{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T04:18:01Z","timestamp":1750220281140,"version":"3.41.0"},"publisher-location":"New York, NY, USA","reference-count":36,"publisher":"ACM","license":[{"start":{"date-parts":[[2021,7,23]],"date-time":"2021-07-23T00:00:00Z","timestamp":1626998400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2021,7,23]]},"DOI":"10.1145\/3480433.3480439","type":"proceedings-article","created":{"date-parts":[[2021,11,8]],"date-time":"2021-11-08T17:11:30Z","timestamp":1636391490000},"page":"46-52","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":1,"title":["A Sport Project and Its Future Applications: How to Implement Speculative Design to Fulfill Users\u2019 Needs"],"prefix":"10.1145","author":[{"given":"Stefania","family":"Palmieri","sequence":"first","affiliation":[{"name":"Politecnico di Milano, Italy"}]},{"given":"Alessio","family":"Righi","sequence":"additional","affiliation":[{"name":"Politecnico di Milano, Italy"}]},{"given":"Mario","family":"Bisson","sequence":"additional","affiliation":[{"name":"Politecnico di Milano, Italy"}]},{"given":"Alessandro","family":"Ianniello","sequence":"additional","affiliation":[{"name":"Politecnico di Milano, Italy"}]}],"member":"320","published-online":{"date-parts":[[2021,11,8]]},"reference":[{"key":"e_1_3_2_1_1_1","doi-asserted-by":"crossref","unstructured":"S. Palmieri A. Righi M. Bisson and A. Ianniello. 2020. Training with a world champion: augmented reality application in sport; Design-led research.  S. Palmieri A. Righi M. Bisson and A. Ianniello. 2020. Training with a world champion: augmented reality application in sport; Design-led research.","DOI":"10.1109\/AIVR50618.2020.00075"},{"key":"e_1_3_2_1_2_1","volume-title":"Quando il design ci parla di future e cultura","author":"de Marco G.","year":"2015","unstructured":"G. de Marco . Quando il design ci parla di future e cultura . 2015 . Retrieved Oct 7, 2020 from https:\/\/www.weconomy.it\/topics\/design\/item\/quando-il-design-ci-parla-di-futuro-e-cultura G. de Marco. Quando il design ci parla di future e cultura. 2015. Retrieved Oct 7, 2020 from https:\/\/www.weconomy.it\/topics\/design\/item\/quando-il-design-ci-parla-di-futuro-e-cultura"},{"volume-title":"design, fiction, and social dreaming","author":"Dunne A.","key":"e_1_3_2_1_3_1","unstructured":"A. Dunne , F. Raby . 2014. Speculative Everithing , design, fiction, and social dreaming . MIT press . A. Dunne, F. Raby. 2014. Speculative Everithing, design, fiction, and social dreaming. MIT press."},{"key":"e_1_3_2_1_4_1","volume-title":"Speculative design: 3 examples of design fiction. Retrieved","author":"Tran T. Ho","year":"2020","unstructured":"T. Ho Tran . 2019. Speculative design: 3 examples of design fiction. Retrieved Oct 7, 2020 from https:\/\/www.invisionapp.com\/inside-design\/speculative-design\/ T. Ho Tran. 2019. Speculative design: 3 examples of design fiction. Retrieved Oct 7, 2020 from https:\/\/www.invisionapp.com\/inside-design\/speculative-design\/"},{"volume-title":"Training with a world champion: augmented reality application in sport","author":"Palmieri S.","key":"e_1_3_2_1_5_1","unstructured":"S. Palmieri , A. Righi , M. Bisson , and Alessandro Ianniello . 2020. Training with a world champion: augmented reality application in sport ; Design-led research. S. Palmieri, A. Righi, M. Bisson, and Alessandro Ianniello. 2020. Training with a world champion: augmented reality application in sport; Design-led research."