Augmented reality tools for sports education and training

P Soltani, AHP Morice - Computers & Education, 2020 - Elsevier
Augmented reality (AR) provides additional information to the reality of sportspeople, and
might offer supplementary advantages compared to other technologies. The goals of this …

A survey on location and motion tracking technologies, methodologies and applications in precision sports

J Liu, G Huang, J Hyyppä, J Li, X Gong… - Expert Systems with …, 2023 - Elsevier
Sports involve commonly players and equipment of high dynamics. Their location and
motion data are essential for sports digitalization-related applications, such as from …

Exercube vs. personal trainer: evaluating a holistic, immersive, and adaptive fitness game setup

AL Martin-Niedecken, K Rogers, L Turmo Vidal… - Proceedings of the …, 2019 - dl.acm.org
Today's spectrum of playful fitness solutions features systems that are clearly game-first or
fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing …

Share: Enabling co-located asymmetric multi-user interaction for augmented reality head-mounted displays

P Jansen, F Fischbach, J Gugenheimer… - Proceedings of the 33rd …, 2020 - dl.acm.org
Head-Mounted Displays (HMDs) are the dominant form of enabling Virtual Reality (VR) and
Augmented Reality (AR) for personal use. One of the biggest challenges of HMDs is the …

The role of social presence for cooperation in augmented reality on head mounted devices: A literature review

N Osmers, M Prilla, O Blunk, G George Brown… - Proceedings of the …, 2021 - dl.acm.org
With growing interest regarding cooperation support using Augmented Reality (AR), social
presence has become a popular measure of its quality. While this concept is established …

Effects of background music on risk-taking and general player experience

K Rogers, M Jörg, M Weber - Proceedings of the annual symposium on …, 2019 - dl.acm.org
Music affects our emotions and behaviour in real life, yet despite its prevalence in games,
we have a limited understanding of its potential as a tool to explicitly influence player …

Effects of a Gaze-Based 2D Platform Game on User Enjoyment, Perceived Competence, and Digital Eye Strain

M Colley, B Wanner, M Rädler, M Rötzer… - Proceedings of the …, 2024 - dl.acm.org
Gaze interaction is a promising interaction method to increase variety, challenge, and fun in
games. We present “Shed Some Fear”, a 2D platform game including numerous eye-gaze …

Emotion-based dynamic difficulty adjustment using parameterized difficulty and self-reports of emotion

J Frommel, F Fischbach, K Rogers… - Proceedings of the 2018 …, 2018 - dl.acm.org
Research has shown that dynamic difficulty adjustment (DDA) can benefit player experience
in digital games. However, in some cases it can be difficult to assess when adjustments are …

DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication Technology

E Stemasov, T Wagner, A Askari, J Janek… - Proceedings of the …, 2024 - dl.acm.org
Hybrid board games (HBGs) augment their analog origins digitally (eg, through apps) and
are an increasingly popular pastime activity. Continuous world and character development …

[PDF][PDF] Effect of augmented reality affordance on motor performance: In the sport climbing

MH Heo, D Kim - Human-Centric Computing And Information Sciences, 2021 - hcisj.com
Conventional sport climbing instructions have been made by showing a demonstration of an
instructor and pointing the positions of the hands and feet one by one. Therefore, it has been …