Through-the-lens camera control
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Physically-based interactive camera motion control using 3D input devices
Scientific visualization of physical phenomena
GestureCam: a video communication system for sympathetic remote collaboration
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
Communications of the ACM
CamDroid: a system for implementing intelligent camera control
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Two pointer input for 3D interaction
Proceedings of the 1997 symposium on Interactive 3D graphics
Viewing meeting captured by an omni-directional camera
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
FlySPEC: a multi-user video camera system with hybrid human and automatic control
Proceedings of the tenth ACM international conference on Multimedia
Real-Time Tracking for Enhanced Tennis Broadcasts
CVPR '98 Proceedings of the IEEE Computer Society Conference on Computer Vision and Pattern Recognition
The IBar: a perspective-based camera widget
Proceedings of the 17th annual ACM symposium on User interface software and technology
ISM '06 Proceedings of the Eighth IEEE International Symposium on Multimedia
A review of overview+detail, zooming, and focus+context interfaces
ACM Computing Surveys (CSUR)
Representation-Independent In-Place Magnification with Sigma Lenses
IEEE Transactions on Visualization and Computer Graphics
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Generating live broadcasts of sporting events requires a coordinated crew of camera operators, directors, and technical personnel to control and switch between multiple cameras to tell the evolving story of a game. In this paper, we present an unimodal interface concept that allows one person to cover live sporting action by controlling multiple cameras and and determining which view to broadcast. The interface exploits the structure of sports broadcasts which typically switch between a zoomed out game-camera view (which records the strategic team-level play), and a zoomed in iso-camera view (which captures the animated adversarial relations between opposing players). The operator simultaneously controls multiple pan-tilt-zoom cameras by pointing at a location on the touch screen, and selects which camera to broadcast using one or two points of contact. The image from the selected camera is superimposed on top of a wide-angle view captured from a context-camera which provides the operator with periphery information (which is useful for ensuring good framing while controlling the camera). We show that by unifying directorial and camera operation functions, we can achieve comparable broadcast quality to a multi-person crew, while reducing cost, logistical, and communication complexities.