Use of Augmented Reality in Sport Performance Visualization: Media Tools for Prosumers

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

    Abstract

    This paper describes a proof of concept demonstrator and a prototype system for sport analytics, as well as data visualization designed for sport event spectators to get more insight on the athletes' performance. The demonstrator highlights fully scalable Augmented Reality (AR) based sport analysis data visualization for engaging consumers and sports fans, and gives them a possibility to become more appealing prosumers. The aim is to combine elements of professional sport event visualization with the crowd generated content and social media communications. The AR sport demonstrator consists of two main parts: a) an AR Sport application, and b) AR Sport HTML5 Web service. The AR Sport application is based on the embedded sensor, which is worn by an athlete to collect acceleration data, and Android software that analyzes movement and produces visualizations about the sport performance. The AR Sport service uses the NUBOMEDIA cloud computing multimedia platform with AR capabilities and augments a user generated video stream with athlete specific overlay data. The spectator can use the AR Sport service via a mobile browser and view the augmented video stream on his/her mobile device.
    Original languageEnglish
    Title of host publicationAMBIENT 2017: The Seventh International Conference on Ambient Computing, Applications, Services and Technologies
    PublisherInternational Academy, Research, and Industry Association IARIA
    Number of pages5
    ISBN (Print)978-1-61208-601-9
    Publication statusPublished - 2017
    MoE publication typeA4 Article in a conference publication
    Event7th International Conference on Ambient Computing, Applications, Services and Technologies, AMBIENT 2017 - Barcelona, Spain
    Duration: 12 Nov 201716 Nov 2017

    Conference

    Conference7th International Conference on Ambient Computing, Applications, Services and Technologies, AMBIENT 2017
    Abbreviated titleAMBIENT 2017
    CountrySpain
    CityBarcelona
    Period12/11/1716/11/17

    Fingerprint

    Augmented reality
    Sports
    Visualization
    Data visualization
    Cloud computing
    Mobile devices
    Web services
    Fans

    Keywords

    • augmented reality
    • sport analytics
    • visualization
    • multimedia cloud computing

    Cite this

    Mäkelä, S-M., Palviainen, M., Ylikerälä, M., & Peltola, J. (2017). Use of Augmented Reality in Sport Performance Visualization: Media Tools for Prosumers. In AMBIENT 2017: The Seventh International Conference on Ambient Computing, Applications, Services and Technologies International Academy, Research, and Industry Association IARIA.
    Mäkelä, Satu-Marja ; Palviainen, Marko ; Ylikerälä, Markus ; Peltola, Johannes. / Use of Augmented Reality in Sport Performance Visualization: Media Tools for Prosumers. AMBIENT 2017: The Seventh International Conference on Ambient Computing, Applications, Services and Technologies. International Academy, Research, and Industry Association IARIA, 2017.
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    title = "Use of Augmented Reality in Sport Performance Visualization: Media Tools for Prosumers",
    abstract = "This paper describes a proof of concept demonstrator and a prototype system for sport analytics, as well as data visualization designed for sport event spectators to get more insight on the athletes' performance. The demonstrator highlights fully scalable Augmented Reality (AR) based sport analysis data visualization for engaging consumers and sports fans, and gives them a possibility to become more appealing prosumers. The aim is to combine elements of professional sport event visualization with the crowd generated content and social media communications. The AR sport demonstrator consists of two main parts: a) an AR Sport application, and b) AR Sport HTML5 Web service. The AR Sport application is based on the embedded sensor, which is worn by an athlete to collect acceleration data, and Android software that analyzes movement and produces visualizations about the sport performance. The AR Sport service uses the NUBOMEDIA cloud computing multimedia platform with AR capabilities and augments a user generated video stream with athlete specific overlay data. The spectator can use the AR Sport service via a mobile browser and view the augmented video stream on his/her mobile device.",
    keywords = "augmented reality, sport analytics, visualization, multimedia cloud computing",
    author = "Satu-Marja M{\"a}kel{\"a} and Marko Palviainen and Markus Yliker{\"a}l{\"a} and Johannes Peltola",
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    Mäkelä, S-M, Palviainen, M, Ylikerälä, M & Peltola, J 2017, Use of Augmented Reality in Sport Performance Visualization: Media Tools for Prosumers. in AMBIENT 2017: The Seventh International Conference on Ambient Computing, Applications, Services and Technologies. International Academy, Research, and Industry Association IARIA, 7th International Conference on Ambient Computing, Applications, Services and Technologies, AMBIENT 2017, Barcelona, Spain, 12/11/17.

    Use of Augmented Reality in Sport Performance Visualization: Media Tools for Prosumers. / Mäkelä, Satu-Marja; Palviainen, Marko; Ylikerälä, Markus; Peltola, Johannes.

    AMBIENT 2017: The Seventh International Conference on Ambient Computing, Applications, Services and Technologies. International Academy, Research, and Industry Association IARIA, 2017.

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

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    AU - Peltola, Johannes

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    N2 - This paper describes a proof of concept demonstrator and a prototype system for sport analytics, as well as data visualization designed for sport event spectators to get more insight on the athletes' performance. The demonstrator highlights fully scalable Augmented Reality (AR) based sport analysis data visualization for engaging consumers and sports fans, and gives them a possibility to become more appealing prosumers. The aim is to combine elements of professional sport event visualization with the crowd generated content and social media communications. The AR sport demonstrator consists of two main parts: a) an AR Sport application, and b) AR Sport HTML5 Web service. The AR Sport application is based on the embedded sensor, which is worn by an athlete to collect acceleration data, and Android software that analyzes movement and produces visualizations about the sport performance. The AR Sport service uses the NUBOMEDIA cloud computing multimedia platform with AR capabilities and augments a user generated video stream with athlete specific overlay data. The spectator can use the AR Sport service via a mobile browser and view the augmented video stream on his/her mobile device.

    AB - This paper describes a proof of concept demonstrator and a prototype system for sport analytics, as well as data visualization designed for sport event spectators to get more insight on the athletes' performance. The demonstrator highlights fully scalable Augmented Reality (AR) based sport analysis data visualization for engaging consumers and sports fans, and gives them a possibility to become more appealing prosumers. The aim is to combine elements of professional sport event visualization with the crowd generated content and social media communications. The AR sport demonstrator consists of two main parts: a) an AR Sport application, and b) AR Sport HTML5 Web service. The AR Sport application is based on the embedded sensor, which is worn by an athlete to collect acceleration data, and Android software that analyzes movement and produces visualizations about the sport performance. The AR Sport service uses the NUBOMEDIA cloud computing multimedia platform with AR capabilities and augments a user generated video stream with athlete specific overlay data. The spectator can use the AR Sport service via a mobile browser and view the augmented video stream on his/her mobile device.

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    Mäkelä S-M, Palviainen M, Ylikerälä M, Peltola J. Use of Augmented Reality in Sport Performance Visualization: Media Tools for Prosumers. In AMBIENT 2017: The Seventh International Conference on Ambient Computing, Applications, Services and Technologies. International Academy, Research, and Industry Association IARIA. 2017