Digital Sport for Performance Enhancement and Competitive Evolution: Intelligent Gaming Technologies Nigel K. LI. Pope Griffith University, Australia Kerri-Ann L. Kuhn Queensland University of Technology, Australia John J. H. Forster Griffith University, Australia InformatIon scIence reference Hershey • New York Director of Editorial Content: Kristin Klinger Senior Managing Editor: Jamie Snavely Managing Editor: Jeff Ash Assistant Managing Editor: Carole Coulson Typesetter: Chris Hrobak Cover Design: Lisa Tosheff Printed at: Yurchak Printing Inc. Published in the United States of America by Information Science Reference (an imprint of IGI Global) 701 E. Chocolate Avenue, Hershey PA 17033 Tel: 717-533-8845 Fax: 717-533-8661 E-mail: [email protected] Web site: http://www.igi-global.com/reference and in the United Kingdom by Information Science Reference (an imprint of IGI Global) 3 Henrietta Street Covent Garden London WC2E 8LU Tel: 44 20 7240 0856 Fax: 44 20 7379 0609 Web site: http://www.eurospanbookstore.com Copyright © 2009 by IGI Global. All rights reserved. No part of this publication may be reproduced, stored or distributed in any form or by any means, electronic or mechanical, including photocopying, without written permission from the publisher. Product or company names used in this set are for identification purposes only. Inclusion of the names of the products or companies does not indicate a claim of ownership by IGI Global of the trademark or registered trademark. Library of Congress Cataloging-in-Publication Data Digital sport for performance enhancement and competitive evolution : intelligent gaming technologies / Nigel K. Ll Pope, Kerri-Ann L. Kuhn and John J. Forster. p. cm. Includes bibliographical references and index. Summary: "This book provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training"-- Provided by publisher. ISBN 978-1-60566-406-4 (hardcover) -- ISBN 978-1-60566-407-1 (ebook) 1. Sports--Technological innovations. 2. Performance technology. 3. Sports sciences. 4. Video games. 5. Computer games.. I. Pope, Nigel. II. Kuhn, Kerri-Ann L. III. Forster, John, 1946- GV745.D55 2009 688.7'6--dc22 2008052440 British Cataloguing in Publication Data A Cataloguing in Publication record for this book is available from the British Library. All work contributed to this book is new, previously-unpublished material. The views expressed in this book are those of the authors, but not necessarily of the publisher. Editorial Advisory Board Amin Ahmadi, Griffith University, Australia & Queensland Academy of Sport (Centre of Excellence), Australia Scott Bingley, Victoria University, Australia Mark Brown, University of Queensland, Australia Stephen Burgess, Victoria University, Australia Brendan Burkett, University of the Sunshine Coast, Australia Sindy Chapa, Texas State University, USA Beth A. Cianfrone, Georgia State University, USA Edward Forrest, University of Alaska, USA Andre Gagalowicz, INRIA, France Monica D. Hernandez, University of Texas-Pan American, USA Daniel A. James, Griffith University, Australia & Queensland Academy of Sport (Centre of Excellence), Australia Michael Koh, Republic Polytechnic, Singapore Veljko Potkonjak, University of Belgrade, Serbia Chee Kwang Quah, Republic Polytechnic, Singapore Constantino Stavros, RMIT University, Australia Gunnar Stevens, Fraunhofer FIT, Germany Kevin Voges, University of Canterbury, New Zealand Volker Wulf, University of Siegen, Germany Table of Contents Foreword .............................................................................................................................................xvi Preface ...............................................................................................................................................xviii Acknowledgment ..............................................................................................................................xxiii Chapter I Digital Technologies and the Intensification of Economic and Organisational Mechanisms in Commercial Sport ..............................................................................................................................1 John J.H. Forster, Griffith University, Australia Section I Training and Participation Applications Chapter II A General-Purpose Taxonomy of Computer-Augmented Sports Systems ...........................................19 Sean Reilly, Trinity College, Ireland Peter Barron, Trinity College, Ireland Vinny Cahill, Trinity College, Ireland Kieran Moran, Dublin City University, Ireland Mads Haahr, Trinity College, Ireland Chapter III Dynamics and Simulation of General Human and Humanoid Motion in Sports .................................36 Veljko Potkonjak, University of Belgrade, Serbia Miomir Vukobratović, Institute “M. Pupin,” Belgrade, Serbia Kalman Babković, University of Novi Sad, Serbia Branislav Borovac, University of Novi Sad, Serbia Chapter IV Technologies for Monitoring Human Player Activity Within a Competition .......................................63 Brendan Burkett, University of the Sunshine Coast, Australia Chapter V Video-Based Motion Capture for Measuring Human Movement .........................................................81 Chee Kwang Quah, Republic Polytechnic, Singapore Michael Koh, Republic Polytechnic, Singapore Alex Ong, Republic Polytechnic, Singapore Hock Soon Seah, Nanyang Technological University, Singapore Andre Gagalowicz, INRIA, Le Chesnay, France Chapter VI Technology to Monitor and Enhance the Performance of a Tennis Player .........................................101 Amin Ahmadi, Griffith University, Australia & Queensland Academy of Sport (Centre of Excellence), Australia David D. Rowlands, Griffith University, Australia Daniel A. James, Griffith University, Australia & Queensland Academy of Sport (Centre of Excellence), Australia Chapter VII Quantitative Assessment of Physical Activity Using Inertial Sensors ................................................122 Daniel A. James, Griffith University, Australia & Queensland Academy of Sport (Centre of