在哪里,和谁在一起,什么时候发生:在虚拟现实中观看大学体育直播时的空间、人际和时间存在

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Andrew Vincent, P. Frewen
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引用次数: 0

摘要

导读:虽然虚拟现实(VR)以其在游戏中的应用而闻名,但其他娱乐应用也越来越多地被探索,包括体育媒体行业,但到目前为止,很少有研究调查VR观看现场体育赛事所带来的体验。材料和方法:参与者(n = 93)是大学生,他们在大学校园附近的社区餐厅进行实地研究,在佩戴和不佩戴廉价的基于智能手机的头戴式显示器(HMD)的情况下观看他们大学排球队和篮球队主场比赛的360°直播短片。紧接着,参与者报告了他们在空间、人际关系和时间上的相对体验,以及他们对两种观看方式的满意度偏好,作为对简短的面部有效筛选问题的回应。结果:大多数参与者在佩戴VR头显时体验到了更大的存在感,大约每两个参与者中就有一个报告说他们更喜欢在VR中观看比赛。参与者的空间存在体验与他们更喜欢在VR中观看游戏独立相关。讨论:媒体供应商应该提供体育VR观看,包括通过廉价的智能手机媒介VR,作为一种额外的、具有成本效益的替代手段,在球迷无法亲自前往比赛的情况下,提高球迷在比赛中的虚拟存在体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Being where, with whom, and when it happens: spatial, interpersonal, and temporal presence while viewing live streaming of collegiate sports in virtual reality
Introduction: Although virtual reality (VR) is most popularly known for its applications to gaming, other entertainment applications are increasingly being explored including in the sports media industry, but little research has so far examined the experiences induced by VR viewing of a live sporting event. Materials and methods: Participants (n = 93) were university students who were approached in the context of a field study from a nearby community eatery area on the university campus to watch brief segments of a 360° live stream of the home games of their university volleyball and basketball teams both while wearing and not wearing an inexpensive smart-phone based head-mounted display (HMD). Immediately afterward, participants then reported on their relative experience of spatial, interpersonal, and temporal presence, as well as their satisfaction-preference with each of the two viewing modalities, in response to brief face-valid screening questions. Results: The majority of participants experienced greater presence while wearing the VR headset, and approximately one in every two reported preferring to watch the games in VR. Participants’ experience of spatial presence independently correlated with preferring to watch the games in VR. Discussion: Media vendors should offer VR viewing of sports including via inexpensive, smart-phone mediated VR as an additional, cost-effective alternative means of heightening fans’ experience of virtual presence at the games when fans are unable to go to the games in person.
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CiteScore
5.80
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