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A Virtual SpectacleKrishnan Sherly, Rishi, Fisher, Christopher January 2019 (has links)
Our goal was to create an enhanced spectator experience to better engage the rapidly growing audience for Esports, through the use of Virtual Reality (VR) technology. In this study, we delve into the ways in which VR can do this. To test this hypothesis, we created a VR spectator add-on for a game and gathered data using semi-structured interviews. The data from the interviews were then analyzed using thematic analysis. The results of our study show that VR provides more engagement through a combination of possible factors including proximity to the action, novelty of VR experiences and the harder controls in VR. The results also show that the terms "immersion" and "spatial presence" were quite possibly used interchangeably by the participants and also that there may not be a correlation between the terms "engagement" and "spatial presence". In conclusion, we believe that the increased sense of engagement through VR technology can be taken even further and has the potential to be something more than what traditional modes of spectating can offer.
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Interaktivt Tittande : Ökat intresse för E-sport genom socialt gameplayMilveden, Victor, Skog, Anton January 2018 (has links)
I detta kandidatarbete har vi undersökt hur ett interaktivt tittande och miljön tittaren befinner sig i kan bidra till ett ökat intresse. När vi skriver interaktivt tittande menar vi en form av åskådande där åskådaren även integrerar med tittarupplevelsen. Vi tar upp Esportens framfart och hur det har påverkat det interaktiva tittandet tillväxt. Med vår gestaltning prövar vi hur våra teoretiska påståenden kan appliceras på en social miljö. Under arbetsprocessen har vi använt oss av ett flertal metoder såsom etnografi och scrum för att slutföra vår undersökning och gestaltning. / In this bachelor's thesis we have investigated how an interactive viewing and the environment the viewer finds themselves in can contribute to increased interest. When writing interactive viewing, we mean a form of perception where the spectator also integrates with the viewing experience. We take up the progress of Esport and how it has influenced the growth of interactive viewing. With our design, we have tested how our theoretical claims can be applied in a social environment. During the work process we have used a number of methods such as ethnography and scrum to complete our survey and design.
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