May 10, 2022

Artificial Intelligence and the world of Sports

OSLO – Athletes today, both professional and amateur, have a great amount of technology and resources available at their fingertips on a daily basis. Gone are the days of practicing for hours and not being sure what you are doing incorrectly if you constantly miss  that perfect shot; be it a basketball, a golf ball or soccer ball. Technology is ever-evolving and athletes and sports enthusiasts are finding new ways to improve upon their skills with the use of Artificial Intelligence (AI) and motion tracking. 

The early days of AI can be traced back to the 1950s, when the idea of mimicking a person’s thinking was introduced by John McCarthy during conference at Dartmouth College in New Hampshire for what became known as the Dartmouth Summer Research Project in 1956[1]. McCarthy defined Artificial Intelligence as “the science and engineering of making intelligent machines.” Government funding and interest in the field of AI was slow until the late 1980s, when Britain amped up their funding to compete with the Japanese research in the field and we saw an increase in AI technology and research. In 1997, IBM developed their chess-playing computer Deep Blue, becoming the first computer of its kind to compete against reigning World Chess Champion Garry Kasparov, winning both the chess game and chess match. This led to the research and development of further AI machines and technology through the years. 

Today we see the use of AI through several platforms on a daily basis. Sports and gaming are both large avenues for AI technology in helping measure a player´s performance and skill development, for both the professional and amateur athlete. AI technology is used in everything from fitness machines (Tempo Studio, Tonal) and wearable fitness trackers and technology (FitBit and Catapult), to Goal Line Technology in broadcast streaming of American football. Sports Computing is striving to be a leader in the AI field of sports technology for amateur and professional soccer. We utilize the latest generation of AI, Image Recognition and technology to analyze the biomechanics of a person’s movement, speed and precision in real-time. Protected by our own Intellectual Property Rights (IPR), our advanced technology combined with mathematics and physics, allows our KickerAce app to track motion and movement, analyzing the trajectory, spin and motion of the ball. Athletes are taught that success is measured in performance, and by learning to increase their goal-shooting efficiency the player can develop their skills and gain success in their sport. 

Sports Computing has developed a new platform where players, coaches and sponsors can all work together. By using advanced video analytics, which only require a smartphone, we give users the ability to create personalized content with the aspect of gamification, and stream on their own social media content. Gen Z athletes use social media platforms to share, view and research content more than any other generation. By providing them with an application that they can use to develop their soccer skills and share with friends, family and followers, we also build a bridge between professionals, fans and aspiring talents. 

The team at Sports Computing wants to ensure that every athlete, enthusiast and player who downloads the KickerAce app has the chance to participate regardless of their financial situation. All that is required a smartphone. 

Social engagement and creating connections is an important part of everyday life and Sports Computing strives to make sure that these relationships are made when users engage in KickerAce. By allowing our users to create tournaments and compete with users not just within their own friendship group but worldwide, we fuel their competitive spirit, build confidence and most of all, make sure that the user is active, gets outside and has fun. Sports Computing is making technology easy enough to be used by kids, yet still powerful enough to be used by professionals.