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David M Corsello, 40Boston, MA

David Corsello Phones & Addresses

Jamaica Plain, MA   

San Diego, CA   

Redwood City, CA   

Astoria, NY   

Brooklyn, NY   

La Jolla, CA   

Allison Park, PA   

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David M Corsello

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Work

Company: Bose corporation Sep 2019 Position: Audio experience engineer

Education

Degree: Master of Fine Arts, Masters School / High School: Uc San Diego 2008 to 2011 Specialities: Design, Theatre

Skills

Sound Design • Audio Engineering • Theatre • Live Sound • Acoustics • Recording • Programming • Sound Reinforcement • Spatial Audio Research • Matlab/Simulink • Juce Audio Programming • Max/Msp Programming • Spatial Audio Algorithm Tuning • Critical Listening • Unity Game Engine Development • Sound System Tuning

Languages

English

Ranks

Certificate: Deep Learning Specialization

Industries

Research

Mentions for David M Corsello

David Corsello resumes & CV records

Resumes

David Corsello Photo 13

Audio Experience Engineer

Location:
2801 B St, San Diego, CA 92102
Industry:
Research
Work:
Bose Corporation
Audio Experience Engineer
Xperi Corporation 2015 - Sep 2019
Staff Engineer, Research and Development
Dts, Inc. 2013 - 2015
Senior Engineer, Research and Development
David Corsello Sound Design 2008 - 2013
Sound Designer
Marymount Manhattan College Aug 2012 - Dec 2012
Adjunct Professor of Theatre
Uc San Diego Department of Music 2011 - 2011
Sound Engineer and Sound System Designer
University of California, San Diego 2010 - 2011
Master's Thesis Design Project
Greater Than Control 2009 - 2010
Touch Control For Yamaha 01V96 Digital Mixing Console
Tower Sounds 2009 - 2009
Assistant Sound Designer and Recording Engineer
King Abdullah University of Science and Technology 2009 - 2009
Audio System Installation Technician
Recombinant Media Labs 2009 - 2009
Sound Engineer
Education:
Uc San Diego 2008 - 2011
Master of Fine Arts, Masters, Design, Theatre
Uc San Diego 2006 - 2008
Masters, Engineering
University of Pittsburgh 2001 - 2006
Bachelors, Bachelor of Science, Electrical Engineering
Skills:
Sound Design, Audio Engineering, Theatre, Live Sound, Acoustics, Recording, Programming, Sound Reinforcement, Spatial Audio Research, Matlab/Simulink, Juce Audio Programming, Max/Msp Programming, Spatial Audio Algorithm Tuning, Critical Listening, Unity Game Engine Development, Sound System Tuning
Languages:
English
Certifications:
Deep Learning Specialization

Publications & IP owners

Us Patents

Near-Field Binaural Rendering

US Patent:
2019021, Jul 11, 2019
Filed:
Dec 28, 2018
Appl. No.:
16/235854
Inventors:
- Calabasas CA, US
Martin Walsh - Scotts Valley CA, US
Guangji Shi - San Jose CA, US
David Corsello - Redwood City CA, US
International Classification:
H04S 7/00
H04S 3/00
G10L 19/008
G10L 19/16
Abstract:
The method and apparatus described herein make use of multiple sets of head related transfer functions (HRTFs) that have been synthesized or measured at various distances from a reference head, spanning from the near-field to the boundary of the far-field. Additional synthetic or measured transfer functions maybe used to extend to the interior of the head, i.e., for distances closer than near-field. In addition, the relative distance-related gains of each set of HRTFs are normalized to the far-field HRTF gains.

