SwePub
Sök i LIBRIS databas

  Extended search

onr:"swepub:oai:research.chalmers.se:31b5dee2-d54c-4f13-af4b-66e67f6d0e14"
 

Search: onr:"swepub:oai:research.chalmers.se:31b5dee2-d54c-4f13-af4b-66e67f6d0e14" > Preface to the Proc...

  • 1 of 1
  • Previous record
  • Next record
  •    To hitlist

Preface to the Proceedings of the Workshop “New Trends in HCI and Sports” held at MobileHCI ‘22

Mencarini, Eleonora (author)
Fondazione Bruno Kessler (FBK)
Rapp, Amon (author)
Universita degli Studi di Torino,University of Turin
Colley, Ashley (author)
Lapin Yliopisto (Lapplands universitet),University of Lapland
show more...
Daiber, Florian (author)
Deutsches Forschungszentrum fur Kunstliche Intelligenz
Jones, Michael D. (author)
Brigham Young University
Kosmalla, Felix (author)
Deutsches Forschungszentrum fur Kunstliche Intelligenz
Lukosch, Stephan (author)
University of Canterbury
Niess, Jasmin (author)
Universität St. Gallen,University of St Gallen
Niforatos, Evangelos (author)
Technische Universiteit Delft,Delft University of Technology (TU Delft)
Woźniak, Paweł W., 1988 (author)
Chalmers tekniska högskola,Chalmers University of Technology
Zancanaro, Massimo (author)
Universita degli Studi di Trento,University of Trento
show less...
 (creator_code:org_t)
2022
2022
English.
In: CEUR Workshop Proceedings. - 1613-0073. ; 3267
  • Conference paper (peer-reviewed)
Abstract Subject headings
Close  
  • The contemporary digitalization of the sports experience brought new challenges for the HCI community. HCI researchers started exploring how mobile and wearable devices could support the physical, social, and environmental aspects of sports, while technological transformations like the metaverse, inbodied technologies, and AI have recently paved the way for augmented humans, esports, new forms of sociality, and new ways to engage the sports audience. In this preface, we present the papers accepted to the workshop Net Trends in HCI and Sports, held in conjunction with MobileHCI ‘22, which precisely attempted to deal with the recent advancements in technology used in the sports domain.

Subject headings

NATURVETENSKAP  -- Data- och informationsvetenskap -- Medieteknik (hsv//swe)
NATURAL SCIENCES  -- Computer and Information Sciences -- Media and Communication Technology (hsv//eng)
TEKNIK OCH TEKNOLOGIER  -- Annan teknik -- Interaktionsteknik (hsv//swe)
ENGINEERING AND TECHNOLOGY  -- Other Engineering and Technologies -- Interaction Technologies (hsv//eng)
NATURVETENSKAP  -- Data- och informationsvetenskap -- Människa-datorinteraktion (hsv//swe)
NATURAL SCIENCES  -- Computer and Information Sciences -- Human Computer Interaction (hsv//eng)

Keyword

Sports
Exergames
Superhuman sports
E-sports

Publication and Content Type

kon (subject category)
ref (subject category)

Find in a library

To the university's database

  • 1 of 1
  • Previous record
  • Next record
  •    To hitlist

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Close

Copy and save the link in order to return to this view