Patent Publication Number: US-2022217435-A1

Title: Supplementing Entertainment Content with Ambient Lighting

Description:
BACKGROUND 
     As anyone who has enjoyed a suspenseful movie or television (TV) episode can attest, the sound effects accompanying the video images and dialogue can act as powerfully to convey the artistic intent of the producers of that movie or TV content as the images and dialogue themselves, by influencing a viewer&#39;s psychological response to that content. Modulation of ambient lighting, too, can create a more immersive and compelling entertainment experience for the viewer. However, although decisions surrounding camera use, dialogue, and sound effects are made during production of the entertainment content and are typically “baked in” features of the content accessed by a consumer, lighting effects typically are not. That, is to say, outside of a cinema, where some limited ambient lighting effects may accompany a big screen presentation of a movie, ambient lighting effects in a private content consumption environment such as a personal residence are generated as aftermarket effects independent of the artistic intent motivating the content they accompany. 
     Conventional approaches to modulating ambient light to accompany entertainment content rely on average color values and/or pixel intensities across entire video frames. Although such solutions are grossly responsive to transitions within content due to their responsiveness to average color and/or overall brightness, no attempt is being made to interpret the artistic intent motivating the use of color, brightness, or camera position in production of the content. Consequently, there is a need in the art for solutions enabling supplementation of entertainment content with ambient light modulation that is responsive to the artistic intent of the content producer or producers. 
     SUMMARY 
     There are provided systems and methods for supplementing entertainment content with ambient lighting, substantially as shown in and/or described in connection with at least one of the figures, and as set forth more completely in the claims. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  shows an exemplary system for supplementing entertainment content with ambient lighting, according to one implementation; 
         FIG. 2  shows another exemplary implementation of a system for supplementing entertainment content with ambient lighting; 
         FIG. 3  shows a flowchart presenting an exemplary method for supplementing entertainment content with ambient lighting, according to one implementation; and 
         FIG. 4  shows an exemplary software code suitable for use by the systems shown in  FIGS. 1 and 2 , according to one implementation. 
     
    
    
     DETAILED DESCRIPTION 
     The following description contains specific information pertaining to implementations in the present disclosure. One skilled in the art will recognize that the present disclosure may be implemented in a manner different from that specifically discussed herein. The drawings in the present application and their accompanying detailed description are directed to merely exemplary implementations. Unless noted otherwise, like or corresponding elements among the figures may be indicated by like or corresponding reference numerals. Moreover, the drawings and illustrations in the present application are generally not to scale, and are not intended to correspond to actual relative dimensions. 
     The present application discloses systems and methods for supplementing entertainment content with ambient lighting that address and overcome the deficiencies in the conventional art. In some implementations, the systems and methods disclosed by the present application may be substantially or fully automated. It is noted that, as used in the present application, the terms “automation,” “automated,” and “automating” refer to systems and processes that do not require the participation of a human system operator. Although in some implementations a human user may make adjustments to the automated systems described herein that human involvement is optional. Thus, the methods described in the present application may be performed under the control of hardware processing components of the disclosed automated systems. 
       FIG. 1  shows exemplary system  100  for supplementing entertainment content with ambient lighting, according to one implementation. As shown in  FIG. 1 , system  100  may include computing platform  102  having hardware processor  104  and memory  106  implemented as a non-transitory storage device. According to the present exemplary implementation, memory  106  stores software code  150  and lighting effects database  116 . It is noted that lighting effects database  116  stores one or more predetermined ambient lighting routines composed by software code  150  and represented in  FIG. 1  by ambient lighting routine  122 . 
     As further shown in  FIG. 1 , system  100  is implemented within a use environment including content source  110  providing entertainment content  112  to system  100 . The use environment also includes communication network  130  and entertainment environment  134 , such as a private residence for example, including ambient lighting systems  140 , one or more lighting elements  148   a  and/or  148   b  communicatively coupled to ambient lighting system  140 , and output device  120  having display  124 . Also shown in  FIG. 1  is user  136  of output device  120  and ambient lighting system  140 , network communication links  132  of communication network  130  interactively connecting system  100  with ambient lighting system  140  and output device  120 , and ambient lighting routine  122  received by ambient lighting system  140  from system  100 . 
