"Can You Move It?": The Design and Evaluation of Moving VR Shots in Sport Broadcast
September 25, 2023 Β· Declared Dead Β· π International Symposium on Mixed and Augmented Reality
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Authors
Xiuqi Zhu, Chenyi Wang, Zichun Guo, Yifan Zhao, Yang Jiao
arXiv ID
2309.14490
Category
cs.HC: Human-Computer Interaction
Citations
8
Venue
International Symposium on Mixed and Augmented Reality
Last Checked
4 months ago
Abstract
Virtual Reality (VR) broadcasting has seen widespread adoption in major sports events, attributed to its ability to generate a sense of presence, curiosity, and excitement among viewers. However, we have noticed that still shots reveal a limitation in the movement of VR cameras and hinder the VR viewing experience in current VR sports broadcasts. This paper aims to bridge this gap by engaging in a quantitative user analysis to explore the design and impact of dynamic VR shots on viewing experiences. We conducted two user studies in a digital hockey game twin environment and asked participants to evaluate their viewing experience through two questionnaires. Our findings suggested that the viewing experiences demonstrated no notable disparity between still and moving shots for single clips. However, when considering entire events, moving shots improved the viewer's immersive experience, with no notable increase in sickness compared to still shots. We further discuss the benefits of integrating moving shots into VR sports broadcasts and present a set of design considerations and potential improvements for future VR sports broadcasting.
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