講者介紹 

Andy Quested

Andy Quested started as a BBC Technical Assistant in 1978 becoming a video-tape editor in 1985 where he worked on many comedy, children’s and documentary series, editing all episodes of “Keeping Up Appearances”! He also worked on the introducing of non-linear editing, stereo and widescreen production. In 1998 moved to a new BBC technology department working on the BBC’s first HD programmes including Planet Earth I and the first UHD programme, Planet Earth II.

Andy is currently the Chair of the ITU-R Working Party 6C which works to deliver standards for programme production and international exchange including work on Advanced Audio Systems and High Dynamic Range Television. The Working Party also looks into advances in immersive media technologies including personalised and accessible content.

Andy is also Chair of the EBU Production Strategic Programme which works on all aspects of Programme Production including the use of AI in broadcasting and all aspects of content-based data applications, data management, archives and cloud production.

Both the ITU and EBU groups are looking a more holistic approach to making all media a more personal and accessible experience and how to achieve the goals of the UN Convention on the Rights of Persons with Disabilities.

Andy Quested於1978年開始在BBC擔任技術助理,並於1985年成為剪輯師,參與許多喜劇、兒童及紀錄片系列節目,以及影集《虛飾外表》(Keeping Up Appearances)每一集的剪輯!他也參與導入非線性剪輯、立體聲及寬螢幕節目製作的工作。他在1998年時轉調到BBC的新技術部門,參與製作BBC首批包括《地球脈動》(Planet Earth)第一季在內的高畫質節目,以及第一個超高畫質節目,即《地球脈動》第二季。

Andy目前是國際電訊聯盟無線電通信部門(ITU-R)6C工作小組主席,該小組致力提供節目製作及國際交流標準,包括與高階聲頻系統及HDR(高動態範圍技術)電視相關工作。工作小組也研究沉浸式媒體技術的進展,包括個人化及媒體近用內容。

Andy也是歐洲廣播聯盟(EBU)製作策略計畫的主席,該計畫涉及節目製作的所有面向,包括廣播中人工智慧(AI)的使用,以及基於內容的數據應用、數據管理、檔案和雲端製作等各層面。

國際電訊聯盟和歐洲廣播聯盟小組都在尋求一種更全面的方式,使所有媒體成為一種更個人化、更易親近的體驗,並探求如何實現聯合國《身心障礙者權利公約》的目標。



講題大綱

Accessibility through Personalisation
Next Generation Accessible Media
Technologies currently being developed for what is known as an immersive media experience also enables media to be more accessible to many people. Access services have traditionally been an on-or-off experience that are usually added a programme or media as an afterthought expecting the user to fit the model of the supplier or the platform.

This mindset needs to be reversed to allow media to be adapted to the user’s personal needs. The gaming industry has demonstrated that personalised and accessible options are not just more inclusive - they make more money!

However, there is still a lack of standardisation to describe and reproduce these more inclusive forms of content across platforms and services. To achieve universally accessible media for education, entertainment, information and more, a clear and concise method of describing the services is needed and the Quality of Experience expected by the target audience.

Through the Personalisation of media, it is possible to begin to satisfy a wide range of options for Seeing, Hearing, Participating and Understanding and to start the journey to fulfil the United Nations remit expressed in the Convention on the Rights of Persons with Disabilities (CRPD).

This session will explore this idea of “next generation accessible media”.

下世代媒體近用
以個人化策略達標
當今為沉浸式媒體體驗所開發的技術,使許多人更容易接近媒體。 傳統上,接近媒體的服務是一種開或關的體驗,通常會在事後添加一道程序或媒體,期望使用者能夠適應供應者或平台所提供的模式。

我們必須翻轉這種思維方式,讓媒體能適應使用者的個人需求。 遊戲產業已經證明,個人化與可接近的諸選項,不僅更具包容性,而且還能創造更多利潤!

然而,這些更具包容性的跨平台服務的內容形式,仍然缺乏標準化的方式來描述並重現之。為了教育、娛樂、資訊等各方面目的而必須達成普遍近用的各媒體,需要一種清晰簡潔的服務描述方法,也需要一種符合目標觀眾期望的體驗品質。

透過媒體的個人化,我們有可能開啟一系列關於視、聽、參與和理解的選項,也可能展開一段旅程,以具體實踐聯合國標舉《身心障礙者權利公約》(CRPD)之精神。

本場會議將探索「下世代近用媒體」的概念。