     As discussed in greater detail below, according to the exemplary implementation shown in  FIG. 1 , software code  150 , when executed by hardware processor  104  of system  100 , is configured to detect and analyze one or more attributes of entertainment content  112  to interpret the artistic intent of the producer of entertainment, content  112 . Hardware processor  104  may then further execute software code  150  to compose ambient lighting routine  122  as a supplement to entertainment content  112  based on that interpreted artistic intent. Subsequent to its composition by software code  150 , ambient lighting routine  122  may be stored in lighting effects database  116  and/or may be transmitted to ambient lighting system  140  via communication network  130 . 
     In use cases in which ambient lighting routine  122  is transmitted to ambient lighting system  140  by system  100 , ambient lighting system  140  may control one or more lighting elements  148   a  and/or  148   b  to perform ambient lighting routine  122  while entertainment content  112  is played by output device  120 . By controlling one or more lighting elements  148   a  and/or  148   b  to perform ambient lighting routine  122  while entertainment content  112  is played, ambient lighting system  140  can advantageously provide user  136  with a more immersive and enhanced entertainment consumption experience. 
     Although the present application refers to software code  150  as being stored in memory  106  for conceptual clarity, more generally, memory  106  may take the form of any computer-readable non-transitory storage medium. The expression “computer-readable non-transitory storage medium,” as used in the present application, refers to any medium, excluding a carrier wave or other transitory signal that provides instructions to hardware processor  104  of computing platform  102  or to a hardware processor of ambient lighting system  140 . Thus, a computer-readable non-transitory storage medium may correspond to various types of media, such as volatile media and non-volatile media, for example. Volatile media may include dynamic memory, such as dynamic random access memory (dynamic RAM), while non-volatile memory may include optical, magnetic, or electrostatic storage devices. Common forms of computer-readable non-transitory media include, for example, optical discs such as DVDs, RAM, programmable read-only memory (PROM), erasable PROM (EPROM), and FLASH memory. 
     Moreover, although  FIG. 1  depicts software code  150  as being stored as a single set of software instructions, that representation is also merely exemplary. More generally, system  100  may include one or more computing platforms, such as computer servers for example, which may form an interactively linked but distributed system, such as a cloud-based system, for instance. As a result, hardware processor  104  and memory  106  may correspond to distributed processor and memory resources within system  100 . Thus, lighting effects database  116 , as well as the various software modules included in software code  150  and described below by reference to  FIG. 4  may be stored remotely from one another and may be executed by the distributed processor resources of system  100 . 
     In some implementations, computing platform  102  may correspond to one or more web servers accessible over a packet-switched network such as the Internet, for example. Alternatively, computing platform  102  may correspond to one or more computer servers supporting a wide area network (WAN), a local area network (LAN), or included in another type of private or limited distribution network. 
     It is further noted that, although output device  120  is shown as a smart television (smart TV) in  FIG. 1  that representation is provided merely by way of example. In other implementations, output device  120  may take the form of any suitable mobile or stationary computing device or system that implements data processing capabilities sufficient to provide a user interface, support connections to communication network  130 , and implement the functionality ascribed to output device  120  herein. That is to say, in other implementations, output device  120  may take the form of a desktop computer, laptop computer, tablet computer, smartphone, digital media player, game console, or a wearable communication device such as a smartwatch, to name a few examples. 
     However, in other implementations, output device  120  may not be a smart device. Rather in some implementations, output device  120  may take the form of one or more speakers, or a display screen, such as display  124 , any of which may be separate from but communicatively coupled to ambient lighting system  140 , or may be integrated with ambient lighting system  140  so as to be one or more components of ambient lighting system  140 . In implementations in which output device  120  is or includes display  124 , display  124  may take the form of a liquid crystal display (LCD), light-emitting diode (LED) display, organic light-emitting diode (OLED) display, quantum LED (QLED) display, or any other suitable display screen that perform a physical transformation of signals to light. 
