TRAINAR AN AUGMENTED REALITY REHAB PROGRAM NAOKI HISAMOTO JORDAN KIGA

Similar documents
interactive laboratory

SMART GUIDE FOR AR TOYS AND GAMES


Prepare Checkout and download some of the apps in preparation for our session today. AR Runner MetaVerse CoSpaces

Market Snapshot: Consumer Strategies and Use Cases for Virtual and Augmented Reality

March, Global Video Games Industry Strategies, Trends & Opportunities. digital.vector. Animation, VFX & Games Market Research

A Comparison Between Esports and Traditional Sports

Introduction.

More than Meets the Eye

Future Rehabilitative and Assistive Technology

Sprained. Catie Lau, Paige Sinker, Travis Zimpfer

TREND INSIGHTS MEDIA & TECH TRENDS FOR 2017

Innovation Report: The Manufacturing World Will Change Dramatically in the Next 5 Years: Here s How. mic-tec.com

Executive Summary. Questions and requests for deeper analysis can be submitted at

Scholarly Article Review. The Potential of Using Virtual Reality Technology in Physical Activity Settings. Aaron Krieger.

Human-Centered DESIGN PROMPTS for Emerging Technologies. 20 deliberations, considerations, and provocations

MIXED REALITY BENEFITS IN BUSINESS

You. Making the Invisible Visible

Executive Summary Copyright ARtillry 2017

AUGMENTED REALITY IN URBAN MOBILITY

Designing for an Internet of Humans

Edward Waller Joseph Chaput Presented at the IAEA International Conference on Physical Protection of Nuclear Material and Facilities

USER GUIDE JOINING PLAYSIGHT SMARTCOURT

immersive visualization workflow

Realizing Augmented Reality

The Workspace of the Future

Real Estate Marketing

PKG Token (PKG) Whitepaper V2.4

YOUR PRODUCT IN AR & VR

What is the NCAA Eligibility Center?

Exploring Cost Effective AR & VR Options for your Library. Sandy Avila, MLIS, MA Interim Science Librarian University of Central Florida Libraries

Virtual and Augmented Reality for Cabin Crew Training: Practical Applications

Doctor K s Quick and Easy Goal Setting Plan

Building Spatial Experiences in the Automotive Industry

Enhancing Shipboard Maintenance with Augmented Reality

CREATING TOMORROW S SOLUTIONS INNOVATIONS IN CUSTOMER COMMUNICATION. Technologies of the Future Today

Visual & Virtual Configure-Price-Quote (CPQ) Report. June 2017, Version Novus CPQ Consulting, Inc. All Rights Reserved

The Tech Megatrends: 2018

How technology can enable the fourth industrial revolution. Lynne McGregor 28 February 2018

INTEGRATING IMMERSIVE TECHNOLOGIES IN HEALTHCARE CONSTRUTION. A Case Study of Virtual Reality

IMMERSIVE VIRTUAL REALITY SCENES USING RADIANCE

A Survey of Virtual Reality Applications. Dana McGeehan. University of Miami

Virtual Universe Pro. Player Player 2018 for Virtual Universe Pro

Why Artificial Intelligence will Revolutionize Healthcare including the Behavioral Health Workforce.

Industry 4.0. Advanced and integrated SAFETY tools for tecnhical plants

How to Position Yourself as a Thought Leader in Your Niche

School of Engineering Department of Electrical and Computer Engineering. VR Biking. Yue Yang Zongwen Tang. Team Project Number: S17-50

Global Virtual Reality Market: Industry Analysis & Outlook ( )

Become digitally disruptive: The challenge to unlearn

How can boards tackle the Essential Eight and other emerging technologies?

