A talk from the Consumer Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Christoph Pregizer (Viewlicity): AR in Sports – Changing the Way Athletes Practice
Major sports are becoming more competitive every day and athletes already rely on the latest technological advances to push their performance even further. Augmented Reality offers an intuitive, non-obstructive way of helping athletes to utilize their full potential by practicing smarter and more efficiently than ever before. PuttView, the world’s first Augmented Reality solution for Golf Putting Practice, will be used as an example for how AR can be utilized for performance assessment, as a new way of interacting between player and coach and as an individualized guide for continuous improvement. Drawing on the experiences from PuttView, the talk will highlight further potential applications of AR for enhancing athlete performance in other sports.
http://AugmentedWorldExpo.com
Christoph Pregizer (Viewlicity): AR in Sports – Changing the Way Athletes Practice
1. AR in Sports – Changing the Way Athletes Practice
Augmented World Expo 2017
Christoph Pregizer, Co-Founder / Managing Director
2.
3.
4. Almost every second shot is a Putt
No Player is able to read the ideal Putting-Line
There is no easy way to practice Putting
Summary: Why Putting is important
5. PuttView displays the ideal Putting-Line and all information for Putting Practice directly on the green.
15. | Indoor | Outdoor
BENEFITS: Augmented Reality Golf Putting Practice
Intuitive Visual Guidance for the Perfect Putt
Groundbreaking Interaction Concept between Player and Coach
Personal Coach for Continuous Immersive Improvement
18. Athlete Performance Improvement Cycle
Augmented Reality opens up a new realm of opportunities
Measure
DATA Acquisition
Analyze
WHAT to improve
Concept
HOW to improve
Practice
FEEDBACK
Understand
KNOWLEDGE transfer
Adapted based on:
- Kolb, David A.; Fry, Ronald E. (1975). "Towards
an applied theory of experiential learning".
- Mumford, Alan (1997). "Putting learning styles
to work". Action learning at work.
19. Athlete Performance Improvement Cycle
The Athlete’s Perspective, Status Quo: Technology with huge impact – but only in certain areas
Measure
DATA Acquisition
Analyze
WHAT to improve
Concept
HOW to improve
Practice
FEEDBACK
Understand
KNOWLEDGE transfer
Video Tutorials
Smartphone
Apps
Books
Seminars
Understanding
by Doing
Technology Impact
None Low MediumHigh Very
High
20. Athlete Performance Improvement Cycle
The Athlete’s Perspective, Status Quo: Technology with huge impact – but only in certain areas
Measure
DATA Acquisition
Analyze
WHAT to improve
Concept
HOW to improve
Practice
FEEDBACK
Understand
KNOWLEDGE transfer
Motion & Body Tracking
Various Sensors
Video Analysis
Video Tutorials
Smartphone Apps
Books
Seminars
Understanding
by Doing
Technology Impact
None Low MediumHigh Very
High
Quantified Self
21. Athlete Performance Improvement Cycle
The Athlete’s Perspective, Status Quo: Technology with huge impact – but only in certain areas
Measure
DATA Acquisition
Analyze
WHAT to improve
Concept
HOW to improve
Practice
FEEDBACK
Understand
KNOWLEDGE transfer
Motion & Body Tracking
Various Sensors
Human Assessment
Video Analysis
Traditional
StatisticsBig Data
Video Tutorials
Smartphone Apps
Books
Seminars
Understanding
by Doing
Technology Impact
None Low MediumHigh Very
High
Quantified Self
22. Athlete Performance Improvement Cycle
The Athlete’s Perspective, Status Quo: Technology with huge impact – but only in certain areas
Measure
DATA Acquisition
Analyze
WHAT to improve
Concept
HOW to improve
Practice
FEEDBACK
Understand
KNOWLEDGE transfer
Motion & Body Tracking
Various Sensors
Human Assessment
Great Coaches
Practice Drills
Video Analysis
Traditional Statistics
Big Data
Video Manuals
Smartphone Apps
Books
Video Tutorials
Smartphone Apps
Books
Seminars
Understanding
by Doing
Technology Impact
None Low MediumHigh Very
High
Quantified Self
23. Athlete Performance Improvement Cycle
The Athlete’s Perspective, Status Quo: Technology with huge impact – but only in certain areas
Measure
DATA Acquisition
Analyze
WHAT to improve
Concept
HOW to improve
Practice
FEEDBACK
Understand
KNOWLEDGE transfer
Motion & Body Tracking
Various Sensors
Human Assessment
Great Coaches
Practice Drills
Teaching Aids
Video Analysis
Traditional StatisticsCoach‘s Feedback
Big Data
Video Manuals
Smartphone Apps
Books
Video Tutorials
Smartphone Apps
Books
Seminars
Understanding
by Doing
Repetitions
Technology Impact
None Low MediumHigh Very
High
Quantified Self
24. Athlete Performance Improvement Cycle
The Athlete’s Perspective, Status Quo: Technology with huge impact – but only in certain areas
Measure
DATA Acquisition
Analyze
WHAT to improve
Concept
HOW to improve
Practice
FEEDBACK
Understand
KNOWLEDGE transfer
25. Athlete Performance Improvement Cycle
Augmented Reality opens up a new realm of opportunities
Measure
DATA Acquisition
Analyze
WHAT to improve
Concept
HOW to improve
Practice
FEEDBACK
Understand
KNOWLEDGE transfer
26. Athlete Performance Improvement Cycle
Augmented Reality opens up a new realm of opportunities
Measure
DATA Acquisition
Analyze
WHAT to improve
Concept
HOW to improve
Practice
FEEDBACK
Understand
KNOWLEDGE transfer
Visual Cues for Intuitive
Understanding
Perfect Motion
Experience
Success
27. Athlete Performance Improvement Cycle
Augmented Reality opens up a new realm of opportunities
Measure
DATA Acquisition
Analyze
WHAT to improve
Concept
HOW to improve
Practice
FEEDBACK
Understand
KNOWLEDGE transfer
Visual Cues for Intuitive
Understanding
Perfect Motion
Experience
Success
Human-Centered Interaction
Visual Guidance
for Drills
Movement
Patterns
28. Athlete Performance Improvement Cycle
Augmented Reality opens up a new realm of opportunities
Measure
DATA Acquisition
Analyze
WHAT to improve
Concept
HOW to improve
Practice
FEEDBACK
Understand
KNOWLEDGE transfer
Visual Cues for Intuitive
Understanding
Perfect Motion
Experience
Success
Data-Driven
Visual Cues
Mind‘s Eye
Experiential
Learning
Human-Centered Interaction
Visual Guidance
for Drills
Movement
Patterns
Quiet Eye
31. Sports Practice Innovation S-Curve
Augmented Reality and Immersive Improvement will fundamentally change the way athletes practice
Video
Analysis
Coach‘s
Eyes
Sensors for Motion
and Body Tracking
Quantified
Self
Augmented
RealityImmersive
Improvement
First: Visualization human-computer interaction / intuitive, effective way of presenting what player should do, hands-free
Before (example video analysis): take measurement analyze practice measure again (breaks in between)
Visual Cues for how to do it right
Visualize Analysis Results
Visualize improvement / engaging visuals (like scores or „well done“)
New concept for interaction between athlete and coach
Second: Become an integrated immersive performance enhancement platform
Interface with data acquisition devices (big data and quantified self)
Integrate artificial intelligence to make sense of the data
Based on data analysis, automatically propose the right concepts
And do all that in an integrated step – athlete just does what he does. Based on continuous analysis, he becomes updated visuals of what he should actually be doing (or what kind of actions will help him improve) no break in interaction in between experiential learning