## 1 Introduction  
Virtual reality (VR) technology has gone through numerous periods since it was first proposed [1; 2]. Currently, applications of virtual reality can be seen in many fields, such as entertainment, education, medical care [3], real estate, etc. [4; 5; 6]. All of these benefit from its ability to provide a sense of immersion. The promotion of the concept \"Metaverse\" has ushered in another peak. The future application scenarios of VR include an end-to-end immersive communication experience combining virtual reality software and hardware, computer graphics and images, immersive communication, audio and video multimedia, and other technologies to ensure that users are able to experience being \"immersed\" [7]. Long-distance travel usually takes much time and vigor [8]. Many activities are dependent on people attending in person, such as conferences, large-scale competitions, lectures, etc. Today, there are many complete video conference applications or live broadcast applications (e.g., Skype and FaceTime) through which users can participate in remote activities via computers or mobile phones. These existing technologies or solutions make it possible for remote access to information from the perspective of results, but they are far from ideal from the perspective of the immersive experience effect due to a large gap with a real scenario.  
Many online conferencing solutions already existed prior to the COVID-19 pandemic, such as multiperson video chat software, but they were far less popular than today. At that time, people were still willing to spend hours traveling to attend meetings that were sometimes less than an hour. The public is also willing to spend days buying tickets to performances or large-scale sports competitions. The reason is that a screen cannot provide the real feeling of immersion. Traditional online video conferences are widespread, and their enabling mechanisms are mostly based on traditional audio and video streams, which allow the main functions of the conference to be realized: video communication, voice communication, and presentation (such as slides). However, the gap between a video conference and an in-person conference is always the fact that is most criticized. This is because communication between people is not merely the simple exchange of information, and there are many other deeper behavioral exchanges that are important information in communication, such as body language, eye contact, gaze perception, etc. [9]. To achieve this sense of reality and immersion, virtual reality technology and equipment are needed. In this paper, we investigate the virtual reality conference room solutions, introduce the research state of the art, and propose a simple virtual conference room prototype that we have implemented.  
Compared with traditional video, panoramic video can enhance immersion and bring an unprecedented visual experience. At present, the usage of panoramic video in various fields has been studied [10; 11; 12], and it is likely to be widely and deeply applied in the foreseeable future [13]. The panoramic video stream brings new video presentation forms to the on-demand and live broadcast fields. Scenes can be experienced more immersively, with a free choice of the viewing angle. At present, panoramic live broadcast technology has been applied to large-scale performances and event scenes. Thus, the audience can not only feel the atmosphere of the scene but also experience the perspective of the athletes in first person. At present, research on panoramic video streaming is focused on the video [14; 15], audio [16; 17], and quality evaluation [15]. The main focus is on the video, which involves acquiring the video, projection splicing, coding transmission, and equipment presentation. In this paper, we outline the current state of research in addition to presenting a simple panoramic live broadcast system designed and implemented by us.