Study on the Application of VR Technology in Sport Reality Shows

Shyang-Yuh Wang, Yang Zhou
{"title":"Study on the Application of VR Technology in Sport Reality Shows","authors":"Shyang-Yuh Wang, Yang Zhou","doi":"10.1109/IC3.2018.00-25","DOIUrl":null,"url":null,"abstract":"As a module of reality shows, sports contents usually have high visibility, practicability, and popularity. The purpose of this exploratory study was to focus on the user experiences in using VR (visual reality) as a proven technology, especially in live events broadcast, and various sports games. Under the guidance of narratology theory, this study chose a sports reality show and a VR game as the research objects, starting from the narrative perspective and analyze it by using literature research methods and experimental methods. Also, a survey instrument was utilized to find out the user experiences and their cross relationships within five dimensions, including interest, design, enjoyment, satisfaction and share. In this study, VR's pursuit of \"presence\" should be applied to a series of real experiences, and it can link the audiences, athletes or entertainment stars and reality show production team together. Also, it can achieve the goal of national fitness, and will blur the boundary of \"great entertainment\", create an immersive broadcast, and reflect its unique value. In order to achieve the best experimental results and to provide suggestions for the productions VR sport reality shows in the future, the authors suggest to repeat subsequent experimental steps for multiple times and analyze the recorded data.","PeriodicalId":236366,"journal":{"name":"2018 1st International Cognitive Cities Conference (IC3)","volume":"505 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 1st International Cognitive Cities Conference (IC3)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IC3.2018.00-25","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4

Abstract

As a module of reality shows, sports contents usually have high visibility, practicability, and popularity. The purpose of this exploratory study was to focus on the user experiences in using VR (visual reality) as a proven technology, especially in live events broadcast, and various sports games. Under the guidance of narratology theory, this study chose a sports reality show and a VR game as the research objects, starting from the narrative perspective and analyze it by using literature research methods and experimental methods. Also, a survey instrument was utilized to find out the user experiences and their cross relationships within five dimensions, including interest, design, enjoyment, satisfaction and share. In this study, VR's pursuit of "presence" should be applied to a series of real experiences, and it can link the audiences, athletes or entertainment stars and reality show production team together. Also, it can achieve the goal of national fitness, and will blur the boundary of "great entertainment", create an immersive broadcast, and reflect its unique value. In order to achieve the best experimental results and to provide suggestions for the productions VR sport reality shows in the future, the authors suggest to repeat subsequent experimental steps for multiple times and analyze the recorded data.
VR技术在体育真人秀节目中的应用研究
体育内容作为真人秀的一个模块,通常具有较高的知名度、实用性和知名度。这项探索性研究的目的是关注使用VR(视觉现实)作为一项成熟技术的用户体验,特别是在现场直播和各种体育游戏中。在叙事学理论的指导下,本研究选择了一个体育真人秀节目和一个VR游戏作为研究对象,从叙事视角出发,运用文献研究法和实验法进行分析。并利用调查工具,从兴趣、设计、享受、满意度、分享五个维度,找出用户体验及其交叉关系。在本研究中,VR对“临场感”的追求应该应用到一系列的真实体验中,它可以将观众、运动员或娱乐明星和真人秀制作团队联系在一起。实现全民健身的目标,模糊“大娱乐”的界限,打造沉浸式直播,体现其独特的价值。为了获得最佳的实验结果,并为未来VR体育真人秀节目的制作提供建议,作者建议对后续实验步骤进行多次重复,并对记录的数据进行分析。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信