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Presentation
Game-day football visualization experience on dissimilar virtual reality platforms
The Engineering Reality of Virtual Reality 2015
  • Vijay Kalivarapu, Iowa State University
  • Anastacia Maria MacAllister, Iowa State University
  • Melynda Tess Hoover, Iowa State University
  • Shubang Sridhar, Iowa State University
  • Jonathan Andrew Schlueter, Iowa State University
  • Anthony Civitate, Iowa State University
  • Phillip Thompkins, University of Maryland - Baltimore County
  • Jesse Smith, University of Maryland - Baltimore County
  • Janae Hoyle, Tufts University
  • James H. Oliver, Iowa State University
  • Eliot H. Winer, Iowa State University
  • Gerrit Chernoff, Iowa State University
Document Type
Conference Proceeding
Conference
SPIE Proceedings-IS&T
Publication Date
2-1-2015
DOI
10.1117/12.2083250
Conference Title
The Engineering Reality of Virtual Reality 2015
Conference Date
February 8, 2015
Geolocation
(37.7749295, -122.41941550000001)
Abstract

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.

Comments

This is an article from Proceedings of SPIE-IS&T 9392, 939202, doi: 10.1117/12.2083250. Posted with permission.

Rights
Copyright 2015 SPIE-IS&T. One print of electronic copy may be made for personal use only. Systematic electronic or print reproduction and distribution, duplication of any material in this paper for a fee or for commercial purposes, or modification of the content of the paper are prohibited.
Copyright Owner
SPIE-IS&T
Language
en
File Format
application/pdf
Citation Information
Vijay Kalivarapu, Anastacia Maria MacAllister, Melynda Tess Hoover, Shubang Sridhar, et al.. "Game-day football visualization experience on dissimilar virtual reality platforms" San Francisco, CAThe Engineering Reality of Virtual Reality 2015 Vol. 9392 (2015) p. 939202-1 - 939202-14
Available at: http://works.bepress.com/vijay_kalivarapu/13/