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Drifting off course: how sports technology can use real-time data to add new dimensions to sports

Published: 12 December 2016 Publication History

Abstract

We have built Drift, an application that measures and provides feedback on how far from the ideal path an orienteer has deviated, to study how sports apps can draw on real-time data to enrich sports activities. Orienteering is an outdoor navigation sport requiring mental skills and fast running through the terrain. Participants appropriated deviation into their practice and found new ways it could integrate with common orienteering practice. Interaction around deviation provided possibilities for new forms of sporting practice and social interactions. Deviation as a measure allowed this because it was highly specific and well-grounded in a specific skill of the sport. We believe this use of data in real time has the possibility of supporting and renewing sports activity as well as offering new opportunities for design.

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Jan Kocbach. 3DRerun: Orienteering analysis the fun way. www.3drerun.worldofo.com.
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Cited By

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  • (2023)The Cost of Reward: A Critical Reflection on the `What', `How', and `Why' of Gamification for Motivation in SportsCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616102(222-224)Online publication date: 6-Oct-2023
  • (2023)Becoming a Speleologist: Design Implications for Coordination in Wild Outdoor EnvironmentsProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581545(1-12)Online publication date: 19-Apr-2023
  • (2017)Community-Based Innovation among Elite OrienteersProceedings of the 8th International Conference on Communities and Technologies10.1145/3083671.3083696(87-95)Online publication date: 26-Jun-2017

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  1. Drifting off course: how sports technology can use real-time data to add new dimensions to sports

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    Published In

    cover image ACM Other conferences
    MUM '16: Proceedings of the 15th International Conference on Mobile and Ubiquitous Multimedia
    December 2016
    366 pages
    ISBN:9781450348607
    DOI:10.1145/3012709
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 12 December 2016

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    Author Tags

    1. deviation
    2. novel measures
    3. orienteering
    4. sports technology

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    Overall Acceptance Rate 190 of 465 submissions, 41%

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    View all
    • (2023)The Cost of Reward: A Critical Reflection on the `What', `How', and `Why' of Gamification for Motivation in SportsCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616102(222-224)Online publication date: 6-Oct-2023
    • (2023)Becoming a Speleologist: Design Implications for Coordination in Wild Outdoor EnvironmentsProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581545(1-12)Online publication date: 19-Apr-2023
    • (2017)Community-Based Innovation among Elite OrienteersProceedings of the 8th International Conference on Communities and Technologies10.1145/3083671.3083696(87-95)Online publication date: 26-Jun-2017

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