Media Production, Delivery and Interaction for Platform Independent Systems
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About this book

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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Yes, you can access Media Production, Delivery and Interaction for Platform Independent Systems by Oliver Schreer, Jean-François Macq, Omar Aziz Niamut, Javier Ruiz-Hidalgo, Ben Shirley, Georg Thallinger, Graham Thomas, Oliver Schreer,Jean-François Macq,Omar Aziz Niamut,Javier Ruiz-Hidalgo,Ben Shirley,Georg Thallinger,Graham Thomas in PDF and/or ePUB format, as well as other popular books in Technology & Engineering & Electrical Engineering & Telecommunications. We have over one million books available in our catalogue for you to explore.
1
Introduction
Oliver Schreer1, Jean-François Macq2, Omar Aziz Niamut3, Javier Ruiz-Hidalgo4, Ben Shirley5, Georg Thallinger6 and Graham Thomas7
1Fraunhofer Heinrich Hertz Institute, Berlin, Germany
2Alcatel-Lucent Bell Labs, Antwerp, Belgium
3TNO, Delft, The Netherlands
4Universitat Politècnica de Catalunya (UPC), Barcelona, Spain
5University of Salford, Manchester, United Kingdom
6Joanneum Research, Graz, Austria
7BBC Research & Development, London, United Kingdom
The consumption of audio-visual media has changed rapidly in the past decade. Content is now viewed on a variety of screens ranging from cinema to mobile devices. Even on mobile devices, today's user expects to be able to watch a personal view of a live event, for example, with a level of interactivity similar to that of typical web applications. On the other hand, current video and media production technology has not kept up with these significant changes. If we consider the complete media processing chain, the production of media, the delivery of audio-visual information via different kinds of distribution channels and the display and interaction at the end user's terminal, many challenges have to be addressed. The major challenges are the following.
Due to reuse of video content for different distribution channels, there is a need for conversion and post-production of the content in order to cope with different screen sizes. It is widely accepted that a movie production for cinema is recorded in a significantly different way to that intended for smaller screens. However, production budgets are limited; hence complex and costly re-purposing must be avoided. A good example is the production of 3D movies, where the aim is to develop camera technologies that allow 2D and 3D capture at the same time. Approaches to multiformat production that require parallel shooting or significant manual re-editing are no longer financially viable.
The convergence of broadcast and Internet requires future media production approaches to embrace the changes brought by web-based media. The habits of media consumption have changed drastically, partially due to the availability of user interaction with users freely navigating around web pages and interactively exploring maps and views of the street for example. Hence, future media production and delivery must support interactivity.
Although the overall bandwidth available for media delivery is continuing to increase, future media services will still face limitations, particularly if the end user at home or on-the-go is considered. Hence, new distribution formats are required to allow for the provision of audio-visual media beyond current HDTV formats, to support interactivity by the end user and to support intelligent proxies in the network that are capable of performing processing, which cannot be offered by low capacity devices. First developments towards resolution beyond HD are already appearing commercially, such as 4K camera and display technologies.
In addition, the user wants to decide when, where and on which device to watch audio-visual media as nowadays a variety of devices are available (including mobiles, TV at home and immersive large projection systems in cinemas). All of these devices must be supported by media delivery and rendering. Therefore, a large variety of audio-visual formats must be provided for the full spectrum of terminals and devices taking their special capabilities and limitations into account.
Even in live events, a lot of human operators such as directors or cameramen are involved in content creation and capturing the event from different viewpoints. Due to the increasing number of productions, automated viewpoint selection may be able to make a significant contribution to limiting production costs.
A new concept appearing on the horizon that could provide answers to these issues and challenges is referred to as format-agnostic media production. The basic idea is to define a new approach to media production that supports the necessary flexibility across the whole production, delivery and rendering chain. A key aspect of this approach is to acquire a representation of the whole audio-visual scene at a much higher fidelity than traditional production systems, and to shift closer to the user-end the decision of how the content is experienced. This idea allows end users to experience new forms of immersive and interactive media by giving them access to audio-visual content with the highest fidelity and flexibility possible. This book discusses current challenges, trends and developments along the whole chain of technologies supporting the format-agnostic approach. This approach could lead to a gradual evolution of today's media production, delivery and consumption patterns towards fully interactive and immersive media.
