New Trends in HCI and Sports

Eleonora Mencarini, Amon Rapp, Ashley Colley, Florian Daiber, Michael D. Jones, Felix Kosmalla, Stephan Lukosch, Jasmin Niess, Evangelos Niforatos, Paweł W. Woźniak, Massimo Zancanaro

Research output: Contribution to conferenceAbstractScientific

1 Citation (Scopus)

Abstract

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.
Original languageEnglish
DOIs
Publication statusPublished - 2022
MoEC publication typeNot Eligible
EventMobileHCI '22: 24th International Conference on Human-Computer Interaction with Mobile Devices and Services - Vancouver, Canada
Duration: 28 Sept 20221 Oct 2022

Conference

ConferenceMobileHCI '22: 24th International Conference on Human-Computer Interaction with Mobile Devices and Services
Abbreviated titleMobileHCI '22
Country/TerritoryCanada
CityVancouver
Period28.09.202201.10.2022

Keywords

  • Superhuman sports
  • E-sports
  • Sports
  • Exergames

Field of science

  • Visual arts and design

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