=Paper= {{Paper |id=Vol-3267/preface |storemode=property |title=None |pdfUrl=https://ceur-ws.org/Vol-3267/preface.pdf |volume=Vol-3267 }} ==None== https://ceur-ws.org/Vol-3267/preface.pdf
Preface to the Proceedings of the Workshop “New Trends in HCI
and Sports” held at MobileHCI ‘22
Eleonora Mencarini1, Amon Rapp2, Ashley Colley3, Florian Daiber4, Michael Jones5, Felix
Kosmalla6, Stephan Lukosch7, Jasmin Niess8, Evangelos Niforatos9, Paweł W. Woźniak10,
Massimo Zancanaro11

1
  Fondazione Bruno Kessler, Trento, Italy
2
  University of Torino, Torino, Italy
3
  University of Lapland, Rovaniemi, Finland
4
  German Research Center for Artificial Intelligence (DFKI), Saarbrücken, Germany
5
  Brigham Young University, Provo, Utah, U.S.A., jones@cs.byu.edu
6
  German Research Center for Artificial Intelligence (DFKI), Saarbrücken, Germany
7
  University of Canterbury, Christchurch, New Zealand
8
  University of St. Gallen, St. Gallen, Switzerland
9
  TU Delft, Delft, The Netherlands
10
   Chalmers University of Technology, Gothenburg, Sweden
11
   University of Trento and Fondazione Bruno Kessler, Trento, Italy


                                  Abstract
                                  The contemporary digitalization of the sports experience brought new challenges for the HCI
                                  community. HCI researchers started exploring how mobile and wearable devices could support
                                  the physical, social, and environmental aspects of sports, while technological transformations
                                  like the metaverse, inbodied technologies, and AI have recently paved the way for augmented
                                  humans, esports, new forms of sociality, and new ways to engage the sports audience. In this
                                  preface, we present the papers accepted to the workshop Net Trends in HCI and Sports, held
                                  in conjunction with MobileHCI ‘22, which precisely attempted to deal with the recent
                                  advancements in technology used in the sports domain.


                                  Keywords 1
                                  Sports, E-sports, Exergames, Superhuman sports

1. Introduction

   In the last 15 years, digital technologies have become essential in many aspects of sports practices,
from training and performance assessment to sharing the sports experience with friends and audiences.
The importance of the human body in sports and the different contexts where they can be practiced has
led Human-Computer Interaction (HCI) research to pay particular attention to how mobile and wearable
devices are used during sports activities.
   By and large, HCI explored areas in the sports domain as diverse as the support for learning new
motor skills or improvement of physical performance through augmented feedback [1]–[7], increase in

E
 MAIL: mencarini@fbk.eu (A. 1); amon.rapp@unito.it (A. 2); ashley.colley@ulapland.fi (A. 3); florian.daiber@dfki.de (A. 4);
jones@cs.byu.edu (A. 5); Felix.Kosmalla@dfki.de (A. 6); stephan.lukosch@canterbury.ac.nz (A. 7); jasmin.niess@unisg.ch (A. 8);
e.niforatos@tudelft.nl (A. 9); pawel.wozniak@chalmers.se (A. 10); massimo.zancanaro@unitn.it (A. 11)
ORCID: 0000-0002-9622-2438 (A. 1); 0000-0003-3855-9961 (A. 2); 0000-0001-7750-2058 (A. 3); 0000-0001-5202-7326 (A. 4); 0000-0002-
0131-527X (A. 5); 0000-0001-6741-1873 (A. 6); 0000-0001-7203-2034 (A. 7); 0000-0003-3529-0653 (A. 8); 0000-0002-0484-4214 (A. 9);
0000-0003-3670-1813 (A. 10); 0000-0002-1554-5703 (A. 11)
                               © 2022 Copyright for this paper by its authors.
                               Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
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                               CEUR Workshop Proceedings (CEUR-WS.org)
motivation to do sports [8], [9], reflection processes on the data extracted from the body through
wearable [10] and personal informatics/self-tracking data visualizations [11]–[13], augmentation of the
communication between partners performing a sport together [14]–[16], and understanding of the key
features of outdoor sports, which target the pleasantness and the challenges of the environment [17]–
[22].
    More recently, the field of HCI & sports has further moved forward under the push of new
technological developments and unexpected events that impacted people worldwide, such as the
COVID-19 pandemic and climate change. On the one hand, technological developments have widened
the HCI and sports research domain, opening it up to augmented humans [23], esports [24], inbodied
interactions [25], new ways to engage the audience using Artificial Intelligence (AI) [26], and new
forms of sociality in virtual reality and metaverse. On the one hand, events like the Covid-19 pandemic
and climate change either foster the indoorisation and individualization of sports, as we can see in the
spreading of home training systems and the building of indoor skiing facilities to face the lack of snow
in the mountains or encourage practicing sports outdoors and taking advantage of the ‘restorative
environment’ of nature [27].
    The workshop on “New Trends in HCI and Sports” precisely tackles all these recent transformations,
placing itself within the established tradition of workshops on HCI & Sports. The first workshop
addressing this topic was presented at CHI in 2014 [28] with the “HCI and Sport” workshop, which
was then followed by workshops focused on outdoor/mountain sports, i.e., UbiMount 2016 [29] and
2017 [30].
    With this new workshop, we attempted to map the current trends for portable technologies for sports
and trace future directions for HCI research in this field. The workshop hosted an invited speech by
m.c. schraefel, with the title “Interactive Tech Design for Sport as Human Problem Solving & Practice
rather than Training”, in which she highlighted that team sports - when played - bring together
everything that makes us human: in this perspective, there are opportunities for HCI to (i) better support
how the sport is about whole body problem solving, (ii) build translational effects from field to the
office, and (iii) better incorporate for all into daily life - not least daily work.


