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Mixed and Augmented Reality Applications in the Sport Industry

Published: 19 March 2021 Publication History

Abstract

Augmented reality (AR) is already part of the lives of thousands of people, in many different sectors. In addition to a change in current business models, the introduction of this technology in sports can greatly implement and improve fan engagement strategies and the fan experience in the world of e-sports. This research, starting from a concise but systematic literature review, analyses how mixed and augmented reality are providing a growing number of applications in the world of sport. Augmented reality is a technology that allows having a better perception of reality. This can help drive a vehicle, see obstacles that would otherwise not be noticed. Given that the nature of augmented reality makes it perfect for a dynamic sector such as sports, many applications can be identified in the sports field, however, many benefits can be identified: a) training for professionals and amateurs; b) marketing strategies and revenue diversifications for sports clubs; c) supporters’ experience; d) supporters’ engagement; e) valid and feasible alternative during pandemic outbreaks; f) measurement of sports results and sports assessment. Augmented reality has been introduced in the sports sector for a while. Many sports are exploiting the features of this new technology, by introducing apps for augmented reality that allow fans to get even closer to their beloved sport heroes. Cycling, football, fitness, cricket, winter sports many others, Apps to increase reality are developed in many different contexts, to experience a race, a match or simply to train with greater awareness, thus obtaining better results.

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cover image ACM Other conferences
EBEE '20: Proceedings of the 2020 2nd International Conference on E-Business and E-commerce Engineering
December 2020
79 pages
ISBN:9781450388924
DOI:10.1145/3446922
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 19 March 2021

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Author Tags

  1. Augmented Reality
  2. Covid-19
  3. E-Business
  4. Sport
  5. Sport performance
  6. VR Applications

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Cited By

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  • (2024)The Use of Immersive Technologies in Karate Training: A Scoping ReviewMultimodal Technologies and Interaction10.3390/mti80400278:4(27)Online publication date: 1-Apr-2024
  • (2024)Esports Training, Periodization, and Software—A Scoping ReviewApplied Sciences10.3390/app14221035414:22(10354)Online publication date: 11-Nov-2024
  • (2024)AI-Enhanced Prediction of Peak Rate of Torque Development from Accelerometer SignalsApplied Sciences10.3390/app1412513714:12(5137)Online publication date: 13-Jun-2024
  • (2024)Current Limitations and Prospects for Smartphone GNSS Precise PositioningProceedings of the 2024 International Technical Meeting of The Institute of Navigation10.33012/2024.19560(1-24)Online publication date: 14-Feb-2024
  • (2024)Grand Challenges in SportsHCIProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642050(1-20)Online publication date: 11-May-2024
  • (2024)Visual Cue Based Corrective Feedback for Motor Skill Training in Mixed Reality: A SurveyIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.322799930:7(3121-3134)Online publication date: Jul-2024
  • (2024)Extended Reality Adoption in Moroccan Sports Institutes: A Vision for FIFA World Cup 20302024 4th International Conference on Innovative Research in Applied Science, Engineering and Technology (IRASET)10.1109/IRASET60544.2024.10549223(1-6)Online publication date: 16-May-2024
  • (2024)Navigating Industry 5.0: A Survey of Key Enabling Technologies, Trends, Challenges, and OpportunitiesIEEE Communications Surveys & Tutorials10.1109/COMST.2023.332947226:2(1080-1126)Online publication date: Oct-2025
  • (2024)M-AGEW: Empowering Outdoor Workouts with Data-Driven Augmented Reality Assistance2024 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR)10.1109/AIxVR59861.2024.00050(301-305)Online publication date: 17-Jan-2024
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