Augmented Sports Reality
AUGMENTED SPORTS REALITY
The amounts of money currently invested in sports and TV broadcast of sports events are almost comparable to those in the health care or military sector.
Beyond the economic aspect, the live coverage of games also shows relations to visualization practices in the life sciences, e.g. in regard to the problems of tracking motion or representing the permanent changes of perspective. While the dynamics on the playground have been a trigger for the development and adoption of improved means of video coverage in the history of visual media (mobile cameras, film studio equipment, electronic cameras), the possibilities of zooming, replay, or slow motion also turned the playground into a quasi-experimental field of in-vivo observation. In return, the game itself became a virtual simulation with actors in a professional, cinematic production. Bodies, playgrounds and clothes are now adapted to a dense multimedia network, with rules modified in order to accelerate action, matches are staged as an extremely suggestive 4D sensation, made possible by spider-cameras, high-definition images and fully computerized editor rooms. The focus of research is this interplay between the contingent forms of motion in sports and the evolution of visual technologies and styles.
Prof. Dr. Matthias Bruhn
– Karlsruhe University of Arts and Design