Live Event Audio Mixing for Personalized Venue Listening
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Solution Overview
Problem
Existing media distribution systems for live events, such as sporting events, do not provide personalized audio experiences to users, as the audio from participants is often selected by editors and producers and not tailored to individual viewer interests, and spectators at the venue cannot enjoy the same audio experience unless they are close to the action, with no mechanism to replicate premium seat audio from less expensive or distant locations.
Innovation Solution
A system that determines a particular portion of interest at a live event based on user input, identifies relevant microphones, and generates personalized audio for the user, allowing them to experience the audio environment of a different location or specific entities like athletes or objects in real-time, using a combination of microphones and potentially augmented reality devices.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If a fixed audio mix is provided to all viewers, then production complexity is reduced, but user personalization and engagement are worsened
Solution Approach 1:
The audio content is segmented into multiple independent tracks (e.g., commentary track, player conversations track, crowd noise track, music track), allowing each track to be independently controlled and mixed. This enables the system to provide personalized audio experiences by selecting and mixing different tracks based on user preferences without requiring completely separate production workflows for each user.
Solution Approach 2:
The audio mix transitions from a static, fixed configuration to a dynamic, user-adjustable configuration. Users can real-time adjust the volume levels of different audio tracks according to their preferences, and the system dynamically adapts the audio output based on these preferences and contextual information about the live event.
2Measurement precision
If spectators are positioned close to the action, then audio quality is improved, but accessibility and inclusivity are worsened
Solution Approach 1:
The system places multiple microphones at various locations throughout the venue, including premium locations close to the action. These microphones capture high-quality audio that is then distributed to all users via the audio mixing system, creating a virtual copy of the premium seat audio experience for spectators in less optimal locations.
Solution Approach 2:
The audio mixing system acts as an intermediary between the physical audio sources (microphones at various locations) and the users. It processes and redistributes the audio signals to compensate for the user's physical position, effectively mediating the audio experience to make it independent of physical location.
3Adaptability or versatility
If multiple audio tracks are provided for user selection, then user personalization is improved, but system complexity is worsened
Solution Approach 1:
The audio mixing system is designed to handle multiple audio tracks and user preferences through a unified, standardized interface and processing pipeline. The same system infrastructure supports various personalization options (track selection, volume adjustment, contextual adaptation) without requiring separate systems for each function, reducing overall complexity.
4Productivity
If real-time audio processing is implemented, then user engagement is improved, but computational resources are worsened
Solution Approach 1:
The system implements real-time audio processing selectively rather than comprehensively. It focuses computational resources on critical functions such as dynamic volume adjustment based on user preferences and contextual event detection, while leaving less critical processing (such as full spectral analysis of all audio tracks) to be performed offline or with reduced intensity.
Data Source
AI summary
Systems, methods and apparatuses are described herein for receiving user input via a user interface; determining, based on the received user input, a particular portion of interest corresponding to a location at a live event; identifying one or more microphones in a vicinity of the location corresponding to the particular portion of interest at the live event; and causing audio detected by the one or more microphones to be generated for output.


