VR Dating: More or Less Superficial?

13

October

2022

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Bored of swiping and wanting more interesting dates? Perhaps a virtual reality (VR) dating experience in the Metaverse might be for you! 

One of the dating applications available on this platform is called “Nevermet” where users can have a dating experience entirely in the Metaverse. Nevermet’s CEO claims to want to change the online dating market, where physical attraction is not the only factor that matters (Harrison, 2022). With this, Nevermet users can only use a virtual image of them (with any customization such as tattoos, piercing, skin colour etc.) for their profile. After a user is matched with their partner, they can decide to go on dates at an imaginary location on Metaverse’s VR world. These imaginary locations are facilitated by the Planet Theta platform, which operates as a social virtual reality where Nevermet users in matches can pick and visit any location on their date (Tolcheva, 2022), such as an apocalyptic wasteland or a restaurant underneath the sea. 

The CEO also believes that more online relationships will be created and become successful in the future as VR technology becomes more immersive in the future (Harrison, 2022). It is also interesting to point out that a lot of things we do nowadays are becoming more and more immersive in the online world. Among the developments and growing popularity in Web 3.0, some of our possessions such as NFTs and Cryptocurrency, or our online persona that we spent time and effort to craft only exist on the internet. Some new dating apps on Metaverse even focuses on these digital possessions, such as “MetaMatch”, where under a similar objective of making online dating less superficial, users with similar psychographs based on their NFT possessions would be matched up (Buckler, 2022). 

Some may see this as allowing users to connect beyond physical attractions, but we could also see this as a move from one superficial focus in dating to another. For example, would a date matching based on the type of cars users own or the shirts that users like sound as equally superficial as common NFT possessions? Also, looking at Nevermet, would not the virtual profile images still allow users to superficially judge each other based on how attractive they are online?

Afterall, we are still at an early stage of Metaverse development, some of these applications are not fully available yet. If the VR world truly becomes more immersive, a lot more aspects of our personality could be integrated online, and superficiality could be combatted in the future. Only time will tell, and the choice to either match up with someone by natural circumstances in the physical world, or by our online persona, is up to us.

References:

Buckler, N., 2022. Metaverse Dating: Can You Find Love Based on What NFTs You Hold?. [online]         BeInCrypto. Available at: <https://beincrypto.com/metaverse-dating-find-love-based-nfts-you-        hold/> [Accessed 13 October 2022].

Harrison, M., 2022. People Are Going on Dates in the Metaverse and It Sounds Very Strange. [online]      Futurism. Available at: <https://futurism.com/the-byte/dating-metaverse> [Accessed 13 October 2022].

Tolcheva, S., 2022. Metaverse Dating: What Is It and How Does It Work?. [online] MUO. Available at:    <https://www.makeuseof.com/metaverse-dating-explained/> [Accessed 13 October 2022].

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How AR and VR Are Revolutionising the Healthcare Sector

24

September

2022

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Augmented Reality (AR) is a set of technologies that complements the physical (real) world with digital data and media and allows for an unprecedented human-virtual experience. This combination of technology and the physical aspect of the world allows its user to fully benefit from data, which is often said to be two-dimensional. Virtual Reality (VR) on the other hand replaces physical reality with a computer-generated environment in which the user is fully immersed thanks to hardware such as VR headsets (Porter and Heppelmann, 2017).

Since the beginning of the 21st century, the healthcare sector has undergone tremendous changes. Efforts to constantly improve the industry in terms of how patients can be cured, rising costs, and the expanding use of connected devices make medicine favourable to the implementation of AR and VR now more than ever. As a matter of fact, the use of AR and VR in the healthcare industry is expected to reach $5.1 billion by 2025 according to Goldman Sachs (2016).

Even though these technologies are still under development, they are already widely used in the healthcare sector. At George Washington University, advanced VR tools are utilised by neurosurgeons to explore patients’ brains prior to performing the medical procedure. By using these technologies, neurosurgeons can better prepare for operations and avoid accidents, thus improving their surgical efficiency (Li, 2022). In addition to VR, surgeons make use of AR through connected glasses to monitor the patient’s vital signs while remaining fully concentrated on the actual procedure.

VR can also be used for patient care and education. In an article about VR and AR in the healthcare industry, vStream (2018) discusses a program set up by the NHS that allows young patients to be taken through every step of an MRI scan thanks to a VR headset prior to the real procedure. This program aims to lessen the fear and anxiety of patients, thus allowing for a smoother execution of the medical procedure.

