Media Production, Delivery and Interaction for Platform Independent Systems : Format-Agnostic Media.
Oliver. Schreer
Bok Engelsk 2014 · Electronic books.
Omfang | 1 online resource (394 pages)
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Utgave | 1st ed.
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Opplysninger | Intro -- MEDIA PRODUCTION, DELIVERY AND INTERACTION FOR PLATFORM INDEPENDENT SYSTEMS -- Contents -- List of Editors and Contributors -- List of Abbreviations -- Notations -- 1 Introduction -- 2 State-of-the-Art and Challenges in Media Production, Broadcast and Delivery -- 2.1 Introduction -- 2.2 Video Fundamentals and Acquisition Technology -- 2.2.1 How Real Should Video Look? -- 2.2.2 Fundamentals of Video -- 2.2.3 Camera Technology -- 2.2.4 Production for Formats with Differing Aspect Ratios -- 2.2.5 Stereoscopic 3D Video -- 2.2.6 Challenges for the Future -- 2.3 Audio Fundamentals and Acquisition Technology -- 2.3.1 Introduction -- 2.3.2 Fundamentals of Audio -- 2.3.3 Non-Live Production -- 2.3.4 Live Production -- 2.3.5 Surround Sound -- 2.3.6 Challenges for the Future -- 2.4 Live Programme Production -- 2.4.1 The Production Area and Roles in Production -- 2.4.2 The Production Workspace -- 2.4.3 Vision Mixing: Techniques for Directing, Selecting and Mixing Camera Feeds -- 2.4.4 Audio Mixing -- 2.4.5 Replay Operation in Live Television Production -- 2.4.6 Challenges for the Future -- 2.5 Coding and Delivery -- 2.5.1 Managed Delivery Networks -- 2.5.2 Unmanaged Delivery Networks -- 2.5.3 Codecs and Transport Protocols -- 2.5.4 Challenges for the Future -- 2.6 Display Technology -- 2.6.1 Plasma Displays - Developing the Flat Panel Display Market -- 2.6.2 LCD- the Current Dominant Technology -- 2.6.3 Projection Technologies -- 2.6.4 Other Technologies -- 2.6.5 Impact on Broadcasters -- 2.6.6 Challenges for the Future -- 2.7 Audio Reproduction Technology -- 2.7.1 Stereophonic Sound Systems -- 2.7.2 Holophonic Systems -- 2.7.3 Binaural Systems -- 2.7.4 Hybrid Systems -- 2.7.5 Challenges for the Future -- 2.8 Use of Archive Material -- 2.8.1 Video Format Conversion -- 2.8.2 Audio Format Conversion -- 2.8.3 Challenges for the Future.. - 2.9 Concept of Format-Agnostic Media -- 2.9.1 Limitations of Current Production and Delivery Approaches -- 2.9.2 A New Approach: Format-Agnostic Media -- 2.9.3 Metadata for Enabling Rich User Interaction -- 2.9.4 A Format-Agnostic Media Production and Delivery System -- 2.10 Conclusion -- Notes -- References -- 3 Video Acquisition -- 3.1 Introduction -- 3.2 Ultra-High Definition Panoramic Video Acquisition -- 3.2.1 History of Panoramic Imaging -- 3.2.2 The Geometry of Two Views -- 3.2.3 Fundamentals of Panoramic Video Acquisition -- 3.2.4 Geometrical Constraints for Parallax Free Stitching of Two Images -- 3.2.5 Registration of Views -- 3.2.6 Stitching, Warping and Blending of Views -- 3.3 Use of Conventional Video Content to Enhance Panoramic Video -- 3.3.1 Calibration of Camera Position and Orientation -- 3.3.2 Photometric Matching of Panoramic and Broadcast Cameras -- 3.3.3 Blending and Switching Between Camera Views -- 3.4 High Frame Rate Video -- 3.4.1 Early Work on HDTV Frame Rates -- 3.4.2 Issues with Conventional Frame Rates -- 3.4.3 Practical Investigations into the Effects of High Frame Rates -- 3.4.4 Future Frame Rates for TV Production and Distribution -- 3.4.5 Consideration of Frame Rates and Motion Portrayal in Synthetic Production -- 3.4.6 Conclusions on Frame Rates -- 3.5 High Dynamic Range Video -- 3.5.1 The Human Visual System in Natural Environments -- 3.5.2 Conventional and HDR Video Cameras -- 3.5.3 Conventional and HDR Displays -- 3.5.4 HDR Video Formats -- 3.5.5 Adaptive Tone-mapping for Format-Agnostic Video -- 3.6 Conclusion -- Notes -- References -- 4 Platform Independent Audio -- 4.1 Introduction -- 4.2 Terms and Definitions -- 4.2.1 Auditory Event and Sound Event -- 4.2.2 Basic Room Acoustics Theory -- 4.3 Definition of the Problem Space -- 4.3.1 Reproduction Environment -- 4.3.2 Reproduction Method.. - 4.3.3 Audio-visual Coherence -- 4.3.4 User Interaction -- 4.3.5 