2021 16th Iberian Conference on Information Systems and Technologies (CISTI) 2021
DOI: 10.23919/cisti52073.2021.9476570
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A Review on Augmented Reality applied to Sports

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Cited by 9 publications
(4 citation statements)
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“…After the outbreak of COVID-19, the demand to replace humans with smart robots have become critical in some fields (Feizi et al, 2021) affirming the increasing trend. Similarly, AR technology is currently at its rise, with several broad applications spanning education (Samad et al, 2021), medicine (Mantovani et al, 2020), and even sports (da Silva et al, 2021). As AR and AI related technologies evolve, their integration will have numerous advantages to every application in robotics as well as other technological fields.…”
Section: Discussionmentioning
confidence: 99%
“…After the outbreak of COVID-19, the demand to replace humans with smart robots have become critical in some fields (Feizi et al, 2021) affirming the increasing trend. Similarly, AR technology is currently at its rise, with several broad applications spanning education (Samad et al, 2021), medicine (Mantovani et al, 2020), and even sports (da Silva et al, 2021). As AR and AI related technologies evolve, their integration will have numerous advantages to every application in robotics as well as other technological fields.…”
Section: Discussionmentioning
confidence: 99%
“…Furthermore, it is important to incorporate elements of visual, auditory, and tactile feedback into AR systems to improve the user experience and understanding of complex sporting concepts. Different means are being used to allow athletes to interact with AR systems (see Table 2) [8]. Finally, developments in AR technology have significantly improved the field of sports broadcasting, offering viewers a more immersive and engaging experience, especially through see-through AR video with a mobile phone [9].…”
Section: Introductionmentioning
confidence: 99%
“…Diante dessa evolução, a realidade aumentada (RA) e a realidade virtual (RV) destacam-se, enriquecendo as experiências de aprendizado por meio de contextualização e ludicidade (Seling et al, 2022;Fernande;Tori & Silva, 2023). Através da RA, elementos virtuais são integrados ao mundo real por meio de dispositivos móveis, enquanto a RV envolve a imersão em ambientes 3D criados por computadores (Silva et al, 2021). O projeto "Visual 3D" obteve aprovação nos editais nº 12/2020 do IFPB e nº 03/2020 do IFES, visando a Iniciação Tecnológica na Economia 4.0, com foco em estudantes de ensino fundamental e médio em escolas públicas do Cariri paraibano.…”
Section: Introductionunclassified