Visualizing the future of field service

REACH ON SOCIAL MEDIA OVER 200 MENTIONS IN THE MEDIA 8% CLICK THROUGH FROM PRE-EVENT CRM S 34,781 HOME PAGE VIEWS. Tonic all rights reserved

Domain Understanding and Requirements Elicitation

HARDWARE SETUP GUIDE. 1 P age

The Smart Production Laboratory: A Learning Factory for Industry 4.0 Concepts

lity a Re tual Vir ot g in ttin

Matthew Fox CS229 Final Project Report Beating Daily Fantasy Football. Introduction

OUR RELENTLESS PURSUIT: Applying 3D Video / VR /AR ON THE ROAD TO ZERO

EA SPORTS MADDEN NFL SEASON 2 Cabinet Upgrade Instructions

Esports Betting Service Reach the next generation of customers with the #1 esports betting provider

About Us and Our Expertise :

Online Gaming Is NOT Just for Kids Anymore

# Grant Applicant Information. 2. CAMIT Project Title. Sra, Misha Council for the Arts at MIT. CAMIT Grants February 2016

Feedback on Touch Screen User Interfaces. Visual Auditory Haptic

McLean U-12 Development Academy. Program Information Session March 14, 2016

FLAKTEST GAMING HIGH SCHOOL ESPORTS CLUB

#1. Choosing Better Feeling Thoughts

Trends Report R I M S

Outcome Forecasting in Sports. Ondřej Hubáček

Live esport-analytics

Explore Impact of Computing Innovations Written Response Submission Submission Requirements 2. Written Responses

Coaching Questions From Coaching Skills Camp 2017

Reality in Maps. Solutions for Innovative Destination Marketing

Partner sought to develop a Free Viewpoint Video capture system for virtual and mixed reality applications

Computer-Augmented Environments: Back to the Real World

Quality of Experience for Virtual Reality: Methodologies, Research Testbeds and Evaluation Studies

User involvement in the development of welfare technology Mötesplats välfärdsteknologi och e-hälsa Niina Holappa, Prizztech Ltd

GAME AUDIENCE DASHBOARD MAIN FEATURES

TOKYO GAME SHOW 2019 Exhibition Outline Released!

For Draft Party tickets, please visit 49ers.com

Exploring Geoscience with AR/VR Technologies

COURSES. Summary and Outlook. James Tompkin

The Reality of AR and VR: Highlights from a New Survey. Bob O Donnell, President and Chief Analyst

Virtual/Augmented Reality (VR/AR) 101

Virtual SATURN : Saturn launches Europe s first virtual reality shopping world for consumer electronics

FLAKTEST GAMING REGIONAL LEAGUE COMPETITOR

Augmented Reality. ARC Industry Forum Orlando February Will Hastings Analyst ARC Advisory Group

The Essential Eight technologies Augmented and virtual reality

Introduction and Agenda

VR/AR Development for Student Learning at

BE 10am Thursday AR for the Masses Do Not Miss IT!!!!

Harry Plummer KC BA Digital Arts. Virtual Space. Assignment 1: Concept Proposal 23/03/16. Word count: of 7

10 Hot Consumer Trends 2018

Immersive Workflows. Report: The Use of AR & VR Manufacturing. Immersive Workflows: AR & VR in Manufacturing. JUNE 26-27, Boston.

USTGlobal. VIRTUAL AND AUGMENTED REALITY Ideas for the Future - Retail Industry

REPORT ON THE CURRENT STATE OF FOR DESIGN. XL: Experiments in Landscape and Urbanism

Episode 5: Deciphering digital reality

When An Alternate Energy Source Fails, What Do You Do?

Marco Cavallo. Merging Worlds: A Location-based Approach to Mixed Reality. Marco Cavallo Master Thesis Presentation POLITECNICO DI MILANO

Smart Cities at the National Capital Planning Commission. NCPC Planning Process & Innovation

Transcription:

TRAINAR AN AUGMENTED REALITY REHAB PROGRAM NAOKI HISAMOTO JORDAN KIGA

WHAT IS AUGMENTED REALITY? It is overlaid digital information that is projected on top of the existing world that is only seen through a device that supports augmented reality. 1

WHAT ARE PEOPLE DOING WITH AUGMENTED REALITY AND SPORTS? SECONDARY RESEARCH 2

FURTHERING HUMAN PERFORMANCE Many athletes want to do the unthinkable and perform at the highest level. Sports teams are beginning to utilize augmented reality (AR) and virtual reality (VR) to help maximize and improve the overall human performance. Augmented reality can potentially be implemented in training, analysis, or officiating. With these changes it creates interesting and exciting revolutions in the sports world for not only the players and teams, but also to spectators. Using augmented reality in relation to tangible interfaces, can provide information in real time for athletes to interact with. This can be a useful tool while training during practice or analyzing a specific play or game rerun. In addition, AR has great opportunities in the statistical analysis where it can allow athletes to make instant comparisons with other statistical gathering. E., University of Southampton, University Road, and Southampton So17 1Bj. Technology: Furthering Human Performance - Augmented Reality in Sport (n.d.): n. pag. Web. 3