In Chapter 2 “State-of-the-art and Challenges in Media Production, Broadcast and Delivery”, we give an overview on the current situation in audio-visual acquisition, coding and delivery and the evolution of terminal devices at the end-user side in current media production and delivery. Based on the review of the state-of-the-art and a summary of current and upcoming challenges, the format-agnostic concept is explained. This concept offers the capability to deal successfully with the new requirements of current and future media production.
The acquisition and processing of audio-visual media following a format-agnostic approach is discussed in two separate chapters, Chapter 3 and Chapter 4. In Chapter 3 “Video Acquisition”, the three major video format parameters, spatial resolution, temporal resolution and colour depth (i.e., the dynamic range) are investigated with respect to the benefits they offer for future immersive media production. Due to the large variety of future video formats moving towards higher resolution, frame rate and dynamic range, the need for a format-agnostic concept is particularly helpful in supporting media production and rendering independent of the specific format. The composition and merging of visual information from different sensors will lead to more appealing and higher quality images. In Chapter 4 “Platform-Independent Audio”, the current challenges faced in audio broadcast using a channel-based approach and sound scene reproduction techniques such as wave field synthesis are reviewed. The problem of having many competing audio formats is addressed at both the production and reproduction (user) ends. The concept of object-based audio representation is introduced and several example implementations are presented in order to demonstrate how this can be realised.
In Chapter 5 “Semi-automatic Content Annotation”, both manual and automatic content annotation technologies that support format-agnostic media production are discussed. The specific requirements on those tools, in particular under real-time constraints of live scenarios are investigated. Relevant video processing approaches such as detection and tracking of persons as well as action detection are presented. Finally, user interfaces in media production are discussed, which help the production team to perform semi-automatic content annotation.
One of the advanced concepts of media production currently under discussion and development is presented in Chapter 6 “Virtual Director”. This concept builds on various audio-visual processing techniques that allow for automatic shot framing and selection to be used at the production side or by the end user. Approaches are discussed for addressing the semantic gap between data from low-level content analysis and higher-level concepts – a process called Semantic Lifting, finally leading to content and view selection that fulfils the desires of the user.
Chapter 7 “Scalable Delivery of Navigable and Ultra-High Resolution Video” deals with the main challenges in delivering a format-agnostic representation of media. As the final decision on how content will be presented is moved closer to the end user, two factors have a significant impact on delivery: higher data rate at the production side and higher levels of interactivity at the end-user side. The chapter focuses on coding and delivery techniques, which support spatial navigation based on the capture of higher resolution content at the production side. Methods for content representation and coding optimisation are discussed in detail. Finally, architectures for adaptive delivery are presented, showing how ultra-high resolution video can be efficiently distributed to interactive end users.
Chapter 8 “Interactive Rendering” starts with a list of challenges for end user devices resulting from increased interaction with the content supported by the format-agnostic media production and delivery concept. Gesture-based interaction is one of the recent trends in interactive access to media, and this is discussed in detail. A number of technologies already on the market and currently under development are presented. This chapter concludes with user studies of gesture interfaces showing that technology development must coincide with continuous evaluation in order to meet user requirements.
Finally, Chapter 9 “Application Scenarios and Deployment Domains” discusses the format-agnostic concept from an application point of view. Based on the technologies described in the previous chapters, various application scenarios are derived. An analysis is presented of the impact of the format-agnostic concept and related new technologies in the production, network, device and end user domains. Based on this future outlook, this chapter concludes the book.
This book offers a comprehensive overview of current trends, developments and future directions in media production, delivery and rendering. The format-agnostic concept can be considered as a paradigm shift in media production, moving the focus from image to scene representation and from professionally-produced programmes to interactive live composition driven by the end user. Therefore, this will influence how media is produced, delivered and presented leading to more efficient, economic and user-friendly ways for media to be produced, delivered and consumed. Offering new services, better accessibility to content and putting the user in control are the main aims.
