This paper presents approaches the BBC has been trialling for delivering live events into virtual immersive spaces. Trials are being run to explore the use of low-latency volumetric capture technology of the artists, to allow virtual attendees, through their avatars, to interact with the performer and each other. Other trials are looking at the capture of performers in larger spaces such as stages at a festival, relying on 2/2.5D video approaches.
Abstract
Game-like environments that offer live multiplayer capability are becoming a major form of entertainment. A large community, estimated to be 3.2M in the UK, also spend time in these environments for social & experiential reasons, rather than gaming. Music artists are using these spaces to present virtual concerts, drawing in big crowds and revenue. Broadcasters, as well as major music labels, are starting to look at how to harness games-like media to deliver live music events.
This paper presents approaches the BBC has been trialling for delivering live events into virtual immersive spaces. Trials are being run to explore the use of low-latency volumetric capture technology of the artists, to allow virtual attendees, through their avatars, to interact with the performer and each other. Other trials are looking at the capture of performers in larger spaces such as stages at a festival, relying on 2/2.5D video approaches.
Results from these trials are reported, including technical aspects and audience feedback.
Introduction
Game-like environments that offer live multiplayer capability are becoming a major form of entertainment. A large community, estimated to be 3.2M in the UK, also spend time in these environments for social & experiential reasons, rather than gaming. Music artists are using these spaces to present virtual concerts, drawing in big crowds and revenue. Ariana Grande’s 2021 ‘Rift Tour’ in Fortnite, garnered 78M views across 5 events. In 2020, Travis Scott’s 5 events in Fortnite generated an estimated $12M in merchandise sales. At the same time, audiences for TV and radio are reducing. Broadcasters, as well as major music labels, are starting to look at how to harness games-like media to deliver live music events. Such approaches offer the potential for audiences to engage in a more interactive way with the performers and each other.
There are many challenges around delivering a live concert into these virtual immersive spaces. The Fortnight concerts relied on pre-generated animated avatars of the performer, making live interaction with the audience unfeasible. Such an approach would also significantly add to the production cost and make a ‘simulcast’ of a broadcast event difficult or impossible. This paper presents approaches the BBC has been trialling for delivering live events into virtual immersive spaces
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Live music in virtual immersive spaces
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