Example Scenario -- 4.4 Scene Representation -- 4.4.1 Components of a Virtual Sound Scene -- 4.4.2 Representations of Virtual Sound Scenes -- 4.4.3 Implementation Examples -- 4.5 Scene Acquisition -- 4.5.1 Capturing Discrete Audio Objects -- 4.5.2 Capturing the Sound Field Component -- 4.5.3 Capturing the Diffuse Field -- 4.6 Scene Reproduction -- 4.6.1 Scenario: Mobile Consumption Via Headphones -- 4.6.2 Scenario: Interactive Multichannel Reproduction -- 4.6.3 Scenario: Big Screen -- 4.6.4 Scenario: Interactive and Free Viewpoint 3D -- 4.7 Existing Systems -- 4.7.1 Commercial Systems -- 4.7.2 Research Projects -- 4.7.3 Perceptive Media -- 4.8 Conclusion -- 4.8.1 Open Issues -- References -- 5 Semi-Automatic Content Annotation -- 5.1 Introduction -- 5.1.1 Requirements on Semi-automatic Annotation Tools -- 5.1.2 Requirements on Metadata -- 5.2 Metadata Models and Analysis Architectures -- 5.2.1 Metadata Models -- 5.2.2 Architectures for Audio-visual Analysis -- 5.2.3 Storing MPEG-7 Metadata -- 5.2.4 Bulk Loading Techniques for Massive MPEG-7 Metadata Storage -- 5.2.5 An Example Architecture of a Semantic Layer Management System -- 5.3 Domain-independent Saliency -- 5.3.1 Spatio-temporal Visual Saliency -- 5.3.2 Estimating Grid-based Saliency -- 5.3.3 Salient Regions for Controlling Automated Shot Selection -- 5.4 Person Detection and Tracking -- 5.4.1 Person Detection -- 5.4.2 Person Tracking -- 5.4.3 Multicamera and Panoramic Environment -- 5.4.4 GPU Accelerated Real-time Tracking Beyond HD -- 5.5 Online Detection of Concepts and Actions -- 5.5.1 Sequence-based Kernels -- 5.5.2 Kernels for Online Detection -- 5.5.3 Performance of Online Kernels -- 5.6 Supporting Annotation for Automated Production -- 5.6.1 User Preferences and Functionality Definition.. - 5.6.2 Design Overview and Principles -- 5.6.3 Preconfiguration and Predefined Workspaces -- 5.7 Conclusion -- References -- 6 Virtual Director -- 6.1 Introduction -- 6.1.1 What is a Virtual Director? -- 6.1.2 Features Enabled by a Virtual Director -- 6.1.3 Definitions -- 6.1.4 Requirements for Virtual Director Technology -- 6.1.5 Existing Implementations and Research Activities -- 6.2 Implementation Approaches -- 6.2.1 Behaviour Implementation Approaches -- 6.2.2 Combining Rule Engines and Event Processing Technology -- 6.3 Example Architecture and Workflow -- 6.3.1 Workflow of the Production System -- 6.3.2 Workflow of the Virtual Director -- 6.3.3 Distributed Nature -- 6.3.4 Sources of Knowledge -- 6.4 Virtual Director Subprocesses -- 6.4.1 Semantic Lifting -- 6.4.2 Shot Candidate Identification -- 6.4.3 Shot Framing -- 6.4.4 Shot Prioritisation -- 6.4.5 Decision Making -- 6.5 Behaviour Engineering: Production Grammar -- 6.5.1 Production Knowledge Elicitation Process -- 6.5.2 Cinematic Techniques -- 6.5.3 Audio Scripting -- 6.5.4 Domain Model -- 6.5.5 Limitations in Rule-based Behaviour Engineering -- 6.6 Virtual Director: Example Prototype -- 6.6.1 Architecture and Software Framework -- 6.6.2 Production Scripts -- 6.6.3 Behaviour Implementation -- 6.6.4 Production Grammar Example -- 6.7 Conclusion -- 6.7.1 Summary -- 6.7.2 Limitations -- 6.7.3 Testing and Evaluation -- 6.7.4 Research Roadmap -- 6.7.5 Concluding Thoughts -- References -- 7 Scalable Delivery of Navigable and Ultra-High Resolution Video -- 7.1 Introduction -- 7.2 Delivery of Format-Agnostic Content: Key Concepts and State-of-the-Art -- 7.2.1 Delivery Agnostic to Content Formats, Device Capabilities and Network Bandwidth -- 7.2.2 Delivery Agnostic to Video Timing - the Temporal Interactivity Case -- 7.2.3 Delivery Agnostic to Video Reframing - the Spatial Interactivity Case.. - 7.3 Spatial Random Access in Video Coding -- 7.3.1 Video Compression and Random Access - A Fundamental Trade-off -- 7.3.2 Spatial Random Access by Tracking Coding Dependencies -- 7.3.3 Spatial Random Access by Frame Tiling -- 7.3.4 Multi-Resolution Tiling -- 7.3.5 Overlapping Tiling for Low-Powered Devices -- 7.4 Models for Adaptive Tile-based Representation and Delivery -- 7.4.1 Saliency-based Adaptive Coding of Tiled Content -- 7.4.2 Optimisation of