dc.contributor.author
Fernández, Sergi
dc.contributor.author
Montagud, Mario
dc.contributor.author
Cernigliaro, Gianluca
dc.contributor.author
Rincón, David
dc.date.accessioned
2023-03-01T09:53:59Z
dc.date.accessioned
2024-12-09T15:44:52Z
dc.date.available
2024-05-04T02:45:06Z
dc.date.available
2024-12-09T15:44:52Z
dc.date.issued
2022-05-05
dc.identifier.uri
http://hdl.handle.net/2072/531579
dc.description.abstract
Social Virtual Reality (VR) allows multiple distributed users getting together in shared virtual environments to socially interact and collaborate. This article explores the applicability and potential of Social VR in the broadcast sector, focusing on a live TV show use case, by providing three main contributions: 1) a novel and lightweight social VR platform; 2) a professional piece of VR content to recreate an interactive live TV show; and 3) an analysis of the performance and user experience.
The Social VR platform includes different innovative and outstanding features compared to state-of-the-art solutions. It allows a real-time integration of remote users in shared virtual environments, using realistic volumetric representations and affordable capturing systems, thus not relying on the use of synthetic avatars. It supports a seamless and rich integration of heterogeneous media formats, including 3D scenarios, dynamic volumetric representation of users and (live/stored) stereoscopic 2D and 180º/360º videos. In addition, it enables low-latency interaction between volumetric users and a video-based presenter (Chroma keying) and a dynamic control of the media playout to adapt to the session’s evolution. The article also describes the production process of an immersive an interactive TV show to demonstrate the platform’s capabilities and its potential benefits. On the one hand, the results from objective tests show the satisfactory performance of the platform. On the other hand, the promising results from user tests support the potential impact of the presented platform, opening up new opportunities in the broadcast sector..
dc.format.extent
21 p.
cat
dc.relation.ispartof
IEEE Transactions on Broadcasting
cat
dc.rights
© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works
dc.source
RECERCAT (Dipòsit de la Recerca de Catalunya)
dc.subject.other
Virtual & Immersive Media Technologies
cat
dc.title
Toward Hyper-realistic and Interactive Social VR Experiences in Live TV Scenarios
cat
dc.type
info:eu-repo/semantics/lecture
cat
dc.embargo.terms
24 mesos
cat
dc.identifier.doi
10.1109/TBC.2021.3123499
cat
dc.rights.accessLevel
info:eu-repo/semantics/openAccess