Jan Skoglund on Objective Quality Assessment for Immersive Audio
How does one talk about and quantify the quality of 3d sound? I'm happy that Jan Skoglund, from Google's Chrome audio group, will be at CCRMA to lead the discussion about the quality of 3d sound. How do you think about 3d sound and its quality? If you produce 3d sound, what do you wish to render? If you listen to 3d sound, what is important to you?
Who: Jan Skoglund (Google)
What: Objective Quality Assessment for Immersive Audio
When: 10:30AM on November 10 2017
Where: CCRMA Seminar Room
Why: 3d sound is everywhere (pun intended :-)
Bring your real ears to CCRMA!
Objective Quality Assessment for Immersive Audio
Jan Skoglund
jks@google.com
Abstract
The growing interest of using headphones for immersive media such as VR and AR has exposed more people to spatial audio than before, especially considering “surround sound” was mostly a niche thing experienced in cinema or home theatres. Objective quality metrics of spatial audio has therefore been addressed much less often than the metrics for mono or, in a few cases, stereo audio.
In this presentation we will talk about spatial audio for VR/AR, objective quality metrics in general, and experimental work underway to explore the relationship between audio quality and localization accuracy for uncompressed and compressed audio samples. The results of these experiments will be used to develop a full-reference, objective, spatial-audio quality metric.
Bio
Jan Skoglund received his Ph.D. degree from Chalmers University of Technology, Sweden. From 1999 to 2000, he worked on low bit rate speech coding at AT&T Labs-Research, Florham Park, NJ. He was with Global IP Solutions (GIPS), San Francisco, CA, from 2000 to 2011 working on speech and audio processing tailored for packet-switched networks. GIPS' audio and video technology was found in many deployments by, e.g., IBM, Google, Yahoo, WebEx, Skype, and Samsung. Since a 2011 acquisition of GIPS he has been a part of Chrome at Google, Inc. He leads a team in San Francisco, CA, developing signal processing components for speech and audio capture, real-time communication, storage, and rendering.