over vector data, enabling its use in a broader range of applications. The library supports interfaces in both C++ and Python, enabling users to easily integrate its functionality into a variety of tasks. DaiSy is open-sourced and available at: https://github.com/MChatzakis/DaiSy.

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VR-PTOLEMAIC: A Virtual Environment for the Perceptual Testing of Spatial Audio Algorithms

The perceptual evaluation of spatial audio algorithms is an important step in the development of immersive audio applications, as it ensures that synthesized sound fields meet quality standards in terms of listening experience, spatial perception and auditory realism. To support these evaluations, virtual reality can offer a powerful platform by providing immersive and interactive testing environments. In this paper, we present VR-PTOLEMAIC, a virtual reality evaluation system designed for assessing spatial audio algorithms. The system implements the MUSHRA (MUlti-Stimulus test with Hidden Reference and Anchor) evaluation methodology into a virtual environment. In particular, users can position themselves in each of the 25 simulated listening positions of a virtually recreated seminar room and evaluate simulated acoustic responses with respect to the actually recorded second-order ambisonic room impulse responses, all convolved with various source signals. We evaluated the usability of the proposed framework through an extensive testing campaign in which assessors were asked to compare the reconstruction capabilities of various sound field reconstruction algorithms. Results show that the VR platform effectively supports the assessment of spatial audio algorithms, with generally positive feedback on user experience and immersivity.

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