     Regarding one or more lighting elements  148   a  and/or  148   b,  it is noted that although  FIG. 1  depicts two lighting elements, in other implementation, entertainment environment  134  may include as few as one lighting element, or more than two lighting elements. Moreover, the various lighting elements included among one or more lighting elements  148   a  and/or  148   b  may be situated in various locations in entertainment environment  134  relative to user  136  and output device  120 . For instance, one or more of lighting elements  148   a  and/or  148   b  may be situated behind output device  120 , i.e., output device  120  is situated between that/those lighting elements and user  136 . Alternatively, or in addition, one or more of lighting elements  148   a  and/or  148   b  may be situated behind user  136 , i.e., user  136  is situated between that/those lighting elements and output device  120 . Alternatively, or in addition, one or more of lighting elements  148   a  and/or  148   b  may be situated in locations within entertainment environment  134  that are neither behind user  136  nor behind output device  120 . 
     Each of one or more lighting elements  148   a  and/or  148   b  may take a variety of forms. For example, each of one or more lighting elements  148   a  and/or  148   b  may be implemented as light bulbs, light rings, light bars, projectors or light walls, for example, which may provide incandescent, fluorescent, or LED lighting. Moreover, in some implementations, one or more lighting elements  148   a  and/or  148   b  may be smart lighting elements configured to be wirelessly controlled by ambient lighting system  140 . In those implementations, ambient lighting system  140  and one or more lighting elements  148   a  and/or  148   b  may be configured to communicate via one or more of WiFi, Bluetooth, ZigBee, and 60 GHz wireless communications methods. 
     Content source  110  may be a media entity providing entertainment content  112  in the form or audio content and/or video content. For example, entertainment content  112  may be music content. Alternatively, entertainment content  112  may include frames of video from a video game, movie, or a linear TV program stream, for example. Such movie or TV video content may include a high-definition (HD) or ultra-HD (UHD) baseband video signal with embedded audio, captions, time code, and other ancillary metadata, such as ratings and/or parental guidelines. In some implementations, entertainment content  112  provided by content source  110  may include multiple audio tracks, and may utilize secondary audio programming (SAP) and/or Descriptive Video Service (DVS), for example. 
     Entertainment content  112  provided by content source  110  may be the same source video that is broadcast to a traditional TV audience. Thus, content source  110  may take the form of a conventional cable and/or satellite TV network, for example. As depicted in  FIG. 1 , content source  110  may find it advantageous or desirable to make entertainment content  112  available via an alternative distribution channel, such as communication network  130 , which may take the form of a packet-switched network, for example, such as the Internet, as noted above. For instance, system  100  may be utilized by content source  110  to distribute entertainment content  112 , in some use cases accompanied by ambient lighting routine  122 , as part of a program stream, which may be an Internet Protocol (IP) programming stream provided by a streaming service, or a video-on-demand (VOD) service. 
       FIG. 2  shows another exemplary system, i.e., ambient lighting system  240 , for supplementing entertainment content with ambient lighting. As shown in  FIG. 2 , ambient lighting system  240  includes computing platform  242  having hardware processor  244 , and memory  246  implemented as a non-transitory storage device storing software code  250  and lighting effects database  216 , as well as output device  220  including display  224  and/or speaker  226 . It is noted that, in various implementations, output device  220  including display  224  and/or speaker  226  may be physically integrated with ambient lighting system  240  or may be communicatively coupled to but physically separate from ambient lighting system  240 . For example, where ambient lighting system  240  is implemented as a smartphone, laptop computer, or tablet computer, display  224  and speaker  226  will typically be integrated with ambient lighting system  240 . By contrast, where ambient lighting system  240  is implemented as a desktop computer, display  224  may take the form of a monitor separate from computing platform  242  in the form of a computer tower, while speaker  226  may be a stand-alone speaker having a wired or wireless connection to the computer tower. 
     As further shown in  FIG. 2 , ambient lighting system  240  is utilized in use environment  200  including content source  210  providing entertainment content  212  to content distribution network  214 , which in turn distributes entertainment content  212  to ambient lighting system  240  via communication network  230  and network communication links  232 . According to the implementation shown in  FIG. 2 , software code  250  stored in memory  246  of ambient lighting system  240  is configured to receive entertainment content  212  as an input and to output ambient lighting routine  222  as a supplement to entertainment content  212  when played by display  224  and/or speaker  226  of output device  220 . Also shown in  FIG. 2  are one or more lighting elements  248   a  and/or  248   b  communicatively coupled to ambient lighting system  240 . 
