Hello,

My Name is

Sergio

Acoustical Engineer
sergio aguirre photo profile

About me

Hello! I'm Sergio, and this is your chance to get to know me better. Science, particularly acoustics, is my passion, and I enjoy photography and videography as hobbies.

As an Audiology System Engineer at Oticon's Audiology and Software team, I am dedicated to developing innovative solutions and concepts for hearing devices. I have a background in Acoustic Engineering (UFSM-BR), a Master's degree in Mechanical Engineering (UFSC-BR), and a Ph.D. in Hearing Sciences (Nottingham-UK).

As an Early Stage Researcher at the Eriksholm Research Centre as part of my industrial Ph.D., I gained expertise in evaluating sound localization and focused on creating realistic communication scenarios. I also designed the Iceberg auralization method to create auditory stimuli for audiological experiments.

My ultimate goal is to continuously improve my skills and knowledge in my field to impact people's lives positively.
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Professional Experience

JUNE 2022 - NOW

Oticon Audiology and Software
Kongebakken 9, DK-2765 Smørum, Denmark


Position: Audiology System Engineer
Description: ...

JUNE 2021 - JUNE 2022

Oticon Medical - Denmark
Bone-Anchored Hearing System
BAHS Audiology and Software
Position: Audiology and Signal Processing Engineer
Description: In this role I was part of the team that designed audiological solutions and concepts for bone-anchored devices, supported product development through tests, automation, and systems integration.

JULY 2018 - JUNE 2021

University of Nottingham Department of Medicine -
Glasgow, United Kingdom
Eriksholm Research Centre
part of Oticon
Position: Early Stage Researcher
Description: Working in the development and validation of auralized realistic communication scenarios. These scenarios are used to investigate changes in listening effort (as measured using physiological measures) and to demonstrate hearing aid benefit.

JANUARY 2016 - JANUARY 2018

Federal University of Santa Catarina
Department of Mechanical Engineering
Laboratory of Acoustics and Vibration
Trindade, Florianópolis Santa Catarina - Brazil

Position: Graduate Student Researcher
Description: Worked on the cochlear implant project. My experience was focused on the virtualization of sound sources, specifically with Vector Based Amplitude Panning (VBAP).
 

April 2011 - December 2015

Federal University of Santa Maria
Department of Structures and Construction (DECC) - Brazil
Position: Undergraduate Research Assistant
Description: During my undergrad studies, I collaborated in different scientific projects as a student researcher in the Acoustics & Vibrations Research Group
(GPAV) Department of Structures and Construction.

 

Research Interests

Bone Anchored

Bone-anchored hearing systems are surgically implanted prosthetic devices that treat hearing loss. The sound vibrations are captured, processed, and sent through the skin, bypassing the ear parts that aren't working.

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Spatial Audio

Various spatial audio techniques, with different complexities, qualities and paradigms, allow virtualization of both individual sound sources and sound fields. Through the process called auralization, files can be created that can be reproduced and perceived as spatialized audio.

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Immersive Technologies

Immersive technologies integrate virtual and real-world elements. Virtual reality is the most well-known technique. In virtual reality, users are immersed in a computer-generated experience. Augmented reality superimposes digital information in the real world. Augmented reality enhances the real world with images, text and other virtual information. In turn, mixed reality allows users to interact in real time with virtual objects, as if they were real objects, within the real world.

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Spatial Hearing Research

Study of the spatial aspects of hearing impairment, the behavior of normal and disabled listeners and improvements that the devices can bring to mitigate related problems. In particular, the study of realistic communication scenarios through spatial audio reproduction systems. The aim is to create the necessary conditions to investigate benefit provided by hearing devices, for example, reducing daily auditory effort.

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Science Communication

In a world that is increasingly globalized, connected and with more readily accessible technologies, a considerable portion of the population still has no interest in science, technology and the functioning of their devices and programs. This may be in part because people do not understand communication provided by the academic-scientific world. Scientific communication is the practice of informing, educating, sharing wonders and raising awareness about topics related to science. Among so many genres on YouTube, scientific communication presents new ways to connect with a larger audience and in less orthodox ways. The world has evolved thanks to science and scientific communication is changing.

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Room Acoustics

Room Acoustics is the study of physical acoustics that aims to model and describe the propagation of sound energy in a closed or semi-closed space. Sound waves are affected due to the geometric composition and the physical properties of the materials. That creates an identity for each space, thus affecting the quality of a sound, be it speech, music or any type of noise.

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Contact info

Email

contact@sergioaguirre.com

Linkedin

/sergio-aguirre

Research Gate

/Sergio_Aguirre

Iceberg Auralization Method

Iceberg: A loudspeaker-based room auralization method for auditory research

Sergio Luiz Aguirre - PhD Thesis, 2022

Abstract

Depending on the acoustic scenario, people with hearing loss are challenged on a different scale than independent of normal hearing people to comprehend sound, especially speech. That happens especially during social interactions within a group, which often occurs in environments with low signal-to-noise ratios. This communication disruption can create a barrier for people to acquire and develop communication skills as a child or to interact with society as an adult. Hearing loss compensation aims to provide an opportunity to restore the auditory part of socialization.

Technology and academic efforts progressed to a better understanding of the human hearing system. Through constant efforts to present new algorithms, miniaturization, and new materials, constantly-improving hardware with high-end software is being developed with new features and solutions to broad and specific auditory challenges. The effort to deliver innovative solutions to the complex phenomena of hearing loss encompasses tests, verifications, and validation in various forms. As the newer devices achieve their purpose, the tests need to increase the sensitivity, requiring conditions that effectively assess their improvements.

