BibTex RIS Kaynak Göster

Augmented Reality in Sports: Today and Tomorrow

Yıl 2015, Cilt 3 (Özel Sayı 2), 314 - 325, 15.09.2015
https://doi.org/10.14486/IJSCS392

Öz

The rapid change experienced in the field of Information Technologies makes the informatics more tangible in daily life. Today, it became possible to encounter with the informatics applications almost all the disciplines. As a matter of course, many informatics applications are put into the practice regarding the sports discipline. Because of the condition that the power of information processing has increased and the studies on wearable technologies in addition to the expert system design, augmented reality (AR) has become a topic which gains importance in the field of sports. There are many studies that are conducted with the aim of increasing the efficiency of physical activities done in many sports branches, ensuring a more fair management of competitions and providing the opportunity for spectators to watch the competitions in a more comfortable and efficient way. In this study; the information about the current augmented reality practices that are used in various sports branches has been given and the mobile and interactive augmented reality practices which are possible to be seen in future have been mentioned. In addition, there is an augmented reality practice which is designed with the aim of ensuring that the shoots of sports people who are interested in archery, are more stable and of ensuring that the trainings and exercises are more efficient by stating to the sports people whether he or she is in the right position for shoot which is called as T shape seen at the time of releasing the arrow.

Kaynakça

  • About Hawk-Eye. (n.d.). Retrived from http://www.hawkeyeinnovations.co.uk/
  • Adhani, N. I., & Rambli, D. R. A. (2012). A Survey of Mobile Augmented Reality Applications, In Proceedings of 1st International Conference on Future Trends in Computing and Communication Technologies, (pp. 89–95).
  • Azuma, R. T. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, 6(4), 355–385.
  • Boyle, R., & Haynes, R. (2002). New Media Sport. Culture, Sport, Society, 5(3), 96–114. http://doi.org/10.1080/911094209
  • Carmigniani, J., & Furht, B. (2011). Augmented Reality: An Overview. In B. Furht (Ed.), Handbook of Augmented Reality, (pp. 3–46). Springer New York. http://doi.org/10.1007/978-1-4614-0064-6_1
  • Caudell, T. P., & Mizell, D. W. (1992). Augmented Reality: An Application of Heads-Up Display Technology to Manual Manufacturing Processes, In Proceedings of 1992 IEEE Hawaii International Conference on Systems Sciences, (pp. 659–669).
  • Daponte, P., De Vito, L., Picariello, F., & Riccio, M. (2014). State of the Art and Future Developments of the Augmented Reality for Measurement Applications. Measurement, 57(0), 53–70. http://doi.org/http://dx.doi.org/10.1016/j.measurement.2014.07.009
  • Feiner, S., MacIntyre, B., Höllerer, T., & Webster, A. (1997). A touring machine: Prototyping 3D Mobile Augmented Reality Systems for Exploring the Urban Environment. Personal Technologies, 1(4), 208–217. http://doi.org/10.1007/BF01682023
  • Fita Coach’s Manual (n.d.). Recurve Bow Shooting Form. Retrived from http://www. worldarchery.org/UserFiles/Document/FITA%20website/07%20Publications/02_downloads/Coaches_Manual_Lev2/12_Recurve_Technique.pdf
  • Honey, S., & Milnes, K. (2013, August 29). The Augmented Reality America’s Cup. Retrived from http://spectrum.ieee.org/consumer-electronics/audiovideo/the-augmented-reality-americas-cup
  • Hurwitz, A., & Jeffs, A. (2009). Eyeply: Baseball proof of concept - Mobile Augmentation for Entertainment and Shopping Venues. Mixed and Augmented Reality - Arts, Media and Humanities, 2009. ISMAR-AMH 2009. IEEE International Symposium on. http://doi.org/10.1109/ISMAR-AMH.2009.5336723
  • Ishii, H., Wisneski, C., Orbanes, J., Chun, B., & Paradiso, J. (1999). PingPongPlus: Design of an Athletic-tangible Interface for Computer-supported Cooperative Play. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 394–401). New York, NY, USA: ACM. http://doi.org/10.1145/302979.303115
  • Kajastila, R., & Hämäläinen, P. (2014). Augmented Climbing: Interacting with Projected Graphics on a Climbing Wall. In CHI ’14 Extended Abstracts on Human Factors in Computing Systems (pp. 1279–1284). New York, NY, USA: ACM. http://doi.org/10.1145/2559206.-2581139
  • Li, C., & Wang, Z. (2012). Research on the Applications of Information Technology in Sport Management. In X. Qu & Y. Yang (Eds.), Information and Business Intelligence SE - 37 (Vol. 268, pp. 247–252). Springer Berlin Heidelberg. http://doi.org/10.1007/978-3-642-29087-9_37
  • Liebermann, D. G., Katz, L., Hughes, M. D., Bartlett, R. M., McClements, J., & Franks, I. M. (2002). Advances in the Application of Information Technology to Sport Performance. Journal of Sports Sciences, 20(10), 755–769. http://doi.org/10.1080/026404102320675611
  • Mahmood, Z., Ali, T., & Khattak, S. (2012). Automatic Player detection and Recognition in Images Using AdaBoost. Applied Sciences and Technology (IBCAST), 2012 9th International Bhurban Conference on. http://doi.org/10.1109/IBCAST.2012.6177528
  • Mann, S. (1997). Wearable Computing: A First Step Toward Personal Imaging. Computer, 30(2), 25–32. http://doi.org/10.1109/2.566147
  • Milgram, P., & Kishino, F. (1994). A Taxonomy of Mixed Reality Visual Displays, IEICE Trans. Information Systems, vol.E77-D(12), 1321–1329.
  • Somyürek, S. (2014). Öğretim Sürecinde Z Kuşağının Dikkatini Çekme: Artırılmış Gerçeklik. Eğitim Teknolojisi Kuram ve Uygulama, 4(1), 63–80.
  • Sportvision. (n.d.). Retrived from http://www.sportvision.com/
  • Yantaç, A.E. (2011). Yelken Sporcusunun Yarış Performansını Arttırmaya Yönelik Navigasyon Sistemi Arayüzlerinin Dizilimi Üzerine Bir İnceleme. Spormetre Beden Eğitimi ve Spor Bilimleri Dergisi 9(1) 25–32.

