## 4 Results
### Analysis of External Feature Set Prediction Results of VR Film and Television Data  
According to the theme crawler, 188 relevant texts about VR film and television and IoT film and television were obtained. The 188 texts were mainly from the state administration of press, publication, radio, film, and television, www.baogao.com, www.qianzhan.com, etc. Among them, 121 were about \"VR+ film and television\", accounting for 64.36% of the total text and 67 articles on \"IoT+ film and television\", accounting for 35.64% of the total text. Based on the text obtained by the crawling tool, the AdaBoost-BP algorithm was used to predict the development of VR and IoT in China. Firstly, the development status of Chinese film and television production was analyzed. As shown in Figure 8A, China's total box office revenue from 2014 to 2019 shows a trend of gradual increase. The total box office revenue of Chinese films increased to 64,266 billion yuan by 2019. As shown in Figure 8B, 9708 new screens were added in China in 2019, bringing the total number of screens to 69,787 and consolidating the global-leading position. Under the background of artificial intelligence, VR technology and sensor technology were increasingly applied in film and television production. As shown in Figure 9, with the arrival of 5G, the current VR industry entered a high-speed development stage (2018). The product form basically took shape, and the user portrait gradually became clear. At this stage, with the emergence of hot style products, the VR industry is expected to further stimulate the market demand for VR products. At the same time, VR applications are expected to be more abundant and interpenetrate with mobile communication, media, education, and other industries, so as to promote the rapid development of the industry. \begin{table}
\begin{tabular}{c c c c} \hline
**Weak Learning Machine ID** & **Root Mean Squared Error** & **Weights** \\ \hline
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 \\ \hline \end{tabular}
\end{table} 
Table 2: Prediction results and weights of each weak learning machine in the AdaBoost-BP algorithm. Figure 8: (**A,B**) The development trend of the Chinese film and television industry. \begin{table}
\begin{tabular}{c c c c c c} \hline  & **Sample 1** & **Sample 2** & **Sample 3** & **Sample 4** & **Sample 5** \\ \hline 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 \\ \hline \end{tabular}
\end{table} 
Table 3: Prediction results and error values of the AdaBoost-BP algorithm. The actual and predicted volume of shipments and market size changes of the global VR industry in recent years were compared. It can be concluded from Figure 9 that both the shipment volume and the market size are increasing year by year. With the advent of the 5G era, the delay of VR products will be reduced by nearly 10 times, and the network efficiency will be improved by about 100 times, so the development of 5G will usher in an inflection point in the VR field. Based on the forecast results, it can be found from Figure 10A that VR headsets are expected to account for the largest proportion (37.8%) in China's VR market segment by 2021. In addition, there are VR experience halls (6.6%) and VR cameras (2.2%). As shown in Figure 10B, VR games account for the largest proportion (34.0%), followed by VR film and television (32.0%), and VR live broadcasting (16.0%). As an important part of video, film is an important segment of VR content development. In particular, in 2015, the box office of Chinese films exceeded 40 billion yuan for the first time, and the film industry achieved leapfrog development in China. The virtual-reality movie experience is regarded as the advanced version of 3D movie experience, and the development space and speed of VR movie market can be predicted by referring to the speed of 3D development.