Regarding realism, many levels are required in hearing research, from pure tone assessment in small soundproof booths to hundreds of loudspeakers combined with visual stimuli through projectors or head-mounted displays, light, and movement control. Hearing aids research commonly relies on loudspeaker setups to reproduce sound sources. In addition, auditory research can use well-known auralization techniques to generate sound signals. These signals can be encoded to carry more than sound pressure level information, adding spatial information about the environment where that sound event happened or was simulated.

This work reviews physical acoustics, virtualization, and auralization concepts and their uses in listening effort research. This knowledge, combined with the experiments executed during the studies, aimed to provide a hybrid auralization method to be virtualized in four-loudspeaker setups. Auralization methods are techniques used to encode spatial information into sounds. The main methods were discussed and derived, observing their spatial sound characteristics and trade-offs to be used in auditory tests with one or two participants. Two well-known auralization techniques (Ambisonics and Vector-Based Amplitude Panning) were selected and compared through a calibrated virtualization setup regarding spatial distortions in the binaural cues. The choice of techniques was based on the need for loudspeakers, although a small number of them. Furthermore, the spatial cues were examined by adding a second listener to the virtualized sound field. The outcome reinforced the literature around spatial localization and these techniques driving Ambisonics to be less spatially accurate but with greater immersion than Vector-Based Amplitude Panning.

A combination study to observe changes in listening effort due to different signal-to-noise ratios and reverberation in a virtualized setup was defined. This experiment aimed to produce the correct sound field via a virtualized setup and assess listening effort via subjective impression with a questionnaire, an objective physiological outcome from EEG, and behavioral performance on word recognition. Nine levels of degradation were imposed on speech signals over speech maskers separated in the virtualized space through Ambisonics’ first-order technique in a setup with 24 loudspeakers. A high correlation between participants’ performance and their responses on the questionnaire was observed. The results showed that the increased virtualized reverberation time negatively impacts speech intelligibility and listening effort.

A new hybrid auralization method was proposed merging the investigated techniques that presented complementary spatial sound features. The method was derived through room acoustics concepts and a specific objective parameter derived from the room impulse response called Center Time. The verification around the binaural cues was driven with three different rooms (simulated). As the validation with test subjects was not possible due to the COVID-19 pandemic situation, a psychoacoustic model was implemented to estimate the spatial accuracy of the method within a four-loudspeaker setup. Also, an investigation ran the same verification, and the model estimation was performed with the introduction of hearing aids. The results showed that it is possible to consider the hybrid method with four loudspeakers for audiological tests while considering some limitations. The setup can provide binaural cues to a maximum ambiguity angle of 30 degrees in the horizontal plane for a centered listener.

Introduction

Individuals with normal hearing often can effortlessly comprehend complex listening scenarios involving multiple sound sources, background noise, and echoes. However, those with hearing loss may find these situations particularly challenging. These environments are commonly encountered in daily life, particularly during social events. They can negatively impact the communication abilities of individuals with hearing loss. The difficulties associated with understanding complex listening scenarios can be a significant barrier for individuals with hearing loss, leading to reduced participation in social activities.

Several hearing research laboratories worldwide are developing systems to realistically simulate challenging scenarios through virtualization to better understand and help with these everyday challenges. The virtualization of sound sources is a powerful tool for auditory research capable of achieving a high level of detail, but current methods use expensive, expansive technology. In this work, a new auralization method has been developed to achieve sound spatialization with a reduction in the technological hardware requirement, making virtualization at the clinic level possible.

Key Chapters

Chapter 2: Literature Review

Examines previous work in virtualization and auralization, basic concepts of human sound perception, room acoustics, and loudspeaker-based virtualization.

Chapter 3: Investigation of Binaural Cue Distortions

Compares VBAP and Ambisonics methods through a calibrated virtualization setup in terms of spatial distortions and examines spatial cues with a second listener.

Chapter 4: Behavioral Study

Examines subjective effort within virtualized sound scenarios (first-order Ambisonics), focusing on how signal-to-noise ratio (SNR) and reverberation affect listening effort in speech-in-noise tasks.

Chapter 5: The Iceberg Method

Proposes a hybrid auralization method combining VBAP and Ambisonics for small reproduction systems (four loudspeakers), evaluated with objective parameters and hearing aids.

Conclusion

Throughout the course of this study, a new auralization method called Iceberg was conceptualized and compared to well-known methods, including VBAP and first-order Ambisonics, using objective parameters. The Iceberg method is innovative in that it uses "Center Time" (TS) to find the transition point between early and late reflections in order to split the Ambisonics impulse responses and adequately distribute them. VBAP is responsible for localization cues in this proposed method, while Ambisonics contributes to the sense of immersion.

In the center position, the Iceberg method was found to be in line with the localization accuracy of other methods while also adding to the sense of immersion. Also, a second listener added to the side did not present undesired effects to the auralization. Additionally, it was found that virtualization of sound sources with Ambisonics can implicate limitations on a participant’s behavior due to its sweet spot in a listening-in-noise test. However, these limitations can be circumvented and extended to Iceberg, resulting in subjective responses that align with behavioral performance in speech intelligibility tests and increasing the localization accuracy.

Download Full Thesis (PDF)