Digital Entertainment: Media technologies for the future

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Prof. Karlheinz Brandenburg, [email protected] Page 1 Digital Entertainment: Media technologies for the future Karlheinz Brandenburg Technische Universität Ilmenau, Institut für Medientechnik Fraunhofer Institut für Digitale Medientechnologie December, 2006

Transcript of Digital Entertainment: Media technologies for the future

Page 1: Digital Entertainment: Media technologies for the future

Prof. Karlheinz Brandenburg, [email protected] Page 1

Digital Entertainment: Media technologies for the future

Karlheinz BrandenburgTechnische Universität Ilmenau, Institut für Medientechnik

Fraunhofer Institut für Digitale MedientechnologieDecember, 2006

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Prof. Karlheinz Brandenburg, [email protected] Page 2

Overview• What is going on in media ?

– Digital broadcast and its relatives– Global trends

• The „intelligent home stereo“– How to find my favorite music– Rich media managament– Some examples

• Immersive Audio: Wave Field Synthesis

• Conclusions

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What is going on in consumer electronics ?

• Digital TV– Still not everywhere

• Internet Audio– On all computers, 40% of people us it– For Christmas, mp3 players are on the top spot

of childrens wish lists ☺

• Music from all around– There is serious competition for radio

• DVD Audio / SACD– Where are they ?

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What is happening to the „old media“ ?

• For the first time in 50 years: the average time young people spent in front of the TV screen isdecreasing

• Radio looses an substantial amount of listeners, especially among young people

• People spend more money on computer games

• Record companies and Hollywood studioscomplain about less business

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The history of „new media“

• Radio

• Cinema

• TV

• Compressed music (.mp3)

• Digital TV

-> it always takes time for new art forms to develop

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Global trends: Quantity leads to paradigm changes

• The number of TV programs:– 1– 5– 35– 300– 3000

• How do I find my favorite program ?

• EPGs, web sites, communities, Podcasts

• Example: MusicMatch Radio: Radio or not ?

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Global trends: Global reach for special interests

• Special interests find their– Web sites– Music– Video– Discussion place on the Web

• Just 100 people can establish a well organisedglobal group

• Blogs, fora, chat rooms, cooperative computergames create virtual worlds

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New equipment (this was never sold)

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Where are my multimedia data ?

• Physically stored in my home (CD, DVD)

• On my home server

• On my PDA or mobile phone

• Detached on the net

• Just recreated from metadata whenever I needthem

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Examples: The future home stereo setup

(really ?? ☺)

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The home stereo of tommorow:

• Remembers my music:– Each CD gets ripped just when I play it

• Helps to search for my favorite music– “query by humming”– Look for certain genres– Searches the Internet– Where can I listen to / buy this music ?

• Helps to assemble my favorite music playlist– What is similar, but new ?– “please play my favorite music for this time of the

day”

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Components tomorrow

MediaContent

Management

ContentInput

RightsManagement

DRM

ContentRendering

MediaApplications

& Services

UserInterface

ContentStorage

The future of consumer electronics

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Rich Media ManagementMultimodal metadata retrieval

• Context-based metadata creation (User, Usage)

• Content-based metadata creation(Rhythm, Genre, Mood, Harmony, .. )

Storage of feature vectors and textualmetadata

Machine learning(Clustering, context adaptation,..)

Supports content-based/semantic queries

Allows for a lot of new services & applications

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– Expert knowledge, deploying the public, metadata services (CDDB, FreeDB)

– Context-derived, collaborative filtering

– Automated extraction of relevant featuresfrom the content data

– Find clusters in the high-dimensionalfeature space that represent semanticproperties or similarities

– Efficient algorithms ( »embedded«)

How to gather metadata ?

Content-derived

Sources

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Multimedia Information Retrieval – available technologies– AV-recognition (AudioID, PhotoID, VideoID)

– AV-similarity (Soundslike, PhotoID)

– Song-segmentation

– Genre classifikation (GenreID), Speech-/Musicdiscrimination

– Dominant melody transcription, Query by Humming(QbH)

– Bass transcription

– Tempo-, beat determination

– Drum pattern transcription

– Harmony transcription

– Face-, object detection & identification

– (Lead-) instrument recognition

– Singer detection and characterization

Recognition, Similarity

Semantic Analysis

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MIR-Technologies – Music Segmentation• Inner-song similarities / dissimilarities based on a set

of low-level audio features

• Measure of innovation

• Segment classification (verse, chorus)

