{"title":"物联网在体育运动中的应用,支持技能的获取和提高","authors":"Kazunari Ishida","doi":"10.1109/SOCA.2019.00034","DOIUrl":null,"url":null,"abstract":"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).","PeriodicalId":113517,"journal":{"name":"2019 IEEE 12th Conference on Service-Oriented Computing and Applications (SOCA)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"IoT Application in Sports to Support Skill Acquisition and Improvement\",\"authors\":\"Kazunari Ishida\",\"doi\":\"10.1109/SOCA.2019.00034\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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).\",\"PeriodicalId\":113517,\"journal\":{\"name\":\"2019 IEEE 12th Conference on Service-Oriented Computing and Applications (SOCA)\",\"volume\":\"9 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-11-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2019 IEEE 12th Conference on Service-Oriented Computing and Applications (SOCA)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SOCA.2019.00034\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 IEEE 12th Conference on Service-Oriented Computing and Applications (SOCA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SOCA.2019.00034","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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).