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New Trends in HCI and Sports

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
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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)
Wozniak, Pawel W., 1988 (author)
Chalmers tekniska högskola,Chalmers University of Technology
Zancanaro, Massimo (author)
Universita degli Studi di Trento,University of Trento
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 (creator_code:org_t)
2022-09-28
2022
English.
In: MobileHCI 2022 Adjunct - Publication of the 24th ACM International Conference on Human-Computer Interaction with Mobile Devices and Services. - New York, NY, USA : ACM.
  • Conference paper (peer-reviewed)
Abstract Subject headings
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  • Over the last 15 years, we have witnessed a digitalization of the sports experience, i.e., many sports have been enhanced by digital and wearable devices. The centrality of the human body and the different contexts where sports can be practiced have led HCI research to explore how mobile and wearable devices could support the physical, social, and environmental aspects of sports disciplines. Yet, the field of HCI & sports continues to evolve under the push of new technological developments and events affecting people worldwide, such as the Covid-19 pandemic and climate change. Technological advancements like the metaverse, inbodied technologies, and AI have paved the way for augmented humans, esports, new forms of sociality, and new ways to engage the audience. Likewise, contextual factors push sports trends in two opposite directions simultaneously: on the one hand, they foster the indoorisation and individualization of sports; on the other hand, they encourage practicing sports outdoors and taking advantage of the "restorative environment"of nature. With this workshop, we would like to invite the MobileHCI community to discuss the current trends in portable technologies for sports and trace future directions for HCI research in this field.

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)
SAMHÄLLSVETENSKAP  -- Medie- och kommunikationsvetenskap -- Mänsklig interaktion med IKT (hsv//swe)
SOCIAL SCIENCES  -- Media and Communications -- Human Aspects of ICT (hsv//eng)

Keyword

Sports
E-sports
Superhuman sports
Exergames

Publication and Content Type

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