VR vs. It’s Coming Home

The World Cup is over, five weeks of intense football which descended on Russia and allowed many of us to have a brief respite from the craziness that seems to have engulfed the world in the last few years. Somewhat depressingly it won’t even be another four years before the next competition, instead it will be four and a half as everyone awaits winter in Qatar so that people have a vague hope in hell of actually being able to play there.

Four and a half years. In that time we’ll have a European football competition, not to mention another Olympics. I can’t help but wonder as to what will change in that time. If we look back to the last World Cup in 2014, which took place in Brazil, it’s astounding how far technology has come along in as small a time as this. From a virtual reality (VR) point of view it’s been a heck of a big leap, although many of you likely won’t think that. Yes, there’s still a long way to go, but there’s wireless VR now. Stuff that makes the DK1 look positively archaic. VR hasn’t taken over the world, but it has permeated nearly every facet of what makes the world tick.

History, design and enterprise, retail and finance, science, medicine, history and archaeology, agriculture, engineering, videogames, board games, television and film and… sport.

So, going back to that topic, how many of you watched the World Cup – let’s say more than once? I’d imagine quite a few of you. To be honest I was less enthused about this competition than I have for any previously. I pretty much left England alone during the first few rounds, I checked in on the quarter-final at the exact moment the opposition scored. Which should’ve been warning enough. Still I was disappointed when England went out as you may have noticed if you follow us on Twitter.

Ah well.

Maybe that’s the jading of an England fan, fate’s most gleeful puppet weighed down by however many years of hurt it is now. Perhaps it’s just because I’ve gotten so much older. Or just my interests no longer align as much as they did a decade ago. It’s likely some sort of combination of the three but I really wasn’t enthused in watching. Of course, if I had the opportunity to watch the game in person things would be different, I’d take in any game I could regardless of the country. Because watching a match is one thing, being at one is another. So, at this point I’d like to ask my first question again with an extra caveat – how many of you watched the World Cup in VR?

I’d imagine not many of you. For the record, I didn’t either.

But why not? It’s not like there weren’t many options to do so. In the UK we had the ability to do so thanks to the BBC, who have continued their investment in VR, something they’ve been taking in many different directions but that they have also incorporated into their sports coverage. If my interest would be peaked by being at a match, shouldn’t I be wanting to watch it in VR? After all that’s the point. You’re taken there! You ARE there! Well, yes. But how many times have we seen coverage like that and what it actually is, is you sitting in a room watching a big screen? A lot of the time when it’s a social platform, like (ironically) Bigscreen this is fine. Absolutely fine. It suits its purpose. But if you’re going to be doing sport in this area the VR needs to be more than that. I don’t want a cosy living room with a window. I want to be in the crowd, yes but somewhere I choose. I want to be on the pitch. I want to see what player X can see and at the moment… we really can’t. We’re getting there yes, there’s the stuff that Intel are doing. There’s also the highlights that NextVR are doing for things like wrestling which are getting to the point where VR for sport should be.

BBC VR Football - World Cup 2018
The BBC’s option fell into the ‘room with a view’ trap.

If VR sport were baseball we’re still on first base, there’s a runner on second, but we’ve not got much say in what they’re doing. All we can do is try to get there to that point. Will we be there in four and a half years? I hope so. Will everyone else have the patience to wait?

And that’s my third, and last question for the week.

 

This Week In VR Sports: Tabletop Football And ESports Deals

Another weekend, another entry of This Week In VR Sport. Every week VRFocus brings you a number of sports and eSports related virtual reality (VR) and augmented reality (AR) stories. As the World Cup is soon to finish, why not look to the future of enjoying the sport as the University of Washington presents AR tabletop viewing. Team Gravity announce a sponsor for their VR eSports activities and IKINEMA collaborates with Globo for a unique AR broadcast.

University of Washington Use AR For Tabletop Football Viewing

Tabletop Football

Researches at the University of Washington, in partnership with Facebook and Google have released a new video and research paper that presents a future of what watching football in AR might look like. The system, which is best described as tabletop football, is an end-to-end system that creates a moving 3D reconstruction of a real match which can be enjoyed with a 3D viewer or on an AR compatible device such as HoloLens.

The system was achieved by training a convolutional neural network (CNN) with hours of virtual player data captured from EA’s FIFA videogames, which was able to provide the team behind the system with the data needed to ingest a single monocular YouTube video and output it in the result seen below.

