Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3641521.3664403acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
abstract

Metapunch X: Combing Multidisplay and Exertion Interaction for Watching and Playing E-sports in Multiverse

Published: 17 July 2024 Publication History

Abstract

E-sports events have become more popular. In the Olympics Esports Series, ten items were included in the official competition; four were exergames, and only one implemented extended reality (XR). However, there are no games that apply the encountered-type haptic feedback with exertion interaction. Also, these esports games are only broadcast on screen, resulting in a lack of sense of presence in the virtual world. In our work, we introduce Metapunch X, an encountered-type haptic feedback esports game that integrates exertion interaction in XR with multi-screen spectating. The game is designed as an asymmetric competition, utilizing an XR head-mounted display (HMD) and a substitutional reality robot to create an esports experience with encountered-type haptic feedback. To enhance the audiences’ experience, in addition to the third-person perspective broadcast, we provide 360-degree live streaming available on mobile devices and virtual reality (VR) HMD, allowing audiences to immerse themselves in the virtual environment and experience the competition as if they were personally present at the venue and feel like engaging in a multiverse.

Supplemental Material

MP4 File
Presentation video

References

[1]
Hao Chen, Yujia Wang, and Wei Liang. 2022. VCoach: Enabling Personalized Boxing Training in Virtual Reality. In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 546–547.
[2]
Luis Andres Mendez S, Ho Yin Ng, Zin Yin Lim, Yi-Jie Lu, and Ping-Hsuan Han. 2022. MovableBag: Substitutional robot for enhancing immersive boxing training with encountered-type haptic. In SIGGRAPH Asia 2022 XR. 1–2.
[3]
Florian’Floyd’ Mueller, Darren Edge, Frank Vetere, Martin R Gibbs, Stefan Agamanolis, Bert Bongers, and Jennifer G Sheridan. 2011. Designing sports: a framework for exertion games. In Proceedings of the sigchi conference on human factors in computing systems. 2651–2660.
[4]
Yoshimasa Ozone, Chenyang Zhao, and Kiyoshi Hoshino. 2020. Introducing Swordsman Robot Defensing. In 2020 3rd International Conference on Digital Medicine and Image Processing. 33–39.
[5]
Kane Partridge, Jason P Hayes, Daniel A James, Craig Hill, Gareth Gin, and Allan Hahn. 2005. A wireless-sensor scoring and training system for combative sports. In Smart Structures, Devices, and Systems II, Vol. 5649. SPIE, 402–408.
[6]
Liang Zhang, Guido Brunnett, Katharina Petri, Marco Danneberg, Steffen Masik, Nicole Bandow, and Kerstin Witte. 2018. KaraKter: An autonomously interacting Karate Kumite character for VR-based training and research. Computers & Graphics 72 (2018), 59–69.
[7]
Sergej G Zwaan and Emilia I Barakova. 2016. Boxing against drones: Drones in sports education. In Proceedings of the The 15th International Conference on Interaction Design and Children. 607–612.

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
SIGGRAPH '24: ACM SIGGRAPH 2024 Immersive Pavilion
July 2024
39 pages
ISBN:9798400705274
DOI:10.1145/3641521
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 17 July 2024

Check for updates

Author Tags

  1. Asymmetric Interaction
  2. E-sports
  3. Exertion Interaction
  4. Multidisplay
  5. Substitutional Reality

Qualifiers

  • Abstract
  • Research
  • Refereed limited

Conference

SIGGRAPH '24
Sponsor:

Acceptance Rates

Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 65
    Total Downloads
  • Downloads (Last 12 months)65
  • Downloads (Last 6 weeks)23
Reflects downloads up to 06 Oct 2024

Other Metrics

Citations

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media