“Wireless Sensor Networks for Dense Sampling and Replaying Events”, 07/2013 – 10/2015.
Funded by: Greek General Secretariat for Research and Technology (GSRT).
Partners: FORTH (Coordinator, P. Tsakalides), University of Athens, Multichoice Hellas S.A., Performance Technologies S.A.
Funding: €616.000 (FORTH: €180.000).
SPL Contact Person: Prof. Athanasios Mouchtaris
Summary: The primary objective of SeNSE is to enable real-time immersive presence of a user in any event of interest, during or after the event, by advancing current WSN technology. We will specifically examine the application area of sports events broadcasting. The technology developed will allow a user to virtually attend a sports game: to select a viewing location within the actual field, or by the spectators. It will also allow the user to have this immersive virtual experience even after the event has taken place, by recording and allowing the user to navigate it again.
The application will provide a combination of Pay-TV interactive services with wired broadband network applications through a LAN-enabled set-top box. This configuration will enrich the home viewers’ TV experience, by synergistically combining the ability of the satellite-based set-top box to deliver multiple channels (up to 32) of high-quality audio together with multiple channels of video (4), with the rich interactivity that can be made possible through an interconnected computer or tablet (e.g., an iPad).
At the receiving end, the user will watch the sporting event on his/her television with the additional option to select, or “focus” on, a particular location of the field. This functionality will be made available in the programmable OpenTV set-to-boxes, and can also be offered interactively through the Internet on the user’s computer of tablet (e.g., by clicking on a diagram or photograph of the venue) while still listening to the description of the commentator. “Focus” in this case includes the ability to listen to the sound coming from the location of interest and to potentially view the game from a different angle on the monitor. The ability to enjoy this individualized experience can be offered as a premium package to sporting fans subscribing to see the traditional video of the sporting event.
The role of SPL:
- Develop the immersive sound capturing and rendering software and hardware components, to be included in the typical satellite TV broadcast chain
Phivou, Phivos; Panousopoulou, Athanasia; Tsakalides, Panagiotis, On Realizing Distributed Topology Control in Low-power IoT Platforms, to appear in Proc. IEEE 2nd World Forum on Internet of Things (WF-IoT) – Enabling Internet Evolution, Milan, Italy, Dec. 14-16, 2015.
Stefanakis, Nikolaos; Mouchtaris, Athanasios, Foreground Suppression for Capturing and Reproduction of Crowded Acoustic Environments, in Proc.IEEE International Conference on Acoustics, Speech, and Signal Processing (ICASSP 2015), Brisbane, Australia, April 19-24, 2015, pp.51-55.
Griffin, Anthony; Alexandridis, Anastasios; Pavlidi, Despoina; Mastorakis, Yiannis; Mouchtaris, Athanasios, Localizing Multiple Audio Sources in a Wireless Acoustic Sensor Network, Signal Processing, Special Issue on Wireless Acoustic Sensor Networks and Ad-hoc Microphone Arrays, 107>, pp. 54–67, 2015.
Griffin, Anthony; Alexandridis, Anastasios; Pavlidi, Despoina; Mouchtaris, Athanasios, Real-time Multiple Source Localization in a Wireless Acoustic Sensor Network, in Proc. European Signal Processing Conference (EUSIPCO), Lisbon, Portugal, September 1-5, 2014.
- A prototype providing real-time immersive sound to the TV program (e.g. soccer game) consumer is available, together with second screen content for viewing the event from different viewing locations. The system does not require any changes in the current typical infrastructure and broadcasting chain of satellite live TV program providers