Producing Interactive Immersive Sound for MPEG-H: A Field Test for Sports Broadcasting
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H. Stenzel, and U. Scuda, "Producing Interactive Immersive Sound for MPEG-H: A Field Test for Sports Broadcasting," Paper 9211, (2014 October.). doi:
H. Stenzel, and U. Scuda, "Producing Interactive Immersive Sound for MPEG-H: A Field Test for Sports Broadcasting," Paper 9211, (2014 October.). doi:
Abstract: The present paper gives a practical example how broadcast content can be produced for MPEG-H. Existing production workflows are investigated with the question in mind, what needs to be adapted in order to make use of audio objects and immersive 3D-Audio provided by the new broadcast standard. After a short introduction to the features of MPEG-H, practical use cases are presented, such as immersive mixes and interactive personalized audio. In a field test, two sports events were accompanied and original audio material was gathered. Recording methods were tested to see how much additional effort is needed to make use of the mentioned features. The results show that already existing TV productions techniques can be used to provide enough audio material for interactive TV mixes. With little additional effort immersive 3D-audio environments can be created.
@article{stenzel2014producing,
author={stenzel, hanne and scuda, ulli},
journal={journal of the audio engineering society},
title={producing interactive immersive sound for mpeg-h: a field test for sports broadcasting},
year={2014},
volume={},
number={},
pages={},
doi={},
month={october},}
@article{stenzel2014producing,
author={stenzel, hanne and scuda, ulli},
journal={journal of the audio engineering society},
title={producing interactive immersive sound for mpeg-h: a field test for sports broadcasting},
year={2014},
volume={},
number={},
pages={},
doi={},
month={october},
abstract={the present paper gives a practical example how broadcast content can be produced for mpeg-h. existing production workflows are investigated with the question in mind, what needs to be adapted in order to make use of audio objects and immersive 3d-audio provided by the new broadcast standard. after a short introduction to the features of mpeg-h, practical use cases are presented, such as immersive mixes and interactive personalized audio. in a field test, two sports events were accompanied and original audio material was gathered. recording methods were tested to see how much additional effort is needed to make use of the mentioned features. the results show that already existing tv productions techniques can be used to provide enough audio material for interactive tv mixes. with little additional effort immersive 3d-audio environments can be created.},}
TY - paper
TI - Producing Interactive Immersive Sound for MPEG-H: A Field Test for Sports Broadcasting
SP -
EP -
AU - Stenzel, Hanne
AU - Scuda, Ulli
PY - 2014
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - October 2014
TY - paper
TI - Producing Interactive Immersive Sound for MPEG-H: A Field Test for Sports Broadcasting
SP -
EP -
AU - Stenzel, Hanne
AU - Scuda, Ulli
PY - 2014
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - October 2014
AB - The present paper gives a practical example how broadcast content can be produced for MPEG-H. Existing production workflows are investigated with the question in mind, what needs to be adapted in order to make use of audio objects and immersive 3D-Audio provided by the new broadcast standard. After a short introduction to the features of MPEG-H, practical use cases are presented, such as immersive mixes and interactive personalized audio. In a field test, two sports events were accompanied and original audio material was gathered. Recording methods were tested to see how much additional effort is needed to make use of the mentioned features. The results show that already existing TV productions techniques can be used to provide enough audio material for interactive TV mixes. With little additional effort immersive 3D-audio environments can be created.
The present paper gives a practical example how broadcast content can be produced for MPEG-H. Existing production workflows are investigated with the question in mind, what needs to be adapted in order to make use of audio objects and immersive 3D-Audio provided by the new broadcast standard. After a short introduction to the features of MPEG-H, practical use cases are presented, such as immersive mixes and interactive personalized audio. In a field test, two sports events were accompanied and original audio material was gathered. Recording methods were tested to see how much additional effort is needed to make use of the mentioned features. The results show that already existing TV productions techniques can be used to provide enough audio material for interactive TV mixes. With little additional effort immersive 3D-audio environments can be created.
Authors:
Stenzel, Hanne; Scuda, Ulli
Affiliations:
Fraunhofer Institute for Integrated Circuits IIS, Erlangen, Germany; Universityt for Music and Perfoming Arts, Vienna, Austria(See document for exact affiliation information.)
AES Convention:
137 (October 2014)
Paper Number:
9211
Publication Date:
October 8, 2014Import into BibTeX
Subject:
Applications in Audio
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=17534