Lorenzo Picinali

Dr. Lorenzo Picinali


Research Focus & Metrics

Academic Career Length

19Years (2008-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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7 July 2020 in Proceedings of the National Academy of Sciences
Verified
Journal Article
Closed access
PDF file
SSSarab Sethi
Sarab Sethi
NJNick S. Jones
Nick S. Jones
BFBenjamin Fulcher
Benjamin Fulcher
LPLorenzo Picinali
Lorenzo Picinali
DCDena Jane Clink
Dena Jane Clink
RERobert M. Ewers
Robert M. Ewers
Significance: Human pressures are causing natural ecosystems to change at an unprecedented rate. Understanding these changes is important (e.g., to inform policy decisions), but we are hampered by the slow, labor-intensive nature of traditional ecological surveys. In this study, we show that automated analysis of the sounds of an ecosystem—its soundscape—enables rapid and scalable ecological monitoring. We used a neural network to calculate fingerprints of soundscapes from a variety of ecosystems. From these acoustic fingerprints we could accurately predict habitat quality and biodiversity across multiple scales and automatically identify anomalous sounds such as gunshots and chainsaws. Crucially, our approach generalized well across ecosystems, offering promise as a backbone technology for global monitoring efforts.

1 April 2014 in International Journal of Human-Computer Studies
Verified
Journal Article
Closed access
LPLorenzo Picinali
Lorenzo Picinali
AAAmandine Afonso
Amandine Afonso
MDMichel Denis
Michel Denis
BKBrian F.G. Katz
Brian F.G. Katz

11 March 2019 in PLOS ONE
Verified
Journal Article
Open access
PDF file
MCMaria Cuevas-Rodriguez
Maria Cuevas-Rodriguez
LPLorenzo Picinali
Lorenzo Picinali
DTDaniel Gonzalez Toledo
Daniel Gonzalez Toledo
CGCarlos Garre
Carlos Garre
ERErnesto de la Rubia-Cuestas
Ernesto de la Rubia-Cuestas
ARArcadio Reyes-Lecuona
Arcadio Reyes-Lecuona
The 3D Tune-In Toolkit (3DTI Toolkit) is an open-source standard C++ library which includes a binaural spatialiser. This paper presents the technical details of this renderer, outlining its architecture and describing the processes implemented in each of its components. In order to put this description into context, the basic concepts behind binaural spatialisation are reviewed through a chronology of research milestones in the field in the last 40 years. The 3DTI Toolkit renders the anechoic signal path by convolving sound sources with Head Related Impulse Responses (HRIRs), obtained by interpolating those extracted from a set that can be loaded from any file in a standard audio format. Interaural time differences are managed separately, in order to be able to customise the rendering according the head size of the listener, and to reduce comb-filtering when interpolating between different HRIRs. In addition, geometrical and frequency-dependent corrections for simulating near-field sources are included. Reverberation is computed separately using a virtual loudspeakers Ambisonic approach and convolution with Binaural Room Impulse Responses (BRIRs). In all these processes, special care has been put in avoiding audible artefacts produced by changes in gains and audio filters due to the movements of sources and of the listener. The 3DTI Toolkit performance, as well as some other relevant metrics such as non-linear distortion, are assessed and presented, followed by a comparison between the features offered by the 3DTI Toolkit and those found in other currently available open- and closed-source binaural renderers.

1 May 2014 in Information Sciences
Verified
Journal Article
Closed access
Fabio CaraffiniFabio Caraffini
Fabio Caraffini
FNFerrante Neri
Ferrante Neri
LPLorenzo Picinali
Lorenzo Picinali

17 May 2023 in Journal of the Audio Engineering Society
Verified
Journal Article
Open access
PDF file
IEIsaac Engel
Isaac Engel
RDRapolas Daugintis
Rapolas Daugintis
TVThibault Vicente
Thibault Vicente
AHAidan O. T. Hogg
Aidan O. T. Hogg
JPJohan Pauwels
Johan Pauwels
LPLorenzo Picinali
Lorenzo Picinali
Immersive audio technologies, ranging from rendering spatialized sounds accurately to efficient room simulations, are vital to the success of augmented and virtual realities. To produce realistic sounds through headphones, the human body and head must both be taken into account. However, the measurement of the influence of the external human morphology on the sounds incoming to the ears, which is often referred to as head-related transfer function (HRTF), is expensive and time-consuming....

1 January 2016 in International Journal of Human-Computer Studies
Verified
Journal Article
Closed access
SMSergio Mascetti
Sergio Mascetti
LPLorenzo Picinali
Lorenzo Picinali
AGAndrea Gerino
Andrea Gerino
DADragan Ahmetovic
Dragan Ahmetovic
CBCristian Bernareggi
Cristian Bernareggi