11:30   Motivation and persuasion to compete in sports
Chair: Mathieu Gielen
11:30
20 mins
ePARTICIPATION IN SPORTS
Christoph Uran, Helmut Wöllik, Alfred Müller
Abstract: The term eParticipation in its traditional form is most frequently associated with eGovernment and eDemocracy. It describes approaches to maximize the amount of persons involved in the process of political or public decision-making. There have already been attempts to broaden the scope of eParticipation for the fields of tourism and cultural heritage. In this paper, we describe an approach to apply the methods of eParticipation to large scale sport events, which have a pre-defined start and finish. Currently, the tracking of athletes in such events has certain limitations. Either it has a coarse resolution, because it depends on the placement of RFID timing stations, or it is expensive to achieve for a large number of athletes if they are equipped with GPS trackers. In this paper we propose a new method to locate athletes in a fine resolution but without the drawbacks of installing additional infrastructure or equipping every athlete with a dedicated tracker. This is achieved by crowd-sourcing the acquisition of athlete tracking data. The knowledge of every spectator along the track who is willing to participate is being used to locate athletes at any given time. Thereby the spectators have the possibility to participate in a community which enables them to share the location of passing athletes using their smartphone and an app that communicates with a server. Simultaneously, they can track the athletes they care about on a live map via the smartphone app. In order to deliver reliable results, the system is able to differentiate between various data sources such as conventional timing stations, authenticated users and anonymous users. Different confidence levels are assigned to each of these data sources, which enables a reliable athlete tracking. The information that the users need can be found and delivered to them through the use of sophisticated data analysis. This in turn keeps the newly created ecosystem interesting for a broad variety of spectators. Furthermore, this paper presents the results generated by the proposed system at the Ironman World Championship 2015 in Hawaii.
11:50
20 mins
DEVELOPMENT OF A SYSTEM FOR SUPERVISED TRAINING AT HOME WITH KINECT V2
Matthias Scherer, Andreas Unterbrunner, Bernhard Riess, Patricia Kafka
Abstract: Therapy of injured professional and amateur sportsmen can take long periods of time. It is important to promote sustained motivation during long rehabilitation phases. Live feedback and playful applications enhance the compliance of users [1]. Through gamification of the therapeutic process the injured patients’ encouragement and the therapeutic success can be increased. Low-cost sensors like the Microsoft Kinect are a useful way to implement inexpensive feedback applications to strengthen flexibility, perseverance and speed in the clinic and home environment. For this project the newest version of the Microsoft Kinect sensor (Kinect v2) was used and implemented into a rehabilitation system for injured athletes. The software code was written using the Unity3D Game Engine. In contrast to recent available systems, this one compares the patient’s movements to individually recorded references of the patient himself, instead of standard data from literature. This system provides a new athletes-oriented and individualized approach which opens new doors for rehabilitation at home. During clinical stay the reference files are recorded under supervision of a therapist and predefined exercises. During work out at home, the algorithm compares the actual movements with the reference data and gives individual live feedback. In detail the software matches angles between vectors, computed from body segments of the athletes. In order to increase the patient‘s compliance, the exercises were implemented as games or similar to games with different levels of difficulty. This enables the patient to recognize his rehabilitation progress more easily during the training at home. This playful approach combined with a proper gamification concept ensures a constant high level of motivation for all types of patients. The correct execution of an exercise is one of the most important aspects during training. The system aims athletes of all ages recovering from injuries. The earlier re-entry into competition and activities of daily living shall be simplified following to a rapid return to training. [1] Metcalf, C. et al.: Markerless Motion Capture and Measurement of Hand Kinematics, IEEE Trans. Biomed. Eng., vol. 60, pp. 2184-2192, August 2013
12:10
20 mins
WHICH MOTIVES ARE PREDICTORS FOR LONG-TERM USE OF EXERGAMES?
Caroline Adam, Veit Senner
Abstract: Background: Computer games, which combine exercise and game play, are called exertion games or exergames (EG). Various studies [1], [2] have dealt with the role of EG with respect to improving physical activity. Others have suggested design guidelines and player types [3], [4] and several have investigated motivational aspects [5]. Very little however is still known on the sustainability of motives - even though a long-term use of EG would be essential to achieve goals such as health benefits or prevention of overweight. To get a better understanding of this aspect, our paper outlines and discusses the main motives for playing EG and tries to relate them to long-term motivation. Method: Data on long-term motivation has been collected in a retrospective analysis using an online questionnaire that has been returned by n=54 active or formerly active EG players. Motives for playing and stop playing were queried. Motives investigated were fun, sports, health, losing weight, competition, and affiliation. Based on current literature discussion, these six motives were grouped into those presumed to provide long-term motivation and those which are commonly perceived to decrease it. The scoring on these different motives was then compared between two subject groups: The long-term-players, who have been playing for more than six months (and are still continuously doing it) and those who have stopped playing (short-term-players). Results: There were no significant differences between the two player groups with respect to the scorings of the analyzed motives. Discussion: This survey could not support the idea, that certain motives, generally associated with playing EG, are predictors for long–term use. This finding however might be also due to the relatively small sample size as our data shows the tendency that motives fun and affiliation increase probability for long-term motivation, whereas motives sports, losing weight, health, and competition seem not to be correlated with it. Conclusion: As an experimental approach to investigate long-term effects is difficult (standardized protocols would certainly contradict the nature of playing games), it seems necessary to follow-on with our method to collect additional data for more statistical power.