Deconstruct crowd noise at college basketball games



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WASHINGTON, D.C., NOVEMBER 5, 2018 – With thousands of fans cheering, singing, shouting and mocking, college basketball games can be of almost deafening intensity. Some arenas have decibels, which, accurately or otherwise, give an idea of ​​the volume of noise generated by viewers and sound systems. However, the noise of the crowd is rarely the subject of a scientific inquiry.

"Whenever this is mentioned in the literature, it's mainly a problem that investigators are trying to get around," said Brooks Butler, undergraduate physics student at Brigham Young University and a member of the board. BYU team presenting its research at the 176th Meeting, held in conjunction with the Canadian Acoustic Association 2018 Acoustics Week in Canada, November 5-9, at the Victoria Conference Center in Ottawa. Victoria, Canada.

"The noise of the crowd is usually treated as a background interference – an element to be filtered." But BYU researchers felt that the noise of the crowd was worthy of its own investigation. In particular, they wanted to know if the machine learning algorithms could identify patterns in the raw acoustic data indicating what the crowd was doing at a given time, thus providing clues as to what was going on in the game itself . One of the possible applications of this could be the early detection of unruly or violent behavior of the crowd – although this idea has not been tested.

The BYU team performed high fidelity acoustic measurements at both men's and women's basketball games at university, before doing the same for football and volleyball games. They divided the games into half-seconds of interval by measuring the frequency content (as indicated on the spectrograms), the sound levels, the ratio between the maximum and minimum sound levels in a defined block of time, and 39, other variables. Then, they applied signal processing tools that identified 512 distinct acoustic characteristics composed of different frequency bands, amplitudes, and so on.

The group used these variables to construct a 512-dimensional space, using machine-learning techniques to perform computerized clbadification badysis of this complex and multidimensional domain.

Kent Gee, professor of physics at BYU University, was the principal investigator of the project alongside Professors Mark Transtrum and Sean Warnick. Together, they led a team of several students focusing on different aspects of the problem, including data collection, badysis, and machine learning.

Gee explained the process with a simple badogy. "Suppose you have a dot plot on a two-dimensional graph, x-y and you measure the distance between these points," he said. "You may notice that the points are grouped into three groups – we did something similar with our 512-dimensional space, although you obviously need a computer to track all that."

The so-called "K-means clustering" badysis they carried out revealed six distinct groups corresponding to what was going on in the arena, as people cheered, sang, booed, keep quiet or let the speakers dominate the soundscape.

In this way, Gee and his colleagues were able to measure the emotional state of the audience, simply from an automated badysis of sound data. "One of the important potential applications of our research," he said, "could be the early detection of unruly or violent behavior by the crowd."

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Presentation # 1pSP11, "Crowd Noise Analysis from University Basketball Matches" by Brooks A. Butler, Mylan R. Cook, Kent L. Gee, Mark K. Transtrum, Sean Warnick, Eric Todd and Harald Larsen Monday, November 17: 16: 25 in the Shaughnessy (Fe) Room of the Victoria Conference Center in Victoria, British Columbia, Canada.

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