The Future of Accessible
Digital Media
Chris O’Brien – Accessibility Officer
March 22, 2018
About AMI
• A not-for-profit organization
• Includes three broadcast channels
• Mandated as must-carry services for all TV providers
• 20+ years of making accessible media
AMI believes in an inclusive society in which media is accessible to all Canadians. 2
AMI believes in an inclusive society in which media is accessible to all Canadians. 3
What is Digital Media?
Digital
Media
Software Imagery
Video Audio
Video Games
Social
Media
Web Pages and
Applications
AMI believes in an inclusive society in which media is accessible to all Canadians. 4
Artificial
Intelligence
AI Planning
Machine
Learning
Natural Language
Processing
Computer
Vision
Robotics
AI General
Intelligence
Expert
Systems
Accessibility Impact
• Increased accuracy: object / facial recognition
• Automated, real time captions and subtitling, and sign
language for media.
• Automated Audio Descriptions for video. Verbosity
manipulation.
• Content customization: Customize reading levels on
the fly, remove ambiguous language and jargon.
Transform ā€œwalls of textā€ in to concise summaries..
5
VR / AR / MR
6
(V/A/M)Reality
Virtual Reality (VR)
• Immersive computer generated simulation, providing a
realistic experience, explorable by the viewer
Augmented Reality (AR)
• Generated content delivered as an overlay on reality,
but does not interact with it
Mixed Reality (MR)
• Generated content delivered as an overlay on reality
which can react with its environment in real time
7
Resonance Audio
• Google initiative provides immersive, multi-platform
audio experiences
• Simulates the way sound waves interact with the
human ear by adjusting the timing of how sound waves
hit the ears, and changes in frequencies called
ā€œSpectral Eventsā€
• Full sphere surround sound, speaker independent
technique called ā€œAmbisonicsā€ which provides ability for
highly flexible sound design and directional audio
8
Accessibility Impact
• Advanced delivery platform with unlimited potential
• User control. You are essentially the director and
control what you observe within the environment
• VR/AR/MR + Resonance audio: Rich multimedia
environments which enhance will story telling
• Enhanced audio capabilities can limit the need for
Audio Description in some scenarios.
• Simulated environments for instructional purposes
9
Second Screen solutions
10
Second Screen Solutions
• Bind to another media source with ā€œcompanion deviceā€
• Provide user with the ability to consume supplementary
content simultaneously
• Enables next-level interactivity
• Consume and control (eg YouTube TV)
11
Accessibility Impact
• Elimination of access issues to traditional infrastructure
through (eg settop boxes, televisions)
• Discreet consumption of accessible content such as
descriptions, captioning or sign language
• Deafblind access to content in real-time through
streaming of captions and/or text based audio
descriptions
12
Object Based Media
Object Based Media
• Approach where production elements can be broken
down into smaller parts and described with metadata,
the reassembled at runtime based on audience
preference or device context
• Dialogue, camera angles, on screen graphics, text, etc
are examples of possible objects
• Delivered independently with a set of instructions on
how to display. Conventional media is sent and
rendered as a package
• Object Based media makes it possible to interact with
any object
14
Traditional
Versus Object
Based Media
Traditional
1) Media is captured using
traditional tools
2) Linear programming is
produced
3) The program is broadcast
4) The program is consumed
across multiple devices
resulting in compromises
for some experiences
Object Based Media
1) Media captured with new
and traditional tools with
metadata recorded
2) Packaged as a collection
of objects
3) Package is broadcast with
instructions (metadata) on
how to assemble at
runtime
4) Objects assembled at the
device level based on
best experience for that
device context,
environment or
preferences
15
Accessibility Impact
• Massive opportunity for personalization and
customization
• Highly personalized content opportunities which are
not possible without costly human interaction
• Fine grain control over almost every aspect of a
production. Eg track isolation / manipulation
• Eg. Replace a speaking presenter with a sign
language interpreter
16
Voice Interfaces
Voice User Interfaces (VUI)
• VUI’s provide a means for a human to interact with a
computer by simply using your voice
• Already widely used in today’s apps (Siri, Cortana,
Alexa, etc)
• According to Google 20% of search is executed via
voice command. That figure is set to increase by 10%
by 2022
18
Accessibility Impact
• Ease of access to services and information
• Eliminates unnecessary operations through straight-
forward voice commands
• Will become tightly integrated into everyday devices
eg. Home, car, office
19
Keep in touch
AccessibleMediaInc
@AccessibleMedia
AccessibleMedia
AccessibleMediaInc
Accessible Media Inc.