},{"key":"e_1_3_2_1_6_1","unstructured":"D. Panchuk M.J. Klusemann and S. M. Hadlow. 2018. Exploring the Effectiveness of Immersive Video for Training Decision-Making Capability in Elite Youth Basketball Players. Movement Science Australian Institute of Sport Canberra ACT Australia. Retrieved Oct 7 2020 from https:\/\/www.frontiersin.org\/articles\/10.3389\/fpsyg.2018.02315\/full  D. Panchuk M.J. Klusemann and S. M. Hadlow. 2018. Exploring the Effectiveness of Immersive Video for Training Decision-Making Capability in Elite Youth Basketball Players. Movement Science Australian Institute of Sport Canberra ACT Australia. Retrieved Oct 7 2020 from https:\/\/www.frontiersin.org\/articles\/10.3389\/fpsyg.2018.02315\/full"},{"key":"e_1_3_2_1_7_1","volume-title":"Retrieved","author":"Mondoni M.","year":"2018","unstructured":"M. Mondoni . 2018 . Imparare a imparare: la metacognizione nell'allenamento motorio e sportivo . Retrieved Oct 19, 2020 from http:\/\/www.mauriziomondoni.com\/2014\/12\/come-apprendiamo-nellallenamento-sportivo\/ M. Mondoni. 2018. Imparare a imparare: la metacognizione nell'allenamento motorio e sportivo. Retrieved Oct 19, 2020 from http:\/\/www.mauriziomondoni.com\/2014\/12\/come-apprendiamo-nellallenamento-sportivo\/"},{"key":"e_1_3_2_1_8_1","unstructured":"W. Stadelmann and U. Rudisuhli. 2012. L'apprendimento nello sport apprendimento del movimento Ufficio federale dello sport UFSPO.  W. Stadelmann and U. Rudisuhli. 2012. L'apprendimento nello sport apprendimento del movimento Ufficio federale dello sport UFSPO."},{"volume-title":"Science at the Service of Virtual Reality and Virtual Reality at the Service of Science. VHIL's Studies and Their Communicative Potential. Master Thesis. Trieste","author":"Girardi S.","key":"e_1_3_2_1_9_1","unstructured":"S. Girardi . 2019. Science at the Service of Virtual Reality and Virtual Reality at the Service of Science. VHIL's Studies and Their Communicative Potential. Master Thesis. Trieste , ITA : SISSA. S. Girardi. 2019. Science at the Service of Virtual Reality and Virtual Reality at the Service of Science. VHIL's Studies and Their Communicative Potential. Master Thesis. Trieste, ITA: SISSA."},{"key":"e_1_3_2_1_10_1","volume":"199","author":"Boud A.C.","unstructured":"A.C. Boud , D.J. Haniff , C. Baber , and S. J. Steine. 199 9. Virtual Reality and Augmented Reality as a training tool for assembly tasks; The University of Birmingham, The School of Manufacturing and Mechanical Engineering. In Proceeding of the IEEE International Conference on Information Visualization (Cat. No. PR00210). https:\/\/ieeexplore.ieee.org\/document\/781532 A.C. Boud, D.J. Haniff, C. Baber, and S.J. Steine. 1999. Virtual Reality and Augmented Reality as a training tool for assembly tasks; The University of Birmingham, The School of Manufacturing and Mechanical Engineering. In Proceeding of the IEEE International Conference on Information Visualization (Cat. No. PR00210). https:\/\/ieeexplore.ieee.org\/document\/781532","journal-title":"J. Steine."},{"volume-title":"Comparing Differences in Presence during Social Interaction in Augmented Reality versus Virtual Reality Environments: An Exploratory Study","author":"Tang Arthur","key":"e_1_3_2_1_11_1","unstructured":"Arthur Tang , Frank Biocca , and Lynette Lim . 