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Publikasjoner
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Riaz, Maham; Guo, Jinyue; Erdem, Cagri & Jensenius, Alexander Refsum
(2025).
Where to Put That Microphone? A Study of Sound Localization in Ambisonics Recordings.
I McArthur, Angela; Matthews, Emma-Kate & Holberton, Tom (Red.),
Proceedings of the 17th International Symposium on Computer Music Multidisciplinary Research.
The Laboratory PRISM “Perception, Representations, Image, Sound, Music”.
ISSN 9791097498061.
s. 455–466.
doi:
10.5281/ZENODO.17497086.
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This paper examines the effects of microphone placement on sound localization in first-order Ambisonics recordings. Two microphone setups were used to capture a moving audio source in a lab environment. Array A, a tetrahedral microphone, was placed in the centre of the recording space. Array B consisted of four similar tetrahedral microphones charting a rectangular perimeter surrounding the space. Motion capture data of the moving sound source shows that anglegrams calculated from the Ambisonics recordings can be effectively used for sound localization. An additional perceptual listening study with binaural renders of the audio signals showed that the centrally-placed Array A provided superior localization. However, the corner-placed Array B performed better than expected.
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Riaz, Maham; Guo, Jinyue; G?ksülük, Bilge Serdar & Jensenius, Alexander Refsum
(2025).
Where is That Bird? The Impact of Artificial Birdsong in Public
Indoor Environments.
I Sei?a, Mariana & Wirfs-Brock, Jordan (Red.),
AM '25: Proceedings of the 20th International Audio Mostly Conference.
Association for Computing Machinery (ACM).
ISSN 9798400708183.
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This paper explores the effects of nature sounds, specifically bird sounds, on human experience and behavior in indoor public environments. We report on an intervention study where we introduced an interactive sound device to alter the soundscape. Phenomenological observations and a survey showed that participants noticed and engaged with the bird sounds primarily through causal listening; that is, they attempted to identify the sound source. Participants generally responded positively to the bird sounds, appreciating the calmness and surprise it brought to the environment. The analyses revealed that relative loudness was a key factor influencing the experience. A too-high sound level may feel unpleasant, while a too-low sound level makes it unnoticeable due to background noise. These findings highlight the importance of automatic level adjustments and considering acoustic conditions in soundscape interventions. Our study contributes to a broader discourse on sound perception, human interaction with sonic spaces, and the potential of auditory design in public indoor environments.
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Riaz, Maham; Theodoridis, Ioannis; Erdem, Cagri & Jensenius, Alexander Refsum
(2025).
VentHackz: Exploring the Musicality of Ventilation Systems.
I Cavdir, Doga & Berthaut, Florent (Red.),
Proceedings of the International Conference on New Interfaces for Musical Expression.
The International Conference on New Interfaces for Musical Expression.
Fulltekst i vitenarkiv
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Ventilation systems can be seen as huge examples of interfaces for musical expression, with the potential of merging sound, space, and human interaction. This paper explores conceptual similarities between ventilation systems and wind instruments and explores approaches to “hacking” ventilation systems with components that produce and modify sound. These systems enable the creation of unique sonic and visual experiences by manipulating airflow and making mechanical adjustments. Users can treat ventilation systems as musical interfaces by altering shape, material, and texture or augmenting vents. We call for heightened attention to the sound-making properties of ventilation systems and call for action (#VentHackz) to playfully improve the soundscapes of our indoor environments.
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Riaz, Maham; Guo, Jinyue & Jensenius, Alexander Refsum
(2025).
Comparing Spatial Audio Recordings from Commercially Available 360-degree Video Cameras.
I Brooks, Anthony L.; Banakou, Domna & Ceperkovic, Slavica (Red.),
Proceedings of the 13th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2024.
Springer.
ISSN 9783031972546.
s. 160–172.
doi:
10.1007/978-3-031-97254-6_12.
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This paper investigates the spatial audio recording capabilities of various commercially available 360-degree cameras (GoPro MAX, Insta360 X3, Garmin VIRB 360, and Ricoh Theta S). A dedicated ambisonics audio recorder (Zoom H3VR) was used for comparison. Six action sequences were performed around the recording setup, including impulsive and continuous vocal and non-vocal stimuli. The audio streams were extracted from the videos and compared using spectrograms and anglegrams. The anglegrams show adequate localization in ambisonic recordings from the GoPro MAX and Zoom H3VR. All cameras feature undocumented noise reduction and audio enhancement algorithms, use different types of audio compression, and have limited audio export options. This makes it challenging to use the spatial audio data reliably for research purposes.
