1,518 research outputs found

    Automatic mashup generation of multiple-camera videos

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    The amount of user generated video content is growing enormously with the increase in availability and affordability of technologies for video capturing (e.g. camcorders, mobile-phones), storing (e.g. magnetic and optical devices, online storage services), and sharing (e.g. broadband internet, social networks). It has become a common sight at social occasions like parties, concerts, weddings, vacations that many people are shooting videos at approximately the same time. Such concurrent recordings provide multiple views of the same event. In professional video production, the use of multiple cameras is very common. In order to compose an interesting video to watch, audio and video segments from different recordings are mixed into a single video stream. However, in case of non-professional recordings, mixing different camera recordings is not common as the process is considered very time consuming and requires expertise to do. In this thesis, we research on how to automatically combine multiple-camera recordings in a single video stream, called as a mashup. Since non-professional recordings, in general, are characterized by low signal quality and lack of artistic appeal, our objective is to use mashups to enrich the viewing experience of such recordings. In order to define a target application and collect requirements for a mashup, we conducted a study by involving experts on video editing and general camera users by means of interviews and focus groups. Based on the study results, we decided to work on the domain of concert video. We listed the requirements for concert video mashups such as image quality, diversity, and synchronization. According to the requirements, we proposed a solution approach for mashup generation and introduced a formal model consisting of pre-processing, mashupcomposition and post-processing steps. This thesis describes the pre-processing and mashup-composition steps, which result in the automatic generation of a mashup satisfying a set of the elicited requirements. At the pre-processing step, we synchronized multiple-camera recordings to be represented in a common time-line. We proposed and developed synchronization methods based on detecting and matching audio and video features extracted from the recorded content. We developed three realizations of the approach using different features: still-camera flashes in video, audio-fingerprints and audio-onsets. The realizations are independent of the frame rate of the recordings, the number of cameras and provide the synchronization offset accuracy at frame level. Based on their performance in a common data-set, audio-fingerprint and audio-onset were found as the most suitable to apply in generating mashups of concert videos. In the mashup-composition step, we proposed an optimization based solution to compose a mashup from the synchronized recordings. The solution is based on maximizing an objective function containing a number of parameters, which represent the requirements that influence the mashup quality. The function is subjected to a number of constraints, which represent the requirements that must be fulfilled in a mashup. Different audio-visual feature extraction and analysis techniques were employed to measure the degree of fulfillment of the requirements represented in the objective function. We developed an algorithm, first-fit, to compose a mashup satisfying the constraints and maximizing the objective function. Finally, to validate our solution approach, we evaluated the mashups generated by the first-fit algorithm with the ones generated by two other methods. In the first method, naive, a mashup was generated by satisfying only the requirements given as constraints and in the second method, manual, a mashup was created by a professional. In the objective evaluation, first-fit mashups scored higher than both the manual and naive mashups. To assess the end-user satisfaction, we also conducted a user study where we measured user preferences on the mashups generated by the three methods on different aspects of mashup quality. In all the aspects, the naive mashup scored significantly low, while the manual and first-fit mashups scored similarly. We can conclude that the perceived quality of a mashup generated by the naive method is lower than first-fit and manual while the perceived quality of the mashups generated by first-fit and manual methods are similar

    Advancing performability in playable media : a simulation-based interface as a dynamic score

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    When designing playable media with non-game orientation, alternative play scenarios to gameplay scenarios must be accompanied by alternative mechanics to game mechanics. Problems of designing playable media with non-game orientation are stated as the problems of designing a platform for creative explorations and creative expressions. For such design problems, two requirements are articulated: 1) play state transitions must be dynamic in non-trivial ways in order to achieve a significant level of engagement, and 2) pathways for players’ experience from exploration to expression must be provided. The transformative pathway from creative exploration to creative expression is analogous to pathways for game players’ skill acquisition in gameplay. The paper first describes a concept of simulation-based interface, and then binds that concept with the concept of dynamic score. The former partially accounts for the first requirement, the latter the second requirement. The paper describes the prototype and realization of the two concepts’ binding. “Score” is here defined as a representation of cue organization through a transmodal abstraction. A simulation based interface is presented with swarm mechanics and its function as a dynamic score is demonstrated with an interactive musical composition and performance

    The Haptic Bracelets: learning multi-limb rhythm skills from haptic stimuli while reading

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    The Haptic Bracelets are a system designed to help people learn multi-limbed rhythms (which involve multiple simultaneous rhythmic patterns) while they carry out other tasks. The Haptic Bracelets consist of vibrotactiles attached to each wrist and ankle, together with a computer system to control them. In this chapter, we report on an early empirical test of the capabilities of this system, and consider de-sign implications. In the pre-test phase, participants were asked to play a series of multi-limb rhythms on a drum kit, guided by audio recordings. Participants’ per-formances in this phase provided a base reference for later comparisons. During the following passive learning phase, away from the drum kit, just two rhythms from the set were silently 'played' to each subject via vibrotactiles attached to wrists and ankles, while participants carried out a 30-minute reading comprehen-sion test. Different pairs of rhythms were chosen for different subjects to control for effects of rhythm complexity. In each case, the two rhythms were looped and alternated every few minutes. In the final phase, subjects were asked to play again at the drum kit the complete set of rhythms from the pre-test, including, of course, the two rhythms to which they had been passively exposed. Pending analysis of quantitative data focusing on accuracy, timing, number of attempts and number of errors, in this chapter we present preliminary findings based on participants’ sub-jective evaluations. Most participants thought that the technology helped them to understand rhythms and to play rhythms better, and preferred haptic to audio to find out which limb to play when. Most participants indicated that they would pre-fer using a combination of haptics and audio for learning rhythms to either mo-dality on its own. Replies to open questions were analysed to identify design is-sues, and implications for design improvements were considered

    On hyperstructure and musical structure

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    On hyperstructure and musical structure

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    Creation and performance of music structures

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    Impact of lockdown measures on joint music making : playing online and physically together

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    A wide range of countries decided to go into lockdown to contain the COVID-19 pandemic of 2020, a setting separating people and restricting their movements. We investigated how musicians dealt with this sudden restriction in mobility. Responses of 234 people was collected. The majority of respondents (95%) resided in Belgium or The Netherlands. Results indicated a decrease of 79% of live music making in social settings during lockdown compared to before lockdown. In contrast, an increase of 264% was demonstrated for online joint music making. However, results showed that most respondents were largely or even completely unaccustomed with specialized platforms for online joint music making (e.g., JamKazam, Jamulus). Respondents reported to mostly use well known video conferencing platforms such as Zoom and Skype when playing together virtually. However, when such general video conferencing platforms were used, they were often not employed for synchronized playing and were generally reported to insufficiently deal with latency issues. Furthermore, respondents depending on music making as their main source of income explored online methods significantly more than those relying on other income sources. Results also demonstrated an increase of 93% in the use of alternative remote joint music making methods (e.g., recording parts separately and subsequently circulating these digital recordings). All in all, results of this study provide a more in-depth view on joint music making during the first weeks of lockdown induced by the COVID-19 pandemic of 2020, and demonstrate users’ perception of performance and usability of online platforms as well as alternative methods for musical interaction
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