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Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies

Book Description

Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies provides an overview of the increasing level of digitization in sport including areas of gaming and athletic training. Drawing research from varied disciplines and approaches, this cutting-edge reference source discusses sport consumers and the playing of computer games.

Table of Contents

  1. Copyright
  2. Editorial Advisory Board
  3. Foreword
  4. REFERENCE
  5. Preface
  6. Acknowledgment
  7. I. Digital Technologies and the Intensification of Economic and Organisational Mechanisms in Commercial Sport
    1. INTRODUCTION AND SCOPE OF THE CHAPTER
    2. THE INTERACTION OF HOUSEHOLD TECHNOLOGIES AND SPORTS CONSUMPTION
    3. THE THEORY OF SUPERSTARDOM
    4. THE ECONOMICS OF ATTENTION
    5. ATTENTION AND TOURNAMENT PLAYERS' PAYMENTS
    6. CONCLUSION
  8. REFERENCES
  9. Section I: Training and Participation Applications
  10. II. A General-Purpose Taxonomy of Computer-Augmented Sports Systems
    1. INTRODUCTION
    2. THE TAXONOMY
      1. Organisation
      2. Example Sports Systems
        1. SensorHogu®
        2. Poseidon®
        3. Autonomous Sports Training from Visual Cues
        4. Hawkeye®
      3. The Root
    3. FUNCTION
      1. Application Scope
      2. Sports Domain
    4. FORM
      1. Hardware
      2. Software
        1. Non-Functional Features
        2. Functional Features
        3. Functions on Models
      3. Computer Human Interface
    5. CONCLUSION
    6. ACKNOWLEDGMENT
  11. REFERENCES
  12. III. Dynamics and Simulation of General Human and Humanoid Motion in Sports
    1. INTRODUCTION
    2. MATHEMATICS
      1. Free-Flier Motion
      2. Contact Motion
      3. Rigid-Contact Analysis
      4. Soft-Contact Analysis
    3. IMPACT
      1. Approaching
      2. Soft Impact
      3. Rigid Impact
    4. SIMULATION EXAMPLES
      1. Example 1: The Analysis of The Ground Contact and Dynamic Balance in the 3D Landing Motion
        1. Configuration and the Task
        2. Simulation Results
      2. Example 2: A Handball Action
        1. Configuration and the Task
        2. Analysis of the Results
      3. Example 3: Soccer Goalkeeper
        1. Configuration and the Task
        2. Results
      4. Example 4: Tennis Player
    5. A LOOK TO THE FUTURE: SOME APPLICATIONS AND RESEARCH
    6. CONCLUSION
  13. REFERENCES
  14. IV. Technologies for Monitoring Human Player Activity Within a Competition
    1. INTRODUCTION
    2. BACKGROUND
      1. Types of Player Tracking Systems
        1. User Worn Device
        2. No Device Worn
        3. Portable and Simple Player Tracking
      2. Mechanisms of Tracking
      3. Typical Measures
    3. ISSUES, CONTROVERSIES, PROBLEMS
      1. Size of the Sport Field
      2. The Shape of the Players
      3. Occlusion
      4. Evaluation
      5. Behaviour Modelling
      6. Cost and the Time Frame for Collection and Analysis
      7. Requirements and Restrictions
      8. Accuracy of Measure
    4. SOLUTIONS AND RECOMMENDATIONS
    5. FUTURE TRENDS
    6. CONCLUSION
  15. REFERENCES
  16. V. Video-Based Motion Capture for Measuring Human Movement
    1. INTRODUCTION
    2. EXISTING TECHNOLOGY
      1. Main Commercial Motion Capture Methods
      2. Computer Vision-Based Motion Capture
      3. Use of Computer Vision-Based Methods