Although AR and VR are still under development, it is clear that they are capable of truly disrupting the healthcare industry and that current applications of these technologies are already drastically improving medical services and patient experience.


References:

GOLDMAN SACHS 2016. Virtual and augmented reality. Understanding the race for the next computing platform.

LI, D. 2022. How Virtual Reality Is Transforming Healthcare [Online]. Available: https://www.uschamber.com/technology/how-virtual-reality-is-transforming-healthcare#:~:text=VR%20has%20proven%20to%20be,and%20chronic%20pain%2C%20and%20more. [Accessed 21/09/2022].

PORTER, M. E. & HEPPELMANN, J. E. 2017. Why every organization needs an augmented reality strategy. HBR’S 10 MUST, 85.

VSTREAM. 2018. VR & AR FOR HEALTHCARE & MEDICINE [Online]. Available: https://vstream.ie/vr-ar-for-healthcare-medicine/ [Accessed 23/09/2022].

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Metaverse: a distorted dystopian future?

13

September

2022

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Imagine being immersed in an interactive virtual simulated reality where you will be working, building relationships, and playing games. A science-fiction dream not far from turning into a reality. Fascinating you’d say, though, is it a step further to disconnect us from reality? This phenomenon is called the Metaverse, a virtual universe, in which we will be represented through avatars or holograms, and we can interact with each other as if we are absorbed in a futuristic game. 

The new paradigm will seamlessly blur out the lines between our physical reality and digital virtuality, combining various different platforms ranging from gaming, retail, and education, to perhaps entirely new experiences (Mystakidis, 2022). Technologies such as augmented reality, virtual reality, and artificial intelligence deem such an interconnected web of information and communication feasible (Lee et al., 2021). While the concept of the metaverse, now at its earlier stages, continues to be advanced and developed, it will certainly be the next disruption of the internet. In particular, as already more than 120 billion dollars, this year alone, is invested to further refine the infrastructure and technology (McKinsey & Company, 2022). 

So, how, for instance, can we imagine such a world? To illustrate, you have designed your own dream home in the virtual world, where you can invite your metaverse friends over to have a chat. They will appear virtually, in avatars or holograms made available through augmented, mixed, and virtual reality, at your home. You can thus socialize, but also do some business, shop, game, and many other things like in real life. To put it easy, it is essentially the same as living your life in reality, but without physical boundaries. Accordingly, it is living in a parallel world where you can create a life you have always dreamed of. 

But, isn’t it another way of keeping people detached from the actual reality of touching, feeling, and real presence in the world? I certainly do think so. It may have sounded quite fascinating, though if we look at the world today and where it is headed, I am worried that the metaverse will be creating a very distorted dystopian future. The new generation will not fully experience real freedom any more, when living in such a virtual world. 

What do you think, is the metaverse going to be a hope or doom for the future generation? 

References

Lee, L. H., Braud, T., Zhou, P., Wang, L., Xu, D., Lin, Z., … & Hui, P. (2021). All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv preprint arXiv:2110.05352.

McKinsey & Company. Meet the metaverse: Creating real value in a virtual world. (2022). McKinsey & Company. Retrieved 12 September 2022, from https://www.mckinsey.com/about-us/new-at-mckinsey-blog/meet-the-metaverse-creating-real-value-in-a-virtual-world 

Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486–497. https://doi.org/10.3390/encyclopedia2010031

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The ‘Gamification’ of digital fashion.

8

October

2021

5/5 (1)

Digital fashion has been established since 2018, where companies use VR and AR to show off their new collections in a virtual space. The Fabricant, a virtual fashion designer firm, has made it clear that designing clothing online allows for more creativity, less required resources, and less-risk when designing clothes, and necessary to battle the restrictions of Covid-19 (The Fabricant, n.d.). But lately, a new development has emerged in the fashion industry: using games to advertise and sell clothes, the “gamification of fashion”.

Gamification is defined as the process of adding game elements to non-game activities (Fitz-Walter, n.d.). For fashion brands, such as Burberry, who partnered with Tencent Games and their game “Honor of Kings”, justified their partnership: “Interactive digital content is increasingly become a source of inspiration in (luxury) fashion, games offer another opportunity for consumers to connect with our products online” (Key, 2020). Some brands go as far to create their own free-to-play virtual gaming space, such as Balenciaga, to show off their new collection in virtual dressing rooms. (Key, 2020).

