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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Case for Virtual Director Technology - Enabling Individual Immersive Media Experiences via Live Content Selection and Editing</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rene Kaiser</string-name>
          <email>rene.kaiser@joanneum.at</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wolfgang Weiss</string-name>
          <email>wolfgang.weiss@joanneum.at</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>4th International Workshop on Interactive Content Consumption at</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Manolis Falelakis</string-name>
          <email>manf@issel.ee.auth.gr</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marian F. Ursu</string-name>
          <email>marian.ursu@york.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Theatre, Film and Television, University of York</institution>
          ,
          <addr-line>York</addr-line>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Electrical and Computer Engineering Dept., Aristotle University of Thessaloniki</institution>
          ,
          <addr-line>Thessaloniki</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Institute for Information and Communication, Technologies, JOANNEUM RESEARCH</institution>
          ,
          <addr-line>Graz</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>TVX'16</institution>
          ,
          <addr-line>June 22, 2016, Chicago, IL, USA., Copyright is held by the author/owner(s)., .</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Categories and Subject Descriptors H.4.3 [Information Systems Applications]: Communications Applications|Computer conferencing, teleconferencing, and videoconferencing</p>
      </abstract>
      <kwd-group>
        <kwd>Virtual Director</kwd>
        <kwd>social multimedia</kwd>
        <kwd>telepresence</kwd>
        <kwd>cinematographic principles</kwd>
        <kwd>live event broadcast</kwd>
        <kwd>camera selection</kwd>
        <kwd>viewpoint selection</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>An emergence of applications based on live audio-visual
content streams could be observed in recent years. While the
technological infrastructure in terms of bandwidth and
device capabilities has advanced, media formats and related
consumption paradigms have not changed as fundamentally.
Meanwhile, a considerable amount of research has addressed
automatic personalization of multimedia content for the sake
of enabling immersive multimedia experiences, however, mostly
considering pre-recorded and not live content. This paper
states the case for more research to be conducted on what we
refer to as Virtual Director technology as one key enabling
technology for the hyper-personalization of live content
delivery. A Virtual Director is software that automatically
selects, frames, mixes and cuts from a number of AV content
streams. It aims to automate the complex and challenging
tasks that a broadcast director and team undertake during
a live event broadcast. Virtual Director software can be
applied in a range of use-cases, taking the individual's needs
into account. There is unlimited scope regarding which
factors such components could reason about in decision making.
While such Virtual Director software has been developed as
research prototypes, manifold challenges remain open to
unlock its full potential. This paper presents recent
technological achievements and re ects the potential of the approach
in two selected application domains, interactive live event
broadcast and group videoconferencing.
1.</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>The increase of live video stream services is very visible
to consumers through a high rate of new multimedia
applications with ever-improving audio-visual quality. The
available bandwidth allows transmitting high resolution streams
with low enough delay. Still, most services follow a
broadcast model and do not aim to deliver a truely personal
experience by taking individual user preferences into account.
Relatively few commercial systems are adapting content on
an atomic level, aiming for hyper-personalization. The value
of such capabilities, however, is unquestioned.</p>
      <p>
        Research prototypes have been developed that aim to
address this problem space. Virtual Director software
metaphorically aims to mimic and automate the work and knowledge
of a live TV broadcast team. This concept [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] is
a key enabler for immersive experiences on top of
multimedia systems. Beyond basic tasks of automatically
selecting, framing, mixing and cutting from a number of
available live media streams, existing multimedia experiences
can be enhanced through new levels of personalization,
automatic content adaptation to playout devices, etc. Such
components are required to take decisions within real-time
constraints to deliver more interactive media consumption
forms.
      </p>
      <p>The real-time aspect is key since what's happening in a
scene observed by cameras can't be predicted for the most
part. User preferences may change dynamically as well,
limiting the scope to compute options in advance. Via
services realized with a Virtual Director approach, every user
may get di erent content, and user pro les or preferences
expressed through whatever (abstract) form of interaction
with the system could be changed during consumption as
well, to which the systems needs to respond immediately.</p>
      <p>Virtual Director technology can take decisions for an
individual user, however, it can also enhance experiences for
social groups, in a co-located space or distributed in
several places. Example scenarios range from rather passive in
nature, e.g. watching remote theatre performances together
with friends, to rather active, as in a group of friends
attending a language course via videoconferencing. A Virtual
Director can either decide on media presentation for social
groups as a collective, not just for each node individually. It
can help create an immersive social experience in which
geographically distant people feel part of a group, or combine
any activity with a social communication link.</p>
      <p>On a technical level, across multiple application domains,
we aim to build a generic Virtual Director software
framework, using a rule-based approach with event processing
technology. Two main challenging aspects on the
technical level are (i) to make use of low-level sensor information
in order to achieve an understanding of the scene that is
covered by the media streams, and (ii) to execute a set of
pragmatic and cinematographic principles for decision
making in real-time.</p>
      <p>
        As an example in video-mediated communication between
larger groups, low-level cues from speech (audio) and face
detection (video) are interpreted to understand
communication patterns in a process called Semantic Lifting ( rst
challenge). Based on that, the Virtual Director decides what to
show to each individual participant, taking cinematographic
rules into account in deciding when to cut to another
camera (see [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and references therein; second challenge). The
behavior can ultimately lead to immersive experiences and
contribute to e ects like telepresence.
