Virtuality engineering in esports

A. Białecki, Jan Gajewski, Ryszard S. Romaniuk
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引用次数: 0

Abstract

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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电子竞技中的虚拟工程
传统体育和电子竞技都受益于信息和通信技术(ICT)的发展,包括游戏、4D 图像/视频处理、增强现实(AR)、虚拟现实(VR)、机器学习(ML)、人工智能(AI)、大数据、高性能计算(HPC)和云计算。在物理现实和修改现实领域的模糊边界上,两种类型的体育运动可以共存。电子竞技的硬件层包括个人电脑、游戏机、智能手机以及用于与计算机连接的外围设备,包括传感器和反馈设备。电竞的信息技术层包括开发游戏、在线平台和虚拟现实所需的算法。电竞社区包括业余和职业玩家、观众、电竞组织者、赞助商和其他利益相关者。电竞和游戏研究涉及法律(知识产权、保险、安全和年龄限制)、行政(团队、俱乐部、组织、联赛规则和赛事)、生物学(医学、心理学、成瘾、培训和教育)、奥林匹克和非奥林匹克学科、伦理问题、游戏制作人、金融、赌博、数据采集和分析。我们的文章旨在介绍信息和通信技术虚拟化层中选定的电竞研究课题。
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来源期刊
CiteScore
1.50
自引率
14.30%
发文量
0
审稿时长
12 weeks
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