The partnerships with game publishers have become a prominent way for fashion brands to show and sell collections, yet other brands, such as H&M, take it even one step further: selling digital fashion in games. H&M has partnered with Nintendo and their game “Animal Crossing”, which saw major influx of sales due to Covid-19 (Orland, 2021), to recycle their in-game clothes and receive H&M catalogue for their virtual avatars. In addition, H&M created a virtual avatar in the gaming space, which will act as a brand ambassador across games (Scandinavian Mind, n.d.)

Lastly, to illustrate the significance of the emergence of the virtual space of fashion, Digital fashion courses have also been integrated into Bachelor and Master programs in Fashion (Digital Fashion Communication, n.d.). The fashion industry has adapted to the limitations of covid-19, and it is expected to stay.

What do you think about digital fashion? Is it an effective way to showcase collections, or do you still prefer to visit stores and see tangible clothing?

References

Digital Fashion Communication. (n.d.). Master programmes in (digital) fashion communication. Retrieved 8 October 2021, from https://digitalfashion.ch/list-of-masters/

Fitz-Walter, Z. (n.d.). What is Gamification? Gamify. Retrieved 8 October 2021, from https://www.gamify.com/what-is-gamification

Key, M. (2020, December 9). Fashion Gamification: Why high-end brands like Balenciaga are turning to virtual gaming. Reydar. https://www.reydar.com/fashion-gamification-balenciaga/

Orland, K. (2021, February 1). Why Animal Crossing: New Horizons ’ 31 million sales are so incredible. Ars Technica. https://arstechnica.com/gaming/2021/02/putting-31-million-animal-crossing-new-horizons-sales-in-context/

Scandinavian Mind. (n.d.). 6 brands that are leading the way for virtual fashion. Retrieved 8 October 2021, from https://scandinavianmind.com/news/6-brands-that-are-leading-the-way-for-virtual-fashion

The Fabricant. (n.d.). The Fabricant | A Digital Fashion House. Retrieved 8 October 2021, from https://www.thefabricant.com/

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From eCommerce to vCommerce

7

October

2021

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Whoever has been faced with buying a desk for their newly (involuntary) home office during the global COVID-19 pandemic might have encountered IKEA’s Augmented Reality solution – the IKEA Place App. It allows “people to virtually place true-to-scale models of IKEA furniture in their own homes” (IKEA, 2019). The application has already been around for four years, but its relevance increased significantly for many customers when stores were forced to close during the pandemic.

As traditional ways of exploring and testing products physically were or still are not possible anymore, Augmented Reality (AR) and Virtual Reality (VR) solutions provide an immersive opportunity of discovering them virtually. Thus, the COVID-19 crisis did not only accelerate the shift from offline to online shopping but also boosted the relevance of AR and VR in the retail industry.  In the highly competitive retail landscape, companies should explore this powerful tool enabling them to differentiate themselves and connect with their customers.

The possibilities of applications are vast, for on- as well as offline shopping. Mostly AR and VR solutions are used to create a unique customer experience. With the help of AR, companies can for example facilitate in-store navigation to easily direct customers to the product they are searching for. In addition, virtual try-on solutions are particularly suitable for the fashion and beauty industry and have been put into practice by several firms such as Sephora and Gucci. Next to offering an immersive customer experience, both technologies have the potential to provide substantial revenue impact. According to Shopify, interactions with products having AR content showed a 94% higher conversion rate compared to products without such content. Furthermore, lower return rates can be expected from products that have been previously tried on or tested virtually.

The pandemic has accelerated the adoption of AR and VR by companies as well as customers but will their applications become really an inherent part of our shopping strolls? Or is the increased use of AR and VR for retail business rather temporary? Feel free to comment on your experience with AR and VR while shopping and whether you believe it will become an essential part of retailers’ strategy.

References:

https://about.ikea.com/en/newsroom/2019/09/24/ikea-sparks-home-furnishing-ideas-and-inspiration-through-artificial-intelligence

https://hbr.org/2020/10/how-ar-is-redefining-retail-in-the-pandemic?registration=success

https://www.warc.com/newsandopinion/opinion/how-augmented-reality-is-set-to-transform-retail/3967

https://www.xcubelabs.com/blog/10-applications-of-ar-vr-that-can-transform-your-retail-sales-completely-find-out-how/

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From mourning to finding closure, VR as a potential solution?

4

October

2021

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We all know Virtual Reality as a staple in the gaming industry to play games in another (virtual) world and interact with the objects within. That premise will not change anytime soon, but Virtual Reality still has untapped potential to uncover. This blog post will discuss such potential which has been uncovered recently with VR, revisiting your passed loved ones.

