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General Information
    • ISSN: 2010-3751
    • Frequency: Bimonthly (2012-2016); Quarterly (Since 2017)
    • DOI: 10.18178/IJFCC
    • Editor-in-Chief: Prof. Mohamed Othman
    • Executive Editor: Ms. Nancy Y. Liu
    • Abstracting/ Indexing: Google Scholar, Engineering & Technology Digital Library, and Crossref, DOAJ, Electronic Journals LibraryEI (INSPEC, IET).
    • E-mail:  ijfcc@ejournal.net 
Editor-in-chief
Prof. Mohamed Othman
Department of Communication Technology and Network Universiti Putra Malaysia, Malaysia
It is my honor to be the editor-in-chief of IJFCC. The journal publishes good papers in the field of future computer and communication. Hopefully, IJFCC will become a recognized journal among the readers in the filed of future computer and communication.
IJFCC 2017 Vol.6(2): 47-52 ISSN: 2010-3751
doi: 10.18178/ijfcc.2017.6.2.487

A Study on Using a Smartphone to Broadcast Basketball Games: Prototype Tests Based on a Video Calling/Conferencing Platform

K. L. Wang and Y. H. Chen
Abstract—Traditional mass media show less interest in primary student athletes games. As a result, those interested have little chance to watch the live broadcast of such a game. To service these people, the authors formed a six-person team that used Google Hangouts, a video calling/conferencing platform, to live stream games played in Level B games in the Taiwan’s high-school basketball league (HBL) in 2016. The viewers who watched the live broadcasts completed post-game questionnaires. The survey for the first live broadcast contained open-ended questions that required the correspondents to give three advantages and three disadvantages of the live stream. A total of 28 questionnaires were then collected, encoded and analyzed statistically. The results showed that the top advantage is: ‘attractive reporting style,’ and the top disadvantage is: ‘image quality not clear enough.’ As for the second live broadcast, the research team asked close-ended questions. A total of 21 questionnaires showed that: (1) Having a sportscaster reporting the game attracted more spectators; (2) Poor lighting and shaky camera movements undermined the broadcasting quality; (3) Viewers/spectators would find a game more engaging if it is played by any of their friends; and (4) ‘Real-time’ broadcasting is the core value of user experience.

Index Terms—Video calling/conferencing platform, Google hangouts, high-school basketball league (HBL), live broadcast.

K. L. Wang is with the National Taiwan Sport University, Taoyuan City, Taiwan 33301 ROC (e-mail: elverz@ms8.hinet.net).
Y. H. Chen was with National Taiwan Sport University, Taoyuan City, Taiwan 33301 ROC. She is now with the Department of Sports, Taipei City Government, Taiwan 10553 ROC (e-mail: good19930630@gmail.com).

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Cite: K. L. Wang and Y. H. Chen, "A Study on Using a Smartphone to Broadcast Basketball Games: Prototype Tests Based on a Video Calling/Conferencing Platform," International Journal of Future Computer and Communication vol. 6, no. 2, pp. 47-52, 2017.

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