Applications Programming for Sports Innovation

Description

Technologies like Virtual, Augmented and Mixed Reality form a suite of available media to develop applications for immersive experiences.  Along with wearable devices and the Internet of Things, there are a significant number of pathways available to develop applications for data visualisation and connected sport solutions for players, fans and coaches.  

This module will focus on these technologies and the necessary programming to give students the practical insights into developing applications tailored for enhancing the sporting experience, analysing performance metrics and facilitating informed decision-making in sports for the various stakeholders.  The technologies and often the data to be displayed provide a practical opportunity to deploy AI and machine-learning based solutions in this space.

Throughout the module, the students will be motivated to use a computational thinking approach to decompose the challenges identified and to adopt a digital mindset in the development of the appropriate solutions.

Learning Outcomes

  1. Critically evaluate the range of technologies available to build connected, immersive applications in a sporting context.

  2. Analyse and provide examples of appropriate use of technology in applications to enhance the engagement of players, fans and coaches.

  3. Develop practical applications using immersive, connected or wearable technology within the sports landscape.

  4. Critically evaluate the impact of these immersive, connected technologies on the sports industry and its stakeholders.

Credits
05
% Coursework 100%