Intelligent navigation within songs

• Retrieval of most significant part of a song (“audio-thumbnail”)

• Basis for a deeper semantic analysis of the segments (lead instrument, vocals, etc. )

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The Pulse Of Time…

MIR-Technologies – Rhythm• Important for beat-sychronized playlists

• Crucial for recommendation and genre determination

• Tempo (bpm)

• Bar measure

• Beat positions

• Tatum (grid)

•Transcribed rhythmic patterns

• applicable for rhythmic similarity calculation

Retrievable Metadata

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AudioID

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Query by Hummingat Saturn-Markt,München

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Music-controlled animations or -games

• Avatar:

– Content-derived information retrievalfrom music, e.g. beat-, intensity, mood

– Control animation, content-based(beat-synchronous and emotion-preserving)

– Visualization of 3-dimenional virtualfigures in realtime (OpenGL, Direct3D)

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Megatrends

• More is more than just more ☺– More TV programs– More bandwidth– More accessibility– More individualized services

• We will get to– Virtual worlds– New methods of communication– New types of broadcasting

• E.g. blogs

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Interactivity: 20 years of „tommorow“ …

• Coach potatoes will survive

• The computer game industry is surpassing themovie industry

• Musical instruments make more money thanCD‘s

• Interactive worlds clearly grow faster– WWW– Computer games

-> Interactivity will be there tommorow ☺

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Immersive Systems: Example „Virtual trade show“

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From mono ...

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... across stereo ...

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... to 5.1 surround

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…but still not perfect!

sweet spot

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In the living room (1)

sweet spot

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In the living room (2)

sweet spot ???

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In the movie theater (1)

sweet spot ???

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In the movie theater (2)

sweet spot ???

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Solution: Wave Field Synthesis

Huygens´ Principle(1690)

© Diemer de Vries &Rinus Boone (TU Delft, NL)

Primary source

Secondary sources

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Kirchhoff-Helmholtz Integral

Vn - component of particlevelocity in rS,

P - pressure,

- density function0ρ

dSr

rjkr

rjkrPr

rjkrVjrPS

n SSR ∫ ⎥⎦⎤

⎢⎣⎡

∆∆−

∆∆+

+∆

∆−=

)exp(cos1)()exp()(41)( 0 ϕωρπ

SV

ϕn

∆rΨ

rS

rR

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Wave-Field-Synthesis (1)

© Diemer de Vries &Rinus Boone (TUD)

Huygens´ principle (1690)

Primary source

Secondary sources

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Wave-Field-Synthesis (2)

time delayamplitudes scaling

Primary source

Secondary sources

© Diemer de Vries &Rinus Boone (TUD)

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•The sound is perceived as coming from a certain position.

•Within the listening area a wave field is created.

•A high number of separately controlled loudspeakers

How does WFS work in practice ?

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•The sound is perceived as coming from a certain position.

•IOSONO creates a wave field within the listening area (WFS based)

•A high number of separately controlled loudspeakers

How does WFS work in practice ?

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•The sound is perceived from a certain position behind the loudspeakers

•IOSONO creates a wave field within the listening area (WFS based)

•A high number of separately controlled loudspeakers

How does WFS work in practice ?

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•Stable sound image on wide parts of the reproduction area

•Sounds are perceived within the room or behind the speaker array

How does WFS work in practice ?

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New creative potential

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sound hologram

Wave Field Synthesis in the living room

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... using Wave Field Synthesis

sweet spot“virtual loudspeakers”

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Data representation

• We need audio objects, not just tracks

• MPEG-4 already got everything standardized (3D Audio profile)

• Up to 32 separate sound sources (current limit)

• AudioBIFS provides location information

• DVD-ROM can store the data for a full feature film

– Needs AAC coding– MPEG-4 AudioBIFS subset definition TBD

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Examples of WFS Installations

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The Ilmenau Movie Theater

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IOSONO® Sound system at the Todd-AO sound stage (LA/USA)

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IOSONO® Sound in the „4D Erlebnis Kino“ at

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IOSONO® in the planetarium of the „Shafallah Center for Childrenwith Special Needs“, Qatar

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Bregenz Open Air Festival

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Bregenz

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IOSONO® Home

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Conclusions• The age of digital media has just started

• Future systems are– Connected– Agnostic of transmission media (e.g. wireless or

wired)

• Signal processing brings us a lot of newpossibilities for future home multimedia devices

• Searching and recommendation are crucialapplications for tommorow‘s media architectures

• Immersive media are one future killerapplications, for audio we can already do it