物联网在体育运动中的应用,支持技能的获取和提高

Kazunari Ishida
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引用次数: 3

摘要

本文提出了一个面向服务的体育体系结构框架,并描述了一个基于运动技能研究的体育物联网应用的设计与实现示例。特别是,由于运动应用需要简单耐用的运动传感系统,因此重点放在具有惯性传感器的可穿戴应用上。滑板是作为一项目标运动来介绍的,以了解技能的组成部分,并支持技能的获得和提高。介绍了两种类型的技能(即基本和高级),以显示物联网在体育中的应用的不同要求。从与体育活动相关的两个方面(即分析和服务阶段)来讨论实现体育应用程序的设计因素。为了实现这些设计,根据技能类型和传感目的(即,分析或服务阶段)讨论了技术选择和实现方案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
IoT Application in Sports to Support Skill Acquisition and Improvement
This paper proposes a sport-service-oriented architecture framework and describes an example of design and implementation of an IoT application in sports based on sport-skills researches. Especially, the focus is on wearable applications with inertial sensors because sports applications require simple and durable motion-sensing systems. Skateboarding is introduced as a target sport to understand skill components and to support skill acquisition and improvement. Two types of skills (i.e., basic and advanced) are introduced to show different requirements for IoT applications in sports. Design factors to implement a sports application are discussed in terms of two aspects (i.e., analysis and service phases) concerning sports activities. To implement these designs, technology selection and implementation alternatives are discussed in terms of skill types and purpose of sensing (i.e., analysis or service phase).
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