Sporda Arttırılmış Gerçeklik Uygulamaları: Bugünü ve Yarını

Yıl 2015, Cilt 3 (Özel Sayı 2), 314 - 325, 15.09.2015
https://doi.org/10.14486/IJSCS392

Öz

Bilişim teknolojilerinde yaşanan hızlı değişim, bilişimi günlük hayatın içerisinde daha fazla hissedilir kılmaktadır. Günümüzde artık neredeyse her disiplinde bilişim uygulamalarına rastlamak mümkün hale gelmiştir. Doğal olarak spor disiplini ile de ilgili oldukça fazla bilişim uygulaması hayata geçirilmektedir. Uzman sistem tasarımı gibi konularla birlikte son yıllarda bilgi işlem gücünün artması ve giyilebilir teknolojiler üzerine yapılan çalışmalar nedeniyle spor alanında önem kazanan konulardan biriside arttırılmış gerçekliktir (Augmented Reality – “AR”). Birçok spor dalında yapılan fiziksel faaliyetlerinin verimliğinin artırılması, müsabakaların daha adil yönetilmesi ve müsabakaların seyirciler tarafından daha rahat takip edilebilmesi için çalışmalar yapılmıştır. Bu çalışmada ise; çeşitli spor branşlarında kullanılan mevcut arttırılmış gerçeklik uygulamaları hakkında bilgi verilmiş ve gelecekte karşımıza çıkması muhtemel olası mobil ve interaktif arttırılmış gerçeklik uygulamalarından bahsedilmiştir. Ayrıca çalışmada, okçuluk ile ilgilenen sporcular tarafından yapılan atışların daha tutarlı bir hale getirilmesi ve sporcunun oku bırakış esnasında vücudunun T formu olarak anılan doğru atış pozisyonunda olup olmadığının sporcuya bildirilerek eğitim ve antrenmanların daha verimli olmasını sağlamak üzere tasarlanan bir attırılmış gerçeklik uygulamasına yer verilmiştir

