Keynote for CASH 2020 (International Conference on Computer Assisted System in Health, Education and Sustainable Development)
Among the primary technology of the 4th Industrial Revolution are Virtual Reality (VR). The technology has already reached the consumer with the mature development of software and hardware. Besides that, contents and data play important and significant role to boost the future lifestyle including sports. The growth of contents contributed by technology users will lead to how they will benefits from the technology for their lifestyle. Although Virtual Reality was seen as technologies reserved for gamers, many have realized the significant potential in a wide range of industries and applying the technologies to more serious matter such as sports. Gamification always been used as motivation method for athelete as well as ordinary user throughout the physical activity and provide a set of rules to encourage for better performance. This talk will include trends and applications of Virtual Reality and Gamification in Sports. Samples will be taken from research carried out at Institute of Human Centered Engineering (iHumEn), Universiti Teknologi Malaysia and other renowned related research centres worldwide. Specifically, the research and development work of in Virtual Reality and Gamification conducted by our team will be exposed. Furthermore, generality of impacts with VR and gamification in sports will be highlighted.
https://mycasd.upm.edu.my/cash2020/speakers.html
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iHumEn Team
Professor – 7 Associate Professor – 4
Senior Lecturer – 24 Research Officer – 5
Technical Staff – 5 Support Staff – 4
Post Doctoral – 3 PhD – 276
Master by Research – 25 Contract Research Staff - 15
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Milgram’s Reality-Virtuality continuum
Mixed Reality
Reality - Virtuality (RV) Continuum
Real
Environment
Augmented
Reality (AR)
Augmented
Virtuality (AV)
Virtual
Environment
P. Milgram and A. F. Kishino, Taxonomy of Mixed Reality Visual Displays
IEICE Transactions on Information and Systems, E77-D(12), pp. 1321-1329, 1994.
Extended Reality
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AR vs VR
• Virtual Reality: Replaces Reality
• Requires realistic images
• Fully immersive, wide FOV
• Low accuracy
• Augmented Reality: Enhances Reality
• Minimal rendering
• Non-immersive, small FOV
• High accuracy needed
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Future of VR Sports
• Computing
• Mobile
• Multi-players (Collaborative)
• Realistic
• User Experience
• Artificial Intelligence
• AI (Coach/Assistant)
• Virtual Umpires
• In game activities
• Hardware
• New hardware and sensors
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Future of VR Sports
• Training & Coaching
• Difference scenario
• Teambuilding
• Strategy
• Monitoring
• Human Factor
• Efficiency in virtual world
• Level Immersive
• Auditory perception
• Haptic
• Cybersickness
• Hygiene
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Trends and Challenges
• Prototype vs Ready
Product
• Technology vs
Acceptance
• Theory vs
Application
• Massive data vs
Content
N Nor, M Sunar, A Kapi (2020) A Review of
Gamification in Virtual Reality (VR) Sport
EAI Endorsed Transactions on Creative Technologies
6 (21)
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Contact us
Address:
Institute of Human Centered Engineering (iHumEn)
V01, Level 2, Faculty of Engineering,
Universiti Teknologi Malaysia,
81310 Skudai, Johor Bahru,
Johor, Malaysia
Website: http://www.ihumen.utm.my
Email: shahrizal@utm.my
@shahrizalsunar
@utmihumen
Editor's Notes
https://youtu.be/JSZYOQPFKfo
N Nor, M Sunar, A Kapi (2020)
A Review of Gamification in Virtual Reality (VR) Sport
EAI Endorsed Transactions on Creative Technologies 6 (21)
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