Abstract
In this paper, a list of IoT technologies are introduced that are used to help basketball players, coaches and fans get to know more about the game of basketball. Several IoT tools exist to improve player and team development as well as fan experience. IoT goes hand-in-hand with basketball analytics, which has become a central part of basketball philosophy. Three technologies are explained in detail in this paper, each focusing on different areas of the game. Wilson X is strictly a shooting trainer tool, HomeCourt offers shooting, dribbling and agility drills, while the VR system is focusing on basketball tactics. These three technologies are compared in detail on eight different criteria including accuracy, comfort, user-friendliness, cross platform, price, lifetime, memory, and room to improve. By examining these tools and their features, we gain a better understanding about the power and limits of IoT within the field of sports.
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Tokolyi, K., Elshakankiri, M. (2021). Internet of Things in the Game of Basketball. In: Li, B., Li, C., Yang, M., Yan, Z., Zheng, J. (eds) IoT as a Service. IoTaaS 2020. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 346. Springer, Cham. https://doi.org/10.1007/978-3-030-67514-1_34
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DOI: https://doi.org/10.1007/978-3-030-67514-1_34
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