Browsing Sport Content through an Interactive H.264 Streaming Session

I. Fernandez, Fan Chen, F. Lavigne, X. Desurmont, C. Vleeschouwer
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引用次数: 10

Abstract

This paper builds on an interactive streaming architecture that supports both user feedback interpretation, and temporal juxtaposition of multiple video bitstreams in a single streaming session. As an original contribution, these functionalities can be exploited to offer improved viewing experience, when accessing football content through individual and potentially bandwidth constrained connections. Starting from a conventional broadcasted content, our system automatically splits the native content into non-overlapping and semantically consistent segments. Each segment is then divided into shots, based on conventional view boundary detection. Shots are finally splitted in small clips. These clips support our browsing capabilities during the whole playback in a temporally consistent way. Multiple versions are automatically created to render each clip. Versioning depends on the view type of the initial shot, and typically corresponds to the generation of zoomed in and spatially or temporally subsampled video streams. Clips are encoded independently so that the server can decide on the fly the version to send as a function of the semantic relevance of the segments (in a user-transparent basis, as inferred from video analysis or metadata) and the interactive user requests. Replaying certain game actions is also offered upon request. The streaming is automatically switched to the requested event. Later, the playback is resumed without any offset. The capabilities of our system rely on the H.264/AVC standard. We use soccer videos to validate our framework in subjective experiments showing the feasibility and relevance of our system.
通过交互式H.264流媒体会话浏览体育内容
本文建立在一个交互式流架构上,该架构既支持用户反馈解释,又支持单个流会话中多个视频比特流的时间并置。作为一项原创贡献,当通过个人和带宽受限的连接访问足球内容时,可以利用这些功能来提供更好的观看体验。我们的系统从传统的广播内容开始,自动将原生内容分割成不重叠且语义一致的片段。然后,根据传统的视图边界检测,将每个片段划分为多个镜头。镜头最后被分割成小片段。这些剪辑支持我们的浏览功能在整个播放在一个时间一致的方式。自动创建多个版本来渲染每个剪辑。版本控制取决于初始镜头的视图类型,通常对应于生成放大的视频流和空间或时间的子采样视频流。片段是独立编码的,因此服务器可以根据片段的语义相关性(在用户透明的基础上,从视频分析或元数据推断)和交互式用户请求,实时决定发送的版本。玩家还可以根据要求重玩某些游戏动作。流将自动切换到所请求的事件。之后,回放被恢复,没有任何偏移。本系统的功能依赖于H.264/AVC标准。我们使用足球视频在主观实验中验证了我们的框架,展示了我们系统的可行性和相关性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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