Tile Selection Under Delay and Bandwidth Constraints -- 7.5 Segment-based Adaptive Transport -- 7.5.1 Video Streaming Over IP -- 7.5.2 Tiled HTTP Adaptive Streaming Over the Internet -- 7.5.3 Publish/Subscribe System for Interactive Video Streaming -- 7.6 Conclusion -- References -- 8 Interactive Rendering -- 8.1 Introduction -- 8.2 Format-Agnostic Rendering -- 8.2.1 Available Rendering Solutions in End Terminals -- 8.2.2 Requirements for Format-Agnostic Video Rendering -- 8.2.3 Description of a Technical Solution -- 8.3 Device-less Interaction for Rendering Control -- 8.3.1 Sensors for Gesture Recognition -- 8.3.2 Gesture Analysis Techniques -- 8.3.3 Recognition and Classification Techniques -- 8.3.4 Remaining Challenges in Gesture Recognition Systems -- 8.3.5 Description of a Technical Solution -- 8.3.6 User Study of the Gesture Interface -- 8.4 Conclusions -- References -- 9 Application Scenarios and Deployment Domains -- 9.1 Introduction -- 9.2 Application Scenarios -- 9.2.1 Digital Cinema: A Totally Immersive Experience -- 9.2.2 Home Theatre: In Control -- 9.2.3 Mobile: Navigation and Magnification -- 9.3 Deployment in the Production Domain -- 9.3.1 Outlook on New Production Practices -- 9.3.2 Use of Format-Agnostic Technology to Aid Conventional Production -- 9.3.3 Production of Format-Agnostic Content to Support End User Interaction -- 9.4 Deployment in the Network Domain.. - 9.4.1 Network Requirements.. - Presents current trends and potential future developments by leading researchers in immersive media production, delivery, rendering and interaction The underlying audio and video processing technology that is discussed in the book relates to areas such as 3D object extraction, audio event detection; 3D sound rendering and face detection, gesture analysis and tracking using video and depth information. The book will give an insight into current trends and developments of future media production, delivery and reproduction. Consideration of the complete production, processing and distribution chain will allow for a full picture to be presented to the reader. Production developments covered will include integrated workflows developed by researchers and industry practitioners as well as capture of ultra-high resolution panoramic video and 3D object based audio across a range of programme genres. Distribution developments will include script based format agnostic network delivery to a full range of devices from large scale public panoramic displays with wavefield synthesis and ambisonic audio reproduction to 'small screen' mobile devices. Key developments at the consumer end of the chain apply to both passive and interactive viewing modes and will incorporate user interfaces such as gesture recognition and 'second screen' devices to allow manipulation of the audio visual content. Presents current trends and potential future developments by leading researchers in immersive media production, delivery, rendering and interaction. Considers the complete production, processing and distribution chain illustrating the dependencies and the relationship between different components. Proposes that a format-agnostic approach to the production and delivery of broadcast programmes will overcome the problems faced with the steadily growing number of production. - and delivery formats. Explains the fundamentals of media production in addition to the complete production chain, beyond current-state-of-the-art through to presenting novel approaches and technologies for future media production. Focuses on the technologies that will allow for the realization of an E2E media platform that supports flexible content representations and interactivity for users. An essential read for Researchers and developers of audio-visual technology in industry and academia, such as engineers in broadcast technology companies and students working toward a career in the rapidly changing area of broadcast both from a production and an engineering perspective.
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ISBN | 9781118706343
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