- Music Technology and Sound Studies
- Music and Audio Processing
- Tactile and Sensory Interactions
- Interactive and Immersive Displays
- Neuroscience and Music Perception
- Virtual Reality Applications and Impacts
- Innovative Human-Technology Interaction
- Hearing Loss and Rehabilitation
- Modular Robots and Swarm Intelligence
- Speech and Audio Processing
- Multisensory perception and integration
- Human Motion and Animation
- Diverse Musicological Studies
- Multimedia Communication and Technology
- Balance, Gait, and Falls Prevention
- Teleoperation and Haptic Systems
- EEG and Brain-Computer Interfaces
- IoT and Edge/Fog Computing
- Noise Effects and Management
- Motor Control and Adaptation
- Context-Aware Activity Recognition Systems
- Advanced Wireless Communication Technologies
- Gait Recognition and Analysis
- Evacuation and Crowd Dynamics
- Digital Games and Media
University of Trento
2019-2025
Queen Mary University of London
2017-2018
Aalborg University
2009-2017
Media Design School
2010
The Internet of Musical Things (IoMusT) is an emerging research field positioned at the intersection Things, new interfaces for musical expression, ubiquitous music, human-computer interaction, artificial intelligence, and participatory art. From a computer science perspective, IoMusT refers to networks computing devices embedded in physical objects (musical things) dedicated production and/or reception content. things, such as smart instruments or wearables, are connected by infrastructure...
Current sound-based practices and systems developed in both academia industry point to convergent research trends that bring together the field of Sound Music Computing with Internet Things. This paper proposes a vision for emerging Sounds (IoS), which stems from such disciplines. The IoS relates network Things, i.e., devices capable sensing, acquiring, processing, actuating, exchanging data serving purpose communicating sound-related information. In paradigm, merges under unique umbrella...
Abstract The so-called metaverse relates to a vision of virtual, digital world which is parallel the real, physical world, where each user owns and interact through his/her own avatar. Music one possible activities that can be conducted in such space. “Musical Metaverse” (MM), part dedicated musical activities, currently its infancy, although concept constantly evolving progressing at steady pace. However, best author’s knowledge, as today an investigation about opportunities challenges...
The intersection between music and Extended Reality (XR) has grown significantly over the past twenty years, amounting to an established area of research today. use XR technologies represents a fundamental paradigm shift for various musical contexts as they disrupt traditional notions interaction by enabling performers audiences interact musically with virtual objects, agents, environments. This article both surveys expands upon knowledge accumulated in existing this build foundation future...
Networked Music Performances (NMPs) involve geographically-displaced musicians performing together in real-time. To date, scarce research has been conducted on how to integrate NMP systems with immersive audio rendering techniques able enrich the musicians' perception of sharing same acoustic environment. In addition, use wireless technologies for NMPs largely overlooked. this paper, we propose two architectures Immersive (INMPs), which differ physical positions computing blocks constituting...
In this paper, we describe several experiments whose goal is to evaluate the role of plantar vibrotactile feedback in enhancing realism walking experiences multimodal virtual environments. To achieve built an interactive and a noninteractive system. While during use system subjects physically walked, locomotion was simulated while were sitting on chair. both configurations exposed auditory audio-visual stimuli presented with without haptic feedback. Results provide clear preference toward...
Smart musical instruments (SMIs) are a family of Internet Musical Things devices for music creation. They characterized by sensors, actuators, embedded intelligence, and wireless connectivity to local networks the Internet. In this paper, we depict vision recent research area, which merges fields on digital smart objects, fosters new types interactions between player instrument, other players, audience members. We propose set capabilities technical features characterizing SMIs, as well...
The Internet of Audio Things (IoAuT) is an emerging research field positioned at the intersection Things, sound and music computing, artificial intelligence, human-computer interaction. IoAuT refers to networks computing devices embedded in physical objects (Audio Things) dedicated production, reception, analysis, understanding audio distributed environments. such as nodes wireless acoustic sensor networks, are connected by infrastructure that enables multidirectional communication, both...
As the Internet of Musical Things (IoMusT) emerges, audio-specific operating systems (OSs) are required on embedded hardware to ease development and portability IoMusT applications. Despite increasing importance applications, in this article, we show that there is no OS able fulfill diverse requirements systems. To address such a gap, propose Elk Audio as novel open source space. It Linux-based optimized for ultra-low-latency high-performance audio sensor processing hardware, well handling...
