VR technologies for rich sports experience

Daisuke Ochi, Akio Kameda, Kosuke Takahashi, Motohiro Makiguchi, Kouta Takeuchi

Research output: Chapter in Book/Report/Conference proceedingConference contribution

4 Citations (Scopus)

Abstract

NTT has developed progressive VR technologies to provide a rich sports experience to its users from the perspectives of both entertainment and player performance enhancement. The "Sports Performance Enhancement System" we have developed provides a virtual experience that enables participants in sports to feel as if they were actually on the playing field. It enables both sports participants and their coaches to devise strategies for upcoming games through the use of a highly realistic immersive experience. The "Kirari! for Mobile" system, with which users can use compact multi-layered 3D technology on smartphones. It provides a 3D model that our free viewpoint capturing system can easily capture. Users can easily use and intuitively manipulate it by turning their smartphones in various directions to find out what is actually happening. The "Effective Live-streaming Method for Omnidirectional Video" enables real-time video streaming that reduces necessary network bandwidth requirements by 80% for a widely captured omnidirectional video, such as one for a sports event or a concert. This was made possible by streaming user viewing areas in real time at high resolution. The technologies are demonstrated to show their potential application to sports.

Original languageEnglish
Title of host publicationACM SIGGRAPH 2016 Emerging Technologies, SIGGRAPH 2016
PublisherAssociation for Computing Machinery, Inc
ISBN (Electronic)9781450343725
DOIs
Publication statusPublished - 2016 Jul 24
EventACM International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2016 - Anaheim, United States
Duration: 2016 Jul 242016 Jul 28

Publication series

NameACM SIGGRAPH 2016 Emerging Technologies, SIGGRAPH 2016

Other

OtherACM International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2016
CountryUnited States
CityAnaheim
Period16/7/2416/7/28

Keywords

  • Multi-layered 3D
  • Omnidirectional video streaming
  • Sports performance enhancement

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design
  • Computer Vision and Pattern Recognition

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