Abstract:Wearable technology is playing an increasing role in the development of user-centric applications. In the field of sports, this technology is being used to implement solutions that improve athletes’ performance, reduce the risk of injury, or control fatigue, for example. Emotions are involved in most of these solutions, but unfortunately, they are not monitored in real-time or used as a decision element that helps to increase the quality of training sessions, nor are they used to guarantee the health of athlet… Show more
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