Object-based audio for interactive football broadcast (original) (raw)

Object-based audio applied to football broadcasts

2013

In this paper, we describe an object-based audio broadcast of a football match from Wembley Stadium, London. Listeners were given audio feeds from opposite ends of the stadium together with a commentary feed and were able to mix the balance between the three feeds using the HTML5 audio API. The experiment proved popular with the people who took part. Most listeners chose to set their preferred mix within the first minute of the broadcast and did not alter it as a result of events in the stadium. Also, preferred mixes were clearly observed. This document was originally published in the Proceedings of the 2013 ACM international workshop on Immersive media experiences, pages 13-16. The slides used in the presentation are attached as an appendix.

Object-Audio Capture System for Sports Broadcasting

SMPTE Motion Imaging Journal

Object-audio workflows for traditional flat broadcasts have recently appeared after the introduction of new audio formats such as MPEG-H and ATMOS. These formats allow for the creation of object-based mixes that can be dynamically rendered at the end user depending on their reproduction hardware. Until very recently, only post-produced content was being created for these formats but new broadcast standards in the US and Asia, as well as new hardware encoding engines for live production have made live sports in these formats more feasible. These formats allow for a fuller, more immersive sound design and allow for some possibilities of personalization. The issue then arises on how to capture live action from the field that would provide these object-audio workflows with the desired isolated sounds and accompanying metadata. Current field action capture systems provide a suboptimal amount of isolation from the crowd to highlight individual action sounds and dialog from the field. And in most cases, placing traditional microphones near the action is not possible. In this paper, we are presenting new microphone techniques and systems enabling better performance for sound capture that fulfill the needs of the future objectaudio broadcast formats. This includes beamforming techniques, automatic steering, and systems management of arrays of microphones.

An Object-Based Audio System for Interactive Broadcasting

This paper describes audio recording, delivery and rendering for an end-to-end broadcast system allowing users free navigation of panoramic video content with matching interactive audio. The system is based on one developed as part of the EU FP7 funded project, FascinatE. The premise of the system was to allow users free navigation of an ultra-high denition 180 degree video panorama for a customisable viewing experience. From an audio perspective the complete audio scene is recorded and broadcast so the rendered sound scene at the user end may be customised to match the viewpoint. The approach described here uses and objectbased audio paradigm. This paper presents an overview of the system and describes how such an approach is useful for facilitating an interactive broadcast.

VenueExplorer, Object-Based Interactive Audio for Live Events

2015

VenueExplorer is a new approach to broadcasting live events which gives more control to the audience than traditional viewing methods. Users can navigate around an ultra-high resolution video, zooming into the areas of the event which interest them and accessing extra content. VenueExplorer aims to be platform independent and runs in the browser. In this paper we describe the development of object-based audio rendering to create a more engaging and personalised experience than that of video alone. We use the Web Audio API (WAAPI) to process audio based on the users viewport. We also describe a library that has been developed as part of this project for the handling of location based audio objects.

Format-Agnostic approach for 3d audio

At IBC 2011 the FascinatE project presented three papers in the conference section, focusing on the production side of FascinatE, the format agnostic audio aspects of the project and the network and terminal end. This document contains all three documents reproduced here with permission from the IBC.

MultiCAMBA: A system to assist in the broadcasting of sport events

8th International Conference on Mobile and Ubiquitous Systems: Computing, Networking and Services (MobiQuitous 2011), 2011

In this demo paper we present MultiCAMBA (Multi-CAMera Broadcasting Assistant), a context– and location–aware system that, using a 3D model updated continuously with real-time data retrieved from the scenario, helps technical directors (TDs) in the live broadcasting task. They can indicate in run-time their interest in certain moving objects or geographic areas, and the system is in charge of selecting the cameras that can provide the kind of view required. To achieve this task, the system continuously recreates the views of the cameras in a 3D scenario, considering possible occlusions among the objects.

DEMO - MultiCAMBA: A system to assist in the broadcasting of sport events

2012

In this demo paper we present MultiCAMBA (Multi-CAMera Broadcasting Assistant), a context-and location-aware system that, using a 3D model updated continuously with real-time data retrieved from the scenario, helps technical directors (TDs) in the live broadcasting task. They can indicate in run-time their interest in certain moving objects or geographic areas, and the system is in charge of selecting the cameras that can provide the kind of view required. To achieve this task, the system continuously recreates the views of the cameras in a 3D scenario, considering possible occlusions among the objects.

SOCCER VIDEO EVENT DETECTION VIA COLLABORATIVE TEXTUAL, AURAL AND VISUAL ANALYSIS

Soccer event detection deals with identifying interesting segments in soccer video via audio/visual content analysis. This task enables automatic high-level index creation, which circumvents large-scale manual annotation and facilitates semantic-based retrieval. This thesis proposes two frameworks for event detection through collaborative analysis of textual, aural and visual features. The frameworks share a common initial component where both utilize an external textual resource, which is the minute-by-minute (MBM) reports from sports broadcasters, to accurately localize sections of video containing the desired events. The first framework identifies an initial estimate of an eventful segment via audio energy analysis. Visual semantic features are then observed to further refine the detected eventful segment. The second framework implements a ranking procedure where semantic visual features are firstly analyzed to generate a shortlist of candidates. This is followed by aural or visual analysis to rank the actual eventful candidate top-most within the respective shortlist. Both frameworks rely on uncomplicated audio/visual feature sets, which is the main advantage compared to previously proposed works. Furthermore, manually labeled data are not needed since audio/visual considerations are based on automatically classified semantic visual features and low-level aural calculations. Evaluation made over a large video dataset shows promising results for goal, penalty, yellow card, red card and substitution events detection.

A combined audio-visual contribution to event detection in field sports broadcast video. Case study: Gaelic Football

2003

In this paper we propose novel, audiovisual analysis techniques for event detection in broadcast TV sports video content. The scope of the design is constrained to the specialized domain of 'field sport,' and specifically, Gaelic Football is presented as an experimental case study. We will show that a combination of speech-band energy tracking in the audio domain. coupled with colour dominance pattern recognition in the video domain, provides a useful contribution to event detection for broadcast Gaelic Fwtball matches. It is projected that, any conclusions made therein may be extended such that they function on sports content of a similar nature such as American Football, Australian Rules, Rugby Union etc.

An Audio-Visual System for Object-Based Audio: From Recording to Listening

IEEE Transactions on Multimedia, 2018

Object-based audio is an emerging representation for audio content, where content is represented in a reproductionformat-agnostic way and, thus, produced once for consumption on many different kinds of devices. This affords new opportunities for immersive, personalized, and interactive listening experiences. This paper introduces an end-to-end object-based spatial audio pipeline, from sound recording to listening. A high-level system architecture is proposed, which includes novel audiovisual interfaces to support object-based capture and listenertracked rendering, and incorporates a proposed component for objectification, that is, recording content directly into an object-based form. Text-based and extensible metadata enable communication between the system components. An open architecture for object rendering is also proposed. The system's capabilities are evaluated in two parts. First, listener-tracked reproduction of metadata automatically estimated from two moving talkers is evaluated using an objective binaural localization model. Second, object-based scene capture with audio extracted using blind source separation (to remix between two talkers) and beamforming (to remix a recording of a jazz group) is evaluated