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Arun Nair

Arun Nair appears in the imported research catalog. Authorship, coauthor and topic links are available while profile ownership is still unclaimed.

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3 published item(s)

preprint2026arXiv

Towards Improving Speaker Distance Estimation through Generative Impulse Response Augmentation

The Room Acoustics and Speaker Distance Estimation (SDE) Challenge at ICASSP 2025 explores the effectiveness of augmented room impulse response (RIR) data for improving SDE model performance. This challenge at GenDARA involves generating RIRs to supplement sparse datasets and fine-tuning SDE models with the augmented data. We employ the open-source fast diffuse room impulse response generator (FastRIR) conditioned only on speaker and listener locations. We design a quality filter to ensure generated RIR alignment with challenge RIRs, and hyperparameter optimization is employed for model fine-tuning. Our approach reduces the mean absolute error (MAE) of the five positions from 1.66m to 0.6m for GWA rooms and from 2.18m to 0.69m for Treble rooms, with results demonstrating that the augmentation approach significantly improves estimation accuracy, particularly at medium to long distances.

preprint2022arXiv

Challenges and Opportunities in Multi-device Speech Processing

We review current solutions and technical challenges for automatic speech recognition, keyword spotting, device arbitration, speech enhancement, and source localization in multidevice home environments to provide context for the INTERSPEECH 2022 special session, "Challenges and opportunities for signal processing and machine learning for multiple smart devices". We also identify the datasets needed to support these research areas. Based on the review and our research experience in the multi-device domain, we conclude with an outlook on the future evolution

preprint2015arXiv

Massively Parallel Methods for Deep Reinforcement Learning

We present the first massively distributed architecture for deep reinforcement learning. This architecture uses four main components: parallel actors that generate new behaviour; parallel learners that are trained from stored experience; a distributed neural network to represent the value function or behaviour policy; and a distributed store of experience. We used our architecture to implement the Deep Q-Network algorithm (DQN). Our distributed algorithm was applied to 49 games from Atari 2600 games from the Arcade Learning Environment, using identical hyperparameters. Our performance surpassed non-distributed DQN in 41 of the 49 games and also reduced the wall-time required to achieve these results by an order of magnitude on most games.