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Implementing a collaborative approach of two major factors in virtualising a live physical esports event: broadcast production and mass consumption by sub-grouped socialised audiences

Implementing a collaborative approach of two major factors in virtualising a live physical esports event: broadcast production and mass consumption by sub-grouped socialised audiences
在虚拟化现场实体电子竞技赛事中实施两个主要因素的协作方法:广播制作和分组社交受众的大众消费
批准号:
64831
负责人:
金额:
$6.33万
依托单位:
依托单位国家:
英国
项目类别:
Collaborative R&D
财政年份:
2020
资助国家:
英国
项目状态:
已结题
起止时间:
2020 至 --

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中文摘要
翻译
该项目旨在探索将体育赛事虚拟化的两个主要因素。首先,我们评估制作团队可以在现场制作中进行协作和远程工作的方式,包括现场直播内容、协作内容创建和社交交流管理。电子竞技已经在效率方面突破了现场制作的界限,挑战了现有的广播工作流程,并利用了最新的技术。目前的形势肯定会进一步挑战这一点。我们将开发新的工作流程和系统,以允许极其高效的分布式创造性劳动力,以期在封锁情况下采用新发现的效率。第二,我们评估群体之间的行为、首选的沟通和协作活动形式,而不仅仅是在线单一观众,以复制人们参加活动和共同参与物理领域的方式。它特别着眼于通过协作贡献的现场生产的替代价值主张、独家访问和影响。游戏观众已经倾向于在线分组,特别是玩基于团队的多人游戏,然而,在更小的和多个分组/团队的现场娱乐参与方面做得很少。我们希望开发新的技术,并建立允许人们在线分组和协作的平台,我们相信这将开启人们围绕特定事件在线社交的新思维。在当前全球大流行的情况下,电子竞技处于独特的地位,因为我们能够继续在线运营比赛。然而,我们相信,我们在这段时间所学到的知识可以在未来应用到其他形式的现场娱乐中。在接下来的几个月和以后,我们可以持续和即时地接触到大量的在线观众,以开发、实施和试验新的和创新的技术。该项目还建立在现有的AOTF项目:Weavr.tv的基础上,该项目旨在探索如何通过跨现实、AI和ML数据分析以及个性化叙事来吸引观众并与他们互动。Weavr目前和不久的将来的许多发展也可能通过我们在本项目计划中概述的新技术来实现。
英文摘要
This project sets out to explore two major factors of virtualising a physical esports event. Firstly, we assess the ways in which production teams can collaborate and work remotely on a live production which includes live broadcast content, collaborative content creation and management of social communication. Esports already pushes the boundaries of live production in terms of efficiencies, challenging existing broadcast workflows and harnessing the very latest in technology. The current situation is certainly challenging this further. We will develop new workflows and systems to allow for an extremely efficient distributed creative workforce in view of adopting newly found efficiencies beyond a lockdown situation.Secondly, we evaluate the behaviours, preferred forms of communication and collaborative activity between groups rather than just singular viewership online in order to replicate the way in which people would attend events and participate together in the physical realm. This specifically looks at the alternative value propositions, exclusive access and influence of live production through collaborative contribution. Gaming audiences already tend to group online particularly to play team based multiplayer games, however, very little has been done around smaller and multiple grouped/team based engagement of live entertainment. We would like to develop new techniques and build on platforms that allow people to group and collaborate online which we believe will initiate new thinking around how people socialise online around specific events.Esports is in a unique position during the current global pandemic situation because we are able to continue operation of the competition online. However, we believe that our learnings throughout this period could be applied to other forms of live entertainment in the future. We have ongoing and immediate access to a large online audience to develop, implement and trial new and innovative techniques over the next few months and beyond.This project also builds on an existing AotF project: Weavr.tv which has been designed to explore ways to engage and interact with audiences through means of cross reality, AI and ML data analysis and personalised narratives. Many of the current and near future developments of Weavr would potentially be also delivered through new techniques we outline in this project plan.
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E-Learning中的协作式学习与个性化预测模型研究
  • 批准号:
    60372078
  • 项目类别:
    面上项目
  • 资助金额:
    24.0万元
  • 批准年份:
    2003
  • 负责人:
    申瑞民
  • 依托单位: