U. Scuda, H. Stenzel, and D. Baxter, “Using Audio Objects and Spatial Audio in Sports Broadcasting,” in Proc. AES Conference: 57th International Conference: The Future of Audio Entertainment Technology – Cinema, Television and the Internet, Mar. 2015, Paper 5-2. [Online]. Available: https://aes.org/publications/elibrary-page/?id=17606
Scuda U, Stenzel H, Baxter D. Using Audio Objects and Spatial Audio in Sports Broadcasting. In: AES Conference: 57th International Conference: The Future of Audio Entertainment Technology – Cinema, Television and the Internet. Audio Engineering Society; 2015. Paper 5-2. Available from: https://aes.org/publications/elibrary-page/?id=17606
@inproceedings{Scuda2015_17606,
author = {Scuda, Ulli and Stenzel, Hanne and Baxter, Dennis},
title = {{Using Audio Objects and Spatial Audio in Sports Broadcasting}},
booktitle = {AES Conference: 57th International Conference: The Future of Audio Entertainment Technology – Cinema, Television and the Internet},
note = {Paper 5-2},
year = {2015},
month = mar,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=17606}
}
TY - CPAPER
TI - Using Audio Objects and Spatial Audio in Sports Broadcasting
AU - Scuda, Ulli
AU - Stenzel, Hanne
AU - Baxter, Dennis
T2 - AES Conference: 57th International Conference: The Future of Audio Entertainment Technology – Cinema, Television and the Internet
M1 - Paper 5-2
PY - 2015
DA - 2015/03/06
UR - https://aes.org/publications/elibrary-page/?id=17606
PB - Audio Engineering Society
LA - en
AB - This paper gives an overview on how immersive sound and interactive audio objects can be used in sports TV broadcasting with regard to the characteristic sound elements of different sport families. New broadcast standards target at bringing object based audio and 3D-Audio to the homes. Once the technical infrastruc- ture has been established, content is needed to make use of the innovative features. Sports TV broadcasting is a promising field for new audio standards because of its wide range of sound scenarios and its high market value. Some of these are presented and investigated with the question in mind, how audio objects can be captured in real time and how spatial audio can be used to make sports TV more exciting.
ER -