Mads Jensen, Majken Rasmussen, Florian Mueller, Kaj Grønbæk
Advancements in wearable and ubiquitous computing have exposed the interaction design community to a new perspective on sports. As a result, increasing effort has been directed toward creating technology-enhanced systems that can improve sports experiences. So far these technologies have focused primarily on gathering data on a single user's performance, for example through individual activity tracking, or on encouraging general physical activity, for example through exertion games. In contrast, only a few examples focus on improving the training experience for team sports [1,2]. While most players recognize the importance of training, they would readily agree that playing the actual…
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