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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Main Authors: Andrzej Białecki, Jan Gajewski, Ryszard Romaniuk
Format: Article
Language:English
Published: Polish Academy of Sciences 2024-03-01
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.
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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