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DEMO PAPER: AUDIO OBJECT EXTRACTION FOR LIVE SPORTS BROADCAST

机译:演示论文:现场运动广播的音频对象提取

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Recent interest in object-based audio systems for cinema opens interesting possibilities to extend the reach of an object-based approach to television broadcast of live events. For events where microphones may be placed close to the source of each sound (e.g. live music) this is relatively straightforward, however for sports events audio objects must be derived from multiple distant microphones. This presents significant challenges in extracting discrete audio objects with coordinate locations from a live event in real time. The research presented here demonstrates the extraction of audio objects from a UK Premier League football (soccer) game using only standard pitch-side microphone positions. Ball-kicks and whistle-blows are extracted in real time with small latency and location information is derived that is used to position the object using 3D coordinates. The resultant sound scene description allows rendering across any reproduction system, including with-height systems. The techniques are equally applicable to other sports with revised object identification templates.
机译:最近对电影电影的基于对象的音频系统的兴趣开启了有趣的可能性,以扩展基于对象的方法到实时事件的电视广播的接触。对于麦克风可以被靠近每个声音的源(例如现场音乐)的事件来说,这相对简单,但是对于体育活动,音频对象必须从多个远程麦克风派生。这提出了在实时从Live事件的坐标位置提取离散音频对象的重大挑战。这里提出的研究表明,仅使用标准的音高侧麦克风位置来提取英国总理足球(足球)游戏的音频物体。球踢和口哨 - 吹口是实时提取的,使用小延迟,并导出位置信息,用于使用3D坐标定位对象。结果声音场景描述允许呈现任何再现系统,包括高度系统。这些技术同样适用于其他具有修订的对象识别模板的运动。

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