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Computer Supported Collaborative Sports An Emerging Paradigm Volker Wulf, Florian ‘Floyd’ Müeller, Eckehard F. Moritz, Gunnar Stevens, Martin R. Gibbs.

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Presentation on theme: "Computer Supported Collaborative Sports An Emerging Paradigm Volker Wulf, Florian ‘Floyd’ Müeller, Eckehard F. Moritz, Gunnar Stevens, Martin R. Gibbs."— Presentation transcript:

1 Computer Supported Collaborative Sports An Emerging Paradigm Volker Wulf, Florian ‘Floyd’ Müeller, Eckehard F. Moritz, Gunnar Stevens, Martin R. Gibbs University of Siegen, Germany, The University of Melbourne, Austra SPORTKREATIVWERKSTATT, Germany Fraunhofer FIT, Germany The University of Melbourne, Australia DIGITAL SPORT FOR PERFORMANCE ENHANCEMENT AND COMPETITIVE EVOLUTION : Intelligent gaming technologies

2 Outline Introduction Ubiquitous Games and Computer Augmented Sports Computer Supported Cooperative Sports User Experiences Conclusion

3 Introduction Present related work in computer games that use augmented sportive interfaces. Outline the concept of computer supported collaborative sports. Two prototypes of this design paradigm will be presented. Conclude by discussing in regards to future applications of the design space and the role of CSCS for emerging distributed sports activities.

4 Ubiquitous Games and computer Augmented Sports Ubiquitous computing offers a relatively new approach of interacting with computers through real world objects and spaces, which can provide novel opportunities for innovative games and physical experiences.

5 Computer Supported Cooperative Sports 1/3 Integrating sports and Games Input and output devices for sports – Activities – Collaboration Objectives and Vision – Animated fitness equipment – Animated fitness world – Computer controlled sports equipment – Computer enhanced sports equipment – Computer supported collaborative sports equipment

6 Computer Supported Cooperative Sports 2/3

7 Computer Supported Cooperative Sports 3/3

8 User Experiences “Playing together”. “Gave them something to talk about”. The physicality of the game allowed participants to quickly engage and interact. Forgot the world around them when playing. Cant understanding the other players over the audio channel.

9 Conclusion Opens up new dimensions in sports and fitness. Increase motivation to participate in sportive or health-sustaining activities. Linked via the internet, people in different locations can do sports. The development of virtual worlds and connected input-output devices could offer sensory and emotional sensations.


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