As new viewing technologies like 3D films and meta-platforms gain popularity globally, audiences increasingly seek more immersive and interactive content, driving the rise of VR (Virtual Reality) sports broadcasts. However, professional VR sports broadcasts relying on panoramic real cameras often remain constrained, with cameras either stationary or mimicking movements typical of conventional TV broadcasts. Consequently, research and production in this field have primarily focused on interactions in static settings. This paper explores the opportunities enabled by free camera movements and placements within the Digital Twin Ice Hockey (DTIH) environment, aiming to identify new design possibilities and user experiences. We conducted field studies and user experience experiments involving VR ice hockey broadcasts, employing quantitative analysis of custom-designed questionnaires and qualitative insights from participant interviews. Our findings demonstrate that professionally directed Cinematic VR (CVR) approaches can enhance immersion and deliver a compelling viewing experience. Additionally, incorporating viewer-driven visual narratives through functional interactions significantly enriches user engagement. We discuss potential improvements, design implications, and future applications for VR ice hockey broadcasting playbacks, paving the way for more interactive and immersive VR sports experiences.
Enhancing the Spectator Experience: Dynamic VR Camera and Broadcasting Playbacks Design
Yangqiuzi Zhang,Ruoying Su,Qinglong Yang,Yang Jiao
Published 2024 in Proceedings of the Twelfth International Symposium of Chinese CHI
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- Publication year
2024
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Proceedings of the Twelfth International Symposium of Chinese CHI
- Publication date
2024-11-22
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Semantic Scholar
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