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dc.contributor.authorYeo, Hui Shyong
dc.contributor.authorKoike, Hideki
dc.contributor.authorQuigley, Aaron
dc.date.accessioned2019-04-11T13:30:01Z
dc.date.available2019-04-11T13:30:01Z
dc.date.issued2019-08-15
dc.identifier.citationYeo , 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.2019.8798054en
dc.identifier.citationworkshopen
dc.identifier.isbn9781728113777
dc.identifier.otherPURE: 258563604
dc.identifier.otherPURE UUID: 67b91a9f-ef23-4dfb-b367-0f6141d0a7ec
dc.identifier.otherScopus: 85071848340
dc.identifier.otherORCID: /0000-0002-5274-6889/work/61978862
dc.identifier.otherWOS: 000521472600409
dc.identifier.urihttps://hdl.handle.net/10023/17501
dc.description.abstractNovices 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.extent3
dc.language.isoeng
dc.publisherInstitute of Electrical and Electronics Engineers Inc.
dc.relation.ispartof26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedingsen
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.2019.8798054en
dc.subjectH.5.2 [User Interfaces]en
dc.subjectH.5.m [Information Interfaces and Presentation]en
dc.subjectMiscellaneousen
dc.subjectUser InterfacesGraphical user interfaces (GUI)en
dc.subjectHuman-Computer Interactionen
dc.subjectMedia Technologyen
dc.subjectNSen
dc.titleAugmented learning for sports using wearable head-worn and wrist-worn devicesen
dc.typeConference itemen
dc.description.versionPostprinten
dc.contributor.institutionUniversity of St Andrews. School of Computer Scienceen
dc.identifier.doihttps://doi.org/10.1109/VR.2019.8798054


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