Conference Paper

Augmented reality in broadcasting

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... We found no instances where the experience remains meaningful once the TV component is eliminated. 8 ...
... The BBC's Civilisations AR app and Pokémon Go are other such examples.8 Except when the two experiences are independent, or when AR is used to deliver TV content. ...
... The integration of AR in live sports broadcasting enhances the viewer's understanding of the game and makes it more engaging. According to Nielsen's Sports Media Report 2020, the use of AR in sports broadcasts led to a 15% increase in viewer engagement and a 20% rise in viewer retention during the broadcast of major sporting events (Goebert, 2021) In addition to VR and AR, social media platforms have played a significant role in enhancing the sports viewing experience in the USA. Fans can now access real-time highlights, updates, and engage in discussions on platforms like Twitter and Instagram. ...
Article
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Purpose: The main aim of this study was to investigate the use of Virtual Reality and AugmentedReality in enhancing the sports viewing experience.Methodology: The study adopted a desktop research methodology. Desk research refers to secondarydata or that which can be collected without fieldwork. Desk research is basically involved in collectingdata from existing resources hence it is often considered a low cost technique as compared to fieldresearch, as the main cost is involved in executive’s time, telephone charges and directories. Thus, thestudy relied on already published studies, reports and statistics. This secondary data was easilyaccessed through the online journals and library.Findings: The findings revealed that there exists a contextual and methodological gap relating to theuse of Virtual Reality and Augmented Reality in enhancing the sports viewing experience. Preliminaryempirical review revealed that both Virtual Reality (VR) and Augmented Reality (AR) have a profoundpositive impact on the sports viewing experience. VR offers fans the opportunity to be virtually presentat sporting events, providing an unparalleled level of immersion, personalization, and interactivity.This heightened engagement contributes significantly to fan satisfaction and a deeper emotionalconnection to the game. In light of the consistent and compelling findings, it is clear that VR and ARare not just novelties but powerful tools that can shape the future of sports viewing. Sportsorganizations, broadcasters, and marketers should continue to invest in and explore these technologiesto meet the evolving expectations of fans, elevate the viewing experience, and unlock newopportunities for revenue generation.Unique Contribution to Theory, Practice and Policy: The Uses and Gratifications theory,Technology Acceptance Model (TAM) and the Flow theory may be used to anchor future studies onthe use of Virtual Reality and Augmented Reality in enhancing the sports viewing experience. Thestudy recommended that sports organizations and broadcasters to embrace and invest in Virtual Reality(VR) and Augmented Reality (AR) technologies to create immersive and interactive sports viewingexperiences; fan education and training on how to use VR and AR applications should be a priority.Many potential users may be unfamiliar with these technologies, and clear instructions and tutorialsshould be provided to enhance user adoption and for continuous innovation and improvement in VRand AR content and technology are essential. This includes refining the quality of VR headsets andAR devices, enhancing the realism of simulations, and developing new applications and features thatcater to specific sports and fan preferences.
... The result produces the best results as compared to the survey work, i.e., the overlay object best suited to the real scene. Chandrasekaran and Kesavan [28] presented the use of AR in the advertisement industry as the future of advertising, an advanced technology-oriented marketing strategy to boost the marketing strategy to reach the customer efficiently. Nasser [29] presented the latest developments in learning, teaching, and education. ...
Article
Augmented Reality (AR) aims to modify the perception of real-world images by overlaying digital data on them. A novel mechanic, it is an enlightening and engaging mechanic that constantly strives for new techniques in every sphere. The real world can be augmented with information in real-time. AR aims to accept the outdoors and come up with a novel and efficient model in all application areas. A wide array of fields are displaying real-time computer-generated content, such as education, medicine, robotics, manufacturing, and entertainment. Augmented reality is considered a subtype of mixed reality, and it is treated as a distortion of virtual reality. The article emphasizes the novel digital technology that has emerged after the success of Virtual Reality, which has a wide range of applications in the digital age. There are fundamental requirements to understand AR, such as the nature of technology, architecture, the devices required, types of AR, benefits, limitations, and differences with VR, which are discussed in a very simplified way in this article. As well as a year-by-year tabular overview of the research papers that have been published in the journal on augmented reality-based applications, this article aims to provide a comprehensive overview of augmented reality-based applications. It is hard to find a field that does not make use of the amazing features of AR. This article concludes with a discussion, conclusion, and future directions for AR.
... The 3D reconstruction of a face is the problem of obtaining a 3D representation from one or a few images of the face. A far fetched goal would be to live-stream 3D faces in an augmented reality (AR) based conference application [12,2]. Our work concerns with prediction of depth map from a single RGB image. ...
Conference Paper
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Cheap and fast 3D asset creation to enable AR/VR applications is a fast growing domain. This paper addresses a significant problem of reconstructing complete 3D information of a face in near real-time speed on a mobile phone. We propose a novel deep learning based solution to predict robust depth maps of a face, one forward facing and the other backward facing, from a single image from the wild. A critical contribution is that the proposed network is capable of learning the depths of the occluded part of the face too. This is achieved by training a fully convolutional neural network to learn the dual (forward and backward) depth maps, with a common en-coder and two separate decoders. The 300 W-LP, a cloud point dataset, is used to compute the required dual depth maps from the training data. The code and results will be made available at project page.
... The 3D reconstruction of a face is the problem of obtaining a 3D representation from one or a few images of the face. A far fetched goal would be to live-stream 3D faces in an augmented reality (AR) based conference application [12,2]. Our work concerns with prediction of depth map from a single RGB image. ...
... The 3D reconstruction of a face is the problem of obtaining a 3D representation from one or a few images of the face. A far fetched goal would be to live-stream 3D faces in an augmented reality (AR) based conference application [12,2]. Our work concerns with prediction of depth map from a single RGB image. ...
Conference Paper
Full-text available
Cheap and fast 3D asset creation to enable AR/VR applications is a fast growing domain. This paper addresses a significant problem of reconstructing complete 3D information of a face in near real-time speed on a mobile phone. We propose a novel deep learning based solution to predict robust depth maps of a face, one forward facing and the other backward facing, from a single image from the wild. A critical contribution is that the proposed network is capable of learning the depths of the occluded part of the face too. This is achieved by training a fully convolutional neural network to learn the dual (forward and backward) depth maps, with a common encoder and two separate decoders. The 300W-LP, a cloud point dataset, is used to compute the required dual depth maps from the training data. The code and results will be made available at project page.
Chapter
In recent years, journalists have experimented with 4IR technologies like virtual reality (VR) and augmented reality (AR), and some media organisations, including the BBC, CNN and The New York Times, have set up departments, particularly for its development. In addition to placing the audience in the heart of the action and enhancing reliability, the use of AR and VR for journalistic production calls for innovative skills, responsibilities to the viewers and distribution issues. In this chapter, we have focused on the current state of journalism in Bangladesh in the digital age. As a part of the presentation journalistic aspects and issues associated with using AR and VR in Bangalesh, recommendations for future research are also included.
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