VR Presentation of Real World Space via HMD
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Solution Overview
Problem
Current video streams of esports events lack immersion for remote spectators, failing to provide a sense of presence within the arena and not allowing viewers to choose their preferred camera views.
Innovation Solution
A method and system for delivering a virtual reality (VR) presentation of a real-world space to remote users via a head-mounted display (HMD), which includes selecting a seat with a corresponding real-world capture system, receiving and reskinning video streams to align with user preferences, and presenting a 360-degree view, allowing dynamic reskinning of real-world objects based on user interests.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If a generic video stream is provided to remote spectators, then the system complexity is low, but the immersion and sense of presence in the arena is poor
Solution Approach 1:
The video stream is segmented into multiple camera views (e.g., player perspectives, arena views, close-up shots) that can be independently selected and combined. This allows the system to provide immersive multi-view experiences without requiring a complete redesign of the broadcasting infrastructure.
Solution Approach 2:
The system transitions from traditional 2D video streaming to 360-degree spherical video views, adding a dimensional aspect that enables spectators to look around in all directions. This creates a sense of being physically present in the arena while using the same capture infrastructure.
2Adaptability or versatility
If multiple camera views are provided for spectator choice, then the adaptability to user preferences is improved, but the device complexity increases
Solution Approach 1:
A single spherical camera setup serves multiple functions by capturing 360-degree video that can be processed to generate various viewing perspectives. The same hardware infrastructure supports both traditional broadcast views and immersive spectator views, eliminating the need for separate camera systems for each view type.
Solution Approach 2:
Virtual camera views are generated by processing and re-rendering the spherical video capture from different virtual positions and angles. This creates multiple view perspectives without requiring physical cameras at each location, reducing hardware complexity while maintaining view diversity.
3Adaptability or versatility
If real-world objects are reskinned with graphical content elements, then the customization based on user preferences is improved, but the processing complexity increases
Solution Approach 1:
Graphical content elements (such as advertisements or team branding) are pre-rendered and stored in a library. During live broadcasting, these pre-prepared elements are overlaid onto the video feed based on user selection, avoiding the need for real-time complex graphical processing while still enabling customization.
Solution Approach 2:
A virtual overlay layer is introduced between the video capture and display, allowing graphical content elements to be composited onto the video feed. This intermediary layer enables easy customization of visual content without affecting the underlying video processing pipeline.
Data Source
AI summary
Methods and systems are provided for delivering a virtual reality (VR) experience of a real world space to a remote user via a head mounted display (HMD). A method provides for sending a request for the VR experience of the real world space and identifying a viewing location made by the user. The method includes operations for mapping the viewing location to a real world capture system for capturing video and audio at a location that corresponds to the viewing location and receiving real world coordinates for the real world capture system. Further, the method accesses a user profile of the user and receives a video stream of the real world space captured by the real world capture system. The method is able to identify and reskin a real world object with a graphical content element by overlaying the graphical content item in place of the image data associated with the real world object.


