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Vladimir Tourbabin

Publications and source records attributed to Vladimir Tourbabin.

21 records · Page 2Linked to original sources

Subspace Hybrid Beamforming for Head-worn Microphone Arrays

A two-stage multi-channel speech enhancement method is proposed which consists of a novel adaptive beamformer, Hybrid Minimum Variance Distortionless Response (MVDR), Isotropic-MVDR (Iso), and a novel multi-channel spectral Principal Components Analysis (PCA) denoising. In the first stage, the Hybrid-MVDR performs multiple MVDRs using a dictionary of pre-defined noise field models and picks the minimum-power outcome, which benefits from the robustness of signal-independent beamforming and the performance of adaptive beamforming. In the second stage, the outcomes of Hybrid and Iso are jointly used in a two-channel PCA-based denoising to remove the 'musical noise' produced by Hybrid beamformer. On a dataset of real 'cocktail-party' recordings with head-worn array, the proposed method outperforms the baseline superdirective beamformer in noise suppression (fwSegSNR, SDR, SIR, SAR) and speech intelligibility (STOI) with similar speech quality (PESQ) improvement.

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EasyCom: An Augmented Reality Dataset to Support Algorithms for Easy Communication in Noisy Environments

Augmented Reality (AR) as a platform has the potential to facilitate the reduction of the cocktail party effect. Future AR headsets could potentially leverage information from an array of sensors spanning many different modalities. Training and testing signal processing and machine learning algorithms on tasks such as beam-forming and speech enhancement require high quality representative data. To the best of the author's knowledge, as of publication there are no available datasets that contain synchronized egocentric multi-channel audio and video with dynamic movement and conversations in a noisy environment. In this work, we describe, evaluate and release a dataset that contains over 5 hours of multi-modal data useful for training and testing algorithms for the application of improving conversations for an AR glasses wearer. We provide speech intelligibility, quality and signal-to-noise ratio improvement results for a baseline method and show improvements across all tested metrics. The dataset we are releasing contains AR glasses egocentric multi-channel microphone array audio, wide field-of-view RGB video, speech source pose, headset microphone audio, annotated voice activity, speech transcriptions, head bounding boxes, target of speech and source identification labels. We have created and are releasing this dataset to facilitate research in multi-modal AR solutions to the cocktail party problem.

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Sound Field Translation and Mixed Source Model for Virtual Applications with Perceptual Validation

Non-interactive and linear experiences like cinema film offer high quality surround sound audio to enhance immersion, however the listener's experience is usually fixed to a single acoustic perspective. With the rise of virtual reality, there is a demand for recording and recreating real-world experiences in a way that allows for the user to interact and move within the reproduction. Conventional sound field translation techniques take a recording and expand it into an equivalent environment of virtual sources. However, the finite sampling of a commercial higher order microphone produces an acoustic sweet-spot in the virtual reproduction. As a result, the technique remains to restrict the listener's navigable region. In this paper, we propose a method for listener translation in an acoustic reproduction that incorporates a mixture of near-field and far-field sources in a sparsely expanded virtual environment. We perceptually validate the method through a Multiple Stimulus with Hidden Reference and Anchor (MUSHRA) experiment. Compared to the planewave benchmark, the proposed method offers both improved source localizability and robustness to spectral distortions at translated positions. A cross-examination with numerical simulations demonstrated that the sparse expansion relaxes the inherent sweet-spot constraint, leading to the improved localizability for sparse environments. Additionally, the proposed method is seen to better reproduce the intensity and binaural room impulse response spectra of near-field environments, further supporting the strong perceptual results.

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