Excellence), Australia Andrew Busch, Griffith University, Australia Yuji Ohgi, Keio University, Japan Chapter VIII Computer Supported Collaborative Sports: An Emerging Paradigm .................................................136 Volker Wulf, University of Siegen, Germany Florian ‘Floyd’ Mueller, The University of Melbourne, Australia Eckehard F. Moritz, SPORTKREATIVWERKSTATT, Germany Gunnar Stevens, Fraunhofer FIT, Germany Martin R. Gibbs, The University of Melbourne, Australia Chapter IX Digital Sport: Merging Gaming with Sports to Enhance Physical Activities Such as Jogging ..........150 Florian ‘Floyd’ Mueller, The University of Melbourne, Australia Chapter X Double Play: How Video Games Mediate Physical Performance for Elite Athletes ..........................167 Lauren Silberman, Massachusetts Institute of Technology, USA Chapter XI A League of Our Own: Empowerment of Sport Consumers Through Fantasy Sports Participation ........................................................................................................................................178 Donald P. Roy, Middle Tennessee State University, USA Benjamin D. Goss, Missouri State University, USA Chapter XII Computational and Robotic Pool ........................................................................................................194 Jean-Pierre Dussault, University of Sherbrooke, Canada Michael Greenspan, Queen’s University, Canada Jean-François Landry, University of Sherbrooke, Canada Will Leckie, Nortel, Canada Marc Godard, Queen’s University, Canada Joseph Lam, Queen’s University, Canada Section II Business Applications Chapter XIII A Framework for the Adoption of the Internet in Local Sporting Bodies: A Local Sporting Association Example ..............................................................................................212 Scott Bingley, Victoria University, Australia Stephen Burgess, Victoria University, Australia Chapter XIV Online Questionnaires and Interviews as a Successful Tool to Explore Foreign Sports Fandom ......228 Anthony K. Kerr, University of Technology, Sydney (UTS), Australia Chapter XV Virtual Digital Olympic Museum .......................................................................................................245 Gaoqi He, Zhejiang University, China & East China University of Science and Technology, China Zhigeng Pan, Zhejiang University, China Weimin Pan, Zhejiang University, China Jianfeng Liu, Zhejiang University, China Chapter XVI The Market Structure and Characteristics of Electronic Games .........................................................257 Kerri-Ann L. Kuhn, Queensland University of Technology, Australia Chapter XVII Sport Video Game Sponsorships and In-Game Advertising ...............................................................286 Beth A. Cianfrone, Georgia State University, USA James J. Zhang, University of Florida, USA Chapter XVIII In-Game Advertising: Effectiveness and Consumer Attitudes ...........................................................299 Mark Lee, RMIT University, Australia Rajendra Mulye, RMIT University, Australia Constantino Stavros, RMIT University, Australia Chapter XIX The Effect of Arousal on Adolescent’s Short-Term Memory of Brand Placements in Sports Advergames .........................................................................................................................313 Monica D. Hernandez, The University of Texas-Pan American, USA Sindy Chapa, Texas State University, USA Chapter XX Schemas of Disrepute: Digital Damage to the Code ..........................................................................320 Ellen L. Bloxsome, Queensland University of Technology, Australia Nigel K. Ll. Pope, Griffith University, Australia Compilation of References ...............................................................................................................336 About the Contributors ....................................................................................................................377 Index ...................................................................................................................................................387 Detailed Table of Contents Foreword .............................................................................................................................................xvi Preface ...............................................................................................................................................xviii Acknowledgment ..............................................................................................................................xxiii Chapter I Digital Technologies and the Intensification of Economic and Organisational Mechanisms in Commercial Sport ..............................................................................................................................1 John J.H. Forster, Griffith University, Australia This chapter presents an overview of the digital revolution and the role that digital technologies have played in home entertainment generally, and sport specifically. Forster examines how digital technology is transforming the mass consumption, distribution, production and organization of sport. He argues that the impact of digitization has been evolutionary, rather than revolutionary. Section I Training and Participation Applications Digital technologies are being used in myriad ways for sports training and particpation applications. This section examines a number of examples. From the use of robotics in sport, to inertial sensors for performance enhancement and electronic gaming to facilitate participation, the chapters in this section illustrate that digital technology is the impetus to improve the experience of elite athletes, as well as casual sports participants. The section begins with a general-purpose taxonomy of computer-augmented sports systems in Chapter II, followed by a discussion of the use of robotics to improve results and diagnostics in sports in Chapter III. Player tracking systems