Affiliation:
1. Physical Education Institute , Xuzhou University of Technology , Xuzhou , Jiangsu , , China .
Abstract
Abstract
With the help of factor analysis and multiple choice linear regression, this paper innovatively establishes a quantitative model of user experience of sports non-heritage culture based on VR technology, and selects the sports non-heritage culture VR pavilion design in place M as the research sample. After constructing user experience evaluation indexes and collecting questionnaire data, the weights of each index are calculated and the experience of sports non-heritage culture VR pavilion design of different groups is analyzed. The results show that most users place more importance on the interaction level of the sports non-heritage culture VR pavilion design, in which the weights of aesthetic experience, emotional experience and immersion experience are higher, respectively 0.3217, 0.2348, 0.2108. Learners, artists and temporary visitors focus on the visual presentation, and the arts pay attention to the cultural communication level simultaneously. The researchers valued cultural experience more, and the weight of the group’s non-heritage content was the highest at 0.06522.This study promotes the inheritance of the intangible cultural heritage of sports by enhancing the visual presentation and interactive experience of sports non-heritage culture VR products and developing different VR designs according to the preferences of other groups.
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