The ten page research paper goes in depth on how the team at the University of Washington, Facebook, and Google were able to bring all the data and technology together for the end result. In theory, the system would allow viewers to watch a match, be it live or recorded, in a hybrid 2D/3D AR experience that could be enjoyed from any viewing angle. The prospect of a tabletop experience similar in vein to the recently announced Motorsport Manager Mobile 3 which is also leveraging AR technology to allow users to turn a surface into a playground.

You can see an example of the system below and read the research paper from the University of Washington here.

Broadband Provider JT Partners With Team Gravity For VR eSports

Team Gravity

VR is rapidly becoming a main player in the eSports scene and one team within the scene is Team Gravity who have recently announced that they have a sponsor in the form of broadband provider JT. The team have been competing in Echo Arena, which is a three-versus-three VR videogame, but have recently recruited a fourth member and are looking to expand into more titles in the future.

Competing on a weekly basis along with attending major eSports events, such as EL One in Hamburg and IEM Katowice in Poland, Team Gravity have seen success having recently finished first in the European Stage Finals of Echo Arena and is aiming for the World Finals as well.

“eGaming and eSports have been around for some time, but the addition of Virtual Reality takes it to a new level and is a growing global phenomenon.” Said Tim McGuinness, member of Team Gravity: “With VR, it is much more akin to playing a sport than a game; you need to train and you need to have the right mentality as you can play for up to three hours non-stop – it is a full body workout requiring great fitness, dexterity and skill.”

With the partnership, Team Gravity will be able to look in expanded the team with more members and attending more events in the future. VRFocus will be sure to bring you all the latest on the team in the future.

IKINEMA And Globo Collaborate For Unique AR World Cup Broadcast

Lastly this week, IKINEMA and Globo Collaborate for AR World Cup Heroes. This collaboration saw the blend of the real-world with he virtual one as AR characters came to life during a special broadcast on Brazilian TV. The experience was made possible thanks to IKINEMA’s LiveAction animation software which allowed presenters to interact with the live-streamed AR characters and offer a unique viewing experience.

“It’s extremely exciting working with Globo, together we are breaking new ground by bringing in new dimensions to live TV Broadcasting, and what better time to revolutionise than for the World Cup of Russia.” Said Alexandre Pechev, IKINEMA CEO: “The IKINEMA technologies are designed to drive innovative techniques and efficiency for our customers, whilst delivering consistently believable motion – trademarks our brand is recognised the world over.”

The technology could mean that the future of sports broadcasting will see more AR characters used to deliver unique reports for viewers. They could even be used to recreate key moments within a match, adding an extra layer of character and charm to the story as the cheerful AR characters play out the action. You can read more about the special broadcast and collaboration between IKINEMA and Globo here.

That is all for This Week In VR Sport. For more on immersive sport news keep reading VRFocus and remember to check back next week for another This Week In VR Sport.

IKINEMA and Globo Collaborate for AR World Cup Heroes

It’s not a secret that Brazil is a bit wild about Football. With most of the world joining in the celebration of the Beautiful Game that is the FIFA World Cup, Brazil’s largest media group, Globo have teamed up with IKINEMA to create an augmented reality (AR) tribute to the 2018 World Cup.

The collaboration mixed together real-life human presenters with virtual and AR characters that can be used during TV broadcasts. The AR experience uses IKINEMA’s LiveAction animation software to let presenters get the full effect when on set.

Presenters will be able to interact with multiple live-streamed virtual characters within a virtual football stadium, mixing together the real and the virtual. The IKINEMA software lets the Globo team mix together on-air coverage with the virtual additions in real-time.

Alexandre Pechev, IKINEMA CEO, “It’s extremely exciting working with Globo, together we are breaking new ground by bringing in new dimensions to live TV Broadcasting, and what better time to revolutionise than for the World Cup of Russia. The IKINEMA technologies are designed to drive innovative techniques and efficiency for our customers, whilst delivering consistently believable motion – trademarks our brand is recognised the world over.”

Alexandre Arrabal, Globo’s Director of Illustration and Art said, “To lead in our industry means adopting incredible and innovative technologies, the likes of LiveAction. IKINEMA’s advanced tools has enabled Globo to spearhead a dynamic and new-style of presenting live shows with the use of augmented reality – this is the future for greater audience engagement and entertainment. The IKINEMA support team are total professionals and they’ve been a reassuring component to our technical team for smooth delivery throughout World Cup coverage.”

Further information about the IKINEMA LiveAction software is available on the official IKINEMA website. A demonstration video can also be viewed below. VRFocus will be sure to keep you updated with future news from the AR sector.