The goal of the VR technology is to effectively find closure with your loved ones that have passed away. First introduced in a Korean Series called “Meeting you” in 2020, the virtual world generates a virtual avatar of your loved one, which look and sound strikingly similar using Deepfake technology. In addition, through sensory gloves, you are also able to interact and “feel” with the avatar in the program. Although not available for commercial use yet, initiatives and companies focused on therapy or grief therapy specifically have shown interest to make it happen widely available in the future (Brockwell, 2020).

Although the advancement in VR to make this possible is a milestone in itself, people do link ethical constraints with seeing “people” who are deceased, and whether it effectively works as grief therapy. Indeed, the term “Technical resurrection” has people speculating whether the deceased should be “resurrected” in VR to find closure. Others speculate and observe that, virtual reality is still in its early development stages, and cannot be used a medium for grief therapy. In addition, it might even damage the grieving process (Brockwell, 2020). Jong-Woo Kim, the producer and director of Meeting you, does indicate that due to technological and budget constaints, the VR program is scripted, not based on interactive elements (Kim, 2020)

Although the current constraints with the VR technology does introduce limitations, it does seem to work to find closure. As a Korean mother stated seeing her deceased child in the VR world: “I think I’ve had the dream I’ve always wanted” (Meek, 2020).

What do you think? Should VR be used as (grief) therapy and be used as “Technical resurrection”? Or do you think that it should not be commercialized at all?

References

Brockwell, H. (2020). I long to see my dead dad – but I’m unsure virtual reality’s the answer. [online] The Independent. Available at: https://www.independent.co.uk/voices/virtual-reality-dead-relatives-daughter-mother-deepfake-black-mirror-a9332501.html [Accessed 4 Oct. 2021].

Kim, V. (2020). The Uncanniness of Watching a Grieving Mother and Her Dead Daughter Meet in VR. [online] Slate Magazine. Available at: https://slate.com/technology/2020/05/meeting-you-virtual-reality-documentary-mbc.html [Accessed 4 Oct. 2021].

Meek, A. (2020). If you could use VR to see a dead loved one again one more time, would you want to? [online] BGR. Available at: https://bgr.com/tech/vr-headset-grieving-mother-meets-dead-daughter-again/ [Accessed 4 Oct. 2021].

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Are we living in a simulation?

22

September

2021

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Have you ever wondered if what you perceive as reality is real life? Who decides what is classified as real and what is not? The majority of the population probably classifies the thought of living in a simulation as rather surreal. Nevertheless, there are several reasons why this might be true and not such an absurd thought at all. Currently, Elon Musk is one of the most famous public figures advocating the pro simulation stance. His explanation is simple; several years ago video games were as simple as two rectangles and a dot advertised as a game called pong. Today, we have virtual reality, augmented reality and photorealistic 3D simulations amongst others. Those technologies bring video games so close to reality that it becomes difficult to tell the difference. It enables several players to play real-life games simultaneously and collectively. With the speed technology has advanced over the last years, we will soon have video games indistinguishable from reality. Even if the speed of advancement decreases significantly, humanity will reach the state of creating such games at some point. This advancement could take thousands of years while still counting as revolutionary due to that length being rather insignificant on an evolution scale. Elon Musk believes this argument to be the primary reason for us living in a simulation. We cannot know if this advancement has already been made in the past. If yes, we already live in a game so close to reality that we cannot tell the difference anymore. Due to artificial intelligence, we advance throughout the game and will eventually reach the point where we create further simulations within the simulation we already live in. Musk rates our chance of not living in a simulation to be one in billions. Not only Elon Musk but also several other professionals in the field support this theory. Another famous advocate, Nick Bostrom a philosopher at the University of Oxford, believes the simulation hypothesis to be as follows. Our experiences and lives are a result of an advanced civilization setting up millions of computers where several simulations are running, with our reality being one of them. Below you can find the link to the full two-hour interview of him explaining this theory further. In addition, you can find the link to a website collecting all information that could hint to us living in a simulation. Even though there is no hands-on evidence, several arguments do sound very convincing. What do you believe? Is this world ‘real’? Leave a comment below and let me know how you feel about this!

Sources and additional information

Joe Rogan & Elon Musk – Are We in a Simulated Reality?