WHAT WILL SPORTS LOOK LIKE IN THE FUTURE? In a TED talk interview between David Epstein, sports scientist journalist, Chris Kluwe, a NFL punter, and Cynthia Bir, a biomedical engineer, they discuss the future of what sports may look like. There is a huge range of opportunity in the area of sports injuries, particularly injuries to the head, that have potential to be solved. Adoption of virtual reality is too big of a market for major leagues to pass up. And in performance enhancement, virtual reality and training methods continue to be an area that is tinkered with. The realm of sports has always adopted newest technologies and that virtual reality is a technology that has potential to impact the game severely. http://ideas.ted.com/what-will-sports-look-like-in-the-future-three-ted-experts-discuss/ 4

WHAT IS OUT THERE TODAY? CURRENT SOLUTIONS 5

SIDEKIQ A virtual reality program made by EON Sports that helps athletes simulate game like situations without the impact. It instills the virtual and visual repetition in the athlete, to make that transition to reality seamless and familiar. An immersive experience that can be used with a smart phone, tablet, or Oculus, a software that can dramatically change the way athletes train and perceive the game. Teams from the NFL, MLB, and even the PAC 12 use this program today to improve and better player development. EON Sports VR -. EON Sports VR. N.p., n.d. Web. 14 Oct. 2015. 6

HOUSE OF MAMBA It is an interactive basketball court that uses sensors on the players. The entire basketball floor is has LEDs built underneath a transparent material. It is entirely controlled by a tablet device which gives the coaches the ability to control drills and track player movements. http://news.nike.com/news/kobe-bryant-begins-his-9th-summer-basketball-tour-with-nike 7

SECOND SPECTRUM They are a basketball analytics company that studies statistics and the study of movement. They track player movements as dots and calculate percentages of makes and misses as well as degrees of difficulty for certain players. http://www.secondspectrum.com/#home 8

IDETECT idetect is a technology that allows fast detection of head injuries and to quickly diagnose concussions at the moment it happens using a controller pad and headset. http://news.emory.edu/stories/2014/11/head_health_challenge/campus.html 9

WHAT DID WE CONCLUDE FROM OUR RESEARCH? INSIGHTS 10

HIGHER LEVEL ATHLETICS REQUIRE MORE MONEY. 11

NEED FOR PROPER EQUIPMENT FOR PRACTICE AND PLAY. 12

ACCESSIBILITY FOR LOCAL PLAY AND PRACTICE. 13

INJURY IS APART OF THE GAME. 14

WANT ACCURATE DIAGNOSIS AND A QUICK RECOVERY FROM INJURIES. 15

16

WHAT IS OUR FOCUS? Based off our research, we wanted to intertwine the world of sports with augmented reality by concentrating on the rehab experience. Motivating injured athletes by gamifying exercises. By creating a more engaging and exciting way to recover from an injury can help lead to a quicker recovery. 17

HOW CAN THIS BE IMPLEMENTED? DESIGN PROPOSAL - STORYBOARD 18

Jordan was playing soccer, until she made a slide tackle during practice. 19

During the slide tackle, she thinks she injured her ankle. 20

When Jordan went to the doctor, she received a prescription she needed to exchange at the front desk of her gym. 21

The next day, she goes to the gym to practice her rehab exercises. 22

Jordan trades in her prescription and receives an augmented reality headset from the equipment counter. 23

She puts on the headset and inputs the USB prescription given to her by her doctor that provides the exercises she needs to complete. 24

The exercises provide instructions for Jordan to follow. 8 25

Jordan s exercises are gamified, providing self-competition and motivation to work even harder. 8 26

Jordan also has the option to compete against her friends so she does not have to train alone. 8 27

Jordan does not need any equipment since everything she is doing is through the augmented reality headset. 8 28

FINAL VIDEO https://vimeo.com/148942883 29