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General Information
    • ISSN: 2010-3751 (Print)
    • Frequency: Semi-annual
    • DOI: 10.18178/IJFCC
    • Editor-in-Chief: Prof. Pascal Lorenz
    • Executive Editor: Ms. Fanny Fang
    • Abstracting/ Indexing: Crossref, Electronic Journals Library, Google Scholar, EBSCO, etc.
    • E-mail:  editor@ijfcc.org
    • Article Processing Charge: 500 USD
Editor-in-chief

Prof. Pascal Lorenz
University of Haute Alsace, France
 
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
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 1 , Y. H. Chen 1

  • 1 National Taiwan Sport University, Taoyuan City, Taiwan 33301 ROC.

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.

Keywords

  • Video calling/conferencing platform
  • Google hangouts
  • high-school basketball league (HBL)
  • live broadcast
487-TD053

How to Cite

Copied

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. https://doi.org/ 10.18178/ijfcc.2017.6.2.487

Copyright & License

Copyright © 2017 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

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