      </p>
      <p>The following sections discuss two application examples,
from the domains of videoconferencing and live event
broadcast, to illustrate how automatic content selection on live
audio and video streams can have an impact.</p>
    </sec>
    <sec id="sec-3">
      <title>GROUP TELEPRESENCE</title>
      <p>
        We have built a Virtual Director system (called
Orchestration Engine) for social group communication in di erent
setups, using multiple microphones, loudspeakers, cameras
and screens. The design of our system for social group
communication has been informed by higher values such as
togetherness [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. See Figure 1 for an example setup. Based
on that system, a number of evaluation experiments have
been conducted and published [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        To support telepresence and other communication goals
in such a context, the quality of a number of factors is key
to enable a conversation that is both e ective and
enjoyable [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Audio and video have to be in sync, delays greater
than 200 milliseconds are generally regarded as disturbing
| see [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Audio is regarded more important than video
in group communication, however, a certain balance needs
to be maintained regarding the di erent modalities. Audio
can be enhanced by using microphone arrays and quality
enhancing features (e.g. dimming background noise, echo
cancellation). The resolution of transmitted videos is important
for a number of reasons: if gestures, facial expressions, eye
gaze, body language and such can be recognized, it makes
the communication more natural, closer to face-to-face
communication (cp. media naturalness theory [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]). Further,
observations from our trials indicate that the ability to show
real-life items to people in remote locations is crucial. The
distance of participants to screens and the size of remote
heads are also relevant to achieve a natural communication
atmosphere.
      </p>
      <p>A Virtual Director is needed in such systems simply
because there are too many media streams to play in parallel.
But beyond that pragmatic reason, such technology can
enhance the experience, and also in uence the social
communication through its decisions. Popular solutions like Skype
and Hangouts generally work well for a limited number of
participants, but have clear limitations regarding camera
selection behavior compared to natural face to face
conversation or professionally edited motion picture. Further, unlike
a real space where people meet and chat, the conversation
topology in today's solutions is rather constant, has no direct
way of branching into side-conversations without leaving the
current communication space, to maintain lateral awareness
of such.</p>
      <p>We aim to continue to evaluate the e ectiveness (Are
individual communication goals met? ) and immersiveness (Do
participants like the experience? ) of Virtual Director
approaches in further experiments. One string of
experimentation is to further look into the human capabilities that
machines try to replicate in this context. Human directors
naturally bene t from their implicit knowledge and
understanding of the conversational context and a rich set of verbal and
non-verbal cues. The Virtual Director is handicapped in this
sense, having to work with the inherent limitations of
realtime AV analysis or other sensors, in terms of number of
features and detection accuracy, and the closed set of rules.</p>
      <p>
        We have started to explore other sources that could
inform the decision making process, for example extracting
information from a social network that a videoconferencing
environment could be integrated with (see [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]). The aim
behind this research was to see how conversation patterns
can be predicted and which factors in uence them.
      </p>
    </sec>
    <sec id="sec-4">
      <title>PERSONALIZED LIVE EVENT BROAD</title>
    </sec>
    <sec id="sec-5">
      <title>CAST – ’NARROWCAST’</title>
      <p>
        In a second application domain we have been working on
a Virtual Director for live event broadcast, based on a
scenecapture approach with a panoramic camera [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and multiple
microphones [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Note that the well established term
broadcast is used here even though our aim is at a personalized
narrowcast. While in traditional broadcast every user
receives the same { except e.g. screen size and distance, color
calibration, audio playout quality, aspect ratio cropping { in
setups employing a Virtual Director component every user
or group of users might receive a personalized output, e.g.
including a bias to a sports team, person, or type of action.
Personalization means taking user preferences into account
along all subprocesses from sensor interpretation and
camera framing to decision making regarding when to cut from
which viewpoint to another. It also concerns the user's
infrastructure, for example adapting to the screen size. The
ideal zoom level and panning speed is very di erent when
you intend to produce for either cinema projections or small
mobile phone screens, yet few live productions take this into
account and produce for multiple output channels in
parallel.
