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余旻婧, 李俊沂, 蔡明旭, 庞德龙, 张梁昊, 张加万. 基于文本数据的篮球赛事可听化系统[J]. 计算机辅助设计与图形学学报, 2024, 36(7): 1087-1095. DOI: 10.3724/SP.J.1089.2024.19904
引用本文: 余旻婧, 李俊沂, 蔡明旭, 庞德龙, 张梁昊, 张加万. 基于文本数据的篮球赛事可听化系统[J]. 计算机辅助设计与图形学学报, 2024, 36(7): 1087-1095. DOI: 10.3724/SP.J.1089.2024.19904
Yu Minjing, Li Junyi, Cai Mingxu, Pang Delong, Zhang Lianghao, Zhang Jiawan. A Text-Based Sonification System for Basketball Games[J]. Journal of Computer-Aided Design & Computer Graphics, 2024, 36(7): 1087-1095. DOI: 10.3724/SP.J.1089.2024.19904
Citation: Yu Minjing, Li Junyi, Cai Mingxu, Pang Delong, Zhang Lianghao, Zhang Jiawan. A Text-Based Sonification System for Basketball Games[J]. Journal of Computer-Aided Design & Computer Graphics, 2024, 36(7): 1087-1095. DOI: 10.3724/SP.J.1089.2024.19904

基于文本数据的篮球赛事可听化系统

A Text-Based Sonification System for Basketball Games

  • 摘要: 篮球作为世界上普及程度最高的运动之一,其相关赛事受到众多体育爱好者的关注,具有极高的社会与经济价值.对于以美国职业篮球联赛为代表的国际顶尖篮球赛事,每年数以千计的比赛场次和动辄超过2 h的视频时长往往让渴望能高效地筛选兴趣赛事或定位精彩瞬间的观众望而却步.为此,设计了基于文本数据的篮球赛事可听化系统.首先从球赛文本实况报道数据中顺序提取关键词并映射至特定旋律,实现数据从文本至音频的跨模态表达;然后将枯燥的球赛文本数据转化为音乐片段,解决部分场景下用户视觉通道被占用无法观看比赛的问题,为用户在较短时间内筛选兴趣赛事提供了可能.以2021年度NBA季后赛为例,所提系统平均单场比赛对应音乐片段生成仅需0.094 s,音频时长缩短为对应比赛视频时长的12.27%.通过38人参与的用户实验结果表明,该系统在高效地反映比赛进程的同时,也给用户提供了良好的球赛欣赏体验.

     

    Abstract: Basketball is one of the most popular sports in the world, and its related events have attracted the attention of many sports fans which brought great social and economic benefits. The international top basketball events represented by the national basketball association (NBA), have thousands of games each year, and each game lasted more than two hours, which often deter the audience who are eager to effectively screen interested events or locate wonderful moments. Therefore, a test-based sonification system for basketball is designed. Firstly, keywords were sequentially extracted from the Play-by-Play text data and mapped to the corresponding melody, so as to realize the cross modal representation of data. Then, the music clips are generated from text data, which effectively solves the problem that the user’s visual channel is occupied and cannot watch the basketball games, and also makes it possible for users to screen interested games in a short time. Taking the 2021 NBA playoffs as an example, the average music clip generation time for a single game only need 0.094s in the proposed system, and the audio duration is reduced to 12.27% of the corresponding game video duration. The results of user study with 38 people showed that the proposed system not only reflects the game precisely, but also bring users with good experience.

     

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