AMI believes in an inclusive society in which media is accessible to all Canadians. 20
www.AMI.ca
www.AMItele.ca
References
Accessible Media Inc (AMI)
• Learn more about AMI
Artificial Intelligence (AI)
• AI Rabbit hole
(V/A/M)Reality
• VRGlossary
Resonance Audio
• Developer’s Resource
Ambisonics
• Ambisonics Primer
Second Screen
• Second Screen Explained
• HbbTV 2.0 Companion
Screen Framework
• Second Screen Working
Group
Object Based Media
• An Object Lesson in
Personalized Streaming
Video Experiences
• Object Based Media and
Accessibility
Voice Interfaces
• Voice User Interfaces
21
Thank You

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The Future of Accessible Digital Media

  • 1. The Future of Accessible Digital Media Chris O’Brien – Accessibility Officer March 22, 2018
  • 2. About AMI • A not-for-profit organization • Includes three broadcast channels • Mandated as must-carry services for all TV providers • 20+ years of making accessible media AMI believes in an inclusive society in which media is accessible to all Canadians. 2
  • 3. AMI believes in an inclusive society in which media is accessible to all Canadians. 3 What is Digital Media? Digital Media Software Imagery Video Audio Video Games Social Media Web Pages and Applications
  • 4. AMI believes in an inclusive society in which media is accessible to all Canadians. 4 Artificial Intelligence AI Planning Machine Learning Natural Language Processing Computer Vision Robotics AI General Intelligence Expert Systems
  • 5. Accessibility Impact • Increased accuracy: object / facial recognition • Automated, real time captions and subtitling, and sign language for media. • Automated Audio Descriptions for video. Verbosity manipulation. • Content customization: Customize reading levels on the fly, remove ambiguous language and jargon. Transform ā€œwalls of textā€ in to concise summaries.. 5
  • 6. VR / AR / MR 6
  • 7. (V/A/M)Reality Virtual Reality (VR) • Immersive computer generated simulation, providing a realistic experience, explorable by the viewer Augmented Reality (AR) • Generated content delivered as an overlay on reality, but does not interact with it Mixed Reality (MR) • Generated content delivered as an overlay on reality which can react with its environment in real time 7
  • 8. Resonance Audio • Google initiative provides immersive, multi-platform audio experiences • Simulates the way sound waves interact with the human ear by adjusting the timing of how sound waves hit the ears, and changes in frequencies called ā€œSpectral Eventsā€ • Full sphere surround sound, speaker independent technique called ā€œAmbisonicsā€ which provides ability for highly flexible sound design and directional audio 8
  • 9. Accessibility Impact • Advanced delivery platform with unlimited potential • User control. You are essentially the director and control what you observe within the environment • VR/AR/MR + Resonance audio: Rich multimedia environments which enhance will story telling • Enhanced audio capabilities can limit the need for Audio Description in some scenarios. • Simulated environments for instructional purposes 9
  • 11. Second Screen Solutions • Bind to another media source with ā€œcompanion deviceā€ • Provide user with the ability to consume supplementary content simultaneously • Enables next-level interactivity • Consume and control (eg YouTube TV) 11
  • 12. Accessibility Impact • Elimination of access issues to traditional infrastructure through (eg settop boxes, televisions) • Discreet consumption of accessible content such as descriptions, captioning or sign language • Deafblind access to content in real-time through streaming of captions and/or text based audio descriptions 12
  • 14. Object Based Media • Approach where production elements can be broken down into smaller parts and described with metadata, the reassembled at runtime based on audience preference or device context • Dialogue, camera angles, on screen graphics, text, etc are examples of possible objects • Delivered independently with a set of instructions on how to display. Conventional media is sent and rendered as a package • Object Based media makes it possible to interact with any object 14
  • 15. Traditional Versus Object Based Media Traditional 1) Media is captured using traditional tools 2) Linear programming is produced 3) The program is broadcast 4) The program is consumed across multiple devices resulting in compromises for some experiences Object Based Media 1) Media captured with new and traditional tools with metadata recorded 2) Packaged as a collection of objects 3) Package is broadcast with instructions (metadata) on how to assemble at runtime 4) Objects assembled at the device level based on best experience for that device context, environment or preferences 15
  • 16. Accessibility Impact • Massive opportunity for personalization and customization • Highly personalized content opportunities which are not possible without costly human interaction • Fine grain control over almost every aspect of a production. Eg track isolation / manipulation • Eg. Replace a speaking presenter with a sign language interpreter 16
  • 18. Voice User Interfaces (VUI) • VUI’s provide a means for a human to interact with a computer by simply using your voice • Already widely used in today’s apps (Siri, Cortana, Alexa, etc) • According to Google 20% of search is executed via voice command. That figure is set to increase by 10% by 2022 18
  • 19. Accessibility Impact • Ease of access to services and information • Eliminates unnecessary operations through straight- forward voice commands • Will become tightly integrated into everyday devices eg. Home, car, office 19
  • 20. Keep in touch AccessibleMediaInc @AccessibleMedia AccessibleMedia AccessibleMediaInc Accessible Media Inc. AMI believes in an inclusive society in which media is accessible to all Canadians. 20 www.AMI.ca www.AMItele.ca
  • 21. References Accessible Media Inc (AMI) • Learn more about AMI Artificial Intelligence (AI) • AI Rabbit hole (V/A/M)Reality • VRGlossary Resonance Audio • Developer’s Resource Ambisonics • Ambisonics Primer Second Screen • Second Screen Explained • HbbTV 2.0 Companion Screen Framework • Second Screen Working Group Object Based Media • An Object Lesson in Personalized Streaming Video Experiences • Object Based Media and Accessibility Voice Interfaces • Voice User Interfaces 21