      </p>
      <p>A sample scene is depicted in Figure 2. The system
automatically produces individual content streams for di erent
playout devices and user preferences. Viewers may watch
di erent parts of the scene according to their interests {
while for some content types like sports there is at least a
super cial common understanding what is most relevant and
how to frame it in video, for performance shows like the one
depicted there are few rules.</p>
      <p>On one hand, several quality factors like content
transmission delay play a lesser role in this domain compared to
videoconferencing since media is sent in one direction only.
In the other hand, we found in user evaluations with both
production professionals and users without such particular
knowledge that expectations regarding the visual cinematic
quality are based on professionally edited TV programmes {
some of which are fully scripted, so every camera movement
and cutting decision can be planned.</p>
      <p>
        The behavior of our Virtual Director prototype [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] for this
domain was crafted with limited production grammar
engineering resources. We concluded that its decision quality
could not compare with the professional live editing skills
and is especially lacking in perceived creativity, storytelling
skills and intuition. Nevertheless, a Virtual Director
provides the advantage of quicker reactions to low-level cues,
which seems to play an important role in such a setup, and
a consistency in decision-making that results in a more
reliable experience. Due to factors such as fatigue, di culty
in hearing and seeing the events in the scene, and inherent
di erentiation in human mixing responses to salient events,
human broadcast professionals will not be consistent in their
decisions, while a machine ceteris paribus always responds
the same.
      </p>
      <p>We further conclude that purely reactive behavior has
certain limitations and predictive situation/scene
understanding is desired for future research iterations. We argue that
the added value of our concept for enhancing multimedia
experiences lies in the parallelization of individually tailored
content selection decisions on a scalability level that a
human production team can't realize for economic reasons.
4.</p>
    </sec>
    <sec id="sec-6">
      <title>DISCUSSION AND OUTLOOK</title>
      <p>We have illustrated the potential of Virtual Director
technology in the context of immersive multimedia applications
using live audiovisual content streams. There are still lots of
issues to be addressed by future research activities. For
example, it is di cult to extract all the necessary information
from low level cues or to structure a comprehensive set of
cinematographic rules. Humans naturally bene t from their
implicit knowledge and their feelings to foresee certain
situations, which is very challenging for software components
to replicate.</p>
      <p>We have implemented Virtual Director research
prototypes in two di erent application domains. The domain
of group videoconferencing bene ts from a Virtual
Director through better communication experience by the
participants. We hypothesize that the bene t is bigger the more
complex the setup is, either regarding number of
participants, or cameras/screens per participant, or any of the
many other aspects in such setups. A Virtual Director in
the domain of interactive live event broadcast enables mass
customization in content production where viewers can
individually select what and how to watch. Ongoing research
e orts should lead in both application domains to new forms
of interactivity and a more immersive multimedia
experience.</p>
      <p>
        Other application domains for Virtual Director approaches
include speci c group communication scenarios like refugee
support, remote learning (e.g. in massive open online courses,
MOOCs), telehealth/telemedicine, remote care, distributed
theatre performances [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], and new forms of participative
democracy. The approach appears to be especially relevant
for novel types of media content, e.g. panoramic and 360
video content, or live content for virtual reality (VR)
playout devices. In the VR domain especially there are issues
that prevent users from watching lengthy content, i.e.
virtual reality sickness (cybersickness, motion sickness). Even
if these issues get solved, the challenge remains how to
enable users to switch between lean forward interactive content
consumption and lean backward passive watching. A Virtual
Director approach might be very useful in such scenarios.
      </p>
      <p>Overall, it can be stated that this research area is still in
its infancy, but given its obvious potential, more research
needs to be conducted to deliver components that can serve
users in real scenarios outside research labs. On a more
detailed level, remaining research challenges are for example to
consider the scalability of the approach in applications that
require distributed decision making, standardized
representation formats for Virtual Director behaviour, tool support
for the authoring of Virtual Director behaviour, and design
patterns that enable the decoupling and re-use of bodies of
Virtual Director behaviour.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgement</title>
      <p>The research leading to these results has received funding
from the European Community's Seventh Framework
Programme under grant agreements no. 214793 TA21 {
Together Anywhere, Together Anytime, no. 248138 FascinatE2
{ Format-Agnostic SCript-based INterAcTive Experience, no.
287760, Vconect3 { Video Communications for Networked
1http://www.ta2-project.eu/
2http://www.fascinate-project.eu/
3http://vconect-project.eu/
Communities and no. 610370, ICoSOLE4 { Immersive
Coverage of Spatially Outspread Live Events.</p>
    </sec>
  </body>
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