Gain Phase Equalization (Gpeq) Filter And Tuning Methods For Asymmetric Transaural Audio Reproduction

US Patent:
2018010, Apr 12, 2018
Filed:
Oct 11, 2016
Appl. No.:
15/290392
Inventors:
- Calabasas CA, US
David Corsello - Redwood City CA, US
Guangji Shi - San Jose CA, US
Assignee:
DTS, Inc. - Calabasas CA
International Classification:
H04R 3/04
H04R 29/00
H04R 3/14
H03G 3/30
Abstract:
A GPEQ filter and tuning methods for asymmetric transaural audio reproduction on mobile consumer devices. The GPEQ filter includes an asymmetric FIR filter bank configured to normalize the magnitude responses of at least two audio speakers to a target response above a low frequency cross-over of the audio speakers as reproduced at the listener position and a symmetric IIR filter bank component configured to high pass filter above the low frequency cross-over and equalize the magnitude responses of the at least two audio speakers. In some embodiments the FIR filter bank is configured to normalize the group delay of the audio channels and in some embodiments the IIR filter bank includes an asymmetric IIR filter bank component configured to correct any residual asymmetry in the magnitude responses of the at least two audio speakers. Phase preservation may be accomplished using phase-balanced or phase-compensated IIR filter sections.

Ambisonic Audio Rendering With Depth Decoding

US Patent:
2017036, Dec 21, 2017
Filed:
Jun 16, 2017
Appl. No.:
15/625937
Inventors:
- Calabasas CA, US
Martin Walsh - Scotts Valley CA, US
Guangji Shi - San Jose CA, US
David Corsello - Redwood City CA, US
International Classification:
H04S 7/00
G10L 19/008
G10L 19/16
H04S 3/00
Abstract:
The methods and apparatus described herein optimally represent full D audio mixes (e.g., azimuth, elevation, and depth) as “sound scenes” in which the decoding process facilitates head tracking. Sound scene rendering can be modified for the listener's orientation (e.g., yaw, pitch, roll) and D position (e.g., x, y, z). This provides the ability to treat sound scene source positions as D positions instead of being restricted to positions relative to the listener. Sound scene rendering can be augmented by encoding depth to a source directly. This provides the ability to modify the transmission format and panning equations to support adding depth indicators during content production. Unlike typical methods that apply depth cues such as loudness and reverberation changes in the mix, this method would enable recovering the distance of a source in the mix so that it can be rendered for the final playback capabilities rather than those on the production side.

Near-Field Binaural Rendering

US Patent:
2017036, Dec 21, 2017
Filed:
Jun 16, 2017
Appl. No.:
15/625913
Inventors:
Edward Stein - Aptos CA, US
Martin Walsh - Scotts Valley CA, US
Guangji Shi - San Jose CA, US
David Corsello - Redwood City CA, US
International Classification:
H04S 7/00
H04S 3/00
Abstract:
The method and apparatus described herein make use of multiple sets of head related transfer functions (HRTFs) that have been synthesized or measured at various distances from a reference head, spanning from the near-field to the boundary of the far-field. Additional synthetic or measured transfer functions maybe used to extend to the interior of the head, i.e., for distances closer than near-field. In addition, the relative distance-related gains of each set of HRTFs are normalized to the far-field HRTF gains.

Audio Rendering Using 6-Dof Tracking

US Patent:
2017036, Dec 21, 2017
Filed:
Jun 16, 2017
Appl. No.:
15/625927
Inventors:
EDWARD STEIN - APTOS CA, US
MARTIN WALSH - SCOTTS VALLEY CA, US
GUANGJI SHI - SAN JOSE CA, US
DAVID CORSELLO - REDWOOD CITY CA, US
International Classification:
H04S 7/00
H04S 3/00
Abstract:
The methods and apparatus described herein optimally represent full 3D audio mixes (e.g., azimuth, elevation, and depth) as “sound scenes” in which the decoding process facilitates head tracking. Sound scene rendering can be performed for the listener's orientation (e.g., yaw, pitch, roll) and 3D position (e.g., x, y, z), and can be modified for a change in the listener's orientation or 3D position. As described below, the ability to render an audio object in both the near-field and far-field enables the ability to fully render depth of not just objects, but any spatial audio mix decoded with active steering/panning, such as Ambisonics, matrix encoding, etc., thereby enabling full translational head tracking (e.g., user movement) beyond simple rotation in the horizontal plane, or 6-degrees-of-freedom (6-DOF) tracking and rendering.

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