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Content available Virtuality engineering in esports
EN
Traditional sports and esports benefit from the development of Information and Communications Technologies (ICT), including gaming, 4D image/video processing, augmented reality (AR), virtual reality (VR), machine learning (ML), artificial intelligence (AI), big data, high-performance computing (HPC), and cloud computing. On the fuzzy border between the areas of physical and modified reality, both types of sports can coexist. The hardware layer of esports includes PC, consoles, smartphones, and peripherals used to interface with computers, including sensors and feedback devices. The IT layer of esports includes algorithms required in the development of games, online platforms, and virtual reality. The esports community includes amateur and professional players, spectators, esports organizers, sponsors, and other stakeholders. Esports and gaming research spans throughout law (intellectual rights, insurance, safety, and age restrictions), administration (teams, clubs, organizations, league regulations, and tournaments) biology (medicine, psychology, addiction, training and education) Olympic and non- Olympic disciplines, ethical issues, game producers, finance, gambling, data acquisition and analysis. Our article aims to presents selected research issues of esports in the ICT virtualization layer.
EN
The sports landscape is constantly changing due to innovation and entrepreneurship. The availability of technology led to the emergence of esports and augmented sports. Biofeedback and sensing technologies can be used for athlete monitoring and training purposes. Research on motor control deals with planning and execution of bodily movements and provides some insights towards formal presentation of sports. Previous research provided many sports categorization models. On many occasions, published articles did not distinguish competitive gameplay activities (gaming) from athletic performance (esports). Our goal was to define esports by extending existing universal sport definitions and propose a novel modular computational framework for categorizing sports through environments and signals. We have fulfilled our goals by illustrating how signals flow within competitive (sports) environments. Our esports definition introduces esports as a group of sports similar to motorsports. Moreover, we have defined mathematical foundations for signal processing by various actors (athletes, referees, environments, intermediate processing steps). We have demonstrated that representing sports as a multidimensional signal can lead to the categorization of sports through computation. We claim that our approach could be applied to transfer training methods from similar sports, analysis of the training process, and referee error measurement. Our study was not without limitations. Further research is required to validate our theoretical model by embedding available variables in latent space to calculate similarity measures between sports.
3
Content available remote Esports as a new trend in the tourism industry
EN
Tourists participating in the so-called sports tourism mostly benefit from general tourist infrastructure – accommodation, food services, transport, tourist information, sports and leisure facilities available to all tourists – regardless of the motivation underlying their stay. Thanks to global sports events a new form of sports-related tourism has been established, which has its maximum representation in major events such as the Olympic Games and the World or European Championships. Esports is undoubtedly one of the most rapidly developing industries in today’s world, both in terms of business and as sports. This article sets out to present forms and current trends in sports tourism. Subsequently, it focuses on esports and provides basic information about this form of leisure, indicates similarities between cybersport and traditional sport, and offers examples of electronic sports events, including the top event in the city of Katowice, which appears to be the Polish capital of esports. In addition, the article offers an insight into how the cybersports industry reacted to SARS-CoV-2 coronavirus pandemic. Furthermore, the authors analyse legal aspects of electronic sports in Poland and other countries and, finally, present and discuss the results of survey research pertaining to the impact of esports on tourism.
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