2004. Comparing Differences in Presence during Social Interaction in Augmented Reality versus Virtual Reality Environments: An Exploratory Study ; Media Interface and Network Design (M.I.N.D.) Labs, Dept. of Telecommunication, Michigan State University . https:\/\/www.researchgate.net\/publication\/244150460_Comparing_Differences_in_Presence_during_Social_Interaction_in_Augmented_Reality_versus_Virtual_Reality_Environments_An_Exploratory_Study Arthur Tang, Frank Biocca, and Lynette Lim. 2004. Comparing Differences in Presence during Social Interaction in Augmented Reality versus Virtual Reality Environments: An Exploratory Study; Media Interface and Network Design (M.I.N.D.) Labs, Dept. of Telecommunication, Michigan State University. https:\/\/www.researchgate.net\/publication\/244150460_Comparing_Differences_in_Presence_during_Social_Interaction_in_Augmented_Reality_versus_Virtual_Reality_Environments_An_Exploratory_Study"},{"key":"e_1_3_2_1_12_1","volume-title":"Retrieved","author":"Lawton G.","year":"2020","unstructured":"G. Lawton . 2020 . Understanding motion analytics, where it is and where it's going . Retrieved Oct 23, 2020 from https:\/\/searchenterpriseai.techtarget.com\/feature\/Understanding-motion-analytics-where-it-is-and-where-its-going G. Lawton. 2020. Understanding motion analytics, where it is and where it's going. Retrieved Oct 23, 2020 from https:\/\/searchenterpriseai.techtarget.com\/feature\/Understanding-motion-analytics-where-it-is-and-where-its-going"},{"key":"e_1_3_2_1_13_1","unstructured":"Retrieved Oct 23 2020 from https:\/\/en.wikipedia.org\/wiki\/Stereo_camera  Retrieved Oct 23 2020 from https:\/\/en.wikipedia.org\/wiki\/Stereo_camera"},{"key":"e_1_3_2_1_14_1","volume-title":"Retrieved","author":"Stereolabs Inc.","year":"2020","unstructured":"Stereolabs Inc. 2020 . Product under consideration: ZED 2 . Retrieved Oct 23, 2020 from https:\/\/www.stereolabs.com\/zed-2 Stereolabs Inc. 2020. Product under consideration: ZED 2. Retrieved Oct 23, 2020 from https:\/\/www.stereolabs.com\/zed-2"},{"key":"e_1_3_2_1_15_1","volume-title":"Retrieved","author":"Vision Mojo","year":"2019","unstructured":"Mojo Vision . 2019 . Product under consideration: Mojolens . Retrieved Oct 24, 2020 from https:\/\/www.mojo.vision Mojo Vision. 2019. Product under consideration: Mojolens. Retrieved Oct 24, 2020 from https:\/\/www.mojo.vision"},{"key":"e_1_3_2_1_16_1","volume-title":"Retrieved","author":"STATSports Group Limited.","year":"2018","unstructured":"STATSports Group Limited. 2018 . Product under consideration: Apex . Retrieved Oct 24, 2020 from https:\/\/statsports.com STATSports Group Limited. 2018. Product under consideration: Apex. Retrieved Oct 24, 2020 from https:\/\/statsports.com"},{"volume-title":"Retrieved","year":"2014","key":"e_1_3_2_1_17_1","unstructured":"TrackMan. 2014 . Product under consideration: TrackMan Baseball . Retrieved Oct 24, 2020 from https:\/\/www.athleticbusiness.com\/media-technology\/the-present-and-future-of-motion-tracking-in-sports.html TrackMan. 2014. Product under consideration: TrackMan Baseball. Retrieved Oct 24, 2020 from https:\/\/www.athleticbusiness.com\/media-technology\/the-present-and-future-of-motion-tracking-in-sports.html"},{"key":"e_1_3_2_1_18_1","volume-title":"Retrieved","author":"Kelley K.","year":"2020","unstructured":"K. Kelley . 2020 . Future of AI in video games focused on the human connection . Retrieved Oct 24, 2020 from https:\/\/searchenterpriseai.techtarget.com\/feature\/Future-of-AI-in-video-games-focuses-on-the-human-connection K. Kelley. 