Virtuality engineering in esports
Traditional sports and esports benefit from the development of Information and Communications Technologies (ICT), including gaming, 4D image/video processing, augmented reality (AR), virtual reality (VR), machine learning (ML), artificial intelligence (AI), big data, high-performance computing (HPC)...
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Format: | Article |
Language: | English |
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Polish Academy of Sciences
2024-03-01
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Series: | International Journal of Electronics and Telecommunications |
Subjects: | |
Online Access: | https://journals.pan.pl/Content/130651/PDF/15_4589_Bia%C5%82ecki_L_sk_.pdf |
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author | Andrzej Białecki Jan Gajewski Ryszard Romaniuk |
author_facet | Andrzej Białecki Jan Gajewski Ryszard Romaniuk |
author_sort | Andrzej Białecki |
collection | DOAJ |
description | Traditional sports and esports benefit from the development of Information and Communications Technologies (ICT), including gaming, 4D image/video processing, augmented reality (AR), virtual reality (VR), machine learning (ML), artificial intelligence (AI), big data, high-performance computing (HPC), and cloud computing. On the fuzzy border between the areas of physical and modified reality, both types of sports can coexist. The hardware layer of esports includes PC, consoles, smartphones, and peripherals used to interface with computers, including sensors and feedback devices. The IT layer of esports includes algorithms required in the development of games, online platforms, and virtual reality. The esports community includes amateur and professional players, spectators, esports organizers, sponsors, and other stakeholders. Esports and gaming research spans throughout law (intellectual rights, insurance, safety, and age restrictions), administration (teams, clubs, organizations, league regulations, and tournaments) biology (medicine, psychology, addiction, training and education) Olympic and non- Olympic disciplines, ethical issues, game producers, finance, gambling, data acquisition and analysis. Our article aims to presents selected research issues of esports in the ICT virtualization layer. |
first_indexed | 2024-04-24T18:44:48Z |
format | Article |
id | doaj.art-fd7fa848829548a1a71867f731a186db |
institution | Directory Open Access Journal |
issn | 2081-8491 2300-1933 |
language | English |
last_indexed | 2024-04-24T18:44:48Z |
publishDate | 2024-03-01 |
publisher | Polish Academy of Sciences |
record_format | Article |
series | International Journal of Electronics and Telecommunications |
spelling | doaj.art-fd7fa848829548a1a71867f731a186db2024-03-27T08:10:09ZengPolish Academy of SciencesInternational Journal of Electronics and Telecommunications2081-84912300-19332024-03-01vol. 70No 1Virtuality engineering in esportsAndrzej BiałeckiJan GajewskiRyszard RomaniukTraditional sports and esports benefit from the development of Information and Communications Technologies (ICT), including gaming, 4D image/video processing, augmented reality (AR), virtual reality (VR), machine learning (ML), artificial intelligence (AI), big data, high-performance computing (HPC), and cloud computing. On the fuzzy border between the areas of physical and modified reality, both types of sports can coexist. The hardware layer of esports includes PC, consoles, smartphones, and peripherals used to interface with computers, including sensors and feedback devices. The IT layer of esports includes algorithms required in the development of games, online platforms, and virtual reality. The esports community includes amateur and professional players, spectators, esports organizers, sponsors, and other stakeholders. Esports and gaming research spans throughout law (intellectual rights, insurance, safety, and age restrictions), administration (teams, clubs, organizations, league regulations, and tournaments) biology (medicine, psychology, addiction, training and education) Olympic and non- Olympic disciplines, ethical issues, game producers, finance, gambling, data acquisition and analysis. Our article aims to presents selected research issues of esports in the ICT virtualization layer.https://journals.pan.pl/Content/130651/PDF/15_4589_Bia%C5%82ecki_L_sk_.pdfesportsenhanced and virtual realitiesarvrgaminghuman-computer interaction |
spellingShingle | Andrzej Białecki Jan Gajewski Ryszard Romaniuk Virtuality engineering in esports International Journal of Electronics and Telecommunications esports enhanced and virtual realities ar vr gaming human-computer interaction |
title | Virtuality engineering in esports |
title_full | Virtuality engineering in esports |
title_fullStr | Virtuality engineering in esports |
title_full_unstemmed | Virtuality engineering in esports |
title_short | Virtuality engineering in esports |
title_sort | virtuality engineering in esports |
topic | esports enhanced and virtual realities ar vr gaming human-computer interaction |
url | https://journals.pan.pl/Content/130651/PDF/15_4589_Bia%C5%82ecki_L_sk_.pdf |
work_keys_str_mv | AT andrzejbiałecki virtualityengineeringinesports AT jangajewski virtualityengineeringinesports AT ryszardromaniuk virtualityengineeringinesports |