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SportsHCI 2026: Annual Conference on Human-Computer Interaction and Sports

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SportsHCI
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투고 마감일:
2026-04-20
통보일:
2026-06-25
개최일:
2026-11-16
개최지:
Saarbrucken, Germany
조회: 1354   팔로우: 0   참가: 0

회반 지수 (CP-I)

39.8 / 100
전체 5,655개 중 5,083위 · 상위 90%

인간-컴퓨터 상호작용 분야 154개 중 142위

학술적 인정 (35%) 데이터 없음 — 중립 기준값 50점으로 계산
투고 선별성 (20%) 데이터 없음 — 중립 기준값 50점으로 계산
개최 횟수 (20%)
19
커뮤니티 관심도 (10%)
10
공개 자료 충실도 (15%)
50

사용한 입력: 확인되는 개최 횟수: 1 · 지난 24개월 동안 이 페이지를 연 연구자: 3명

공개 자료에서 빠진 항목: 역대 게재율 (+4.5) · 역대 회차 (+3.0)
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신뢰도 45% — 점수 중 중립 기준값이 아니라 실제 관측된 데이터에 근거한 비율. 이 점수는 어떻게 계산되나 · 전체 순위 보기 · 알고리즘 버전 1.1 · 산출일 2026-09-09

논문 모집

SportsHCI 2026 (Annual Conference on Human-Computer Interaction and Sports) is an academic conference held in Saarbrucken, Germany on 2026-11-16. The paper submission deadline is 2026-04-20. Acceptance notifications are sent on 2026-06-25.

Contribution types and areas As this community develops, we are looking forward to reviewing a range of paper types, which will all be included in our proceedings. We welcome the following types of contributions, each reviewed on its own merits: Empirical Studies: We encourage submissions of well-designed empirical studies that employ robust methodologies, both qualitative and quantitative, to investigate pertinent questions in SportsHCI and that contribute significantly to knowledge in the field. Studies with longitudinal designs, providing valuable insights over extended periods, are particularly encouraged. These contributions should provide empirical evidence to inform theoretical frameworks, practical applications, or in-depth understanding of the use of technology in sports practices. Reviews/Meta-Analyses: We encourage comprehensive reviews or meta-analyses that critically assess and synthesize existing literature, thereby providing valuable insights into the state-of-the-art in SportsHCI. Such contributions should offer an in-depth analysis of key trends, knowledge gaps, grand challenges, and future research directions. Frameworks and Theoretical Contributions: The conference welcomes theoretical and conceptual papers that present innovative ideas, hypotheses, or paradigms relevant to SportsHCI. These submissions should demonstrate a deep understanding of the subject matter and pave the way for future empirical investigations. Methodological Contributions: We invite papers introducing novel methodologies, data collection techniques, or analytical approaches addressing specific SportsHCI challenges. Such contributions should highlight the potential impact of the proposed methodologies on the advancement of the field. Case Studies: Authors are invited to submit case studies that present unique and impactful instances within SportsHCI. These cases should not only contribute to theoretical knowledge but also have significant implications for the design and implementation of strategies, interventions, or solutions. Submissions demonstrating innovative approaches to solving real-world problems are highly valued. Artefact/artifact contributions: We welcome submissions that present research artefacts—such as prototypes, systems, tools, datasets, or design exemplars—that advance SportsHCI. Contributions should demonstrate how the artefact enables new forms of practice, generates novel insights, supports exploration, or opens up new directions for research and application in the field. We invite submissions on a broad range of topics related to Sports HCI, including but not limited to: Wearable Technology and Interactive Systems in Sports Integration of interactive technologies in sports equipment and facilities. Empirical studies on wearable and interactive systems used in sports practices. Development and evaluation of wearable devices and interactive systems for performance tracking, injury prevention, and rehabilitation. Data Analytics and Visualization Real-time and performance-directive analytics for decision-making in coaching and gameplay. Advanced methods for collecting, analyzing, and visualizing sports data, including combining many sources of data. User Experience (UX) and Interface Design for Sports and Movement Design and evaluation of intuitive interfaces for athletes, coaches, and fans. User studies of sports applications and platforms. Multidisciplinary perspectives Critical reflections on how cross-disciplinary approaches and perspectives from other disciplines including human movement science, sports science, sports psychology, and learning science can shape research, design, and practice in the field of SportsHCI. Research aimed at “understanding the user,” where users include athletes, coaches, and other sport participants as well as the relationships among these participants. Virtual Reality (VR) and Augmented Reality (AR) in SportsHCI Immersive experiences for remote spectatorship. Cognitive and perceptual impacts of immersive sports technologies. Simulated environments for injury recovery and rehabilitation. Applications of VR and AR in training, simulation, and fan engagement. Interaction Design for Sports Equipment Innovative designs that enhance interaction with sports gear. Haptic feedback and sensor integration in equipment. Accessibility and Inclusivity in Sports and Movement Technologies that make sports more accessible to individuals with disabilities. Inclusive design practices in sports technology development. Cross-cultural user studies in global sports applications. Engaging with diverse learners through SportsHCI data or practices. Gamification and Motivation in Sports Use of gamification to boost athlete motivation, engagement, and performance. Exergames for training, rehabilitation and performance enhancement. Behavioral change techniques in sports training apps. Human-AI collaboration in Sports AI-driven decision support tools for coaches and analysts. Virtual coaches and AI-based training. Explainable AI for sports applications. Social and organizational aspects of sports Technology-mediated social dynamics in sports. Social Media and Fan Engagement Interactive technologies for live events and broadcasts. Enhancing fan experiences through social media platforms. eSports and Competitive Gaming Player Performance and Biometric Tracking in eSports. Training Tools and Skill Development for eSports. Cross-disciplinary studies between traditional sports and eSports. HCI studies on eSports players and the broader eSports ecosystem (e.g., streamers, coaches, etc.). Ethics, Privacy and Data Security Addressing ethical concerns in the collection and use of sports data. Privacy-preserving technologies and regulations compliance. Ethical design in performance-enhancing technologies. Ethical concerns and "dark side" of eSports (e.g., cheating, toxic behaviors, stress). Ethical issues of AI in sports decision-making.
최종 수정: Dou Sun ()

관련 학회

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CCF정식 명칭영향력 지수출판사ISSN
AIEEE Transactions on Multimedia9.7IEEE1520-9210
CKnowledge-Based Systems7.2Elsevier0950-7051
BSoftware & Systems Modeling3.2Springer1619-1366
AIEEE Transactions on Computers3.8IEEE0018-9340
CFuture Generation Computer Systems5.9Elsevier0167-739X
CNeurocomputing6.5Elsevier0925-2312
CPattern Recognition Letters3.9Elsevier0167-8655
BPattern Recognition7.6Elsevier0031-3203
IEEE Access3.6IEEE2169-3536
AIEEE Transactions on Dependable and Secure Computing7.5IEEE1545-5971

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