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Floating in the Middle of the Soccer Field: An Immersive Education Initiative for Being Present into the Scene

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DEMONSTRATIONS

01.

Floating in the Middle of the Soccer Field. An Immersive

Education Initiative for Being Present into the Scene

Tetsuya Kawamoto

1

, Nicola Liberati

2 1

CHUKYO TV. BRAODCASTING CO., LTD.

154 Takamine-cho, Showa-ku, Nagoya-city Aichi 466-8635, Japan Email: kawamoto507@ctv.co.jp

2

Chukyo University, Dept. of International Liberal Studies.

101 Tokodachi, Kaizu-cho, Toyota-city Aichi 470-0393, Japan Email: nicola_liberati@3dbc.org

Abstract:

The aim of this paper is to propose a method to experience a free-viewpoint video and image with

a head mounted display (HMD) and a game controller which enables to interact intuitively. The

free-viewpoint video is generated by multiple 4K resolution cameras in sport games such as in the

case of soccer or American football. This method provides the user a player’s perspective as if they

were in the middle of the field.

We used a “bill board” and “point cloud” method to produce a free-viewpoint video which consists of multiple textures arranged according to the user’s position in the scene. We used a game development system and a HMD in order to implement and display the images.

Moreover, we used a game controller to allow the user to move in the scene and to change their point of view with a high degree of freedom.

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One Sentence Summary:

Our technology provides a new way to analyze movements of players and a strategies of a real soccer game for sports education.

Introduction

Usually the viewpoint is fixed when the images are taken from a unidirectional video source, such as in the case of the classic television broadcast or in the video streaming. To solve this restriction, the free-viewpoint image, which is the well-known novel three-dimensional (3D) viewing system, has being

developed and it is adopted by few television programs. Presently, the free-viewpoint video technology has been studied on mainly 2D flat displays where users can chose the view point. However, there are two major inadequacies of the existing researches: firstly, previous researches cannot achieve 360 degrees free view with their own devices such as the players’ perspective. Secondly users can hardly experience immersion such as in a virtual. We have studied free-viewpoints videos for sports games being held in big spaces. Therefore, our technology is directly studied for games such as soccer or American football, even if it is not limited to them. Our work is realized in order to be visualized on tablet terminals and to be synchronized with television broadcasts and our long-term plan is to build a system which includes

capturing, displaying, sharing and editing free-viewpoint contents over multiple platforms in real-time, such as mobile devices and TV.

We are developing this system thanks to the process of managing multiple different types of data in the computer library OpenMV. This library stores movie textures or images, depth data, camera parameters and frame time information which are captured during the soccer game. When users start to display a free-viewpoint video, information such as players’ ID, positions and the direction of movements will be visible on the display.

Method 1: for generating free-viewpoint images

This section describes the details of generating the free-viewpoint video displayed on the HMD devices.

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Basically we use a bill board system, which was proposed by H. Saito [1] [2], to generate the free-viewpoint video.

At first a soccer game in the auditorium is captured by four 4K resolution cameras and our system automatically extracts texture data of players using segmentation of the regions as shown

in Figure 1.

We use a laser range scanner which can accurately measure player’s positions in the large area by horizontally projecting red laser lights and measuring the time the lights require to be reflected from the objet. The acquired distance and angle captured by the device identify the exact location of the players as coordinates for mapping process in the Unity3D [4], which is a game development tool to create interactive 2D and 3D contents.

These textures are processed in Unity3D. We build bill boards for each player and we place them in a virtual soccer stadium model by attaching them the image texture. Player’s texture data of a specified viewpoint are interpolated by the nearest real camera view-point and then mapped on the bill board. We use a Flash Lidar camera to capture 3D figures of players and their locations and these data are translate into “point cloud” format in order to allow Unity3D project scene to display them correctly. We add color information from RGB cameras to those point cloud models (Figure 2) and finally we manage to insert a 3D model in the scene oriented in the way we like. The extracted data are stored in a server and

they are read when users activate the system.