The idea for this book was born in the European FP7 research project FascinatE (Grant agreement no.: FP7 248138, http://www.fascinate-project.eu), which was proposing and investigating the format-agnostic concept for the first time. Beside the editors and the co-authors, which contributed to this book, there are several other colleagues to be mentioned. Without their expertise, their ideas and the fruitful discussion over more than 5 years, this book would not have been possible. Therefore we gratefully thank the following colleagues from several institutions and companies in Europe: R. Schäfer, P. Kauff, Ch. Weissig, A. Finn, N. Atzpadin and W. Waizenegger (Fraunhofer Heinrich Hertz Institute, Berlin Germany); G. Kienast, F. Lee, M. Thaler and W. Weiss (Joanneum Research, Graz, Austria); U. Riemann (Deutsche Thomson OHG, Hannover, Germany); A. Gibb and H. Fraser (BBC R&D, London, United Kingdom); I. Van de Voorde, E. Six, P. Justen, F. Vandeputte, S. Custers and V. Namboodiri (Alcatel-Lucent Bell Labs, Antwerp, Belgium); J.R. Casas, F. Marqués and X. Suau (University Politecnica Catalunya, Barcelona, Spain); O. Juhlin, L. Barkhuus and E. Önnevall (Interactive Institute, Stockholm, Sweden); I. Drumm (University of Salford, Manchester, United Kingdom); and F. Klok, S. Limonard, T. Bachet, A. Veenhuizen and E. Thomas (TNO, Delft, The Netherlands).
The editorial team, August 2013
2
State-of-the-Art and Challenges in Media Production, Broadcast and Delivery
Graham Thomas1, Arvid Engström2, Jean-François Macq3, Omar Aziz Niamut4, Ben Shirley5 and Richard Salmon1
1BBC Research & Development, London, UK
2Interactive Institute, Stockholm, Sweden
3Alcatel-Lucent Bell Labs, Antwerp, Belgium
4TNO, Delft, The Netherlands
5University of Salford, Manchester, UK
2.1 Introduction
To place the current technological state of media production and delivery in perspective, this chapter starts by looking at some of the key milestones in the development of the world of broadcasting, taking the BBC as an example. The BBC started its first radio broadcasts in 1922 over 25 years after Marconi first demonstrated the transmission of pulsed outdoor radio transmissions in 1895. It was the first broadcaster in the world to provide a regular 405-line ‘high definition’ television service, starting in November 1936. The BBC launched a 625-line colour service in June 1967, although the 405-line monochrome TV service continued until January 1985. Teletext services started to appear in the 1970s, with the BBC's Ceefax service launching in September 1974. The BBC started digital widescreen (16:9) broadcasting terrestrially and by satellite in 1988, including digital text services based on MHEG (ISO, 1997), and turned off the last analogue 625-line transmissions (and thus also Ceefax) in October 2012. The UK was by no means the first country to make the switch to fully-digital TV, with the Netherlands completing the transition as early as 2006, although some other countries do not plan to switch until 2020 or beyond. Experiments in high definition television (HDTV) were underway in the early 1980s (Wood, 2007), although the BBC's first digital HDTV (now meaning 1,080 lines rather than 405!) did not start as a full service until December 2007. This was about the same time that the iPlayer online catch-up service was launched. At first, it was just available through a web browser, but was rapidly developed to support a wider range of devices at different bitrates and resolutions, and is currently available for media hubs, game consoles, smartphones, portable media players, smart TVs and tablets.
From the dates of these milestones, illustrated in Figure 2.1, it can be seen that that TV standards have tended to develop slowly and last a long time (49 years for 405...

Table of contents

  1. Cover
  2. Title Page
  3. Copyright
  4. List of Editors and Contributors
  5. List of Abbreviations
  6. Notations
  7. Chapter 1: Introduction
  8. Chapter 2: State-of-the-Art and Challenges in Media Production, Broadcast and Delivery
  9. Chapter 3: Video Acquisition
  10. Chapter 4: Platform Independent Audio
  11. Chapter 5: Semi-Automatic Content Annotation
  12. Chapter 6: Virtual Director
  13. Chapter 7: Scalable Delivery of Navigable and Ultra-High Resolution Video
  14. Chapter 8: Interactive Rendering
  15. Chapter 9: Application Scenarios and Deployment Domains
  16. Index