Golfing

Introduction

The Golf scenario takes place within the context of “scramble” play where normally two pairs of golfers are playing as a team against each other. In the golf scenario two golfers (one outdoor and the other indoor) play their respective golf ball from the tee box. The following shot takes place at the team’s selected best ball position resulting of what they think is the best one out of the two shots. They both play each time from their selected ball’s location starting from the tee box until they put the ball in the hole of the corresponding green.

Furthermore, the golf scenario includes some specific features for followers that they can keep an eye on the progress of the game having a shot tracking web-app accessible for example on their smart phone or tablet and where they can send encouragement tweets to their most favourite team.

It should be noticed that scramble golf play is an excellent approach to teach golf through the level of practice of the best golfer in a team that could be composed of low and high handicap golfers (low handicap golfers are good practitioners while high handicap golfers are novice golfers). The “team” spirit is another great aspect of the scramble play as it allows embedding some social issues that avoid getting bored when a golfer plays alone.

A technology platform will support the Golf scenario with different equipment and set-ups for indoor (participants will be either golfers or non-golfers) and outdoor players (participants will be golfers due to golf course practicalities).

 

Objectives

3D-LIVE main research goal is to investigate the impact of 3D Tele-Immersive Environment (3D-TIE) on people behaviour and feelings when sportsmen (golfers, skiers, joggers) practice together from indoor and outdoor situations.

The main objectives of the Golf scenario are:

  • To co-create with users a 3D-TIE for Golf and explore its technological feasibility;
  • To embed social aspects (notion of team and followers) in the 3D-TIE application for Golf;
  • To experiment the scenario appropriateness through the 3D-TIE prototypes;
  • To embed training aspects thanks to Activity Recognition through the fusion of Skeleton data from the user and inertial sensors tracking the golf club. (Optionally use of Kinect 2 located on the golf cart pull, Outdoor Activity recognition with inertial sensors on body joints).
  • To evaluate the user experience (UX) of golfers and non-golfers immersed in a 3D-TIE for Golf (see D1.2 on User Experience);
  • To refine the 3D-TIE platform design based on the resulting UX (see D1.1 on the Experiential Design Process)
  • To explore the “Twilight Space” (a space between Augmented Reality and Augmented Virtuality) impact on people feelings and behaviour.
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