Method 2: for devices

We use the HMD Oculus Rift to simulate the view of each player. Oculus Rift has head tracking sensors which can help users to see a video following their head rotation and it provides stereoscopic 3D display via

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dual lenses. Users can easily experience 3D videos with the HMD which makes it possible to immerse themselves into the soccer field. Moreover, the subject is free to move into the scene thanks to a game controller. An application developed in Unity3D for Oculus Rift would be running on a PC and Figure 3 shows the experience an user would have wearing the HMD.

Figure 3. With Oculus Rift and Nintendo Game pad Figure 4. An example of “bill board” model players on

Unity3D

Although few computer games can generate first person view contents, our technology allows a

free-viewpoints thanks to multiple synthesized cameras which capture the real dynamic scene, such as in the case of a soccer match.

Evaluation and Discussion

Displaying the scene with Oculus Rift enables users to have a 360-degrees view. Figure 4 shows an example of a game window. We observed that users can feel their own virtual position in the scene more accurately and instinctively. The most innovative point this technology introduces is the possibility to experience the game as if the subjects were part of the scene and located in the middle of the field, among the players during the match. Although 3D and VR video could cause sickness, being able to move and act from a localized point of view can reduce this kind of side effects. We encourage people to join the demonstration and experience by themselves.

This technology is used to allow the subject to live in the middle of the soccer field during a match.

However, its potentialities are not limited to this kind of use only. By allowing the subject to be immersed in another place captured by cameras, it allows them to be projected into another place of this world, or at least in another place where it is possible to have cameras. As soon as we are able to reduce the time we need to elaborate the data and we manage to have an experience in real time, it will be possible to project subjects among different places just by switching the devices on and off.

This is a complete new way to explore the scene because we have not to make use of physical objects placed into the scene, such as robots which “mimic” the subject’s presence and which embed the subject’s will [3].

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Therefore, it is a useful tool for students and teachers to have a direct experience as if they were present during the salient moment of an important event and where external objects like robots are not allowed. This technology has been developed to allow students and teachers from whole the world to be present in the middle of the field of Tokyo 2020 Olympic Games. Thanks to this technology it will be possible to allow them to be projected in the middle of the field and to be part of the game as if they were playing side by side with the real players without intrusive technology which are not allowed in the games.

In this way the students will have a direct perception of the game and such experience will allow them to better understand the tactics used and the organization of the players in the field. Teachers too will have the possibility to improve their knowledge about the game and to develop a new way of teaching based on this new possible experience because this technology makes the direct experience of a distant event possible.

Conclusion

In this paper, we proposed a new method to experience free-viewpoint video generated by multiple 4K resolution cameras. Thanks to our method the free-viewpoint video has been improved in respect of its immersivity and its intuitiveness.

This system can be widely applicable for any entertainment companies which are aiming to higher-presence feelings or for some sport research facilities which are working on game strategies or players training. Our technology makes the direct experience of a distant event possible. Therefore, it allows students and teachers to be present in the middle of the event and to see with their own eyes what it is happening.

References

[1] K. Hayashi and H. Saito, “Synthesizing Free-Viewpoint Images from Multiple View Videos in Soccer Stadium” Proceeding of International Conference on Computer Graphics, Imaging and Visualization, pp.220-225, 2006

[2] N. Inamoto and H. Saito, “Virtual Viewpoint Replay for a Soccer Match by View Interpolation from Multiple Cameras”, IEEE Transactions on Multimedia, vol.9, no.6 pp.1155-1166, 2007.

[3] A. Nagendran, A. Steed, B. Kelly and Y. Pan, “Symmetric telepresence using robotic humanoid surrogates”, Journal of Visualization and Computer Animation, vol. 26, pp. 271-280, 2015.

[4] Unity3D http://www.unity3d.com

Acknowledgement

This work is supported by National Institute of Communications Technology (NICT) under expense of contract research 143ka2 (Interactive Virtual Viewpoint Vision). Nicola Liberati is supported by the Japan Society for the Promotion of Science (JSPS) No. P14782.

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Tetsuya Kawamoto worked on the second and third sections of this work. Nicola Liberati worked on the first and fourth sections.

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