Front Row: Automatically Generating Immersive Audio Representations of Tennis Broadcasts for Blind Viewers
Authors
Visual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Accessible GamingMental Health Apps & Online Support CommunitiesPhysicians, Nurses & CliniciansEsports Players & Live Streamers
Document Title
Front Row: Automatically Generating Immersive Audio Representations of Tennis Broadcasts for Blind Viewers
Document Information
- Domain: Human-Computer Interaction, Computer Vision, Accessibility Design
- Keywords: Visual impairment, sports, accessibility technology, computer vision, immersive audio, blind user experience, sports broadcasting, accessible video
Research Background and Problem
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Identified Challenges:
- Individuals with visual impairments struggle to fully comprehend sports content through conventional television or radio media; existing text or voice descriptions fail to provide spatial information.
- Visually impaired individuals rely on explanations from spectators or commentators, which limits their ability to independently understand the match.
- Current technologies (e.g., high-precision cameras and sensors) rely on expensive hardware and are applicable only to select sports events.
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Significance: Sports broadcasting is an important way for visually impaired individuals to integrate into society and culture, yet its inaccessibility leaves many feeling isolated or excluded.
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Research Motivation and Related Work:
- Previous studies have explored tactile graphics and sound effect technologies, but these methods are unsuitable for rapidly changing scenes like sports videos.
- Systems like Action Audio depend on hardware installations at venues, whereas Front Row aims to generate audio representations directly from video, enhancing the technology's universal applicability.
Solution
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Proposed Approach:
- Front Row System: Extracts player positions and actions from tennis match videos using computer vision and presents match details in spatialized (3D) audio format.
- The system features three primary audio cues: player positions (continuous low-frequency sound), player actions (bell tones distinguishing forehand and backhand), and ambient game sounds (e.g., audience cheers).
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Innovations:
- Generates audio representations directly from video, eliminating hardware dependency and enabling accessibility for all sports broadcasts.
- Unprecedented integration of spatialized audio technology to provide visually impaired users with real-time dynamics and positional understanding.
- Empowers visually impaired users to independently perceive match content and analyze player strategies.
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Implementation Steps and Key Technologies:
- Computer Vision Processing:
- Detects the court, ball, and player positions using deep learning models to track the ball and players.
- Identifies hitting moments through trajectory changes and detects hitting types (forehand/backhand) from frames around the player.
- Uses Support Vector Machines to identify "active match moments" in the video (e.g., ignoring rendering during side changes).
- Audio Design:
- Utilizes Steam Audio tools to create 3D audio scenes, rendering the court as a two-dimensional plane in front of the user.
- Integrates ambient audio (e.g., audience sounds) with generated sound effects to enhance realism for visually impaired users.
- User-Customized Experience:
- Provides intuitive spatial position cues and adjustable audio modes tailored to users with varying levels of technical expertise.
- Computer Vision Processing:
Research Outcomes
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Specific Results:
- Front Row significantly improved users' understanding of match content, reducing error rates: for instance, identifying hitting types saw a 90% reduction in error compared to television.
- Enhanced immersion: users reported that Front Row enabled them to independently analyze matches and form insights into player mindset and strategies.
- Overall user experience surpassed radio and television, particularly in spatial understanding and accuracy.
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Advantages Comparison:
- Compared to television: Front Row offers real-time content interpretation capabilities.
- Compared to radio: Front Row avoids commentator bias, providing more neutral and accurate match information.
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Experiment and Evaluation Results:
- Technical tests showed an average accuracy of 97.2% in player position tracking.
- User studies revealed that 8 out of 12 visually impaired participants ranked Front Row as their preferred match-viewing experience.
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Limitations and Future Directions:
- Limitations: The continuous "low-frequency sound" in Front Row's audio design was perceived by some users as lacking realism; the system does not fully cover complex events (e.g., multiplayer sports).
- Future Directions:
- Develop multimodal feedback (e.g., tactile + audio) to convey details like hitting force.
- Support representation of different player numbers and actions in more complex scenarios (e.g., soccer or basketball).
- Expand accessibility broadcasting to more sports (e.g., badminton, table tennis).
Research Questions / Practical Problems
Question signals indexed for this paper.
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Research Questions
3- How can video be used to generate spatially characterized audio to help visually impaired users understand tennis matches?Category: Blind and Low-Vision AccessibilitySimilar questionsarrow_forward
- What sound design can enable visually impaired users to independently receive key information from tennis matches?Category: Blind and Low-Vision AccessibilitySimilar questionsarrow_forward
- How much quantified improvement does Front Row provide in conveying real-time match dynamics and positional understanding?Category: Blind and Low-Vision AccessibilitySimilar questionsarrow_forward
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Practical Problems
1- Visually impaired users struggle to independently understand tennis matches through television or radio.Category: Blind and Low-Vision AccessibilitySimilar questionsarrow_forward
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DOI: https://doi.org/10.1145/3586183.3606830
At a Glance
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Source
UIST
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Year
2023
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Authors
7 authors
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Subtopics
Visual Impairment Technologies (Screen Readers, Tactile Graphics, Braille), Accessible Gaming, Mental Health Apps & Online Support Communities
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Professions
Physicians, Nurses & Clinicians, Esports Players & Live Streamers
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