Object-based audio for interactive football broadcast.

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Bibliographic Details
Title: Object-based audio for interactive football broadcast.
Authors: Oldfield, Robert1 r.g.oldfield@salford.ac.uk, Shirley, Ben1, Spille, Jens2
Source: Multimedia Tools & Applications. Apr2015, Vol. 74 Issue 8, p2717-2741. 25p.
Subjects: Televised sports, VRML (Computer program language), Sound recording & reproducing, Football Association Premier League (FAPL), Acoustic signal processing
Abstract: An end-to-end AV broadcast system providing an immersive, interactive experience for live events is the development aim for the EU FP7 funded project, FascinatE. The project has developed real time audio object event detection and localisation, scene modelling and processing methods for multimedia data, which will allow users to navigate the event by creating their own unique user-defined scene. As part of the first implementation of the system a test shoot was carried out capturing a live Premier League football game and methods have been developed to detect, analyse, extract and localise salient audio events from a range of sensors and represent them within an audio scene in order to allow free navigation within the scene. Within this context, this paper describes a procedure for the detection, extraction and localisation of ball-kicks and whistle-blows from the pitch-side microphones used in the broadcast of football and describes a potential audio streaming format for an object-based broadcast. [ABSTRACT FROM AUTHOR]
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Database: Engineering Source
Description
Abstract:An end-to-end AV broadcast system providing an immersive, interactive experience for live events is the development aim for the EU FP7 funded project, FascinatE. The project has developed real time audio object event detection and localisation, scene modelling and processing methods for multimedia data, which will allow users to navigate the event by creating their own unique user-defined scene. As part of the first implementation of the system a test shoot was carried out capturing a live Premier League football game and methods have been developed to detect, analyse, extract and localise salient audio events from a range of sensors and represent them within an audio scene in order to allow free navigation within the scene. Within this context, this paper describes a procedure for the detection, extraction and localisation of ball-kicks and whistle-blows from the pitch-side microphones used in the broadcast of football and describes a potential audio streaming format for an object-based broadcast. [ABSTRACT FROM AUTHOR]
ISSN:13807501
DOI:10.1007/s11042-013-1472-2