Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human–Computer Interaction <s> C. Push the Boundaries <s> Although athletic burnout is a frequent topic of discussion and speculation, little in the way of a conceptual model or empirical data currently exists. An attempt is made to incorporate what is known about the nature, causes, and consequences of burnout within a cognitive-affective model of stress and to note the parallel situational, cognitive, physiologic, and behavioral components of stress and burnout. Thibaut and Kelley's social exchange model is used to define the conditions under which withdrawal from a sport can be attributed to burnout. Empirical findings concerning the causes and consequences of burnout derived from nonathletic populations are incorporated within the athletic burnout model, and its implications for preventing and coping with burnout are discussed. A number of conceptual and methodological issues are discussed, including operationalizing and measuring athletic burnout, the need for epidemiological research, and the assessment of causal and moderator variables. Based upon the lit... <s> BIB001 </s> Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human–Computer Interaction <s> C. Push the Boundaries <s> Chapter 1. The Scope of Sport and Exercise Psychology Chapter 2. History of Sport and Exercise Physiology Chapter 3. Approaches to Understanding and Using Sport and Exercise Psychology Chapter 4. Personality Chapter 5. Attention and Cognitive Skills Chapter 6. Self-Perceptions Chapter 7. Behavioral Approaches Chapter 8. Motivational Orientations: Achievement and Competitiveness Chapter 9. Cognitive Approaches to Motivation Chapter 10. Participation Motivation Chapter 11. Emotion Models and Research Chapter 12. Emotional Control and Stress Management Chapter 13. Social Influence Chapter 14. Aggression and Character Development Chapter 15. Group Dynamics and Interpersonal Relationships Chapter 16. Gender, Diversity and Cultural Competence. <s> BIB002 </s> Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human–Computer Interaction <s> C. Push the Boundaries <s> Abstract The aim of this paper was to systematically review the literature on coping in sport, examining evidence for both the trait and process perspectives, the types of coping strategies used by athletes, gender differences, age-related differences, and coping effectiveness. A comprehensive literature search of SPORTdiscus, PsychLIT, and PsychINFO in November 2004 yielded 64 studies spanning 16 years (1988 – 2004). The results indicated that athletes use a variety of coping strategies. Forty-six papers supported or adopted the process perspective (Lazarus, 1999; Lazarus & Folkman, 1984). There were also gender and age-related differences. Evidence was found to support three of the different models of coping effectiveness (goodness-of-fit approach, choice of coping strategy, and automacity). Based on this evidence, future research should address some of the methodological and measurement limitations of the sport psychology coping literature. In particular, prospective research designs that minimize the ... <s> BIB003 </s> Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human–Computer Interaction <s> C. Push the Boundaries <s> In this paper, we propose "PukuPuCam" system, an apparatus to record one's diving experience from a third-person view, allowing the user to recall the experience at a later time. "PukuPuCam" continuously captures the center of the user's view point, by attaching a floating camera to the user's body using a string. With this simple technique, it is possible to maintain the same viewpoint regardless of the diving speed or the underwater waves. Therefore, user can dive naturally without being conscious about the camera. The main aim of this system is to enhance the diving experiences by recording user's unconscious behaviour and interactions with the surrounding environment. <s> BIB004 </s> Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human–Computer Interaction <s> C. Push the Boundaries <s> Wearable sports devices like GPS watches and heart rate monitors are ubiquitous in sports like running or road cycling and enable the users to receive real-time performance feedback. Although rock climbing is a trending sport, there are little to no consumer electronics available to support rock climbing training during exercise. In this paper, we investigated the acceptance and appropriateness of wearables in climbing on different body parts. Based on an online survey with 54 climbers, we designed a wearable device and conducted a perception study with 12 participants in a climbing gym. Using vibro-tactile, audible, and visual cues while climbing an easy route and a hard route, requiring high physical and cognitive load, we found that the most suited notification channel is sound, directly followed by vibro-tactile output. Light has been found to be inappropriate for the use in the sport of climbing. <s> BIB005 </s> Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human–Computer Interaction <s> C. Push the Boundaries <s> In this paper, we present a field study on the learning of climbing aimed at defining the design space of wearable devices to support beginners. Three main findings have emerged from our study. First, climbing has a strong emotional impact on beginners; therefore, learning to climb requires mastering new motor patterns as well as negative emotions, such as stress and fear. Second, the feeling of danger that climbers often experience can be mitigated by trust in the climbing partner and the perception of her active presence. Finally, a big problem in climbing is the communication difficulty between the climbing partners and between climber and instructor. We conclude the paper presenting four design considerations for the design of wearable devices meant to support the learning of climbing by providing the actors involved with augmented communication. Such augmented communication should address both the physical and the emotional difficulties of this sport. <s> BIB006 </s> Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human–Computer Interaction <s> C. Push the Boundaries <s> The growing popularity of winter sports, as well as the trend towards high speed carving skis, have increased the risk of accidents on today's ski slopes. While many skiers now wear ski helmets, their bulk might in turn lower skiers' ability to sense their surroundings, potentially leading to dangerous situations. In this paper, we describe our "Smart" Ski Helmet (S-SH) prototype. S-SH uses a set of laser range finders mounted on the back to detect skiers approaching from behind and warns the wearer about potential collisions using three LEDs mounted at the helmet's front edge, slightly