     Content source  210 , entertainment content  212 , ambient lighting routine  222 , communication network  230 , and network communication links  232  correspond respectively in general to content source  110 , entertainment content  112 , ambient lighting routine  122 , communication network  130 , and network communication links  132 , in  FIG. 1 . In other words, content source  210 , entertainment content  212 , ambient lighting routine  222 , communication network  230 , and network communication links  232  may share any of the characteristics attributed to respective content source  110 , entertainment content  112 , ambient lighting routine  122 , communication network  130 , and network communication links  132  by the present disclosure, and vice versa. 
     Ambient lighting system  240 , output device  220  including display  224  and/or speaker  226 , and one or more lighting elements  248   a  and/or  248   b  correspond respectively in general to ambient lighting system  140 , output device  120  including display  124 , and one or more lighting elements  148   a  and/or  148   b,  in  FIG. 1 . Thus, ambient lighting system  140 , output device  120 , display  124 , and one or more lighting elements  148   a  and/or  148   b  may share any of the characteristics attributed to respective ambient lighting system  240 , output device  220 , display  224 , and one or more lighting elements  248   a  and/or  248   b  by the present disclosure, and vice versa. That is to say, like output device  220 , in some implementations, output device  120  may be an integrated component of ambient lighting system  140  and may include speaker  226 . Moreover, like display  124 , display  224  may take the form of an LCD, LED display, OLED display, or QLED display, for example. 
     In addition, like one or more lighting elements  148   a  and/or  148   b,  one or more lighting elements  248   a  and/or  248   b  may be implemented as incandescent, fluorescent, or LED lighting elements, and in some implementations may be configured for wireless communication with ambient lighting system  240  via one or more of WiFi, Bluetooth, ZigBee, and 60 GHz wireless communications methods. Furthermore, although not shown in  FIG. 1 , ambient lighting system  140  may include features corresponding respectively to computing platform  242 , hardware processor  244 , and memory  246  storing software code  250  and lighting effects database  216 . 
     Hardware processor  244  may be the central processing unit (CPU) for ambient lighting system  240 , for example, in which role hardware processor  244  executes software code  250 . Software code  250  corresponds in general to software code  150 , in  FIG. 1 , and is capable of performing all of the operations attributed to software code  150  by the present disclosure. In other words, in implementations in which hardware processor  244  executes software code  250  on computing platform  242  of ambient lighting system  210 , ambient lighting system  240  may perform any of the actions attributed to system  100  by the present disclosure. 
     Thus, software code  250 , when executed by hardware processor  244 , may be configured to detect and analyze one or more attributes of entertainment content  212  to interpret the artistic intent of the producer of entertainment content  212 . Hardware processor  244  may then further execute software code  250  to compose ambient lighting routine  222  as a supplement to entertainment content  212  based on that interpreted artistic intent. Subsequent to its composition by software code  250 , ambient lighting routine  222  may be stored in lighting effects database  216  and/or may be used by ambient lighting system  240  to control one or more lighting elements  248   a  and/or  248   b  to perform ambient lighting routine  222  while entertainment content  212  is played by output device  220 . By controlling one or more lighting elements  248   a  and/or  248   b  to perform ambient lighting routine  222  while entertainment content  212  is played, ambient lighting system  240  can advantageously provide a user of ambient lighting system  240 , such as user  136  in  FIG. 1 , with a more immersive, enhanced, entertainment consumption experience. 
     The functionality of system  100 , ambient lighting system  240 , and software code  150 / 250  will be further described by reference to  FIG. 3  in combination with  FIGS. 1, 2 , and  4 .  FIG. 3  shows flowchart  360  presenting an exemplary method for use by a system, such as system  100  in  FIG. 1 , or ambient lighting system  240  in  FIG. 2 , for supplementing entertainment content with ambient lighting. With respect to the method outlined in  FIG. 3 , it is noted that certain details and features have been left out of flowchart  360  in order not to obscure the discussion of the inventive features in the present application. 