      4. Common Motion Tracking Approaches
      5. Estimation Of Kinematics And Skeleton Structures
    3. CHALLENGES AND OUTSTANDING PROBLEMS IN VISION-BASED METHOD
      1. Computer Imaging Issues
      2. Hardware Issues
    4. MOTION CAPTURE SYSTEM: A FRAMEWORK
      1. Camera System
      2. 3D Human Modeling
      3. Building the 3D Human Model
      4. A Proposed Method for 3D Human Reconstruction
      5. Human Tracking
      6. Results & Discussions
    5. FUTURE WORKS
      1. Human Skin Deformation and Shading
      2. Automatic Posture Pre-Positioning
      3. Full-Body and Multiple People Tracking
      4. Computational Efficiency
    6. IMPACT OF VISION-BASED MOTION CAPTURE AND PRACTICAL APPLICATION FOR THE FUTURE
      1. Educationally Contextualized Interactive Digital Media
      2. Inter-Disciplinary & Holistic Learning
      3. 3D Spatial Understanding
      4. Future Research: Extension of Developed Technology into Related Applications
      5. Sports Analysis
    7. CONCLUSION
    8. ACKNOWLEDGMENT
  17. REFERENCES
  18. VI. Technology to Monitor and Enhance the Performance of a Tennis Player
    1. INTRODUCTION
    2. BACKGROUND
    3. SPORTS BIOMECHANICS
    4. BIOMECHANICS PRINCIPLES IN TENNIS
      1. Biomechanics of the Tennis Serve
        1. Biomechanics of the First Serve
        2. Biomechanics of the Second Serve
    5. AVAILABLE TECHNOLOGIES TO MONITOR A TENNIS PLAYER
      1. Video Cameras and Optical Measurements
        1. Examples Using Digital Video and Digital Optical Systems
        2. Inertial Sensors
        3. Example Using Inertial Sensors
      2. Comparison of Technologies
    6. SUMMARY
    7. FUTURE TRENDS
  19. REFERENCES
  20. VII. Quantitative Assessment of Physical Activity Using Inertial Sensors
    1. INTRODUCTION
    2. INERTIAL SENSOR TECHNOLOGY
      1. Description and Construction
      2. Function and Theory of Application
      3. Sampling Theory
      4. Systems Integration
      5. Applications
        1. Off the Shelf Applications
      6. Emerging Applications
        1. Golf
        2. Rowing
        3. Cricket (Bowling and Batting)
          1. Batting Analysis
          2. Bowling Analysis
        4. Ski Jump
    3. CONCLUSION
    4. ACKNOWLEDGMENT
  21. REFERENCES
  22. VIII. Computer Supported Collaborative Sports: An Emerging Paradigm
    1. INTRODUCTION
    2. OVERVIEW
      1. Ubiquitous Games and Computer Augmented Sports
    3. COMPUTER SUPPORTED COOPERATIVE SPORTS
      1. Integrating Sports and Games
      2. Input and Output Devices for Sports Activities
      3. Collaboration
      4. Objectives and Vision
    4. THE FLYGUY APPROACH
    5. TABLE TENNIS FOR THREE
      1. Gameplay
      2. Technical Implementation
      3. User Experiences
    6. CONCLUSION
    7. ACKNOWLEDGMENT
  23. REFERENCES
  24. IX. Digital Sport: Merging Gaming with Sports to Enhance Physical Activities Such as Jogging
    1. INTRODUCTION
    2. BACKGROUND
    3. THEORETICAL FOUNDATIONS
    4. OPPORTUNITIES
    5. JOGGING
      1. Social Jogging
      2. Mobile Support
        1. Preliminary Experiment
        2. Mobile Phone Experiment
    6. JOGGING OVER A DISTANCE
      1. Design Goals
      2. Adding Pace Awareness
      3. Experience
      4. Sound Spatialization
      5. Limitations
    7. DISCUSSION
    8. FUTURE WORK
    9. CONCLUSION
    10. ACKNOWLEDGMENT
  25. REFERENCES
