Daniel Gonzalez Toledo

Dr. Daniel Gonzalez Toledo

orcid

Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

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

Representative Publications

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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.

17 July 2025 in Applied Sciences
Verified
Journal Article
Open access
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JTJolanda Tromp
Jolanda Tromp
DSDamian Schofield
Damian Schofield
PPPezhman Raeisian Parvari
Pezhman Raeisian Parvari
Matthieu PoyadeMatthieu Poyade
Matthieu Poyade
CEClaire Eaglesham
Claire Eaglesham
LMLuis Molina-Tanco
Luis Molina-Tanco
Advanced three-dimensional extended reality (XR) technologies are highly suitable for cultural heritage research and education. XR tools enable the creation of realistic virtual or augmented reality applications for curating and disseminating information about cultural artifacts and sites. Developing XR applications for cultural heritage requires interdisciplinary collaboration involving strong teamwork and soft skills to manage user requirements, system specifications, and design cycles. Given the diverse end-users, achieving high precision, accuracy, and efficiency in information management and user experience is crucial. Human–computer interaction (HCI) design and evaluation methods are essential for ensuring usability and return on investment. This article presents ten case studies of cultural heritage software projects, illustrating the interdisciplinary work between computer science and HCI design. Students from institutions such as the State University of New York (USA), Glasgow School of Art (UK), University of Granada (Spain), University of Málaga (Spain), Duy Tan University (Vietnam), Imperial College London (UK), Research University Institute of Communication & Computer Systems (Greece), Technical University of Košice (Slovakia), and Indiana University (USA) contributed to creating, assessing, and improving the usability of these diverse cultural heritage applications. The results include a structured typology of CH XR application scenarios, detailed insights into design and evaluation practices across ten international use cases, and a development framework that supports interdisciplinary collaboration and stakeholder integration in phygital cultural heritage projects.

1 January 2024 in The Journal of the Acoustical Society of America
Verified
Journal Article
Open access
PDF file
DTDaniel Gonzalez Toledo
Daniel Gonzalez Toledo
MCMaria Cuevas-Rodriguez
Maria Cuevas-Rodriguez
TVThibault Vicente
Thibault Vicente
LPLorenzo Picinali
Lorenzo Picinali
LMLuis Molina-Tanco
Luis Molina-Tanco
ARArcadio Reyes-Lecuona
Arcadio Reyes-Lecuona
Spatial release from masking (SRM) in speech-on-speech tasks has been widely studied in the horizontal plane, where interaural cues play a fundamental role. Several studies have also observed SRM for sources located in the median plane, where (monaural) spectral cues are more important. However, a relatively unexplored research question concerns the impact of head-related transfer function (HRTF) personalisation on SRM, for example, whether using individually-measured HRTFs results in better performance if compared with the use of mannequin HRTFs. This study compares SRM in the median plane in a speech-on-speech virtual task rendered using both individual and mannequin HRTFs. SRM is obtained using English sentences with non-native English speakers. Our participants show lower SRM performances compared to those found by others using native English participants. Furthermore, SRM is significantly larger when the source is spatialised using the individual HRTF, and this effect is more marked for those with lower English proficiency. Further analyses using a spectral distortion metric and the estimation of the better-ear effect, show that the observed SRM can only partially be explained by HRTF-specific factors and that the effect of the familiarity with individual spatial cues is likely to be the most significant element driving these results.

1 March 2018
Verified
Conference Paper
Closed access
MCMaria Cuevas-Rodriguez
Maria Cuevas-Rodriguez
DTDaniel Gonzalez Toledo
Daniel Gonzalez Toledo
ERErnesto de la Rubia-Cuestas
Ernesto de la Rubia-Cuestas
CGCarlos Garre
Carlos Garre
LMLuis Molina-Tanco
Luis Molina-Tanco
LPLorenzo Picinali
Lorenzo Picinali
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 highly realistic and immersive 3D audio, and the simulation of virtual hearing aid devices and of different typologies of hearing loss. The library includes a real-time 3D binaural audio renderer offering full 3D spatialization based on efficient Head Related Transfer Function (HRTF) convolution, including smooth interpolation among impulse responses, customization of listener head radius and specific simulation of far-distance and near-field effects. In addition, spatial reverberation is simulated in real time using a uniformly partitioned convolution with Binaural Room Impulse Responses (BRIRs) employing a virtual Ambisonic approach. The 3D Tune-In Toolkit includes also a loudspeaker-based spatialiser implemented using Ambisonic encoding/decoding. This poster presents a brief overview of the main features of the Toolkit, which is released open-source under GPL v3 license (the code is available in GitHub https://github.com/3DTune-In/3dti_AudioToolkit).

29 January 2022 in The Visual Computer
Verified
Journal Article
Open access
PDF file
DTDaniel Gonzalez Toledo
Daniel Gonzalez Toledo
MCMaria Cuevas-Rodriguez
Maria Cuevas-Rodriguez
LMLuis Molina-Tanco
Luis Molina-Tanco
ARArcadio Reyes-Lecuona
Arcadio Reyes-Lecuona
Virtual trackball techniques are widely used when 3D interaction is performed through interfaces with a reduced number of degrees of freedom such as mice and touchscreens. For decades, most implementations fix a vertical axis of rotation, which is a suitable choice when the vertical axis should indeed be fixed, according to some mental model of the user. We conducted an experiment involving the use of a mouse and a touch device to study usability in terms of performance, perceived usability and mental workload when selecting different fixed axes in accordance with the user’s mental model. The results we obtained indicate that the consistency between the axis fixed by the technique and the object’s intrinsic axis has a positive effect on usability. We believe that implementations that allow to select different fixed axis for each specific object should be considered when designing future reduced-DoF interaction interfaces.

4 September 2023
Verified
Conference Paper
Open access
ARArcadio Reyes-Lecuona
Arcadio Reyes-Lecuona
MCMaria Cuevas-Rodriguez
Maria Cuevas-Rodriguez
DTDaniel Gonzalez Toledo
Daniel Gonzalez Toledo
LMLuis Molina-Tanco
Luis Molina-Tanco
DPDavid Poirier-Quinot
David Poirier-Quinot
LPLorenzo Picinali
Lorenzo Picinali