Mixed and augmented reality applications in the sport industry

Nedal Sawan, Ahmed Eltweri, Caterina De Lucia, Luigi Pio Leonardo Cavaliere, Alessio Faccia, Narcisa Roxana Moşteanu

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

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.

Original languageEnglish
Title of host publicationEBEE 2020
Subtitle of host publication2020 2nd International Conference on E-Business and E-commerce Engineering
PublisherAssociation for Computing Machinery
Pages55-59
Number of pages5
ISBN (Print)9781450388924
DOIs
Publication statusPublished - 29 Dec 2020
Event2nd International Conference on E-Business and E-Commerce Engineering, EBEE 2020 - Virtual, Online, Thailand
Duration: 29 Dec 202031 Dec 2020

Publication series

NameACM International Conference Proceeding Series
PublisherAssociation for Computing Machinery

Conference

Conference2nd International Conference on E-Business and E-Commerce Engineering, EBEE 2020
Country/TerritoryThailand
CityVirtual, Online
Period29/12/2031/12/20

Bibliographical note

Publisher Copyright:
© 2020 ACM.

Keywords

  • Augmented Reality
  • Covid-19
  • E-Business
  • Sport
  • Sport performance
  • VR Applications

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Computer Networks and Communications
  • Computer Vision and Pattern Recognition
  • Software

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