Sunday, May 4, 2014

Notes On Digital Sports - 1 [Unofficial]

Digital Sports

  • Robotic Sports System / Player / Simulator
    • Cricket 

      • Batting against a Machine that throws a ball with adjustable speed and spin / swing 
      • 3D video of bowler running towards the batsman and the machine throws the ball from a hole - feels like a real match; sound of crowds cheering 

    • Table Tennis
    • Baseball
    • Tennis
    • Robocup
    • People playing not video games, rather with a Robot in the real world 

      • More realistic than Kinect-experience

    • Targeted towards Professionals (expensive)


  • Player Analysis, Match Analysis Software
    • Cricket 
      • Finding weakness of a batsman from database of description of every ball he faced and the strokes offered. 
        • Computer Vision  
        • Machine Learning, Statistics, Big Data
    • Soccer: Match Analysis
  • Project Tango



  • Applications in Sports
    • Machine learning & Statistical Analysis, Image Processing, Computer Vision (e.g., finding weakness of a batsman in cricket)
    • Application of Data Science / Visualization techniques to Team play Analysis (e.g., Soccer)
    • Sensors for feedback, performance analysis (e.g., in Tennis)
    • Mechanical Engineering (e.g., batting practice in cricket)
    • Enumerating all the skills, helping others learn those skills (make the skills automatic – so that players can perform them without thinking) Systematic acquisition of skills.
    • Biomechanical Engineering. Image processing. 
    • Sports Psychology. Flow State. Optimum performance. Stress Management. Resilience. Visualization.
    • Neural representation of over-lapping motor skills. Low level motor skills. High level motor skills consisting of low level skills. Hierarchical representation in the brain.



Researchers working in Neural Representation of Motor Learning / Motor Skills

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