Why Elon Musk says we’re living in a simulation
Nick Bostrom – The Simulation Argument (Full)

Additional readings

https://www.nbcnews.com/mach/science/what-simulation-hypothesis-why-some-think-life-simulated-reality-ncna913926

https://www.simulation-argument.com

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The Virtual Reality of Marketing

20

September

2021

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Virtual reality today

Most of you have probably heard of the term virtual reality (VR), but probably not a lot of you have actually experienced VR. That may soon change however, since VR is becoming more and more affordable, due to the increase in affordable computing power that the consumer can buy. A multitude of companies have also jumped at this opportunity to create VR headsets for consumers to dive into VR with. A good example is Facebook, who spent roughly $2 billion on making the oculus rift in March 2014 (eMarketer 2016). Some even say that the development of VR is similar to social media in 2008, before it became mainstream (Morris 2016).

The business of VR

Companies are obviously interested in VR, but what will they do with it you might ask yourself? For Facebook its very obvious, they try to make VR part of their platform by making users sign in to their Facebook account when using their VR headset. But Facebook is not the only company that is interested in VR. There are a lot of potential applications in marketing that include promotion, market research, online sales, customer service, brand management, and public relations (Barnes 2016). An example of using VR as a marketing tool can be seen in the video below where it is shown how Lowe, a do it yourself company, uses VR to sell more to customers.

The consumer experience in VR

The most appealing part of VR is that consumers can get the most realistic experience of a product, service or place without needing to be at the physical location (Barnes 2016). Companies can use this to their advantage by ensuring that they have some form of themselves in VR applications that consumers with a VR headset use. A good example of this was Virtual Market 3, a social convention in an application called VRChat [1]. Companies like Panasonic and 7-eleven made booths to show products and have consumer interaction in VR. This is a step in having advertisements in VR and conquering the virtual reality as a company.

By Bas van Zundert

References

Morris, C. (2016). Virtual reality and the new sales experience. Available from:
http://www.campaignlive.com/article/virtual-reality-new-sales-experience/1392253

eMarketer (2016). Virtual Reality Is an Immersive Medium for Marketers: Marketers should
start experimenting sooner rather than later. Available from:
http://www.emarketer.com/Article/Virtual-Reality-Immersive-MediumMarketers/1013526

Stuart, B. (2016). Understanding Virtual Reality in Marketing: Nature, Implications and Potential. Available from: http://dx.doi.org/10.2139/ssrn.2909100

[1] http://m/sites/jessedamiani/2019/09/23/virtual-market-3-the-largest-socialvr-convention-in-the-world-opens-in-vrchat/

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How far are we from ‘Ready Player One’?

8

October

2020

No ratings yet. Have you seen the movie ‘Ready Player One’ directed by Steven Spielberg? You might still remember the suit Wade bought that enables him to feel his virtual girlfriend’s temperature when he holds Samantha’s hands. This is exactly what Human-Computer Interaction (HCI) and ‘human-computer-human’ interaction should look like in the future. HCI is what can happen when the computer system as well as the human user get together to achieve a task, in an efficient and learnable way (section 1.3.1, Hartson R. and Pyla P., 2012). Clear and realistic vision/hearing can no longer meet people’s needs. The trend for HCI is now after the simulation in touch and taste, etc. that make people feel more immersive.

ready_player_one_banner

A master graduate designer at Cologne International School of Design, Dorothee Clasen invented a wearable devide TONG. The principle is to interact with the computer through the operation of tongue on the controller. According to Dorothee (Dezeen, 2020), the inspiration comes from her riding experience since riders often pulls the reins to communicate with the horse’s mouth. People can use the reins to influence the horse’s posture, and the horse will adjust its movements accordingly. This design seems a little ‘improvisation’ however it can be applied to practical cases. For those with a lack of arms or patients with progressive freezing syndrome, TONG can be very useful, by helping them control the wheelchair, direct the mouse and so on. Of course, for designers or professional gamers who are often very busy with their hands that they want to need a third hand to operate some simple functions, Tong can definitely be a new idea.

Just as VR goggle and wearable skin, it’s not unimaginable to extend devices like tactile fingers/gloves that can get real touch feeling. A design studio in Tokyo developed a tactile device called ‘Fulu’ to be used on the finger. Users can experience the touch of similar materials by wearing it, when the phone screen virtually touches objects of different materials (Fulu, 2020). For those users who raise pets on the cloud, this device let them experience the real touch of puppies and kitties.

