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Massimiliano Di Luca

Publications and source records attributed to Massimiliano Di Luca.

6 recordsLinked to original sources

Annotation of Soft Onsets in String Ensemble Recordings

Onset detection is the process of identifying the start points of musical note events within an audio recording. While the detection of percussive onsets is often considered a solved problem, soft onsets-as found in string instrument recordings-still pose a significant challenge for state-of-the-art algorithms. The problem is further exacerbated by a paucity of data containing expert annotations and research related to best practices for curating soft onset annotations for string instruments. To this end, we investigate inter-annotator agreement between 24 participants, extend an algorithm for determining the most consistent annotator, and compare the performance of human annotators and state-of-the-art onset detection algorithms. Experimental results reveal a positive trend between musical experience and both inter-annotator agreement and performance in comparison with automated systems. Additionally, onsets produced by changes in fingering as well as those from the cello were found to be particularly challenging for both human annotators and automatic approaches. To promote research in best practices for annotation of soft onsets, we have made all experimental data associated with this study publicly available. In addition, we publish the ARME Virtuoso Strings dataset, consisting of over 144 recordings of professional performances of an excerpt from Haydn's string quartet Op. 74 No. 1 Finale, each with corresponding individual instrumental onset annotations.

eess.AS↗

Text Entry for XR Trove (TEXT): Collecting and Analyzing Techniques for Text Input in XR

Text entry for extended reality (XR) is far from perfect, and a variety of text entry techniques (TETs) have been proposed to fit various contexts of use. However, comparing between TETs remains challenging due to the lack of a consolidated collection of techniques, and limited understanding of how interaction attributes of a technique (e.g., presence of visual feedback) impact user performance. To address these gaps, this paper examines the current landscape of XR TETs by creating a database of 176 different techniques. We analyze this database to highlight trends in the design of these techniques, the metrics used to evaluate them, and how various interaction attributes impact these metrics. We discuss implications for future techniques and present TEXT: Text Entry for XR Trove, an interactive online tool to navigate our database.

cs.HC↗

Hovering Over the Key to Text Input in XR

Virtual, Mixed, and Augmented Reality (XR) technologies hold immense potential for transforming productivity beyond PC. Therefore there is a critical need for improved text input solutions for XR. However, achieving efficient text input in these environments remains a significant challenge. This paper examines the current landscape of XR text input techniques, focusing on the importance of keyboards (both physical and virtual) as essential tools. We discuss the unique challenges and opportunities presented by XR, synthesizing key trends from existing solutions.

cs.HC↗

Effects of Haptic Feedback on the Wrist during Virtual Manipulation

We propose a haptic system for virtual manipulation to provide feedback on the user's forearm instead of the fingertips. In addition to visual rendering of the manipulation with virtual fingertips, we employ a device to deliver normal or shear skin-stretch at multiple points near the wrist. To understand how design parameters influence the experience, we investigated the effect of the number and location of sensory feedback on stiffness perception. Participants compared stiffness values of virtual objects, while the haptic bracelet provided interaction feedback on the dorsal, ventral, or both sides of the wrist. Stiffness discrimination judgments and duration, as well as qualitative results collected verbally, indicate no significant difference in stiffness perception with stimulation at different and multiple locations.

cs.HC↗

Perceived Intensities of Normal and Shear Skin Stimuli using a Wearable Haptic Bracelet

Our aim is to provide effective interaction with virtual objects, despite the lack of co-location of virtual and real-world contacts, while taking advantage of relatively large skin area and ease of mounting on the forearm. We performed two human participant studies to determine the effects of haptic feedback in the normal and shear directions during virtual manipulation using haptic devices worn near the wrist. In the first study, participants performed significantly better while discriminating stiffness values of virtual objects when the feedback consisted of normal displacements compared to shear displacements. Participants also commented that they could detect normal cues much easier than shear, which motivated us to perform a second study to find the point of subjective equality (PSE) between normal and shear stimuli. Our results show that shear stimuli require a larger actuator displacement but less force than normal stimuli to achieve perceptual equality for our haptic bracelets. We found that normal and shear stimuli cannot be equalized through skin displacement nor the interaction forces across all users. Rather, a calibration method is needed to find the point of equality for each user where normal and shear stimuli create the same intensity on the user's skin.

cs.RO↗

Haptic Sketches on the Arm for Manipulation in Virtual Reality

We propose a haptic system that applies forces or skin deformation to the user's arm, rather than at the fingertips, for believable interaction with virtual objects as an alternative to complex thimble devices. Such a haptic system would be able to convey information to the arm instead of the fingertips, even though the user manipulates virtual objects using their hands. We developed a set of haptic sketches to determine which directions of skin deformation are deemed more believable during a grasp and lift task. Subjective reports indicate that normal forces were the most believable feedback to represent this interaction.

cs.RO↗