This article explores the impact of immersive technologies like virtual and augmented reality on video game competitions.These electronic games are structured under an analog scheme similar to that of the sports indus...This article explores the impact of immersive technologies like virtual and augmented reality on video game competitions.These electronic games are structured under an analog scheme similar to that of the sports industry,which has given rise to a new and rapidly growing global market known as“eSports”.eSports are a confluence of innovation,strategy,and marketing,in which players,or gamers,come together and compete with the same intensity and commitment as professional athletes.Gamers participate in local,national,and worldwide competitions that are broadcast over a variety of media,and are sponsored by large transnational companies/brands.For these companies,the eSports phenomenon represents a new paradigm capable of revolutionizing the very concept of entertainment.In this article,we propose a conceptual framework through which we can analyze the business repercussions of this new technology from an integral perspective that takes into account players,sports clubs,publishers,sponsors(brands),spectators and broadcasters.Through this analysis of representative companies from the eSports sector,we explore their evolution and future tendencies,like virtual-reality and augmented reality.The industry participants agree that such groundbreaking these technologies are going to be crucial to the future of eSports because they will be the new way of playing and a marketing revolution.This project seeks to stimulate further research into the profound technological transformation the entertainment sector is now undergoing with the digitalization and implementation of immersive technologies.Special attention will be paid to the institutionalization and professionalization of video game competitions and their progressive homologation with traditional sports.展开更多
Purpose–Transcranial magnetic stimulation(TMS)is a non-invasive brain stimulation technique.Based on the unique functions of TMS,it has been widely used in clinical,scientific research and other fields.Nowadays,the r...Purpose–Transcranial magnetic stimulation(TMS)is a non-invasive brain stimulation technique.Based on the unique functions of TMS,it has been widely used in clinical,scientific research and other fields.Nowadays,the robot-assisted automatic TMS has become the trend.In order to simplify the operation procedures of robotic TMS and reduce the costs,the purpose of this paper is to apply the marker-based augmented-reality technology to robotic TMS system.Design/methodology/approach–By using the marker of ARToolKitPlus library and monocular camera,the patient’s head is positioned in real time.Furthermore,the force control is applied to keep contact between the coil and subject’s head.Findings–The authors fuse with visual positioning which is based on augmented-reality and force-control technologies to track the movements of the patient’s head,bring the coil closer to the stimulation site and increase treatment effects.Experimental results indicate that the trajectory tracking control of robotic TMS system designed in this paper is practical and flexible.Originality/value–This paper provides a trajectory tracking control method for the robotic TMS.The marker-based augmented-reality technology is implemented which simplifies the operation procedures of robotic TMS as well as reduce the costs.During the treatment process,the patients would wear an AR glasses,which can help patients relax through virtual scenes and reduce the uncomfortableness produce by treatment.展开更多
文摘This article explores the impact of immersive technologies like virtual and augmented reality on video game competitions.These electronic games are structured under an analog scheme similar to that of the sports industry,which has given rise to a new and rapidly growing global market known as“eSports”.eSports are a confluence of innovation,strategy,and marketing,in which players,or gamers,come together and compete with the same intensity and commitment as professional athletes.Gamers participate in local,national,and worldwide competitions that are broadcast over a variety of media,and are sponsored by large transnational companies/brands.For these companies,the eSports phenomenon represents a new paradigm capable of revolutionizing the very concept of entertainment.In this article,we propose a conceptual framework through which we can analyze the business repercussions of this new technology from an integral perspective that takes into account players,sports clubs,publishers,sponsors(brands),spectators and broadcasters.Through this analysis of representative companies from the eSports sector,we explore their evolution and future tendencies,like virtual-reality and augmented reality.The industry participants agree that such groundbreaking these technologies are going to be crucial to the future of eSports because they will be the new way of playing and a marketing revolution.This project seeks to stimulate further research into the profound technological transformation the entertainment sector is now undergoing with the digitalization and implementation of immersive technologies.Special attention will be paid to the institutionalization and professionalization of video game competitions and their progressive homologation with traditional sports.
文摘Purpose–Transcranial magnetic stimulation(TMS)is a non-invasive brain stimulation technique.Based on the unique functions of TMS,it has been widely used in clinical,scientific research and other fields.Nowadays,the robot-assisted automatic TMS has become the trend.In order to simplify the operation procedures of robotic TMS and reduce the costs,the purpose of this paper is to apply the marker-based augmented-reality technology to robotic TMS system.Design/methodology/approach–By using the marker of ARToolKitPlus library and monocular camera,the patient’s head is positioned in real time.Furthermore,the force control is applied to keep contact between the coil and subject’s head.Findings–The authors fuse with visual positioning which is based on augmented-reality and force-control technologies to track the movements of the patient’s head,bring the coil closer to the stimulation site and increase treatment effects.Experimental results indicate that the trajectory tracking control of robotic TMS system designed in this paper is practical and flexible.Originality/value–This paper provides a trajectory tracking control method for the robotic TMS.The marker-based augmented-reality technology is implemented which simplifies the operation procedures of robotic TMS as well as reduce the costs.During the treatment process,the patients would wear an AR glasses,which can help patients relax through virtual scenes and reduce the uncomfortableness produce by treatment.