Game-day football visualization experience on dissimilar virtual reality platforms

dc.contributor.author Oliver, James
dc.contributor.author Kalivarapu, Vijay
dc.contributor.author Hoover, Melynda
dc.contributor.author Sridhar, Shubang
dc.contributor.author MacAllister, Anastacia
dc.contributor.author Civitate, Anthony
dc.contributor.author Thompkins, Phillip
dc.contributor.author Smith, Jesse
dc.contributor.author Hoyle, Janae
dc.contributor.author Oliver, James
dc.contributor.author Winer, Eliot
dc.contributor.author Chernoff, Gerrit
dc.contributor.department Mechanical Engineering
dc.contributor.department Virtual Reality Applications Center
dc.contributor.department Electrical and Computer Engineering
dc.date 2019-07-18T06:33:57.000
dc.date.accessioned 2020-06-30T06:02:01Z
dc.date.available 2020-06-30T06:02:01Z
dc.date.copyright Thu Jan 01 00:00:00 UTC 2015
dc.date.embargo 2016-06-20
dc.date.issued 2015-02-01
dc.description.abstract <p>College football recruiting is a competitive process. Athletic administrations attempt to gain an edge by bringing recruits to a home game, highlighting the atmosphere unique to campus. This is however not always possible since most recruiting efforts happen off-season. So, they relate the football game experience through video recordings and visits to football facilities. While these substitutes provide a general idea of a game, they cannot capture the feeling of playing while cheered on by a crowd of 55,000 people. To address this challenge and improve the recruitment process, the Iowa State University (ISU) athletic department and the Virtual Reality Applications Center (VRAC) teamed up to build an alternative to the game-day experience using the world’s highest resolution six-sided virtual reality (VR) environment - the C6, and a portable low-cost head-mounted display (HMD) system. This paper presents techniques used in the development of the immersive and portable VR environments followed by validation of the work through quantifying immersion and presence through a formal user study. Results from the user study indicate that both the HMD and C6 are an improvement over the standard practice of showing videos to convey the atmosphere of an ISU Cyclone football game. In addition, both the C6 and HMD were scored similar in immersion and presence categories. This indicates that the low-cost portable HMD version of the application produces minimal trade off in experience for a fraction of the cost.</p>
dc.description.comments <p>This is an article from <em>Proceedings of SPIE-IS&T</em> 9392, 939202, doi: <a href="http://dx.doi.org/10.1117/12.2083250" target="_blank">10.1117/12.2083250</a>. Posted with permission.</p>
dc.format.mimetype application/pdf
dc.identifier archive/lib.dr.iastate.edu/me_conf/173/
dc.identifier.articleid 1172
dc.identifier.contextkey 8750106
dc.identifier.s3bucket isulib-bepress-aws-west
dc.identifier.submissionpath me_conf/173
dc.identifier.uri https://dr.lib.iastate.edu/handle/20.500.12876/54820
dc.language.iso en
dc.source.bitstream archive/lib.dr.iastate.edu/me_conf/173/2015_MacallisterA_GameDayFootball.pdf|||Fri Jan 14 21:20:05 UTC 2022
dc.source.uri 10.1117/12.2083250
dc.subject.disciplines Electrical and Computer Engineering
dc.subject.disciplines Mechanical Engineering
dc.subject.keywords College Football
dc.subject.keywords Immersive Game Day Experience
dc.subject.keywords Virtual Reality Football
dc.subject.keywords Football User Study
dc.subject.keywords Head- Mounted Display
dc.subject.keywords HMD vs Immersive VR
dc.subject.keywords Oculus Football
dc.subject.keywords Immersive Football Experience
dc.title Game-day football visualization experience on dissimilar virtual reality platforms
dc.type article
dc.type.genre conference
dspace.entity.type Publication
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