  26. X. Double Play: How Video Games Mediate Physical Performance for Elite Athletes
    1. INTRODUCTION
    2. BACKGROUND
    3. HOW DOES VIRTUAL REALITY ENHANCE ENGAGEMENT?
    4. FANTASY SPORTS
    5. SPORT GAMES ARE RICH LEARNING ENVIRONMENTS
    6. REALISM OF SPORT VIDEO GAMES
    7. ASSIGNED ROLES TO A PARTICIPATORY CULTURE
    8. APPROPRIATION: IDENTIFICATION AS A PROFESSIONAL
    9. IDENTITY ACHIEVEMENT
    10. MENTAL IMAGERY AND SEEING AND COGNITION
    11. WHOLE SYSTEM PERSPECTIVE VS. PARTIAL TASK SIMULATORS
    12. CONCLUSION
  27. REFERENCES
  28. XI. A League of Our Own: Empowerment of Sport Consumers Through Fantasy Sports Participation
    1. INTRODUCTION
    2. BACKGROUND
      1. History
      2. Appeal
      3. Demographics
      4. Marketing
      5. Promotions
    3. A CONCEPTUAL FRAMEWORK OF FANTASY SPORTS CONSUMPTION
      1. Psychological Influences
      2. Social Influences
      3. Marketer-Controlled Influences
    4. FUTURE TRENDS
      1. Transition from Linear Experience to Engaged Community
      2. Dynamics of Transition
      3. Keys to Unlocking Potential of Engaged Fantasy Sports Communities
    5. CONCLUSION
  29. REFERENCES
  30. XII. Computational and Robotic Pool
    1. INTRODUCTION
      1. Rules of 8 Ball
    2. COMPUTATIONAL POOL
      1. Physical Model
        1. Rolling Balls
        2. Collision Models
      2. Poolfiz® Simulation Engine
      3. Ai Player Styles and Strengths
        1. Shot Difficulty
        2. Control of the Cue Ball
        3. Planning Ahead
        4. Defensive Play
      4. Competitions: Computational Pool at the International Computer Olympiad
        1. The Competitors
        2. Observations
    3. ROBOTIC POOL
      1. Previous Work
      2. Deep Green
        1. Gantry Mechanism
        2. Vision System
        3. Software
    4. FUTURE TRENDS
    5. CONCLUSION
  31. REFERENCES
  32. Section II: Business Applications
  33. XIII. A Framework for the Adoption of the Internet in Local Sporting Bodies: A Local Sporting Association Example
    1. INTRODUCTION
    2. SETTING THE SCENE: ISSUES AND PROBLEMS
      1. Information and Communication Technologies In Business
      2. Community Based Organisations
      3. Volunteers
    3. IDENTIFYING A SOLUTION: A FRAMEWORK FOR THE ADOPTION OF INTERNET APPLICATIONS IN LOCAL SPORTING CLUBS
    4. AN APPLICATION OF THE FRAMEWORK
      1. Suitability of the Framework: The Future
    5. CONCLUSION
  34. REFERENCES
  35. XIV. Online Questionnaires and Interviews as a Successful Tool to Explore Foreign Sports Fandom
    1. INTRODUCTION
    2. BACKGROUND
    3. ISSUES, CONTROVERSIES, PROBLEMS
    4. SOLUTIONS AND RECOMMENDATIONS
    5. THE USE OF ONLINE QUESTIONNAIRES
      1. Overview
      2. The Exploratory Pilot Study (AFANA)
        1. Participants
        2. Materials and Procedure
        3. Discussion
      3. The Team-Specific Pilot Study (Ajax USA)
        1. Participants
        2. Materials and Procedure
      4. The Global Fan Study (Liverpool FC)
        1. Case Selection
        2. The Liverpool F.C. Story
        3. Online Supporter Branches
        4. Participants
        5. Materials and Procedure
    6. THE USE OF ONLINE INTERVIEWS
      1. Overview
        1. Participants
        2. Materials and Procedure
    7. CONCLUSION
  36. REFERENCES
  37. XV. Virtual Digital Olympic Museum
    1. INTRODUCTION
    2. BACKGROUND
    3. DIGITAL-MUSEUM ORIENTED DATA STORAGE AND RETRIEVAL