The commercial value comes with the VR game with full immersion experience, which helps game players to obtain the super audio-visual and real touch experience provided by the full-body device. This type of Full body haptic suits plus tactile feedback gloves can get a complete tactile feedback experience, which can replicate soft touch feelings and strong shocks, simulating intimate contact in the virtual world. As far as I’m concerned, in the next few years, wearable devices that simulate human bodies in all aspects of seeing, hearing, smelling, tasting and touching, will become popular, in the upcoming immersive virtual world.

Of course, we can also get a very different life experience. In February 2020, a South Korean mother saw her daughter who passed away a few years ago through the use of tactile gloves. In the future, many people will turn themselves or their parents, lovers, and children into such virtual images to complete the digital “immortality” reshaping.

 

 

References:

Dezeen, Tong allows users to control a computer with their tongue, 2020, viewed at 8 Oct 2020, <https://www.dezeen.com/2020/08/26/inbrace-dorothee-clasen-graduate-design-technology-tongue-computer/>

FuLu, Haptic Finger Nail for Augmented Reality Design, 2019, viewed at 7 2020 <https://www.ryotada.com/fulu>

Hartson R. and Pyla P., 2012, The UX Book, viewed at 7 Oct 2020, <https://www.sciencedirect.com/book/9780123852410/the-ux-book>

Ready Player One, Wikipedia, viewed at 8 Oct 2020, <https://en.wikipedia.org/wiki/Ready_Player_One_(film)>

 

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Sports and Technology. Yes or No?

18

October

2019

5/5 (2) Sports has been one of many entertainments option for the world’s population; since the gladiator era until the rise of eSports. Now, the world is modernizing through data and analytics. How will this development change the sports that we have known for long?

What changes?

Indeed, technology development has modernized the sports that we know. Technologies such as virtual reality promises sport enthusiasts of an immersive experience on watching sports. Users can now enjoy the stadium atmosphere on their couch, thanks to the VR-headset that they use whilst watching the game from their cable TV (Pierce, 2019). Furthermore, the sports league is also trying to bring more personalization to the users. ESPN, for example, provide users the option to choose their favorite broadcaster to comment the game for them (Pierce, 2019). As such, I think, these technologies might change the way fans watch sports matches. But is that it?

The answer is no. And that is because we have this rising technology called (buzzword alert!) machine learning. The technology offers interesting applications for sports team, particularly, around prediction domain (Warner, 2019). With machine learning sports team can predict, for example, winning probability and player performance, provided enough historical data exists. The English Premier League, for example, use machine learning to predict the direction of opponents’ penalty shot, using historical data, to help the goalkeeper make better decision (Morgulev, et al., 2018). Likewise, in US’ Major League Soccer, machine learning has been used to recommend the optimal game plan to coaches (Barlas, 2014). Another example will be the National Football League (NFL), who are using machine learning to understand the best route to run the ball (Lemire, 2019). Furthermore, the NFL has also put sensors in the players shoulder pads, therefore, allowing the player stats to be tracked continuously (Proman, 2019).

Better or Worse?

All in all, sports have and will change; be it on the way fans watch the matches or teams adjust their game plans. Fans no longer need to go the the stadium miles away to watch the game, they can simply put on a VR-goggle and enjoy the stadium atmosphere. Coaches no longer needs to assess the fitness of the players, as sensors already record their diets and fatigue (Barlas, 2014). Players no longer need to watch game films as extensive data analytics will provide them with their opponents favorite moves or ’hotspots’.

The question is, does it change sports for the better or for the worse?

References

Barlas, P., 2014. Data Analytics Get In The Sports Game Soccer, football teams turn to wearable tech, software for big wins. Investor’s Business Daily , Volume A01, p. 1.

Lemire, J., 2019. Sport Techie. [Online] Available at: sporttechie.com/nfl-big-data-bowl-running-backs-michael-lopez-analytics-director-football [Accessed 16 October 2019].

Morgulev, E., Azar, O. H. & Lidor, R., 2018. Sports analytics and the big-data era. International Journal of Data Science and Analytics, 5(4), pp. 213-222.

Pierce, D., 2019. The Wallstreet Journal. [Online] Available at: https://www.wsj.com/articles/the-future-of-sports-is-interactive-immersive-and-intense-11552827600 [Accessed 18 October 2019].

Proman, M., 2019. Techcrunch. [Online] Available at: https://techcrunch.com/2019/10/01/the-future-of-sports-tech-heres-where-investors-are-placing-their-bets/ [Accessed 1 October 2019].

Warner, J., 2019. Customer Think. [Online] Available at: https://customerthink.com/sports-and-machine-learning-is-there-a-connection/ [Accessed 16 October 2019].

 

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