The availability of high-performance embedded audio systems, along with high-bandwidth and low-latency connectivity options provided by 5G networks, is enabling the Internet Musical Things (IoMusT) paradigm. A central component this paradigm represented Networked Music Performances (NMPs), where geographically displaced musicians play together over network in real time. However, to date, IoMusT deployments networks remain scarce, very limited statistical results are available on actual...
Immersive listening systems have grown significantly over the past decade and are now an established area of scientific, artistic, industrial research. However, scarce research has been conducted on musicians' preferences for playing through headphones binaural spatialization with addition head tracking, as opposed to classical stereophonic systems. This comparison is essential optimally support experience others cases remote collaborative playing, individual instrumental practice,...
Cybersickness is a type of motion sickness that may occur during virtual reality (VR) experience. Many studies have proposed solutions to mitigate cybersickness, while navigating environment with controllers or walking over floor. However, reducing the levels cybersickness physically on an omnidirectional treadmill has been largely overlooked. In this article, we performed within-subject study, where 34 novice participants underwent four visual conditions in maze treadmill. control...
The full potential of the Internet Musical Things (IoMusT) paradigm can be fully unleashed only in presence widespread, reliable wireless connectivity, allowing musicians to connect their smart instruments (almost) anywhere they are. For this reason, we propose a realistic, end-to-end communication architecture for IoMusT system based on public fifth-generation (5G) mobile networks that considers networked music performance use case, and introduce model resulting system. We define high-level...
The Internet of Musical Things (IoMusT) is an emerging field academic and industrial research that extends the to musical domain. Scarce has been conducted on fields ethical aspects, fill this gap we propose a framework for design evaluation IoMusT technologies applications. Besides being ethically rigorous, seeks be accessible information engineers, musicians, wider circle participants in IoMusT. purpose facilitate quicken process designing evaluating work at intersection network-based...
While numerous studies have examined 3D interaction techniques for Virtual Reality (VR) across various tasks and scenarios, limited research has focused on music-related applications. However, the most common input in consumer VR systems been developed outside of musical domain. Therefore they not tested where synchronization with auditory stimuli timing plays a crucial role. There is lack empirical knowledge about performance user experience. This paper presents comparison five selection...
Ultra-wideband (UWB) radios are popular for accurate distance estimation between devices. However, UWB also offers low-power, fast, reliable wireless communication. We exploit it here in a real-time musical haptics system live performances: wearable, wirelessly activated via by the performer's instrument, augments audience experience with tactile sensory layer. Two challenges crucial to quality: i) communication must be reliable, prevent corruption of signals, and ii) these reach...
Among all the activities envisioned for metaverse, music has thus far received comparatively less attention. While virtual concerts and festivals have been successful in drawing substantial audiences increasing public attention to idea of metaverse is not ready musicians who decide take advantage distinctive features socially immersive environments express themselves create together. In this article, authors analyze state-of-the-art audio technologies used creation shared, Audio-First such...
Large online music databases under Creative Commons licenses are rarely recorded by well-known artists, therefore conventional metadata-based search is insufficient in their adaptation to instrument players’ needs. The emerging class of smart musical instruments (SMIs) can address this challenge. Thanks direct internet connectivity and embedded processing, SMIs send requests repositories reproduce the response for improvisation, composition, or learning purposes. We present a guitar...
The use of internet-based and networking technology in computer music systems has greatly increased the past few years. Such efforts fall remits emerging filed Internet Musical Things (IoMusT), extension paradigm to musical domain. Given increasing importance connected devices domain, it is essential reflect on relationship between such sustainability at environmental social levels. In this paper, we address aspect from two perspectives: 1) how design IoMusT a sustainable way, 2) can support...
A system to synthesize in real-time the sound of footsteps on different materials is presented. The based microphones which allow user interact with his own footwear. This solution distinguishes our from previous efforts that require specific shoes enhanced sensors. detect real sounds users, ground reaction force (GRF) estimated. Such GRF used control a synthesis engine physical models. Evaluations terms validity and fidelity interaction are described.
This article investigates whether auditory feedback affects natural locomotion patterns. Individuals were provided with footstep sounds simulating different surface materials. The interactively generated using shoes pressure sensors. Results showed that subjects' walking speed changed as a function of the type simulated ground material. effect may arise due to presence conflicting information between and foot-haptic modality, or because an adjustment physical properties evoked by results...
We propose a system that affords real-time sound synthesis of footsteps on different materials. The is based microphones, which detect real footstep sounds from subjects, the ground reaction force (GRF) estimated. Such GRF used to control engine physical models. Two experiments were conducted. In first experiment, ability subjects recognize surface they exposed was assessed. second enhanced with environmental sounds. Results show that, in some conditions, adding soundscape significantly...