       FIG. 4  shows exemplary software code  450  suitable for execution by hardware processor  104  of system  100 , or by hardware processor  244  of ambient lighting system  240 , according to one implementation. As shown in  FIG. 4 , software code  450  may include metadata parsing module  452 , segmentation module  454 , content analysis module  456 , and artistic intent interpretation module  458 , which, in some implementations, may include an artificial neural network, depicted in  FIG. 4  as NN  478 . Also shown in  FIG. 4  is entertainment content  412 , ambient lighting routine  422  composed by software code  450  to supplement entertainment content  412 , metadata  472 , segmentation data  474 , and attribute data  476 . 
     With respect to NN  478 , it is noted that as defined in the present application, an artificial neural network, also known simply as a neural network (hereinafter “NN”), is a type of machine learning framework in which patterns or learned representations of observed data are processed using highly connected computational layers that map the relationship between inputs and outputs. A “deep neural network,” in the context of deep learning, may refer to a neural network that utilizes multiple hidden layers between input and output layers, which may allow for learning based on features not explicitly defined in raw data. As used in the present application, the feature labeled as NN  478  refers to a deep neural network. Various forms of NNs may be used to make predictions about new data based on past examples or “training data.” 
     Entertainment content  412  and ambient lighting routine  422  correspond respectively in general to entertainment content  112 / 212  and ambient lighting routine  122 / 222 , in  FIGS. 1 and 2 , and may share any of the characteristics attributed to those corresponding features by the present disclosure. Moreover, software code  450  corresponds in general to software code  150 / 250 , in  FIGS. 1 and 2 , and those corresponding features may share the characteristics attributed to any one of software code  150 ,  250 , or  450  by the present disclosure. That is to say, like software code  450 , software code  150 / 250  may include modules corresponding respectively to metadata parsing module  452 , segmentation module  454 , content analysis module  456 , and artistic intent interpretation module  458  optionally including NN  478 . 
     Referring now to  FIG. 3  in combination with  FIGS. 1, 2, and 4 , flowchart  360  begins with receiving entertainment content  112 / 212 / 412  (action  361 ). As noted above, entertainment content  112 / 212 / 412  may be video content or audio-video (AV) content from a linear TV program stream, for example, including an HD or UHD baseband video signal. Alternatively, in some implementations, entertainment content  112 / 212 / 412  may be video content or AV content from a video game, or may be non-video audio content, such as music content, for example. 
     Referring specifically to  FIG. 1 , in some implementations, entertainment content  112 / 412  may be provided to system  100  by content source  110 , which may be a conventional cable and/or satellite TV network, for example. In those implementations, entertainment content  112 / 412  may be received by software code  150 / 450 , executed by hardware processor  104  of system  100 . 
     Alternatively, or in addition, referring to  FIG. 2 , in some implementations, entertainment content  212 / 412  may be provided to content distribution network  214  by content source  210  for distribution as streaming content, for example. In those implementations, entertainment content  212 / 412  may be received by software code  250 / 450 , executed by hardware processor  244  of ambient lighting system  240 , via communication network  230  and network communication links  232 . 
     Flowchart  360  continues with detecting one or more attributes of entertainment content  112 / 212 / 412 , the one or more attributes corresponding to an artistic intent of a producer of entertainment content  112 / 212 / 412  (action  362 ). The one or more attributes corresponding to the artistic intent of the producer of entertainment content  112 / 212 / 412  (hereinafter “attribute(s)”) may take a variety of forms and may be detected in a variety of ways. For example, in some implementations, such attribute(s) of entertainment content  112 / 212 / 412  may include metadata  472  (hereinafter “metadata attribute(s)  472 ”) expressly or impliedly describing the artistic intent motivating a particular audio track or a particular frame, shot, or scene of video. 
