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- Creators: School of International Letters and Cultures
- Member of: Barrett, The Honors College Thesis/Creative Project Collection
- Resource Type: Text
This project dives into the journey of our entrepreneurial startup with the Founders Lab Thesis Program. In the global sports business industry, we knew that there was something missing. While conducting market research, there was little data and information about sustainability initiatives that engaged sports fans, especially in college sports. Not to mention, there was no sustainability information provided on any existing platforms that sporting teams use for ticketing and advertising. So, for our startup, we decided to create a website called SustainSports which gives fans the opportunity to inform themselves about sustainability initiatives at sports events (https://sustainsports.webflow.io/). These fans can also earn points and rewards for practicing sustainability activities at home. In short, SustainSports serves as an educational, interactive, and informative website that connects users to sustainability initiatives, community activities, and exciting rewards, while encouraging users to continue such environmentally-friendly practices in their daily lives. In chronological order, this thesis paper will examine the process we took to create SustainSports and demonstrate our efforts that properly allowed us to defend it one academic year later. From meetings with renowned sports enthusiasts and professors to interviews with ASU students and sports fans, we have listened to and taken in diverse perspectives to understand the perceptions of sustainability in the global sports industry. When we realized that there was a significant gap between sports and sustainability - both important elements of American society and culture - we knew a change needed to be made. Hence, SustainSports came to life, offering users a fresh opportunity to be more aware of their sustainability surroundings, while simultaneously enjoying the sports they know and love.
This review of research aimed to explore and understand the benefits of transferable life skills learned through playing sports. Life skills are internal assets, characteristics, and skills that are developed from certain experiences and are beneficial if not necessary to complete daily tasks. Life skills can further be broken down into emotional, cognitive, and social subcategories. During this review of research, it was found that participation in sports programs may enhance the acquisition or improvement of these personal assets due to the development of physical, emotional, psychological, and social aspects, which can be transferred to different areas of life, such as work, school, and family. This leads us to hypothesize that participation in sports can be beneficial when it comes to developing life skills that are used in all aspects of life. The current body of literature suggests that Youth sports should be encouraged from a young age for the obvious physical benefits and behind-the-scenes psychological benefits.
Video playback is currently the primary method coaches and athletes use in sports training to give feedback on the athlete’s form and timing. Athletes will commonly record themselves using a phone or camera when practicing a sports movement, such as shooting a basketball, to then send to their coach for feedback on how to improve. In this work, we present Augmented Coach, an augmented reality tool for coaches to give spatiotemporal feedback through a 3-dimensional point cloud of the athlete. The system allows coaches to view a pre-recorded video of their athlete in point cloud form, and provides them with the proper tools in order to go frame by frame to both analyze the athlete’s form and correct it. The result is a fundamentally new concept of an interactive video player, where the coach can remotely view the athlete in a 3-dimensional form and create annotations to help improve their form. We then conduct a user study with subject matter experts to evaluate the usability and capabilities of our system. As indicated by the results, Augmented Coach successfully acts as a supplement to in-person coaching, since it allows coaches to break down the video recording in a 3-dimensional space and provide feedback spatiotemporally. The results also indicate that Augmented Coach can be a complete coaching solution in a remote setting. This technology will be extremely relevant in the future as coaches look for new ways to improve their feedback methods, especially in a remote setting.