2020. Future of AI in video games focused on the human connection. Retrieved Oct 24, 2020 from https:\/\/searchenterpriseai.techtarget.com\/feature\/Future-of-AI-in-video-games-focuses-on-the-human-connection"},{"key":"e_1_3_2_1_19_1","unstructured":"J. Down. 201"},{"key":"e_1_3_2_1_20_1","volume-title":"Retrieved","author":"Tesla Inc.","year":"2020","unstructured":"Tesla Inc. 2020 . Tesla Vehicle Safety Report . Retrieved Oct 25, 2020 from https:\/\/www.tesla.com\/VehicleSafetyReport Tesla Inc. 2020. Tesla Vehicle Safety Report. Retrieved Oct 25, 2020 from https:\/\/www.tesla.com\/VehicleSafetyReport"},{"key":"e_1_3_2_1_21_1","volume-title":"Conference for youth sport in Ljubljana. https:\/\/www.researchgate.net\/publication\/315891894_The_importance_of_monitoring_and_maintaining_data_in_sports_training_process","author":"I. Fister","year":"2016","unstructured":"I. Fister jr, K. Fister , S. Rauter , I. Fister , and D. F Ister . 2016 . The importance of monitoring and maintaining data in sports training process . Conference for youth sport in Ljubljana. https:\/\/www.researchgate.net\/publication\/315891894_The_importance_of_monitoring_and_maintaining_data_in_sports_training_process I. Fister jr, K. Fister, S. Rauter, I. Fister, and D. FIster. 2016. The importance of monitoring and maintaining data in sports training process. Conference for youth sport in Ljubljana. https:\/\/www.researchgate.net\/publication\/315891894_The_importance_of_monitoring_and_maintaining_data_in_sports_training_process"},{"key":"e_1_3_2_1_22_1","doi-asserted-by":"crossref","unstructured":"D. Panchuk M. J. Klusemann and S. M. Hadlow. 2018. Exploring the Effectiveness of Immersive Video for Training Decision-Making Capability in Elite Youth Basketball Players. Movement Science Australian Institute of Sport Canberra ACT Australia. https:\/\/www.frontiersin.org\/articles\/10.3389\/fpsyg.2018.02315\/full  D. Panchuk M. J. Klusemann and S. M. Hadlow. 2018. Exploring the Effectiveness of Immersive Video for Training Decision-Making Capability in Elite Youth Basketball Players. Movement Science Australian Institute of Sport Canberra ACT Australia. https:\/\/www.frontiersin.org\/articles\/10.3389\/fpsyg.2018.02315\/full","DOI":"10.3389\/fpsyg.2018.02315"},{"key":"e_1_3_2_1_23_1","unstructured":"C. Raincock D. Wann P. Barker F. Millar L. Colajanni R. de Vries and D. Glantz. 2019. The Future of sport fan. CANVAS8 Performance Communications (sports and automotive specialists). https:\/\/www.fotball.no\/globalassets\/dommer\/the-future-sports-fan_spilleregler_english.pdf  C. Raincock D. Wann P. Barker F. Millar L. Colajanni R. de Vries and D. Glantz. 2019. The Future of sport fan. CANVAS8 Performance Communications (sports and automotive specialists). https:\/\/www.fotball.no\/globalassets\/dommer\/the-future-sports-fan_spilleregler_english.pdf"},{"key":"e_1_3_2_1_24_1","unstructured":"C. Raincock D. Wann P. Barker F. Millar L. Colajanni R. de Vries and D. Glantz. 2019. The Future of sport fan. CANVAS8 Performance Communications (sports and automotive specialists). https:\/\/www.fotball.no\/globalassets\/dommer\/the-future-sports-fan_spilleregler_english.pdf  C. Raincock D. Wann P. Barker F. Millar L. Colajanni R. de Vries and D. Glantz. 2019. The Future of sport fan. CANVAS8 Performance Communications (sports and automotive specialists). https:\/\/www.fotball.no\/globalassets\/dommer\/the-future-sports-fan_spilleregler_english.pdf"},{"key":"e_1_3_2_1_25_1","volume-title":"Retrieved","author":"Matos G.","year":"2020","unstructured":"G. Matos . 