Exploration of the Application of Virtual Reality and Internet of Things in Film and Television Production Mode
Abstract
:1. Introduction
2. Literature Review
2.1. The Application and Development of VR Technology in Film and Television
2.2. The Application and Development of IoT Technology in Film and Television
3. Proposed Method
3.1. Video Data Crawling Based on Theme Crawler
3.2. Prediction of the Development Trend of VR Film and Television based on the AdaBoost-BP Algorithm
3.3. The Interactive Application-Implementation-Based IoT Technology
4. Results
4.1. Validation of Crawler Tools and Prediction Models
4.2. Analysis of External Feature Set Prediction Results of VR Film and Television Data
4.3. The Application Verification of VR Human–Computer Interaction Based on IoT Technology
5. Discussion
6. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Field Names | Field Type | Field Length | Empty or Not | Introductions |
---|---|---|---|---|
ID | NUMBER | 10 | Yes | Recording ID |
RULE_NEME | VARCHAR | 200 | Yes | Information extraction rule name |
RULE_TITLE | VARCHAR | 200 | Yes | Extraction rule-title of the article |
RULE_ABSTRA | VARCHAR | 200 | Yes | Extraction rule-abstract of the article |
RULE_IMG | VARCHAR | 200 | Yes | Extraction rule-figures of the article |
RULE_AUTHOR | VARCHAR | 200 | Yes | Extraction rule-authors of the article |
RULE_CONTENT | VARCHAR | 200 | Yes | Extraction rule-the text of the article |
CREATE_USER_ID | NUMBER | 10 | Yes | Creator ID |
CREATE_TIME | DATATIME | 8 | No | Creating time |
Weak Learning Machine ID | Root Mean Squared Error | Weights |
---|---|---|
1 | 0.35 | 0.11 |
2 | 0.39 | 0.10 |
3 | 0.38 | 0.10 |
4 | 0.42 | 0.10 |
5 | 0.39 | 0.99 |
6 | 0.41 | 0.98 |
Sample 1 | Sample 2 | Sample 3 | Sample 4 | Sample 5 | |
---|---|---|---|---|---|
Expected values | 0.11 | 0.17 | 0.09 | 0.13 | 0.16 |
Predicted values | 0.09 | 0.15 | 0.07 | 0.12 | 0.11 |
Error values | 0.15 | 0.14 | 0.09 | 0.06 | 0.18 |
Motions | Wave | Leaning | Squat | Raising Hands | Stepping |
---|---|---|---|---|---|
Recognition accuracy | 90.26% | 100.00% | 98.17% | 98.26% | 90.87% |
Projects | Video Stream Template Matching | DTW | FSM | Proposed Method |
---|---|---|---|---|
Recognition accuracy | 86.37% | 95.97% | 95.33% | 91.37% |
Speed | Slow | Relatively fast | Relatively fast | Fast |
Off-line training | Yes | Yes | No | No |
Expansibility | Bad | Relatively bad | Good | Good |
Adapter | 2D, simple | Complex, continuous, standard | Simple, continuous, definition | Simple, continuous/non-continuous |
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Song, Q.; Wook, Y.S. Exploration of the Application of Virtual Reality and Internet of Things in Film and Television Production Mode. Appl. Sci. 2020, 10, 3450. https://doi.org/10.3390/app10103450
Song Q, Wook YS. Exploration of the Application of Virtual Reality and Internet of Things in Film and Television Production Mode. Applied Sciences. 2020; 10(10):3450. https://doi.org/10.3390/app10103450
Chicago/Turabian StyleSong, Qian, and Yoo Sang Wook. 2020. "Exploration of the Application of Virtual Reality and Internet of Things in Film and Television Production Mode" Applied Sciences 10, no. 10: 3450. https://doi.org/10.3390/app10103450
APA StyleSong, Q., & Wook, Y. S. (2020). Exploration of the Application of Virtual Reality and Internet of Things in Film and Television Production Mode. Applied Sciences, 10(10), 3450. https://doi.org/10.3390/app10103450