     It is noted that, as used in the present application, the term “shot,” as applied to video content, refers to a sequence of frames of video that are captured from a unique camera perspective without cuts and/or other cinematic transitions, while a scene refers to two or more consecutive shots. Thus, when entertainment content  112 / 212 / 412  includes video content, metadata attribute(s)  472  may describe the artistic intent motivating a single frame of video, a shot including multiple frames, and/or a scene including multiple shots. In implementations in which entertainment content  112 / 212 / 412  includes metadata attribute(s)  472 , that/those attribute(s) may be detected by metadata parsing module  452  of software code  150 / 250 / 450 . 
     Alternatively, or in addition, in some implementations, the attribute(s) of entertainment content  112 / 212 / 412  may be detected through the analysis of the features or properties of the content included in entertainment content  112 / 212 / 412 . For example, where entertainment content  112 / 212 / 412  includes audio content, the attribute(s) of entertainment content  112 / 212 / 412  may include one or more of a volume (i.e., loudness) or a size of a segment of the audio, such as a predetermined volume or the size of a particular audio track. Detection of such attributes of entertainment content  112 / 212 / 412  may be performed by segmentation module  454  of software code  150 / 250 / 450 . That is to say, segmentation module  454  may output segmentation data  474  identifying the beginnings and ends of distinct audio tracks included in entertainment content  112 / 212 / 412 . Content analysis module  456  of software code  150 / 250 / 450  may then be used to analyze the one or more audio tracks identified in segmentation data  474 . 
     Moreover, because a producer of AV content may rely on included audio, in the form of music for example, to deliver emotion, to signal scene changes including fade-ins and fade-outs, and/or to signal the approach of a dramatic climax or denouement, the audio portion of AV content may prove highly probative of artistic intent. Consequently, where entertainment content  112 / 212 / 412  includes AV content, action  362  may include analysis of the included audio. 
     Where entertainment content  112 / 212 / 412  includes video content, the attribute(s) of entertainment content  112 / 212 / 412  may be detected by segmentation module  454  of software code  150 / 250 / 450  to identify the beginnings and ends of distinct shots and/or scenes of video, followed by analysis of those shots and/or scenes by content analysis module  456 . Thus segmentation module  454  may output segmentation data  474  identifying the beginnings and ends of distinct shots and/or scenes. Content analysis module  456  may then be used to analyze the shots and/or scenes identified in segmentation data  474 , and/or to analyze individual video frames included in those shots and/or scenes. 
     In some implementations, identification of shots and/or scenes of video may be performed by segmentation module  454  using computer vision techniques, such as feature detection, for example. For instance, features to be detected in a frame of video may include one or more of a relative size, position, and/or angle of one or more individual faces depicted in frame, one or more actions that may be taking place, and one or more background features appearing in the frame. Segmentation module  454  may detect features in video frames using one or more of “speeded up robust features” (SURF), “scale-invariant feature transform” (SIFT), and/or other techniques. 
     Segmentation module  454  may also be configured to identify shots or scenes by tracking features, such as faces, objects, and/or backgrounds, over consecutive frames. Feature detection and/or tracking may be accomplished using object recognition, pattern recognition, and/or other image processing techniques. By way of example, face detection and/or tracking may be accomplished using a “sophisticated high-speed object recognition engine” (SHORE), Viola-Jones object detection framework, and/or other techniques. 
     Content analysis module  456  may analyze segmentation data  474  received from segmentation module  454  using one or more of several techniques. In some implementations, content analysis module  456  may divide an individual video frame into regions and preferentially weight the importance of some regions of the frame over others. For example, the attribute(s) of video content being detected in action  362  may be more likely to be present in the center of a video frame. Consequently, content analysis module  456  may divide a frame into sections, such as thirds, for example, and concentrate analysis of the frame on the central third. Alternatively, or in addition, regions of a video frame that include more than a predetermined number of pixels exceeding a threshold brightness or color intensity may be preferentially weighed regardless of its location in the frame. 
     As another alternative, or in addition, analysis of a video frame may be based on the focus area of the frame. In movie production, for example, there is often a camera operator tasked with adjusting the focus so as to remain on the main subject of the frame. Consequently, camera focus may be an important attribute for use in interpreting artistic intent. As another alternative, or in addition, content analysis module  456  may be configured to perform high-pass and/or low-pass filtering techniques on video frames or the shots and/or scenes included in entertainment content  112 / 212 / 412  and identified in segmentation data  474 . That is to say, the video signal remaining after the high-pass filtering and/or low pass filtering have been performed may be more probative of the artistic intent of the producer of entertainment content  112 / 212 / 412  than the high and/or low frequency video signal that is filtered out. 
