Abstract
In studies on the spectators of events, there have been several attempts at analyzing the excitement of spectators. In this work, we focus on the music performance using VR technology (VR concert) and propose the kinect-based motion recording system to analyze the relationship between the sound of VR concert and the motion activity of the audience in VR concert. For the motion recording system, we used a head mounted display (HMD), motion capture equipment and two host computers to show a music performance video to the audience by Unity and to record motion data of the audience by MATLAB®. Moreover, we used the equation to calculate the motion activity of the audience from the mean of whole joint’s inter-frame coordinate translation in recorded motion data. To evaluate the motion recording system, we conducted experiments of watching a music performance video including background sound and recording motion data on examinees including 3 different conditions: Resting state (C1), watching a music performance video (C2) and watching a music performance video with sound of studio version (C3). The result shows that the mean of motion activity in C3 is larger than one in C2 and that there is few difference in the standard deviation of motion activity in each condition; which found that the background sound does not always increase the audience’s motion.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Kaneko, T., et al.: Supporting the sense of unity between remote audiences in VR-based remote live music support system KSA2. In: 2018 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR), pp. 124–127. Institute of Electrical and Electronics Engineers, New York (2018). https://doi.org/10.1109/AIVR.2018.00025
Pfafff, S., Lervik, O., Spoerri, R., Berra, E., Jahrmann, M., Neukom, M.: Games in concert: collaborative music making in virtual reality. In: SIGGRAPH Asia 2018 Virtual Augmented Reality, pp. 1–2. Association for Computing Machinery, New York (2018). https://doi.org/10.1145/3275495.3275509
Abe, K., Nakamura, C., Otsubo, Y., Koike, T., Yokoya, N.: Spectator excitement detection in small-scale sports events. In: Proceedings of the 2nd International Workshop on Multimedia Content Analysis in Sports (MMSports ’19), pp. 100–107. Association for Computing Machinery, New York (2019). https://doi.org/10.1145/3347318.3355521
Peng, S.: Excitement projector: augmenting excitement-perception and arousal through bio-signal-based haptic feedback in remote-sport watching. In: Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (CHI EA ’22), pp. 1–6. Association for Computing Machinery, New York (2022). https://doi.org/10.1145/3491101.3519619
Shirokura, T., Munekata, N., Ono, T.: E3-player: emotional excitement enhancing video player using skin conductance response. In: Proceedings of the Companion Publication of the 2013 International Conference on Intelligent User Interfaces Companion (IUI ’13 Companion), pp. 47–48. Association for Computing Machinery, New York (2013). https://doi.org/10.1145/2451176.2451192
jrterven/KinZ-Matlab, https://github.com/jrterven/KinZ-Matlab. Accessed 09 Mar 2024
Hanjalic, A.: Multimodal approach to measuring excitement in video. In: 2003 International Conference on Multimedia and Expo. ICME ’03. Proceedings (Cat. No.03TH8698), pp. 289–292. Institute of Electrical and Electronics Engineers, New York (2003). https://doi.org/10.1109/ICME.2003.1221610
Azure Kinect body tracking joints. https://learn.microsoft.com/en-us/azure/kinect-dk/body-joints. Accessed 09 Mar 2024
Jamiroquai - Virtual Insanity (Live in Verona). https://www.youtube.com/watch?v=qT41uNtvmmA. Accessed 13 Mar 2024
GOOVIS Pro - GOOVIS IS GOOD VISION. https://www.goovis.jp/goovis-pro. Accessed 10 Mar 2024
Oculus Quest 2 Specifications - Studio X. https://studiox.lib.rochester.edu/oculus-quest-2-specifications/. Accessed 10 Mar 2024
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2024 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Kishimoto, A., Oikawa, Y. (2024). The Relationship Between Sound of VR Concert and Motion Activity of Audience. In: Stephanidis, C., Antona, M., Ntoa, S., Salvendy, G. (eds) HCI International 2024 Posters. HCII 2024. Communications in Computer and Information Science, vol 2116. Springer, Cham. https://doi.org/10.1007/978-3-031-61950-2_26
Download citation
DOI: https://doi.org/10.1007/978-3-031-61950-2_26
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-61949-6
Online ISBN: 978-3-031-61950-2
eBook Packages: Computer ScienceComputer Science (R0)