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Cloud-based AI for automatic audio production for personalized immersive XR experiences (2022)
Journal Article
Oldfield, R., Walley, M., Shirley, B., & Williams, D. (2022). Cloud-based AI for automatic audio production for personalized immersive XR experiences. SMPTE motion imaging journal, 131(7), 6-16. https://doi.org/10.5594/JMI.2022.3184849

In this article, we focus on the machine-learning approach developed for automatic audio source recognition and mixing for the U.K. Government Department of Culture Media and Sport (DCMS) funded collaborative project called 5G Edge-XR. Leveraging gra... Read More about Cloud-based AI for automatic audio production for personalized immersive XR experiences.

Demo paper: Audio object extraction for live sports broadcast (2013)
Presentation / Conference
Oldfield, R., Shirley, B., & Cullen, N. (2013, July). Demo paper: Audio object extraction for live sports broadcast. Presented at Multimedia and Expo Workshops (ICMEW), 2013 IEEE International Conference on, San Jose, Ca, USA

Recent interest in object-based audio systems for cinema opens interesting possibilities to extend the reach of an object-based approach to television broadcast of live events. For events where microphones may be placed close to the source of each so... Read More about Demo paper: Audio object extraction for live sports broadcast.

Automatic mixing and tracking of on-pitch football action for television broadcasts
Presentation / Conference
Oldfield, R., & Shirley, B. Automatic mixing and tracking of on-pitch football action for television broadcasts. Presented at 130th AES Convention

For the television broadcast of football in Europe, the sound engineer will typically have an arrangement of 12 shotgun microphones around the pitch to pick up on-pitch sounds such as whistle blows, players talking and ball kicks etc. Typically, duri... Read More about Automatic mixing and tracking of on-pitch football action for television broadcasts.