     As yet other alternatives, or in addition, analysis of video content may include detecting attribute(s) such as the camera position used to capture a frame, shot, or scene, the composition of the frame, shot, or scene, or the size of a shot or scene. Thus, where entertainment content  112 / 212 / 412  includes video content, the attribute(s) of entertainment content  112 / 212 / 412  detected in action  362  may include one or more of the camera position used to capture a segment of the video, the region of focus, the region of brightness, the composition, or the size of the segment of the video. 
     Referring to  FIG. 1 , in some implementations, detection of the attribute(s) of entertainment content  112 / 212 / 412  corresponding to the artistic intent of the producer of entertainment content  112 / 212 / 412  may be performed by software code  150 / 450 , executed by hardware processor  104  of system  100 , and using one or more of metadata parsing module  452 , segmentation module  454 , and content analysis module  456 . Alternatively, or in addition, referring to  FIG. 2 , in some implementations, detection of the attribute(s) of entertainment content  112 / 212 / 412  corresponding to the artistic intent of the producer of entertainment content  112 / 212 / 412  may be performed by software code  250 / 450 , executed by hardware processor  244  of ambient lighting system  240 , and using one or more of metadata parsing module  452 , segmentation module  454 , and content analysis module  456 . 
     Flowchart  360  continues with interpreting the artistic intent of the producer of entertainment content  112 / 212 / 412  using the attribute(s) detected in action  362  (action  363 ). The artistic intent being interpreted in action  363  may include one or more of a color scheme, light intensity, emotional tone or mood, and tempo characteristic of segments of entertainment content  11 / 212 / 412 . As discussed in detail above, content analysis module  456  may be used to detect attribute(s) in the form of features or properties of the content included in entertainment content  112 / 212 / 412 . Those attribute(s) are identified in attribute data  476  output to artistic intent interpretation module  458  by content analysis module  456 . In addition, in some implementations, artistic intent interpretation module  458  may receive metadata attribute(s)  472  of entertainment content  112 / 212 / 412  from metadata parsing module  452 . Action  363  may then be performed based on attribute data  476  and/or metadata attribute(s)  472  by artistic intent interpretation module  458  of software code  150 / 450 , executed by hardware processor  104  of system  100 , or by artistic intent interpretation module  458  of software code  250 / 450 , executed by hardware processor  244  of ambient lighting system  240 . 
     In some implementations, artistic interpretation module  458  may include NN  478  in the form of a machine learning model trained to predict the artistic intent of the producer of entertainment content  112 / 212 / 412  using the attribute(s) detected in action  362 . Thus, in some implementations, action  363  may be performed inferentially by NN  478 . Moreover, as a trained, and re-trainable, machine learning model, NN  478  of artistic interpretation module  458  may improve its predictive performance over time as additional training data becomes available. 
     Flowchart  360  continues with composing ambient lighting routine  122 / 222 / 422  as a supplement to entertainment content  112 / 212 / 412  based on the artistic intent interpreted in action  363  (action  364 ). Ambient lighting routine  122 / 222 / 422  may include instructions for modulating the color and intensity, as well as the tempo of transitions between those colors and intensities, of ambient lighting within entertainment environment  134  so as to supplement and complement entertainment content  112 / 212 / 412  as entertainment content  112 / 212 / 412  is played by output device  120 / 220 . Ambient lighting routine  122 / 222 / 422  is composed to modulate ambient lighting in a way that mirrors the artistic intent of the producer of entertainment content  122 / 222 / 422  as that artistic intent evolves across entertainment content  112 / 212 / 412 . Action  364  may be performed by artistic intent interpretation module  458  of software code  150 / 450 , executed by hardware processor  104  of system  100 , or by artistic intent interpretation module  458  of software code  250 / 450 , executed by hardware processor  244  of ambient lighting system  240 . 
