S. Lukosch
Please Note
10 records found
1
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.
Re-framing engagement for applied games
A conceptual framework
The contemporary digitalization of the sports experience brought new challenges for the HCI community. HCI researchers started exploring how mobile and wearable devices could support the physical, social, and environmental aspects of sports, while technological transformations like the metaverse, inbodied technologies, and AI have recently paved the way for augmented humans, esports, new forms of sociality, and new ways to engage the sports audience. In this preface, we present the papers accepted to the workshop Net Trends in HCI and Sports, held in conjunction with MobileHCI ‘22, which precisely attempted to deal with the recent advancements in technology used in the sports domain.
Physical activity plays a fundamental role in contrasting physiological deconditioning during ageing. Considering the complexity of the modifications that can occur in the physical activity domain, international guidelines recommend that older adults engage in a combination of aerobic, strength, flexibility, and balance training to promote active ageing and maintain adequate health status. For this reason, virtual coaches must be designed to prescribe appropriate physical activity plans in each of the specific target sub-domain. Technological solutions based on wearable devices and digital games are promising can be the key to a successful system. This chapter describes the physiological bases and the technological approaches implemented by the NESTORE system to evaluate users’ functional abilities and to propose a comprehensive and individualised coaching plan in the physical activity domain according to the internationally recognised guidelines. The main technological NESTORE components, co-designed together with users to monitor their status and behaviour and coach them to perform effective physical activity, are (i) the NESTORE wristband that will assess the users’ performances and monitor the main physiological parameters during aerobic activity and (ii) the NESTORE Pocket Odyssey mobile game that will engage the users during physical activities in the strength, flexibility and balance domains.
The power of stories
A framework to orchestrate reflection in urban storytelling to form stronger communities
Dive Deeper
Empirical Analysis of Game Mechanics and Perceived Value in Serious Games
of local partners, preparation meetings, and PD materials tailored to children’s interests and skills are vital to enable children to design outdoor play activities that are meaningful to them. ...
of local partners, preparation meetings, and PD materials tailored to children’s interests and skills are vital to enable children to design outdoor play activities that are meaningful to them.