Sports events are exciting to watch, but simulating the haptic sensations experienced by the players would make spectating even more enjoyable. In addition to video and audio, sharing vibrotactile sensations experienced by others can provide great entertainment value at temporal and spatial distances. But existing vibrotactile devices are not efficient and convenient. They use a contact-type vibrometer to deform the original vibrations, and they are a burden to wear or carry. Even with a non-contact sensor like a microphone, it is difficult to measure slight vibrations of a fast-moving target against the surrounding noise.