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Guo, Jinyue; Riaz, Maham & Jensenius, Alexander Refsum
(2024).
Comparing Four 360-Degree Cameras for Spatial Video Recording and Analysis,
Proceedings of the Sound and Music Computing Conference 2024.
SMC Network.
ISSN 9789893520758.
Fulltekst i vitenarkiv
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This paper reports on a desktop investigation and a lab experiment comparing the video recording capabilities of four commercially available 360-degree cameras: GoPro MAX, Insta360 X3, Garmin VIRB 360, and Ricoh Theta S. The four cameras all use different recording formats and settings and have varying video quality and software support. This makes it difficult to conduct analyses and compare between devices. We have implemented new functions in the Musical Gestures Toolbox (MGT) for reading and merging files from the different platforms. Using the capabilities of FFmpeg, we have also made a new function for converting between different 360-degree video projections and formats. This allows (music) researchers to exploit 360-degree video recordings using regular video-based analysis pipelines.
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Riaz, Maham
(2023).
An Investigation of Supervised Learning in Music Mood Classification for Audio and MIDI.
I Andreopoulou, Areti & Boren, Braxton (Red.),
Proceedings of the Audio Engineering Society 155th Convention.
Audio Engineering Society, Inc..
ISSN 9781713894667.
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This study aims to use supervised learning – specifically, support vector machines – as a tool for a music mood classification task. Four audio and MIDI datasets, each containing over four hundred files, were composed for use in the training and testing processes. Mood classes were formed according to the valence-arousal plane, resulting in the following: happy, sad, relaxed, and tense. Additional runs were also conducted with the linear discriminant analysis, a dimensionality reduction technique commonly used to better the performance of the classifier. The relevant audio and MIDI features were carefully selected for extraction. MIDI datasets for the same music generated better classification results than corresponding audio datasets. Furthermore, when music is composed with each mood associated with a particular key instead of mixed keys, the classification accuracy is higher.
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Riaz, Maham & Christodoulou, Anna-Maria
(2023).
Using SuperCollider with OSC Commands for Spatial Audio Control in a Multi-Speaker Setup.
I Andreopoulou, Areti & Boren, Braxton (Red.),
Proceedings of the Audio Engineering Society 155th Convention.
Audio Engineering Society, Inc..
ISSN 9781713894667.
Vis sammendrag
With the ever-increasing prevalence of technology, its application in various music-related processes, such as music composition and performance, has become increasingly prominent. One fascinating area where technology finds utility is in music performance, offering opportunities for extensive sound exploration and manipulation. In this paper, we introduce an approach utilizing SuperCollider and Open Sound Control (OSC) commands in a multi-speaker setup, enabling spatial audio control for a truly interactive audio spatialization experience. We delve into the musicological dimensions of these distinct methods, examining their integration within a live performance setting to uncover their artistic and expressive potential. By merging technology and musicology, our research aims to unlock new avenues for immersive and captivating musical experiences.
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Riaz, Maham; Upham, Finn; Burnim, Kayla; Bishop, Laura & Jensenius, Alexander Refsum
(2023).
Comparing inertial motion sensors for capturing human micromotion,
Proceedings of the Sound and Music Computing Conference 2023.
SMC Network .
ISSN 9789152773727.
doi:
10.5281/zenodo.8316051.
Fulltekst i vitenarkiv
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The paper presents a study of the noise level of accelerometer data from a mobile phone compared to three commercially available IMU-based devices (AX3, Equivital, and Movesense) and a marker-based infrared motion capture system (Qualisys). The sensors are compared in static positions and for measuring human micromotion, with larger motion sequences as reference. The measurements show that all but one of the IMU-based devices capture motion with an accuracy and precision that is far below human micromotion. However, their data and representations differ, so care should be taken when comparing data between devices.
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Riaz, Maham; Martinez, Diana Hernandez & Roginska, Agnieszka
(2022).
Immersive Soundfield Microphone Techniques: An Experimental Approach to Recording Music,
Proceedings of the Audio Engineering Society 153rd Convention.
Audio Engineering Society, Inc..
ISSN 9781942220404.
