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Pilot 2: Live Scenario (TV News)

Scenario and Theme

Pilot 2 continues the murder investigation story developed in pilot 1. In this second episode, the users are tele-ported to a TV set where a news show is about to start. The host, who is live captured, broadcasted and integrated from a remote Chroma key room, shares with the audience the latest news about the murder. Up to four users are integrated in real-time inside the TV set, not only acting as the audience but also being able to interact with the presenter. The interactions also influence the pace at which related content and connection with experts are being presented. At some point, a special live connection with an anchor, located near the crime scene, is made to know more details about the crime and ongoing investigations. The connection though realistic and panoramic video gives the feeling of being transferred to that location, increasing the feeling of presence.   

The VR experience for pilot 2 lasts 6 minutes.

Key Objectives

  • Develop and integrate technological components to enable scenarios with more than two users and live broadcasted content
  • Add extra interaction features (between users and the presenter, adapt the pace at which content is presented based on the evolution of the session…)
  • Improve the performance of technological components (resolution, delays, fluidity…)
  • Evaluate the benefits and potential impact of Social VR in the broadcast sector
  • Provide satisfactory levels of presence, quality of interaction and togetherness 

Demo video

Pilot Execution

  • March 2019 – May 2019: Focus Groups with 25 VR companies (n=25 professionals), by all partners, to get feedback on the scenario and use case
  • November 2019: Evaluation with end users (n=16 users) at i2CAT lab node (Barcelona)
  • February 2020: Evaluation with end users (n=24 users) at i2CAT lab node (Barcelona)
  • Pilot 2 showcased at VRDays 2019 

Key Outcomes / Insights

  • Second major release of the VR-Together platform
  • Consolidation of the connection between the partners’ labs, shaping the VR-Together User Lab
  • The created Social VR experience provides satisfactory levels of quality of interaction, presence, and togetherness
  • Having more than two users and live media sources with which interact provides added-value
  • Validation of requirements and gathering of extra requirements for Social VR (6 Degrees of Freedom or 6DoF, interaction with the VR environment, HMD removal…)
  • Identification of aspects to be improved (resolution of users’ reconstruction…)
  • Confirmation of the high applicability and potential of Social VR in the commercial landscape, and in the broadcast sector in particular
  • Guidelines for market adoption
  • High impact publications and standardization contributions 

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