Research Plan
Oscillatory SSM for Speech Enhancement¶
Suggested by Timo, due to relation to work by Stefano Panzeri. Refer to this Overview for more information.
Initial Steps¶
- Create initial literature overview
- Keep it very broad, don't dive into papers
- Existing Assisted Listening Technology#Research Glasses
- Libraries and frameworks
- Cocktail Party Problem
- Initial Hypothesis and Goals for dissertation
Phase 1: Entrypoint, Glasses with SE via Beamformer¶
- Data simulation and virtual test-bed
- Research material/experimental setup
- Comparability to other papers with similar goals
- UX vs experimental flexibility (tech should be quickly adaptable)
- Question: Embedded/on-device vs. external computer
- How to integrate
- microphone array
- speakers (in-ear vs in-frame)
- gyroscope
- eye tracking
- cameras (RGB, infrared, depth, …?)
- Research algorithmic setup
- Delay Beamformer, MVDR Beamformer
- Wiener Filter
- What other signal input can be used?
- Step 1: Build MVP, using head direction for beamforming
- Step 2: Integrate eye tracking, using eye focus for beamforming
Phase 2: Audio-only Neural SE¶
- Progress from purely algorithmic approaches to neural SE
- Use audio + view direction for SE
- SP lab research by Kristina Tesch
- Bio-inspired approaches like LinOSS (UKE)
- Status (September 2026): LTI LinOSS showed no clear advantage; now exploring selective oscillatory SSMs, see Oscillatory SSM project
Phase 3: Audio-Visual Fusion SE¶
- Augment glasses with outward facing cameras
- Use audio-visual fusion techniques for SE
- Which modality in noisy environments?
- Structured Light (e.g. RGB/infrared grid)
- Time-of-Flight (lidar)
- Which models?
- Mathematical vs bio-inspired
CPP-Testbed¶
The CPP-Testbed is a VR application for studying the Cocktail Party Problem in a controlled multi-speaker environment. Applications include the evaluation of speech enhancement algorithms (multi-channel, gaze-guided, audio-visual), investigation of different environmental configurations (moving speakers, non-speech distractors, different spatial speaker positions), and Psycho-acoustic Auditory Scene Optimization.
- Environment
- Multi-speaker: Number, positions, sensible conversations vs babble
- Target speaker selection: Head direction, gaze, pointing
- realistic visual cues: virtual agents vs billboard agents
- Differences of room setup: Open air, room shape, occluders
- Distractors: Have street sounds, babble, etc. in background
- Auralization
- Realistic acoustic environment with HRTF, reverberation, defraction, etc.
- Tasks:
- Intelligibility vs naturalism (better understanding but unpleasant?)
- Search problem: Space Party Rescue
- Mixture of speech, cue word -> target word
- All speakers utter similar sentences
- One speaker utters cue word at some point, followed by a target utterance that is to be identified.
- Works for binary speech attention, but does it work with more speakers and distractors and longer time-span?
- Idea: Present visual indicator of cue word
- All speakers speak at once, with one randomly uttering the cue word and then the target word
- Repeat utterances, randomly choosing a speaker for the cue-word each time
- Wait until subject identifies speaker with cue word and subsequent target words
- Change cue word and repeat
- Measure:
- Time till correct identification
- number of correct identifications
- Listening effort
- Pros:
- Challenging, realistic auditory task
- Requires continuous re-identification of target speaker
- Search problem: Just fully removing all other speakers makes task more challenging than fractional attenuation.
Dataset & User Study¶
- Simulation using pyroom acoustics or gpu-impulse-response packages
- Kristina Tesch Code for pipeline examples (stationary & moving speakers)
- User study: evaluate with students or medical patients as participants