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BEGIN:VEVENT
UID:f2b6bbe60407f3a2d56b716fdc5fe72eed6982ab@swoogo.com
DTSTAMP:20260618T135627Z
DESCRIPTION:Broadcasting stage events such as theater\, music\, or circus p
 erformances expands the potential audience to those unable to attend live\
 , and allows re-experiencing the event at home. However\, traditional medi
 a like television or cinema often fail to convey the immersive feeling of 
 participation\, making the broadcasted experience less thrilling. Head-mou
 nted displays for virtual reality offer a promising solution to bridge thi
 s gap by surrounding the spectator with a complete and realistic environme
 nt\, enhancing the sense of presence compared to 2D screens. While 360° vi
 deo is commonly used\, it lacks parallax\, which can lead to motion sickne
 ss due to the absence of depth and occlusion information. Alternatively\, 
 modeling the event location in a 3D game engine can reproduce parallax eff
 ectively\, but integrating live actors remains challenging. Often\, green-
 screen or volumetric capture is used\, or actors are replaced by avatars\,
  diminishing naturalness. To address these issues\, we developed a workflo
 w for integrating live actors into a 3D environment\, offering a fully imm
 ersive experience. Our approach balances realism and complexity by compari
 ng full light-field rendering with stereo projection. Although stereo proj
 ection does not perfectly reproduce parallax\, it provides convincing dept
 h cues if the spectator is at a reasonable distance from the performance. 
 Additionally\, stereo content aligns closely with traditional broadcast me
 dia\, allowing the reuse of existing infrastructure. However\, this approa
 ch necessitates a distinct production methodology. Actors’ performances ar
 e transmitted via a stereo signal\, while surrounding environments are rec
 reated from digitized 3D models. New production and rendering guidelines a
 re essential to maintain visual quality. This paper summarizes the lessons
  learned and the developed workflow to advance immersive media in stage ev
 ents.
DTSTART:20241021T193000Z
DTEND:20241021T200000Z
LAST-MODIFIED:20260618T135627Z
LOCATION:Session Room 2
SEQUENCE:0
STATUS:CONFIRMED
SUMMARY:Bringing stage events with real actors to your home in VR – A low c
 omplexity solution for immersive media streaming
TRANSP:OPAQUE
X-ALT-DESC;FMTTYPE=text/html:<p>Broadcasting stage events such as theater\,
  music\, or circus performances expands the potential audience to those un
 able to attend live\, and allows re-experiencing the event at home. Howeve
 r\, traditional media like television or cinema often fail to convey the i
 mmersive feeling of participation\, making the broadcasted experience less
  thrilling. Head-mounted displays for virtual reality offer a promising so
 lution to bridge this gap by surrounding the spectator with a complete and
  realistic environment\, enhancing the sense of presence compared to 2D sc
 reens. While 360° video is commonly used\, it lacks parallax\, which can l
 ead to motion sickness due to the absence of depth and occlusion informati
 on. Alternatively\, modeling the event location in a 3D game engine can re
 produce parallax effectively\, but integrating live actors remains challen
 ging. Often\, green-screen or volumetric capture is used\, or actors are r
 eplaced by avatars\, diminishing naturalness. To address these issues\, we
  developed a workflow for integrating live actors into a 3D environment\, 
 offering a fully immersive experience. Our approach balances realism and c
 omplexity by comparing full light-field rendering with stereo projection. 
 Although stereo projection does not perfectly reproduce parallax\, it prov
 ides convincing depth cues if the spectator is at a reasonable distance fr
 om the performance. Additionally\, stereo content aligns closely with trad
 itional broadcast media\, allowing the reuse of existing infrastructure. H
 owever\, this approach necessitates a distinct production methodology. Act
 ors’ performances are transmitted via a stereo signal\, while surrounding 
 environments are recreated from digitized 3D models. New production and re
 ndering guidelines are essential to maintain visual quality. This paper su
 mmarizes the lessons learned and the developed workflow to advance immersi
 ve media in stage events.</p>
BEGIN:VALARM
UID:65306134-3165-4163-b565-326531333663
ACTION:DISPLAY
DESCRIPTION:Broadcasting stage events such as theater\, music\, or circus p
 erformances expands the potential audience to those unable to attend live\
 , and allows re-experiencing the event at home. However\, traditional medi
 a like television or cinema often fail to convey the immersive feeling of 
 participation\, making the broadcasted experience less thrilling. Head-mou
 nted displays for virtual reality offer a promising solution to bridge thi
 s gap by surrounding the spectator with a complete and realistic environme
 nt\, enhancing the sense of presence compared to 2D screens. While 360° vi
 deo is commonly used\, it lacks parallax\, which can lead to motion sickne
 ss due to the absence of depth and occlusion information. Alternatively\, 
 modeling the event location in a 3D game engine can reproduce parallax eff
 ectively\, but integrating live actors remains challenging. Often\, green-
 screen or volumetric capture is used\, or actors are replaced by avatars\,
  diminishing naturalness. To address these issues\, we developed a workflo
 w for integrating live actors into a 3D environment\, offering a fully imm
 ersive experience. Our approach balances realism and complexity by compari
 ng full light-field rendering with stereo projection. Although stereo proj
 ection does not perfectly reproduce parallax\, it provides convincing dept
 h cues if the spectator is at a reasonable distance from the performance. 
 Additionally\, stereo content aligns closely with traditional broadcast me
 dia\, allowing the reuse of existing infrastructure. However\, this approa
 ch necessitates a distinct production methodology. Actors’ performances ar
 e transmitted via a stereo signal\, while surrounding environments are rec
 reated from digitized 3D models. New production and rendering guidelines a
 re essential to maintain visual quality. This paper summarizes the lessons
  learned and the developed workflow to advance immersive media in stage ev
 ents.
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