Kaynakça

  • About Hawk-Eye. (n.d.). Retrived from http://www.hawkeyeinnovations.co.uk/
  • Adhani, N. I., & Rambli, D. R. A. (2012). A Survey of Mobile Augmented Reality Applications, In Proceedings of 1st International Conference on Future Trends in Computing and Communication Technologies, (pp. 89–95).
  • Azuma, R. T. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, 6(4), 355–385.
  • Boyle, R., & Haynes, R. (2002). New Media Sport. Culture, Sport, Society, 5(3), 96–114. http://doi.org/10.1080/911094209
  • Carmigniani, J., & Furht, B. (2011). Augmented Reality: An Overview. In B. Furht (Ed.), Handbook of Augmented Reality, (pp. 3–46). Springer New York. http://doi.org/10.1007/978-1-4614-0064-6_1
  • Caudell, T. P., & Mizell, D. W. (1992). Augmented Reality: An Application of Heads-Up Display Technology to Manual Manufacturing Processes, In Proceedings of 1992 IEEE Hawaii International Conference on Systems Sciences, (pp. 659–669).
  • Daponte, P., De Vito, L., Picariello, F., & Riccio, M. (2014). State of the Art and Future Developments of the Augmented Reality for Measurement Applications. Measurement, 57(0), 53–70. http://doi.org/http://dx.doi.org/10.1016/j.measurement.2014.07.009
  • Feiner, S., MacIntyre, B., Höllerer, T., & Webster, A. (1997). A touring machine: Prototyping 3D Mobile Augmented Reality Systems for Exploring the Urban Environment. Personal Technologies, 1(4), 208–217. http://doi.org/10.1007/BF01682023
  • Fita Coach’s Manual (n.d.). Recurve Bow Shooting Form. Retrived from http://www. worldarchery.org/UserFiles/Document/FITA%20website/07%20Publications/02_downloads/Coaches_Manual_Lev2/12_Recurve_Technique.pdf
  • Honey, S., & Milnes, K. (2013, August 29). The Augmented Reality America’s Cup. Retrived from http://spectrum.ieee.org/consumer-electronics/audiovideo/the-augmented-reality-americas-cup
  • Hurwitz, A., & Jeffs, A. (2009). Eyeply: Baseball proof of concept - Mobile Augmentation for Entertainment and Shopping Venues. Mixed and Augmented Reality - Arts, Media and Humanities, 2009. ISMAR-AMH 2009. IEEE International Symposium on. http://doi.org/10.1109/ISMAR-AMH.2009.5336723
  • Ishii, H., Wisneski, C., Orbanes, J., Chun, B., & Paradiso, J. (1999). PingPongPlus: Design of an Athletic-tangible Interface for Computer-supported Cooperative Play. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 394–401). New York, NY, USA: ACM. http://doi.org/10.1145/302979.303115
  • Kajastila, R., & Hämäläinen, P. (2014). Augmented Climbing: Interacting with Projected Graphics on a Climbing Wall. In CHI ’14 Extended Abstracts on Human Factors in Computing Systems (pp. 1279–1284). New York, NY, USA: ACM. http://doi.org/10.1145/2559206.-2581139
  • Li, C., & Wang, Z. (2012). Research on the Applications of Information Technology in Sport Management. In X. Qu & Y. Yang (Eds.), Information and Business Intelligence SE - 37 (Vol. 268, pp. 247–252). Springer Berlin Heidelberg. http://doi.org/10.1007/978-3-642-29087-9_37
  • Liebermann, D. G., Katz, L., Hughes, M. D., Bartlett, R. M., McClements, J., & Franks, I. M. (2002). Advances in the Application of Information Technology to Sport Performance. Journal of Sports Sciences, 20(10), 755–769. http://doi.org/10.1080/026404102320675611
  • Mahmood, Z., Ali, T., & Khattak, S. (2012). Automatic Player detection and Recognition in Images Using AdaBoost. Applied Sciences and Technology (IBCAST), 2012 9th International Bhurban Conference on. http://doi.org/10.1109/IBCAST.2012.6177528
  • Mann, S. (1997). Wearable Computing: A First Step Toward Personal Imaging. Computer, 30(2), 25–32. http://doi.org/10.1109/2.566147
  • Milgram, P., & Kishino, F. (1994). A Taxonomy of Mixed Reality Visual Displays, IEICE Trans. Information Systems, vol.E77-D(12), 1321–1329.
  • Somyürek, S. (2014). Öğretim Sürecinde Z Kuşağının Dikkatini Çekme: Artırılmış Gerçeklik. Eğitim Teknolojisi Kuram ve Uygulama, 4(1), 63–80.
  • Sportvision. (n.d.). Retrived from http://www.sportvision.com/
  • Yantaç, A.E. (2011). Yelken Sporcusunun Yarış Performansını Arttırmaya Yönelik Navigasyon Sistemi Arayüzlerinin Dizilimi Üzerine Bir İnceleme. Spormetre Beden Eğitimi ve Spor Bilimleri Dergisi 9(1) 25–32.
Toplam 21 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Bölüm Makaleler
Yazarlar

Zafer Bozyer Bu kişi benim

Yayımlanma Tarihi 15 Eylül 2015
Yayımlandığı Sayı Yıl 2015 Cilt 3 (Özel Sayı 2)

Kaynak Göster

APA Bozyer, Z. (2015). Augmented Reality in Sports: Today and Tomorrow. International Journal of Sport Culture and Science, 3(Special Issue 4), 314-325. https://doi.org/10.14486/IJSCS392
IntJSCS is published by International Science Culture and Sport Association (ISCSA).