above the wearer's eye level. In this work, we describe a controlled experiment with 20 ski and snowboarding enthusiasts and a follow-up on-slope deployment with 6 additional participants of varying levels of expertise. Our findings indicate that the S-SH can significantly increase skiers' peripheral perception on traverse trails. <s> BIB007 </s> Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human–Computer Interaction <s> C. Push the Boundaries <s> Technological advances in wearable computing are changing the sports domain. A variety of Personal Informatics (PI) tools are starting to provide support and improve athletes’ performance in many sports. In this article, we interviewed 20 amateur and elite athletes of different disciplines, using an array of PI devices, to explore how sports, as well as athletes’ experience, are affected by such instruments. We discovered that amateur athletes present different patterns of usage compared to elite ones. Moreover, we found that elite athletes make sense of their data by exploiting the knowledge they have about their own body and sports practice. We then proposed four considerations for design that we believe should be explored in the future, to reflect on how self-tracking is changing our perspective on sports, and, by and large, on our everyday life. <s> BIB008 </s> Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human–Computer Interaction <s> C. Push the Boundaries <s> AbstractWhen considering the use of enhancement in the world of sport, we should contemplate not only the enhancement of particular traits, but also that of the athlete (as a human) as a whole. In most sports, we are interested in comparing the fastest human performance and not the fastest performance. There can be room for both types of sports, but each will give different expectations, rules, limits, and kinds of participants in the endeavour. This paper argues that the underlying question of what it means to be human needs to be central in the context of enhancement in sport. <s> BIB009 </s> Designing Wearable Systems for Sports: A Review of Trends and Opportunities in Human–Computer Interaction <s> C. Push the Boundaries <s> AbstractThe electric bike (e-bike) is emerging as a new sustainable transport mode in Norway and has the potential to lead to increased cycling among the population. However, little is known about psychosocial determinants of e-bike use. The aim of the study was to examine the role of normative and environmental beliefs, the perceived attributes of e-bikes, and innovativeness and demographical factors related to e-bike use in a Norwegian sample. An online survey was used to collect data from 910 respondents, including both e-bike users (252) and non-users (658). The respondents were recruited via a commercial panel (response rate 42.04%) and a Facebook post. A structural equation modeling analysis was used to analyze the data. The structural model had a good fit to the data. The results showed that attitudes towards e-bike use followed by innovativeness were the most important predictors of e-bike use. The normative processes measured within the Norm Activation Model activated positive attitudes towards e... <s> BIB010
Regarding the roles that wearables could play in sports, our review identified two main gaps in the current literature (see Table II ): it seems that there is no research on wearables enabling the cognitive and emotional aspects of sport, as well as on their use for augmenting physical skills (with the exception of BIB007 ). It is apparent, instead, that the majority of works we analyzed have produced and investigated wearables for enabling or improving physical aspects of sports. This may be due to the relative ease of implementing measurement of performance in many popular sports, like cycling and running, as it depends on variables that can be effortlessly collected by the sensors embedded in the device (e.g., speed). Nevertheless, the sports experience cannot be reduced to the mere physical effort and performance as it entails a cognitive/emotional dimension that is harder to measure but interesting to explore. Cognitive and emotional aspects are important in the sports practice to support motivation and commitment BIB002 as well as to prevent burnout BIB001 and facilitate coping strategies BIB003 . With few exceptions (i.e., BIB005 and BIB008 ), cognitive aspects related to performance have not received much attention in our corpus. Interesting possibilities for research and design can thus be opened by the exploration of psychological, emotional, and behavioral variables, such as self-efficacy and motivation. For example, appropriate visualizations may support athletes in reflecting on their own expectations and level of stress, as well as provide coaches with tools to foster athletes' motivation while preserving their safety. By considering the athlete's lived-experience, its monitoring, and integration into reflective practices on the ongoing performance, Hirose et al. BIB004 proposed a system that records one's third-person view while diving, providing a sort of "enhanced eye" that augments the sports experience if used in real time. Augmenting the athlete's physical abilities is another interesting line of research for HCI. As wearables are strictly connected to the human body, technology might empower athletes by giving them more strength, speed, or ability to deal with fatigue, as well as by expanding the kinds of movements they are able to enact. The lack of research on this topic may be due to the intrinsic assumption that the body and its development must remain "untouched" by agents external to the sports domain: the body in sport must be improved through training and sacrifices, whereby any external aid could appear to violate this assumption, falling within the "cheating" category. Although augmentation may evolve toward the idea of enhancement (see, e.g., BIB009 ), be perceived in contradiction to sports values (see, e.g., BIB006 ), and conceptually close to doping, it could also open interesting perspectives when applied to accessibility issues. For example, e-bikes have been proven to widen the accessibility of biking (e.g., BIB010 ): a positive attitude toward technology for augmenting "the human" can pave the way for further investigations in this domain. In this perspective, many research questions related to wearables and sport have not yet been addressed by HCI researchers. For example, are wearable excessively "quantifying" the sports experience turning something physical into digital data that can be rationally examined? How, and to what extent, do wearables produce psychological effects on athletes? Are wearables changing the organizational practices in the sports domain, reconfiguring roles, and modifying rules?