Pervasive Computing in Sports Technologies.
In: IEEE Pervasive Computing, Jg. 4 (2005-07-01), Heft 3, S. 22-25
Online
academicJournal
Zugriff:
This article discusses pervasive computing in sports technologies. Pervasive computing researchers are studying three areas of sports technologies: athletic performance, leisure and entertainment, and how technology could affect the rules of the game. Sports technology is not limited to enhancing performance; it potentially extends into rehabilitation and injury prevention. Meanwhile, using technology in sports entertainment offers two possibilities. The first is in participatory games. The second possibility is to use technology to enhance spectators' enjoyment. Major tennis tournaments in 2005 measure the speed of serves, for example, to satisfy the curiosity of spectators about what it might be like to receive such serves. On the other hand, a technology's acceptance not only involves spectators but also the sports' governing bodies. The U.S. Golf Association heavily regulates the modification of golf balls, clubs, and other equipment. Occasionally, however, governing bodies can themselves be the catalyst for change. In a rule change in May, for example, the World Taekwondo Federation reduced the number of scoring judges required around the competition ring from four to two when the competition includes force-sensing electronic chest protectors.
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Pervasive Computing in Sports Technologies.
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Autor/in / Beteiligte Person: | Chi, Ed H. ; Borriello, Gaetano ; Hunt, Guerney ; Davies, Nigel |
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Zeitschrift: | IEEE Pervasive Computing, Jg. 4 (2005-07-01), Heft 3, S. 22-25 |
Veröffentlichung: | 2005 |
Medientyp: | academicJournal |
ISSN: | 1536-1268 (print) |
DOI: | 10.1109/MPRV.2005.58 |
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