skip to main content
10.1145/3603555.3609311acmotherconferencesArticle/Chapter ViewAbstractPublication PagesmucConference Proceedingsconference-collections
demonstration

An Immersive and Collaborative Virtual Theater Experiences

Published:03 September 2023Publication History

ABSTRACT

Immersive and spatial computing offer new possibilities to experience real stage events from home. We present a technical concept for experiencing theater performances using virtual reality headsets. For this purpose, we fuse a virtual theater model with real stage content of a theater performance. Two approaches are used: a stereoscopic video recording and a light field. In the virtual theater space, the integration of a multi-player framework enables the shared experience of locally distant people who can interact with each other in a natural way via avatars.

References

  1. Albrecht Schneider, Lars Damman, Florian Kleist. 2008. Live-Musik-Publikum in Hamburg. Empirische Studien zu einer urbanen Musik-Szene im digitalen Zeitalter. LIT Verlag.Google ScholarGoogle Scholar
  2. Rainer Dollase. 1997. Musikpräferenzen und Musikgeschmack Jugendlicher. In Handbuch Jugend und Musik. VS Verlag für Sozialwissenschaften, Wiesbaden.Google ScholarGoogle Scholar
  3. BDKV. 2020. Musikwirtschaft in Deutschland 2020. Studie zur volkswirtschaftlichen Bedeutung von Musikunternehmen unter Berücksichtigung aller Teilsektoren und Ausstrahlungseffekte.Google ScholarGoogle Scholar
  4. Michael Wilkinson, Sean Brantley and Jing Feng. 2021. A Mini Review of Presence and Immersion in Virtual Reality. In Proceedings of the 2021 HFES 65th International Annual Meeting. 65 (1). pp. 1099-1103. https://doi.org/10.1177/1071181321651148Google ScholarGoogle ScholarCross RefCross Ref
  5. Richard Skarbez, Frederick P. Brooks and Mary C. Whitton. 2017. A Survey of Presence and Related Concepts. In ACM Computing Surveys, 50(6), Article 96. pp 1–39. https://doi.org/10.1145/3134301.Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Catherine S. Oh, Jeremy N. Bailenson and Gregory F. Welch. 2018. A Systematic Review of Social Presence: Definition, Antecedents, and Implications. SYSTEMATIC REVIEW article. In Frontiers in Robot and AI. 5. https://doi.org/10.3389/frobt.2018.00114Google ScholarGoogle ScholarCross RefCross Ref
  7. Kevin Matzen, Cohen F. Michael, Evans Bryce, Kopf Johannes and Richard Szeliski. 2017. Low-Cost 360 Stereo Photography and Video Capture. In ACM Transactions on Graphics. 36 (4). pp 1–12. https://doi.org/10.1145/3072959.3073645.Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Christian Weissig, Schreer Oliver, Eisert Peter and Peter Kauff. 2012. The Ultimate Immersive Experience: Panoramic 3D Video Acquisition. In International Conference on Multimedia Modeling Advances in Multimedia Modeling. 7131. pp.671–81. https://doi.org/10.1007/978-3-642-27355-1_72.Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Henrique G. Debarba, Mario Montagud, Sylvain Chagué, Javier Garcia-Lajara, Ignacio Lacoste, Sergi F. Langa and Caecilia Charbonnier. 2022. Content format and quality of experience in virtual reality. In Multimedia Tools and Applications. 1161. https://doi.org/10.1007/s11042-022-12176-9Google ScholarGoogle ScholarCross RefCross Ref
  10. Tilanka Chandrasekera, Kinkini Fernando and Luis Puig. 2019. Effect of Degrees of Freedom on the Sense of Presence Generated by Virtual Reality (VR) Head-Mounted Display Systems: A Case Study on the Use of VR in Early Design Studios. In Journal of Educational Technology Systems. 47. 004723951882486. 10.1177/0047239518824862.Google ScholarGoogle ScholarCross RefCross Ref
  11. Shihong Xia, Lin Gao, Yu-Kun Lai, Ming-Ze Yuan and Jinxiang Chai. 2017. A Survey on Human Performance Capture and Animation. In Journal of Computer Science and Technology. 32 (3). pp. 536–54. https://doi.org/10.1007/s11390-017-1742-y.Google ScholarGoogle ScholarCross RefCross Ref
  12. Alexander Winkler, Won Jungdam, and Ye Yuting. 2022. QuestSim: Human Motion Tracking from Sparse Sensors with Simulated Avatars. In SIGGRAPH Asia 2022 Conference Papers. pp. 1–8. https://doi.org/10.1145/3550469.3555411.Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. An Immersive and Collaborative Virtual Theater Experiences
          Index terms have been assigned to the content through auto-classification.

          Recommendations

          Comments

          Login options

          Check if you have access through your login credentials or your institution to get full access on this article.

          Sign in
          • Article Metrics

            • Downloads (Last 12 months)29
            • Downloads (Last 6 weeks)3

            Other Metrics

          PDF Format

          View or Download as a PDF file.

          PDF

          eReader

          View online with eReader.

          eReader

          HTML Format

          View this article in HTML Format .

          View HTML Format