     In some implementations, flowchart  360  can conclude with action  364 , described above. However, in other implementations, flowchart  360  continues with optionally controlling one or more lighting elements  148   a / 248   a  and/or  148   b / 248   b  to perform ambient lighting routine  122 / 222 / 422  while entertainment content  112 / 212 / 412  is played by output device  120 / 220  (action  365 ). As noted above, one or more lighting elements  148   a / 248   a  and/or  148   b / 248   b  are communicatively coupled to ambient lighting system  140 / 240 . Thus controlling one or inure lighting elements  148   a / 248   a  and/or  148   b / 248   b  to perform ambient lighting routine  122 / 222 / 422  may be performed by software code  250 / 450 , executed by hardware processor  244  of ambient lighting system  140 / 240 . Moreover, in some implementations hardware processor  244  may be configured to control output device  120 / 220  to play entertainment content  112 / 212 / 412  while concurrently controlling one or more lighting elements  148   a / 248   a  and/or  148   b / 248   b  to perform ambient lighting routine  122 / 222 / 422 . 
     As noted above, in some implementations, output device  120 / 220  includes display  124 / 224 , and entertainment content  112 / 212 / 412  includes video. In addition, or alternatively, in some implementations, output device  120 / 220  includes speaker  226 , and entertainment content  112 / 212 / 412  includes audio. Furthermore, it is noted that output device  120 / 220  may include display  124 / 224  and speaker  226  to enable play of entertainment content  112 / 212 / 412  in the form of AV content. 
     According to some implementations, hardware processor  104  of system  100  may execute software code  150 / 450  to perform actions  361 ,  362 ,  363 , and  364  (hereinafter “actions  361 - 364 ”) in an automated process from which human involvement is omitted. Furthermore, in some implementations hardware processor  244  of ambient lighting system  240  may execute software code  250 / 450  to perform actions  361 - 364 , or actions  361 - 364  and  365 , in an automated process. 
     In some implementations, entertainment content  112 / 212 / 412  may be scripted or “canned” content that is produced substantially in its entirety prior to being played by output device  120 / 220 . In those implementations, ambient lighting routine  122 / 222 / 422  may be composed to supplement canned entertainment content  112 / 212 / 412  and may be stored in lighting effects database  116 / 216 . Furthermore, in those implementations, ambient lighting routine  122 / 222 / 422  may be obtained from lighting effects database  116 / 216  prior to play of entertainment content  112 / 212 / 412  by output device  120 / 220 , and may be performed by ambient lighting system  140 / 240  concurrently with play of entertainment content  112 / 212 / 412  by output device  120 / 220 . 
     In some use cases, however, entertainment content  112 / 212 / 412  may be or include a live feed. For example, entertainment content  112 / 212 / 412  may be audio or AV content of a sports event or other competition that is aired by content source  110  as it occurs. In those implementations, hardware processor  104  of system  100  may be configured to execute software code  150 / 250 , or hardware processor  244  of ambient lighting system  240  may be configured to execute software code  250 / 450 , to compose ambient lighting routine  122 / 222 / 422  in real-time with respect to receiving live entertainment content  112 / 212 / 412  in action  361 . For example, in some implementations, hardware processor  104  of system  100  may be configured to execute software code  150 / 250 , or hardware processor  244  of ambient lighting system  240  may be configured to execute software code  250 / 450 , to compose ambient lighting routine  122 / 222 / 422  having latency of less than approximately two seconds with respect to live entertainment content  112 / 212 / 412 . 
     Thus, the present application discloses systems and methods for supplementing entertainment content with ambient lighting that address and overcome the deficiencies in the conventional art. From the above description it is manifest that various techniques can be used for implementing the concepts described in the present application without departing from the scope of those concepts. Moreover, while the concepts have been described with specific reference to certain implementations, a person of ordinary skill in the art would recognize that changes can be made in form and detail without departing from the scope of those concepts. As such, the described implementations are to be considered in all respects as illustrative and not restrictive. It should also be understood that the present application is not limited to the particular implementations described herein, but rearrangements, modifications, and substitutions are possible without departing from the scope of the present disclosure.