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Next Generation Arena : A Case Study of Nokia Corporation

Eestilä, Olli; Forsman, Juuso; Kekkonen, Riitta; Ritalahti, Rosa; Westerling, Nea (2022)

 
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Eestilä, Olli
Forsman, Juuso
Kekkonen, Riitta
Ritalahti, Rosa
Westerling, Nea
2022
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022103121745
Tiivistelmä
The aim of this thesis was to create next generation arena experiences that would become possible in the next three to ten years with Nokia Corporation. The goal was to create realistic virtual event experience for people at home who may have physical or medical limitations to participate in live events. The base for this thesis was implemented in a five-day Design Sprint workshop, where the researching and prototype called 0.5 were implemented.

In the research process a survey and benchmarking were used. The targets of thebenchmarking were Epic Games’ game engine Unreal Engine 5, a German platform Noys VR that co-creates concerts natively to virtual reality, ABBA Voyage concerts and a Finnish virtual park Pikseli. With the results obtained by benchmarking, a relatively realistic experience for the current situation was obtained. A survey was used to map the opinions of potential future customers of the topic and what their expectations are about the topic.

As a result, a prototype was made of future virtual reality experience which is realistic. The prototype will bring the arena to your home by recreating the sound world and audience by replicating the events of the real arena to a virtual world. This includes audience movements, cheering, clapping and arena lighting. In addition to the current situation, future possibilities, and business opportunities to improve the concept even more are included. The purpose is to create new opportunities for remote participation in live events, rather than replace live events.
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