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Augmented learning for sports using wearable head-worn and wrist-worn devices
Item metadata
dc.contributor.author | Yeo, Hui Shyong | |
dc.contributor.author | Koike, Hideki | |
dc.contributor.author | Quigley, Aaron | |
dc.date.accessioned | 2019-04-11T13:30:01Z | |
dc.date.available | 2019-04-11T13:30:01Z | |
dc.date.issued | 2019-08-15 | |
dc.identifier.citation | Yeo , H S , Koike , H & Quigley , A 2019 , Augmented learning for sports using wearable head-worn and wrist-worn devices . in 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings . , 8798054 , Institute of Electrical and Electronics Engineers Inc. , pp. 1578-1580 , The First IEEE VR Workshop on Human Augmentation and Its Applications , Osaka , Japan , 24/03/19 . https://doi.org/10.1109/VR.2019.8798054 | en |
dc.identifier.citation | workshop | en |
dc.identifier.isbn | 9781728113777 | |
dc.identifier.other | PURE: 258563604 | |
dc.identifier.other | PURE UUID: 67b91a9f-ef23-4dfb-b367-0f6141d0a7ec | |
dc.identifier.other | Scopus: 85071848340 | |
dc.identifier.other | ORCID: /0000-0002-5274-6889/work/61978862 | |
dc.identifier.other | WOS: 000521472600409 | |
dc.identifier.uri | http://hdl.handle.net/10023/17501 | |
dc.description.abstract | Novices can learn sports in a variety of ways ranging from guidance from an instructor to watching video tutorials. In each case, subsequent and repeated self-directed practice sessions are an essential step. However, during such self-directed practice, constant guidance and feedback is absent. As a result, the novices do not know if they are making mistake or if there are any areas for improvement. In this position paper, we propose using wearable devices to augment such self-directed practice sessions by providing augmented guidance and feedback. In particular, a head-worn display can provide real-time guidance whilst wrist-worn devices can provide real-time tracking and monitoring of various states. We envision this approach being applied to various sports, and in particular this is suitable for sports that utilize precise hand motion such as snooker, billiards, golf, archery, cricket, tennis and table tennis. | |
dc.format.extent | 3 | |
dc.language.iso | eng | |
dc.publisher | Institute of Electrical and Electronics Engineers Inc. | |
dc.relation.ispartof | 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings | en |
dc.rights | © 2019, IEEE. This work has been made available online in accordance with the publisher's policies. This is the author created accepted version manuscript following peer review and as such may differ slightly from the final published version. The final published version of this work is available at https://doi.org/10.1109/VR.2019.8798054 | en |
dc.subject | H.5.2 [User Interfaces] | en |
dc.subject | H.5.m [Information Interfaces and Presentation] | en |
dc.subject | Miscellaneous | en |
dc.subject | User InterfacesGraphical user interfaces (GUI) | en |
dc.subject | Human-Computer Interaction | en |
dc.subject | Media Technology | en |
dc.subject | NS | en |
dc.title | Augmented learning for sports using wearable head-worn and wrist-worn devices | en |
dc.type | Conference item | en |
dc.description.version | Postprint | en |
dc.contributor.institution | University of St Andrews. School of Computer Science | en |
dc.identifier.doi | https://doi.org/10.1109/VR.2019.8798054 |
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