ICAT 2001 December 5-7, Tokyo, JAPAN Virtual Stadium for 2002 FIFA World Cup Korea-Japan Michitaka Hirose RCAST, University of Tokyo 4-6-1 Komaba, Meguro-ku, Tokyo 153-8904, Japan
[email protected] Abstract The most important keyword of the virtual stadium is “sensations”. In order to synthesize the sensations of This paper describes the short history of the virtual being at a specific location, there are several factors that stadium development. The virtual stadium is a virtual must be considered. First, a wide field of view is the reality theater system that provides an 2002 World Cup most essential component in generating a realistic visual audience who cannot attend a game. After the impression. Second, a high resolution is also important. introduction of system components, the results of the (For example, we may need to be able to see a uniform real-time image transmission experiments are briefly number of players.) Sometimes, a stereo image is also reported. very important. However, when viewing scenes of distant places, as in the case of the virtual stadium, this factor Key words: virtual stadium, realistic sensations, can be ignored. application of VR technology, HDTV 1. Introduction Table 1 History of Virtual Stadium The virtual stadium is a virtual reality theater system that provides an audience who cannot attend a game with the 1995 Japan vs. Korea competition to bring World Cup realistic sensations of being at a soccer stadium. Japan proposed “virtual stadium” concept Although this system was originally planned in order to 1996 Apr. Informal study group for virtual stadium was bring Federation Internationale de Football organized in HVC (High-tech Visual promotion Association(FIFA) World Cup games to Japan, it is also Center) under the sponsorship of MITI (Ministry expected to provide a new way to enjoy sports games via of International Trade and Industries) electronic media other than TV.