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Double dribble: illusionism, mixed reality, and the sports fan experience

Published: 13 June 2007 Publication History

Abstract

Fans of spectator sports are changing the ways they access sports media faster than major sports leagues and media are changing their delivery approaches. The result is a situation that fails both the marketing and communication needs of the teams/leagues and the fan experience needs of the fans. In this project, we conceptualize a mixed reality platform that connects globally distributed fans to each other and live NBA games in real-time. We ask whether the design direction is even plausible and devise a low-cost experience prototype with which to experiment. We present the findings from two rounds of experimentation. We also see this study as an expansion on the notion of "transformation" in mixed reality including not merely actual changes of states across realities, but also illusory ones, which may contribute to uses of mixed reality in entertainment contexts.

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Bardzell, S., Bardzell, J., and Ryan, W. Double Dribble: Mixed reality game design for sports informatics. ICEC 2006, London. 2006.
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  • (2024)The Use of Immersive Technologies in Karate Training: A Scoping ReviewMultimodal Technologies and Interaction10.3390/mti80400278:4(27)Online publication date: 1-Apr-2024
  • (2010)Designing technology for active spectator experiences at sporting eventsProceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction10.1145/1952222.1952243(96-103)Online publication date: 22-Nov-2010

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  1. Double dribble: illusionism, mixed reality, and the sports fan experience

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    cover image ACM Conferences
    ACE '07: Proceedings of the international conference on Advances in computer entertainment technology
    June 2007
    324 pages
    ISBN:9781595936400
    DOI:10.1145/1255047
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 13 June 2007

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    Author Tags

    1. entertainment computing
    2. illusion
    3. mixed reality
    4. sports communications
    5. sports informatics

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    View all
    • (2024)The Use of Immersive Technologies in Karate Training: A Scoping ReviewMultimodal Technologies and Interaction10.3390/mti80400278:4(27)Online publication date: 1-Apr-2024
    • (2010)Designing technology for active spectator experiences at sporting eventsProceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction10.1145/1952222.1952243(96-103)Online publication date: 22-Nov-2010

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