are the focus of Chapter IV, while a video-based marker-less motion capture method for capturing human motion in sport is introduced in Chapter V. The technology for performance enhancement of a tennis player is reviewed in Chapter VI, with the discussion of inertial sensors for athlete assessment extended in Chapter VII, where golf, rowing, cricket, and ski jumping are discussed. The focus shifts from training to sports participation, beginning with Chapter VIII, which presents Computer Supported Collaborative Sports. Two prototypes are presented, which demonstrate how computer games and computer augmented sports can be integrated to affect the social experience of players. A further prototype for social jogging is discussed in Chapter IX. Chapter X contributes to the discussion concerning gaming technologies, with a look at how video games are being used by elite athletes. Chapter XI provides an overview of fantasy sports and their consumption by sports fans. Finally, the section concludes with Chapter XII: computational and robotic pool. Chapter II A General-Purpose Taxonomy of Computer-Augmented Sports Systems ...........................................19 Sean Reilly, Trinity College, Ireland Peter Barron, Trinity College, Ireland Vinny Cahill, Trinity College, Ireland Kieran Moran, Dublin City University, Ireland Mads Haahr, Trinity College, Ireland Sport and digitization are becoming more multi-disciplinary. Chapter II presents a general-purpose tax- onomy of computer-augmented sports systems, and in doing so, successfully unravels the increasingly complex domain of technology-augmented sports. The authors present several examples to illustrate their taxonomy, including a system to aid judges in scoring taekwondo matches; a computer vision system that alerts lifeguards to drowning swimmers; a system that uses visual cues to determine an athlete’s movements; and the Hawkeye® system, which tracks ball movement. Their taxonomy allows for any computer-augmented sports system to be classified, in terms of its key properties and characteristics. Chapter III Dynamics and Simulation of General Human and Humanoid Motion in Sports .................................36 Veljko Potkonjak, University of Belgrade, Serbia Miomir Vukobratović, Institute “M. Pupin,” Belgrade, Serbia Kalman Babković, University of Novi Sad, Serbia Branislav Borovac, University of Novi Sad, Serbia This chapter relates biomechanics to robotics and presents mathematical models of human dynamics, which can be applied in sports. These models have been derived to cover the kinematics and dynamics of virtually any motion of a human or a humanoid robot, thereby allowing for the calculation of charac- teristics that could not previously be measured. The authors discuss the use of robotics to improve results and diagnostics in sports, including enhanced human safety, performance and development. Chapter IV Technologies for Monitoring Human Player Activity Within a Competition .......................................63 Brendan Burkett, University of the Sunshine Coast, Australia Chapter IV presents an overview of player tracking systems. These systems facilitate the monitoring of human player activity within competition. Compared to manual systems, player tracking technolo- gies benefit players and coaches, offering the key advantages of reduced time and expense, as well as improved sporting performance. Brendan Burkett also highlights that these systems satisfy the demand from media, referees and spectators to know what is happening in a game. Chapter V Video-Based Motion Capture for Measuring Human Movement .........................................................81 Chee Kwang Quah, Republic Polytechnic, Singapore Michael Koh, Republic Polytechnic, Singapore Alex Ong, Republic Polytechnic, Singapore Hock Soon Seah, Nanyang Technological University, Singapore Andre Gagalowicz, INRIA, Le Chesnay, France The authors of this chapter present a video-based marker-less motion capture method for capturing human motion in sport. While many technologies exist that capture the human motion, the motion capture tech- nique has to yield accurate and reliable quantitative information when it comes to human biomechanical applications, particularly in real sports environments. The authors review the challenges associated with current technologies and methods, and explain how these are addressed with their system. Chapter VI Technology to Monitor and Enhance the Performance of a Tennis Player .........................................101 Amin Ahmadi, Griffith University, Australia & Queensland Academy of Sport (Centre of Excellence), Australia David D. Rowlands, Griffith University, Australia Daniel A. James, Griffith University, Australia & Queensland Academy of Sport (Centre of Excellence), Australia The authors look at how technology can be used to improve the performance of a tennis player. They discuss the biomechanics of the various strokes, with particular attention paid to the serve. The chapter introduces the major tools to monitor and analyze the tennis swing, including high speed digital cameras, marker-based optical systems, and inertial sensors. Chapter VII Quantitative Assessment of Physical Activity Using Inertial Sensors ................................................122 Daniel A. James, Griffith University, Australia & Queensland Academy of Sport (Centre of Excellence), Australia Andrew Busch, Griffith University, Australia Yuji Ohgi, Keio University, Japan Traditionally, clinical testing for performance analysis and enhancement of athletes has been conducted in laboratory settings, but with advancements in microelectronics and other micro technologies, testing and monitoring in natural environments is now possible. Chapter VII discusses the use and application of inertial sensors for athlete assessment in the training and competition environments. The authors discuss the emergence of these sensors as a viable tool across a broad range of sporting activities at the elite level. Examples include golf, rowing, cricket and ski jumping.