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

Gradl S, Eskofier B, Eskofier D, Mutschler C, Otto S (2016)


Publication Language: English

Publication Status: Published

Publication Type: Conference contribution, Original article

Publication year: 2016

Publisher: ACM

Pages Range: 885-888

Conference Proceedings Title: Proc. of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp'16)

Event location: Heidelberg DE

ISBN: 9781450344623

DOI: 10.1145/2968219.2968572

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.

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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). Heidelberg, DE: 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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