2. Papers accepted to the workshop
    We accepted six papers tackling recent challenges in HCI and sports, showing the vitality of the
field.
    Miki Jauhiainen and Michael Jones, in “Using machine learning to classify volleyball jumps”, show
how inertial measurement units (IMUs) can be used to train a random forest classifier to classify
different jump types in volleyball correctly. They obtained accurate jump-type classifiers, which
outperformed similar approaches by achieving higher accuracy on a wider set of jump classes. The
feature importance analysis indicated that none of the single features used were significantly more
important than the others.
    Pavlos Bitilis and Niki Chatzipanagiotou, in “Digitalizing the Football Experience: A study on
Electronic Performance and Tracking Systems (EPTS) from the perspective of football athletes and
training staff” investigate how professional football athletes and training staff make sense of the use of
electronic performance and tracking systems in their everyday training and work. The authors
conducted ethnographic research with Greek professional football athletes and staff that use wearable
EPTS in their daily training and work. The research findings show that EPTS has radically changed
both professional football athletes' and training staff members' daily football routines by strengthening
trust among each other while also reshaping their identities and, thus, improving football clubs'
performance overall.
    Tao Bi, in “I See What You See! Towards Augmented Joint Visual Attention between Beginner and
Instructor Surfers”, reflects on the challenges of identifying when and where to catch the best wave in
surfing through an autoethnographic study. Based on the study findings, the author proposes a
speculative design solution based on Augmented Reality and gaze-tracking goggles to foster beginners’
and instructors’ joint attention to waves, allowing the former to follow the instructors’ directions and
the latter to understand where the beginners are looking.
   Lijie Yao, Alaul Islam, Anastasia Bezerianos, Tanja Blascheck, Tingying He, Bongshin Lee,
Romain Vuillemot, and Petra Isenberg, in “Reflections on Visualization in Motion for Fitness
Trackers”, reflect on their past work on “visualization in motion” that is the understanding of how to
design visualizations for fitness trackers that are used in motion, and how this is relevant in sports
activities. The authors also present a systematic review of sports categories in the Facer App to
understand what type of data current sports smartwatch faces (i.e., home screens) show to wearers and
how this data is represented.
   Bettina Eska and Jakob Karolus, in “Supporting Sportspeople in Gaining Bodily Insights Through
Reflective Feedback”, propose to design reflective feedback in systems that allow sportspeople to
monitor their exercise sessions. The authors leverage mobile and wearable sensing devices to support
users in actively reflecting on their exercise activities. This “reflective” feedback allows users to gain
deeper bodily insights and facilitate an inherent understanding of the meaning and purpose of their
physical activity. From the authors’ perspective, reflective feedback potentially enables more profound
learning methods leading to increased retention of movement forms in the long run.
   Finally, Bastian Dänekas, Tanja Döring, Tjorven Schnack, Georg Volkmar, Robert Porzel, and
Rainer Malaka, in “Insights from two Studies on AI-based Learning in Strength Training”, present two
exercise execution systems assessed in two separate studies. The former is built using supervised
learning and addresses a push-up exercise, while the latter is created through unsupervised learning
methods dealing with a 'military press' exercise. In both studies, classifiers rating person-dependent
exercise execution achieved much better results than classifiers rating exercise execution for the entire
participants' population. The authors also suggest that the classifiers could be optimized and tailored to
the individual athlete by using AI methods.

3. Workshop Chairs and Organizers

   Eleonora Mencarini, FBK (Italy)
   Amon Rapp, University of Torino (Italy)
   Ashley Colley, University of Lapland (Finland)
   Florian Daiber, DFKI (Germany)
   Michael D. Jones, Brigham University (U.S.A.)
   Felix Kosmalla, DFKI (Germany)
   Stephan Lukosch, University of Canterbury (New Zealand)
   Jasmin Niess, University of St. Gallen (Switzerland)
   Evangelos Niforatos, TU Delft (The Netherlands)
   Paweł W. Woźniak, Chalmers University (Sweden)
   Massimo Zancanaro, University of Trento (Italy)

4. Program Committee

   Margherita Andrao, University of Trento (Italy)
   Denis Bulygin, TU Delft (The Netherlands)
   Duncan Furgeson, Brigham University (U.S.A.)
   Danilo Giglitto, Sheffield Hallam University (UK)
   Tianhao He, TU Delft (The Netherlands)
   Ren Manfredi, University of Trento (Italy)
   Siiri Paananen, University of Lapland (Finland)
   Chaofan Wang, University of Melbourne (Australia)


5. List of the papers included in the workshop proceedings

   Miki Jauhiainen and Michael Jones, Using machine learning to classify volleyball jumps
    Pavlos Bitilis and Niki Chatzipanagiotou, Digitalizing the Football Experience: A study on
Electronic Performance and Tracking Systems (EPTS) from the perspective of football athletes and
training staff
    Tao Bi, I See What You See! Towards Augmented Joint Visual Attention between Beginner and
Instructor Surfers
    Bettina Eska and Jakob Karolus, Supporting Sportspeople in Gaining Bodily Insights Through
Reflective Feedback
    Lijie Yao, Alaul Islam, Anastasia Bezerianos, Tanja Blascheck, Tingying He, Bongshin Lee,
Romain Vuillemot, and Petra Isenberg, Reflections on Visualization in Motion for Fitness Trackers
    Bastian Dänekas, Tanja Döring, Tjorven Schnack, Georg Volkmar, Robert Porzel, and Rainer
Malaka, Insights from two Studies on AI-based Learning in Strength Training

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