David Poirier-Quinot

David Poirier-Quinot
Sorbonne Université | UPMC · Lutheries - Acoustique - Musique (LAM) team, Institut d'Alembert

PhD in Computer Sciences, Acoustics and Electronics

About

28
Publications
13,098
Reads
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233
Citations
Citations since 2016
21 Research Items
219 Citations
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20162017201820192020202120220204060

Publications

Publications (28)
Book
Full-text available
Through a review of the current literature, this chapter defines a methodology for the analysis of HRTF localisation performance, as applied to assess the quality of an HRTF selection or learning program. A case study is subsequently proposed, applying this methodology to a cross-comparison on the results of five contemporary experiments on HRTF le...
Article
Auralization technology has reached a satisfactory level of ecological validity, enabling its use in architectural acoustic design. Only recently have the actual uses of auralization in the consulting community been explored, resulting in the identification of a variety of uses, including (1) to present to clients, (2) to test design ideas, (3) as...
Article
Full-text available
This study examines the efficiency of a training protocol using a virtual reality application designed to accelerate individual’s selection of, and accommodation to, non-individualized HRTF profiles. This training introduces three elements to hasten audio localization performance improvement: an interactive HRTF selection method, a parametric train...
Article
"Culture et Recherche" informe sur la recherche au ministère de la Culture dans toutes ses composantes : architecture, patrimoine, création, médias, industries culturelles, développements technologiques appliqués au secteur culturel.
Conference Paper
Full-text available
The French ECHO project studies the use of voice in the recent history of theater. It is a multidisciplinary project which combines the efforts of historians, theater scientists, and acousticians. In the scope of this project an audiovisual simulation was created which combines auralizations with visualizations of former Théâtre de l'Athénée config...
Conference Paper
Full-text available
Reverberation plays a fundamental role in the auralisation of enclosed spaces as it contributes to the realism and immersiveness of virtual 3D sound scenes. However, rigorous simulation of interactive room acoustics is computationally expensive, and it is common practice to use simplified models at the cost of accuracy. In the present study, two su...
Conference Paper
The 3DTI Toolkit is a standard C++ library for audio spatialisation and simulation using loudspeakers or headphones developed within the 3D Tune-In (3DTI) project (http://www.3d-tune-in.eu), which aims at using 3D sound and simulating hearing loss and hearing aids within virtual environments and games. The Toolkit allows the design and rendering of...
Conference Paper
Full-text available
Advances in computational power have opened the doors to higher resolution acoustic modelling for large-scale spaces where acoustics is crucial and spaces are increasingly complicated. As such, auralizations are becoming more prevalent in architectural acoustics and virtual reality. However, there have been few studies examining the perceptual qual...
Chapter
Virtual Reality (VR) reconstructions of architectural acoustics situations are used in the context of design and renovation projects for acoustically sensitive spaces and historical studies. In such studies, it is important to understand the impact of the visual rendering on auditory perceptions of the spaces concerned. For such a study, a virtual...
Conference Paper
Full-text available
Our demonstration presents recent developments of the EVERTims project, an auralization framework for virtual acoustics and real-time room acoustic simulation. The developments presented here concern the complete re-design of the scene graph editor unit, and the C++ implementation of a new spatial renderer based on the JUCE framework. EVERTims now...
Conference Paper
Full-text available
This paper presents recent developments of the EVERTims project, an auralization framework for virtual acoustics and real-time room acoustic simulation. The EVERTims framework relies on three independent components: a scene graph editor, a room acoustic modeler, and a spatial audio renderer for auralization. The framework was first published and de...
Conference Paper
Full-text available
The EU-funded 3D Tune-In (http://www.3d-tune-in.eu/) project introduces an innovative approach using 3D sound, visuals and gamification techniques to support people using hearing aid devices. In order to achieve a high level of realism and immersiveness within the 3D audio simulations, and to allow for the emulation (within the virtual environment)...
Conference Paper
Full-text available
Reverberation has always been considered of primary importance in order to improve the realism, externalization and immersiveness of binaurally spatialized sounds. Different techniques exist for implementing reverberation in a binaural context, each with a different level of computational complexity and spatial accuracy. A perceptual study has been...
Article
As part of the 850-year anniversary of Notre-Dame cathedral, Paris, there was a special performance of “La Vierge.” A close-mic recording of the concert was made by the Conservatoire de Paris. In an attempt to provide a new type of experience, a virtual recreation of the performance using these roughly 45 audio channels was made via auralization. A...
Conference Paper
Full-text available
This paper introduces the JSAmbisonics library, a set of JavaScript modules based on the Web Audio API for spatial sound processing. Deployed via Node.js, the library consists of a compact set of tools for reproduction and manipulation of first-or higher-order recorded or simulated Ambisonic sound fields. After a brief introduction to the fundament...
Conference Paper
Full-text available
A framework conceived and designed to enable ecological assessments of theater, concert hall, and auditorium acoustics is presented. Coupling real-time convolution based auralization and 3D visualization with the inclusion of a 3D audiovisual (3D-AV) recorded performance provides for an animated visual anchor, allowing for appropriate orientation a...
Conference Paper
Full-text available
As part of the 850-year anniversary of the Notre-Dame cathedral in Paris, there was a special performance of 'La Vierge', by Jules Massenet. A close mic recording of the concert was made by the Conservatoire de Paris. In an attempt to provide a new type of experience for those unable to attend, a virtual recreation of the performance using these ro...
Article
This paper presents a comparative study on common Parameter Mapping Sonifications (PMSons) designed to reduce the perception of instabilities during the real-time interactive exploration of noisy data streams. The objective of this study is to evaluate the capacity of these PMSons in reducing the perceived fluctuations while preserving both efficie...
Article
Full-text available
This research investigates the design of a radio Direction Finder (DF) for rescue operation using victims' cellphone as localization beacons. The conception is focused on an audio interface, using sound to progressively guide rescuers towards their target. The thesis' ambition is to exploit the natural mechanisms of human hearing to improve the glo...
Conference Paper
Full-text available
BlenderVR is an open-source project framework for interactive and immersive applications based on an extension of the Blender Game Engine to Virtual Reality applications. BlenderVR is a generalization of the BlenderCAVE project, accounting for alternate platforms (e.g., HMD, video-walls). The goal is to provide a flexible and easy to use framework...
Conference Paper
Full-text available
This paper is part of a project concerned with the improvement of audio radiogoniometer design ergonomics and sound aesthetic. It introduces a virtual prototyping implementation of a simple ra-diogoniometer along with a methodology to assess its ecological validity. Said methodology involves a performance comparison between two different radiogonio...
Conference Paper
Full-text available
This paper presents the BlenderCAVE project, which extends the 3D creation content software Blender and its Game Engine (BGE) to Virtual Reality (VR) applications. Based on a multi-screen non-stereoscopic adaptation of the BGE [Gascon et al., 2010], Blender-CAVE now integrates a complete framework dedicated to Virtual Reality (VR), compatible with...
Conference Paper
This paper presents the blenderCAVE project, which extends the Blender Game Engine (BGE) to virtual reality platform usage. Based on the previous blenderCAVE project [Gascon et al., 2010] which put forth a python based master/slave protocol for multiscreen reconfigurable video-wall usage, the current project integrates the necessary functionality f...
Conference Paper
Full-text available
This paper introduces a method to optimize the configuration of a 3D helmet-mounted antenna array carried by emergency rescuers expected to locate natural disaster survivors. Configuration optimization is based on metrics extracted from the 3D Fisher Information Matrix (FIM) relative to the considered array architecture for single source Direction...

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