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Card 34: XR & Athletics
Description

XR technologies have started to make their way onto the field, providing enhanced methods for training and strategizing for the players, and immersive experiences for fans.

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Topical

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It just got real

Bailenson, J. (2019). Experience on Demand. New York: W. W. Norton & Company.

Choiri, M. M., Basuki, A., Yuwanda Bagus, A., Sukaridhoto, S., & Jannah, M. (2017). Design and development virtual reality athletic – virtual imagery to train sprinter’s concentration. Paper presented at the Proceedings – International Electronics Symposium on Knowledge Creation and Intelligent Computing, IES-KCIC 2017, , 2017-January 161-166. doi:10.1109/KCIC.2017.8228580

Li, G. X. (2014). Research on application of computer technology in the virtual reality in sports doi:10.4028/www.scientific.net/AMR.1049-1050.2024

Miller, J., Baiotto, H., MacAllister, A., Hoover, M., Evans, G., Schlueter, J., . . . Winer, E. (2017). Comparison of a virtual game-day experience on varying devices. Paper presented at the IS and T International Symposium on Electronic Imaging Science and Technology, 30-37. doi:10.2352/ISSN.2470-1173.2017.16.CVAS-346

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Card 34: XR & Athletics