2020 . The business Models of sports organizations . Retrieved Oct 21, 2020 from https:\/\/medium.com\/@gabrielaamatos\/the-business-models-of-sports-organizations-6d63f357f511 G. Matos. 2020. The business Models of sports organizations. Retrieved Oct 21, 2020 from https:\/\/medium.com\/@gabrielaamatos\/the-business-models-of-sports-organizations-6d63f357f511"},{"key":"e_1_3_2_1_26_1","unstructured":"Association of summer olympic international federations (ASOIF). 2019. Future of Global sport. https:\/\/www.asoif.com\/sites\/default\/files\/download\/future_of_global_sport.pdf  Association of summer olympic international federations (ASOIF). 2019. Future of Global sport. https:\/\/www.asoif.com\/sites\/default\/files\/download\/future_of_global_sport.pdf"},{"key":"e_1_3_2_1_27_1","volume-title":"Retrieved","author":"Witte R.","year":"2019","unstructured":"R. Witte . 2019 . With new Fit technology, Nike calls itself a tech company . Retrieved Oct 22, 2020 from https:\/\/techcrunch.com\/2019\/05\/09\/with-new-fit-technology-nike-calls-itself-a-tech-company\/ R. Witte. 2019. With new Fit technology, Nike calls itself a tech company. Retrieved Oct 22, 2020 from https:\/\/techcrunch.com\/2019\/05\/09\/with-new-fit-technology-nike-calls-itself-a-tech-company\/"},{"volume-title":"Retrieved","year":"2016","key":"e_1_3_2_1_28_1","unstructured":"Eric. 2016 . Is Nike the next big tech giant? . Retrieved Oct 22, 2020 from https:\/\/digital.hbs.edu\/platform-rctom\/submission\/is-nike-the-next-big-tech-giant\/ Eric. 2016. Is Nike the next big tech giant?. Retrieved Oct 22, 2020 from https:\/\/digital.hbs.edu\/platform-rctom\/submission\/is-nike-the-next-big-tech-giant\/"},{"key":"e_1_3_2_1_29_1","volume-title":"Retrieved","author":"Team FG","year":"2016","unstructured":"FG Team . 2016 . Nike RISE 2.0 Digital Basketball training Court combines Experiental Design with Advanced Tracking . Retrieved Oct 22, 2020 from https:\/\/www.fitness-gaming.com\/news\/fitness-and-sports\/nike-rise-digital-basketball-training-court.html FG Team. 2016. Nike RISE 2.0 Digital Basketball training Court combines Experiental Design with Advanced Tracking. Retrieved Oct 22, 2020 from https:\/\/www.fitness-gaming.com\/news\/fitness-and-sports\/nike-rise-digital-basketball-training-court.html"},{"key":"e_1_3_2_1_30_1","volume-title":"Retrieved","author":"Altavilla D.","year":"2017","unstructured":"D. Altavilla . 2017 . Dell and Nike Showcase why AR and VR are the future of Design at Dell EMC World . Retrieved Oct 23, 2020 from https:\/\/hothardware.com\/news\/dell-and-nike-showcase-vr-and-ar-future-of-design D. Altavilla. 2017. Dell and Nike Showcase why AR and VR are the future of Design at Dell EMC World. Retrieved Oct 23, 2020 from https:\/\/hothardware.com\/news\/dell-and-nike-showcase-vr-and-ar-future-of-design"},{"key":"e_1_3_2_1_31_1","volume-title":"Retrieved","author":"Everett S.M.","year":"2016","unstructured":"S.M. Everett . 2016 . The Importance of Nike to Apple's Future Smart Clothing Product . Retrieved Oct 23, 2020 from https:\/\/humanizing.tech\/the-importance-of-nike-to-apples-future-smart-clothing-product-b9c0f3370173#.9z45ps1x9 S.M. Everett. 2016. The Importance of Nike to Apple's Future Smart Clothing Product. Retrieved Oct 23, 2020 from https:\/\/humanizing.tech\/the-importance-of-nike-to-apples-future-smart-clothing-product-b9c0f3370173#.9z45ps1x9"},{"key":"e_1_3_2_1_32_1","volume-title":"Retrieved","author":"Pugliese T.","year":"2020","unstructured":"T. Pugliese . 