Editor's Notes

  • #2: Very broad in terms of technology
  • #4: Examples include: Just to normalize the discussion – when I talk about digital media I am not speaking specifically about audio and video. Digital Media is quite broad and includes things such as: Software Digital Images Digital video Digital audio Video games Web pages and applications Social media
  • #5: Machine Learning Systems that can alter themselves, as they learn, and make dynamic decisions without explicit instructions. The learning process allows the system to continually optimize itself for the purpose of task optimization. Computer Vision Is a field concerned with analyzing and interpreting visual media such as video, images and natural surroundings which enable computer systems to understand what they are seeing, and establish context. This contextual information is used to produce decision based data which help systems complete tasks. Eg Autonomous vehicle – sees stop sign and comes to stop. Robotics Creation of machines to facilitate human tasks AI General Intelligence Is the pursuit of human intelligence equivalence within machines. Where systems would be able to approach problems in a manner that a human being would and be able to reason. This is also known as Strong AI. The opposite being weak AI – Siri being an example of that. Natural Language Processing The study of interactions between computer and people through human language. Speech recognition is an example that would be familiar to most here. Planning: concerned with providing strategies or underlying dynamic decisions which intelligent agent systems will leverage in achieving their goals. Expert Systems: A computer system that emulates the decision making abilities of a human expert. Systems of this nature leverage knowledge bases (facts and rules) to work through complex problems Experts systems of the 1970’s were some of the first successful forms of AI.
  • #6: There will be many examples of innovative accessibility development as a result of AI advances: We will see massive improvements for facial / object recognition. This is will provide huge benefits for: Automated ALT text generation, including having enough contextual awareness to know which images are decorative and deal with those appropriately Advances in Natural Language Processing will eventually enable realtime captioning, transcription and sign language interpretation at runtime at the device level Audio Description will be generated on demand and users will be able to customize verbosity levels. People who consume descriptions vary dramatically in terms of how much description they require to enjoy a program. T Content customization is one of the most exciting benefits of the AI movement. Once again, AI will enable to people to not only consume content they want, but in a manner they want. People with cognitive impairments will benefit from customized reading levels, removal of ambiguous language and jargon, as well as opportunities to take ā€œwalls of textā€ and break them down into concise, easily consumed summaries
  • #7: Virtual, Augmented and Mixed reality Development in this area is exploding and we will see unprecedented growth over the next decade as it pertains to digital media. As a platform VR/AR/MR will transform the way we consume media, allow for rich, immersive experiences not available to us today by contemporary platforms
  • #8: Break them down in order to dispel any Augmented reality and mixed reality are often confused with one another Augmented reality example - Pokemon Go character not anchored
  • #9: Resonance audio is not linked with xR, but used in combination with it, provides the realistic audio experience required to provide an immersive environment
  • #10: The term a picture is worth a 1000 words is valid, however, the same can be said for a strong audio experience. Great sound design conveys information to users. Audio is often an under used resource when discussing media accessibility, and is often a superior alternative to descriptions as it is organic and integrated into the production The virtual nature of this tech allows anyone to design innumerable number of diverse simulations to train or help people. Imagine a scenario where someone who lives with agoraphobia, an anxiety disorder where you fear places or situations, can learn to deal with it through simulated environments without unnecessary anxiety Microsoft and Google both have simulations that help the blind with Orientation and Mobility training using a combination of VR and haptic technologies
  • #12: Examples of companion devices: Laptop Tablet Mobile phone Smart watch Supplementary content could refer to anything from interactive content to captions and descriptions On the old media paradigm media is very much a push technology where content is pushed to you but there are no opportunities to interact with it in any way. Second Screen provided opportunities to do that Second screen can also allow the companion device to transform into a controller. YouTube TV can be consumed by a phone as an example, but when cast to a TV the phone can turn into a remote control
  • #13: Content access issues due to inaccessible hardware such as settop boxes are a long standing problem that could be resolved by allowing a user to turn their companion device, using their own assistive technology, into a controller those who require supplementary content such as captions or AD can consume them in mixed viewing audiences who may find them distracting
  • #15: - The BBC is leading the charge and are looking to make this a standard operating procedure. They do a tremendous amount of content repurposing throughout ll of their various platforms, so it’s easy to see how effective this could be
  • #17: If you had a 30 minute current events show as an example but only wanted a 5 minutes summary it would require an editor to comb through that and create a separate piece of media with that format. Through object based media the system could facilitate this on demand