Conference contribution
(Original article)


Virtual and augmented reality in sports-an overview and acceptance study


Publication Details
Author(s): Gradl S, Eskofier B, Eskofier D, Mutschler C, Otto S
Publisher: ACM
Publication year: 2016
Conference Proceedings Title: Proc. of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp'16)
Pages range: 885-888
ISBN: 9781450344623

Event details
Event: 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp'16)
Event location: Heidelberg
Start date of the event: 12/09/2016
End date of the event: 16/09/2016
Language: English

Abstract

The interest in virtual and augmented reality exploded during the last two years. We propose the use of these systems in the field of sports by combining this technology with a local area radio-based localization technology. This allows for novel application scenarios using virtual environments in team-based sports, which are outlined in this work. We conducted an online survey among 227 athletes about the acceptance of virtual reality headsets for training in different kind of sport disciplines.



Focus Area of Individual Faculties


How to cite
APA: Gradl, S., Eskofier, B., Eskofier, D., Mutschler, C., & Otto, S. (2016). Virtual and augmented reality in sports-an overview and acceptance study. In Proc. of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp'16) (pp. 885-888). ACM.

MLA: Gradl, Stefan, et al. "Virtual and augmented reality in sports-an overview and acceptance study." Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp'16), Heidelberg ACM, 2016. 885-888.

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