2020 . FIFA 21 primo nella classifica UK . Retrieved Oct 24, 2020 from https:\/\/multiplayer.it\/notizie\/fifa-21-primo-classifica-uk-vendite-fisiche-calano-del-42.htm T. Pugliese. 2020. FIFA 21 primo nella classifica UK. Retrieved Oct 24, 2020 from https:\/\/multiplayer.it\/notizie\/fifa-21-primo-classifica-uk-vendite-fisiche-calano-del-42.htm"},{"volume-title":"Blending the real and the virtual: Activity and spectatorship in fantasy sports","author":"Shipman F. M.","key":"e_1_3_2_1_33_1","unstructured":"F. M. Shipman . 2016. Blending the real and the virtual: Activity and spectatorship in fantasy sports . Center for the Study of Digital Libraries and Department of Computer Science, Texas A&M University . http:\/\/www.csdl.tamu.edu\/\u223cshipman\/papers\/dac01.pdf F. M. Shipman. 2016. Blending the real and the virtual: Activity and spectatorship in fantasy sports. Center for the Study of Digital Libraries and Department of Computer Science, Texas A&M University. http:\/\/www.csdl.tamu.edu\/\u223cshipman\/papers\/dac01.pdf"},{"key":"e_1_3_2_1_34_1","doi-asserted-by":"crossref","unstructured":"B. K. Smith P. Sharma and P. Hooper. 2006. Decision making in online fantasy sports communities. Interactive Technology and Smart Education. https:\/\/www.researchgate.net\/publication\/220373237_Decision_making_in_online_fantasy_sports_communities  B. K. Smith P. Sharma and P. Hooper. 2006. Decision making in online fantasy sports communities. Interactive Technology and Smart Education. https:\/\/www.researchgate.net\/publication\/220373237_Decision_making_in_online_fantasy_sports_communities","DOI":"10.1108\/17415650680000072"},{"volume-title":"Athletes","author":"Silberman L.","key":"e_1_3_2_1_35_1","unstructured":"L. Silberman . 2009.; Double play : Athletes \u2019 use of sport video games to enhance athletic performance. Master's Thesis, Massachusetts Institute of Technology . https:\/\/dspace.mit.edu\/handle\/1721.1\/59733 L. Silberman. 2009.;Double play: Athletes\u2019 use of sport video games to enhance athletic performance. Master's Thesis, Massachusetts Institute of Technology. https:\/\/dspace.mit.edu\/handle\/1721.1\/59733"},{"key":"e_1_3_2_1_36_1","unstructured":"A. Stein K. Mitgutsch and M. Consalvo. 2013. Who are sports gamers? A large scale study of sports video game players. MIT Game Lab Concordia University. https:\/\/journals.sagepub.com\/doi\/abs\/10.1177\/1354856512459840  A. Stein K. Mitgutsch and M. Consalvo. 2013. Who are sports gamers? A large scale study of sports video game players. MIT Game Lab Concordia University. https:\/\/journals.sagepub.com\/doi\/abs\/10.1177\/1354856512459840"}],"event":{"name":"AIVR 2021: 2021 the 5th International Conference on Artificial Intelligence and Virtual Reality","acronym":"AIVR 2021","location":"Kumamoto Japan"},"container-title":["2021 5th International Conference on Artificial Intelligence and Virtual Reality (AIVR)"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3480433.3480439","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3480433.3480439","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T19:31:17Z","timestamp":1750188677000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3480433.3480439"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2021,7,23]]},"references-count":36,"alternative-id":["10.1145\/3480433.3480439","10.1145\/3480433"],"URL":"https:\/\/doi.org\/10.1145\/3480433.3480439","relation":{},"subject":[],"published":{"date-parts":[[2021,7,23]]},"assertion":[{"value":"2021-11-08","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}