Future Technology for Sports
GOALS: Explore the human technology frontier as it relates to technologies for sports, spanning the continuum from the athlete to the fan. Projects will include wearable technologies to empower athletes via advanced sensing and multi-modal real-time feedback via smart textiles, immersive technologies (e.g. augmented and virtual reality) to improve the fan experience in live sports venues and at home, and the use of computer vision, machine learning, and novel information presentation techniques to expand interest and participation in e-sports.
METHODS & TECHNOLOGIES: Sensors, Machine Learning, Wearable computing and Smart Textiles, Augmented and Virtual Reality, Computer Graphics and Audio, Computer Vision, Human Computer Interaction, Industrial Design
RESEARCH AND INNOVATION ISSUES: The technology and engineering issues include the creation of accurate, wearable, rugged sensors and wearable input/output solutions, the development of machine learning and pattern recognition techniques for generating insights from the data, the creation of tracking and rendering algorithms for augmented and virtual reality systems, and software platforms to deploy them. The human-computer interaction issues include the need for user-centered design processes across a wide-array of stakeholders as well as lab- and field-based evaluations of the resulting technology interventions/experiences. There is also a need to leverage expertise in biomechanics, bio-informatics, physiology, and neuro-science to create safe, effective, scientifically validated solutions. Similarly, there is a need to inform the projects based on human-factors psychology and cognitive theories around training and feedback. The industrial design issues include the need to fabricate aesthetically appropriate, wearable, socially acceptable physical devices to be placed on the body and installed in the physical environment along with compelling digital media experiences.
MEETING TIME: Tues, 12:00-12:50
ADVISORS: Maribeth Gandy Coleman (IPAT), Clint Zeagler (IPAT)
PARTNERS & SPONSORS: Atlanta Braves, Georgia Tech Athletic Association
PREFERRED INTERESTS AND PREPARATION:
Background/interest could include: human performance physiology, wearable technologies, sensors, immersive technologies (Augmented and Virtual Reality), computer graphics, machine learning, designing next generation entertainment experiences, design (industrial, fashion, graphic, sound etc.), sports (traditional and e-sports), or transdisciplinary research.
Experience with or willingness to learn: Wearable technology, Augmented & Virtual Reality, Hardware Design, Machine Learning, User Experience Design, Information visualization and sonification, Human Physiology and Biomechanics, sports (traditional and e-sports).
We are excited to work with students with a variety of backgrounds and expertise.
CONTACT: Maribeth Gandy Coleman, firstname.lastname@example.org