I completed my PhD in June 2026, which was focused on audio augmented reality – augmented reality applications which use virtual sound (and virtual sound only) to extend and enhance our real world. My work covered topics like acoustic reproduction, sonic controls for audio AR games, and audio AR applications which respond to real-world sounds. Much of my PhD work was published at leading audio, AR, and HCI conferences like ISMAR, CHI Play, and the Audio Engineering Society’s Audio for Games series. Throughout my PhD I also collaborated with colleagues in areas like vibrotactile haptics and XR collaboration.

The best place to see a full list of my research outputs is probably through my Google Scholar Page, but some are also listed below.

If, for some reason, you want to read my PhD thesis, it's available here.

Selected Publications

For this project I developed two different audio augmented reality applications which detected and responded to real-world sounds in the user’s environment, something which audio AR applications have never done before.

The first was a Pokémon Go scenario, where the presence of a real bird nearby resulted in a bird ‘sonimon’ (sonic Pokémon) appearing in the game world. The player could catch these sonimon by localising the spatialised sound in 3D space.

The second was an augmented music player, where the volume and frequency content of a user’s music would adjust based on the presence of birdsong or cars nearby, allowing greater audibility to these elements. If, like me, you occasionally step out to cross the road with headphones on, you can see the safety applications of this!

The full paper can be read here.

Bhattacharyya, J., Vinciarelli, A. and Brewster, S., 2025, October. Birds of a Feather Augment Together: Exploring Sonic Links Between Real and Virtual Worlds in Audio Augmented Reality. In 2025 IEEE International Symposium on Mixed and Augmented Reality (ISMAR) (pp. 1490-1500). IEEE.

Sonomancer: Exploring Sonic Control Schemes for Audio Augmented Reality Games [CHIPLAY 2025]

For this project I explored the potential of sonic control schemes for audio AR gameplay. I developed three different minigames, all centred around playing as a ‘sonomancer’ or sound wizard, and had participants evaluate traditional controls as well as musical controls (using a glockenspiel), speech controls, and ‘sonic gestures’ – sounds produced by humans which are neither musical nor speech, such as snapping fingers.

This was the first time sonic control schemes had ever been evaluated in an audio AR context. The paper is available to read here.

Bhattacharyya, J., Vinciarelli, A. and Brewster, S.A., 2025. Sonomancer: Exploring Sonic Control Schemes for Audio Augmented Reality Games. Proceedings of the ACM on Human-Computer Interaction, 9(6), pp.976-994.

Other Work

Jacqueline Borgstedt, Shaun Macdonald, Jacob Bhattacharyya, Frank Pollick, and Stephen Brewster. 2026. Uncanny Touch? Investigating the Influence of Lifelike Haptic Cues on User Perceptions of a Social Robot. In Proceedings of the 21st ACM/IEEE International Conference on Human-Robot Interaction (HRI '26). Association for Computing Machinery, New York, NY, USA, 119–128.
Bhattacharyya, J., Picinali, L., Vinciarelli, A. and Brewster, S., 2024, April. Investigating the Influence of Environmental Acoustics and Playback Device for Audio Augmented Reality Applications.. In Audio Engineering Society Conference: AES 2024 International Audio for Games Conference. Audio Engineering Society.