      1. Data Storage, Compression and Transmission
      2. Content Based Retrieval
        1. Multi-Scale Generic Fourier Descriptor for Gray Image Retrieval
        2. Visual Projection Similarity for 3D Models Matching
    4. MODELING AND RENDERING OF THE DIGITAL MUSEUM
      1. Geometry and Image Based Modeling and Rendering
      2. Photorealistic and Real-Time Rendering
    5. VIRTUAL DEMONSTRATION OF SPORTS AND VIRTUAL HUMANS
      1. Footprint Sampling Based Motion Editing
      2. Virtual Human Crowds Simulation and Group Calisthenics Rehearsal
    6. VIRTUAL REALITY BASED SPORTS SIMULATION
      1. Main Functionalities and Key Technologies
      2. Typical Prototypes
    7. PROTOTYPE OF VDOM
    8. FUTURE TRENDS
    9. CONCLUSION
    10. ACKNOWLEDGMENT
  38. REFERENCES
  39. XVI. The Market Structure and Characteristics of Electronic Games
    1. INTRODUCTION
    2. INDUSTRY BACKGROUND
      1. Game Platforms and Software
      2. Game Players
    3. KEY MOTIVATORS FOR GAME PLAY
      1. Challenge and Competition
      2. Enjoyment
      3. Social Aspects
    4. GAME MEDIUM CHARACTERISTICS AND PSYCHOLOGICAL RESPONSES
      1. Interactivity
      2. Vividness
      3. Presence
      4. Flow
      5. Involvement
      6. Summary
    5. A REVIEW OF ACADEMIC RESEARCH CONCERNING THE EFFECTS OF GAME PLAY
    6. ELECTRONIC GAMES AND THEIR RELATIONSHIP WITH SPORT
      1. Electronic Games and the Replication of Sport
      2. Electronic Games and the Facilitation of Sports Participation
      3. Playing Electronic Games: A New Sport
    7. AREAS FOR FUTURE RESEARCH
    8. CONTRIBUTION OF THE CHAPTER AND CONCLUSION
  40. REFERENCES
  41. XVII. Sport Video Game Sponsorships and In-Game Advertising
    1. INTRODUCTION
    2. SPORT VIDEO GAMES BACKGROUND
      1. Stakeholders
      2. Growth of In-Game Advertising and Sponsorships
      3. Target Market
    3. SCOPE, ISSUES, CONTROVERSIES, PROBLEMS
      1. Types of In-Game Advertising and Sponsorships
      2. Advantages of In-Game Advertising and Sponsorships
      3. Impact of Stakeholder Relationships
      4. Measuring Effectiveness of In-Game Advertising and Sponsorships
      5. Motivation of Gamers
    4. SOLUTIONS AND RECOMMENDATIONS
      1. Stakeholder Relationships
      2. Measuring Effectiveness
    5. FUTURE TRENDS
    6. CONCLUSION
  42. REFERENCES
  43. XVIII. In-Game Advertising: Effectiveness and Consumer Attitudes
    1. INTRODUCTION
    2. LITERATURE REVIEW AND BACKGROUND
    3. ATTITUDES TOWARDS IN-GAME ADVERTISING
    4. EFFECTIVENESS OF IN-GAME ADVERTISING
    5. GAME EXPERIENCE
    6. INTERACTION, FAMILIARITY AND APPEARANCE
    7. METHOD
    8. RESULTS
    9. DISCUSSION
  44. REFERENCES
  45. XIX. The Effect of Arousal on Adolescent's Short-Term Memory of Brand Placements in Sports Advergames
    1. INTRODUCTION
    2. BACKGROUND
    3. HYPOTHESES
    4. METHOD
      1. Experimental Stimuli
      2. Measures
      3. Data Collection and Sampling Procedure
    5. RESULTS
    6. CONCLUSION AND FUTURE TRENDS
  46. REFERENCES
  47. XX. Schemas of Disrepute: Digital Damage to the Code
    1. INTRODUCTION
    2. BACKGROUND
    3. CONSUMER BRAND PERCEPTIONS
    4. MEASUREMENT TOOLS: SOCIAL NETWORK ANALYSIS
    5. SOCIAL NETWORK ANALYSIS APPROACHES TO DATA
    6. CORRESPONDENCE ANALYSIS
    7. METHOD
    8. FINDINGS
    9. DISCUSSION
    10. CONCLUSION
  48. REFERENCES
  49. Compilation of References
  50. About the Contributors