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Multi-capsule microphone techniques are used in recording the multi-dimensionality of musical performances. This paper evaluates two such techniques: one developed with the 6-capsule Double Mid-Side-Z (DMS-Z) array, and the other with the 32-capsule spherical array. The recordings underwent a similar process of decoding using the 3DCC method, in which each set of arrays was mapped onto 8 directional signals on the horizontal plane. From the performance aspect, the music ensemble consisted of four speakers, a subwoofer and two singers moving within the recording space. Two mixes were produced: Mix A with a combination of the 3DCC-decoded DMS-Z array, spot microphones and Hamasaki Square microphones; and Mix B with the 3DCC-decoded spherical array, spot microphones and Hamasaki Square microphones. These immersive mixes were then evaluated for various perceptual characteristics. Detailed subjective testing is yet to be conducted, but the results so far suggest some perceptual differences in the acoustics and perceived movement of the singers. This is ongoing research that aims to understand whether using a similar audio decoding process on two different multi-array microphone configurations can sufficiently eliminate the perceptual differences between them.
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Riaz, Maham & Roginska, Agnieszka
(2022).
The Psychoacoustic Perception of Distance in Monophonic and Binaural Music,
Proceedings of the Audio Engineering Society 153rd Convention.
Audio Engineering Society, Inc..
ISSN 9781942220404.
Vis sammendrag
Music plays an important role in immersive environments. With the rise in immersive technology, scientists in the field have been researching how music is perceived in extended reality (XR), in an attempt to improve the authenticity of audiovisual experiences. The auditory perception of distance is an important issue in 3D virtual environments but has been considered an obscure area. The study aims to compare monophonic and binaural signals for more accurate localization, over different types of music audio sources.
Se alle arbeider i NVA
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Riaz, Maham
(2025).
Where is That Bird? The Impact of Artificial Birdsong in Public
Indoor Environments.
Vis sammendrag
This paper explores the effects of nature sounds, specifically bird sounds, on human experience and behavior in indoor public environments. We report on an intervention study where we introduced an interactive sound device to alter the soundscape. Phenomenological observations and a survey showed that participants noticed and engaged with the bird sounds primarily through causal listening; that is, they attempted to identify the sound source. Participants generally responded positively to the bird sounds, appreciating the calmness and surprise it brought to the environment. The analyses revealed that relative loudness was a key factor influencing the experience. A too-high sound level may feel unpleasant, while a too-low sound level makes it unnoticeable due to background noise. These findings highlight the importance of automatic level adjustments and considering acoustic conditions in soundscape interventions. Our study contributes to a broader discourse on sound perception, human interaction with sonic spaces, and the potential of auditory design in public indoor environments.
-
Riaz, Maham
(2025).
VentHackz: Exploring the Musicality of Ventilation Systems.
Vis sammendrag
Ventilation systems can be seen as huge examples of interfaces for musical expression, with the potential of merging sound, space, and human interaction. This paper explores conceptual similarities between ventilation systems and wind instruments and explores approaches to "hacking" ventilation systems with components that produce and modify sound. These systems enable the creation of unique sonic and visual experiences by manipulating airflow and making mechanical adjustments. Users can treat ventilation systems as musical interfaces by altering shape, material, and texture or augmenting vents. We call for heightened attention to the sound-making properties of ventilation systems and call for action (#VentHackz) to playfully improve the soundscapes of our indoor environments.
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Riaz, Maham
(2025).
The Art and Science of Immersive Sound Design in Games - What's the Secret?
Vis sammendrag
In modern games, sound design is far more than mere background noise—it conveys a story and shapes entire worlds. We will explore how gamification principles—interaction, feedback, progression, challenge, exploration, and motivation—integrate with sound design techniques such as spatial audio, adaptive mixing, and procedural audio to create responsive audio environments. Practical aspects of implementing game audio will be discussed within Unity (and Wwise).
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Riaz, Maham
(2024).
Comparing Spatial Audio Recordings from Commercially Available 360-degree Video Cameras.
Vis sammendrag
This paper investigates the spatial audio recording capabilities of various commercially available 360-degree cameras (GoPro MAX, Insta360 X3, Garmin VIRB 360, and Ricoh Theta S). A dedicated ambisonics audio recorder (Zoom H3VR) was used for comparison. Six action sequences were performed around the recording setup, including impulsive and continuous vocal and non-vocal stimuli. The audio streams were extracted from the videos and compared using spectrograms and anglegrams. The anglegrams show adequate localization in ambisonic recordings from the GoPro MAX and Zoom H3VR. All cameras feature undocumented noise reduction and audio enhancement algorithms, use different types of au