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Abstract

The sports landscape is constantly changing due to innovation and entrepreneurship. The availability of technology led to the emergence of esports and augmented sports. Biofeedback and sensing technologies can be used for athlete monitoring and training purposes. Research on motor control deals with planning and execution of bodily movements and provides some insights towards formal presentation of sports.
Previous research provided many sports categorization models. On many occasions, published articles did not distinguish competitive gameplay activities (gaming) from athletic performance (esports). Our goal was to define esports by extending existing universal sport definitions and propose a novel modular computational framework for categorizing sports through environments and signals.
We have fulfilled our goals by illustrating how signals flow within competitive (sports) environments. Our esports definition introduces esports as a group of sports similar to motorsports. Moreover, we have defined mathematical foundations for signal processing by various actors (athletes, referees, environments, intermediate processing steps). We have demonstrated that representing sports as a multidimensional signal can lead to the categorization of sports through computation. We claim that our approach could be applied to transfer training methods from similar sports, analysis of the training process, and referee error measurement.
Our study was not without limitations. Further research is required to validate our theoretical model by embedding available variables in latent space to calculate similarity measures between sports.
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Authors and Affiliations

Andrzej Białecki
1
Robert Białecki
2
Jan Gajewski
2

  1. Warsaw University of Technology, Warsaw, Poland
  2. Józef Piłsudski University of Physical Education, Warsaw, Poland
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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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Authors and Affiliations

Andrzej Białecki
1
Jan Gajewski
2
Ryszard Romaniuk
1

  1. Warsaw University of Technology
  2. Józef Piłsudski University of Physical Education
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Abstract

This article discusses four fields of study with the potential to revolutionize our understanding and interaction with biological systems: quantum biophotonics, molecular and supramolecular bioelectronics, quantum-based approaches in gaming, and nano-biophotonics. Quantum biophotonics uses photonics, biochemistry, biophysics, and quantum information technologies to study biological systems at the sub-nanoscale level. Molecular and supramolecular bioelectronics aim to develop biosensors for medical diagnosis, environmental monitoring, and food safety by designing materials and devices that interface with biological systems at the molecular level. Quantum-based approaches in gaming improve modeling of complex systems, while nanomedicine enhances disease diagnosis, treatment, and prevention using nanoscale devices and sensors developed with quantum biophotonics. Lastly, nano-biophotonics studies cellular structures and functions with unprecedented resolution.
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Authors and Affiliations

Marcin Lelit
1
Andrzej Białecki
1
Tomasz Gabler
1
Filip Łabaj
1
Emil Pituła
1
Ryszard S. Romaniuk
1

  1. Warsaw University of Technology, Poland

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