Masterarbeit, 2012
142 Seiten, Note: 2
1 Introduction
1.1 Indoor climbing
1.2 Hypothesis & research questions
1.3 Product description
1.3.1 Body and movement tracking
1.3.2 Body projection
1.4 Market assessment
1.4.1 Private expenditures for leisure and fun
1.4.2 Sports
1.4.3 Indoor climbing facilities
1.5 Discussion of uncertainty
1.5.1 Capital concerns
1.5.2 User acceptance and other innovations
1.5.3 Goals and limits of this thesis
2 Literature Review
2.1 Market research in practice
2.1.1 The market research process
2.2 Climbing as a niche market
2.2.1 Rock-Climbing and Indoor-Climbing
2.3 Motives
2.4 Progression
2.5 Conflicts & Regression
2.6 Linking the hypotheses
3 Methodology
3.1 Qualitative research
3.1.1 Interviews
3.1.2 Topic selection & outline
3.1.3 Method of data collection
3.2 Quantitative research
3.2.1 Questionaire design
3.2.2 Site information and sampling technique
3.2.3 Method of data collection
3.2.4 Variables
4 Results
4.1 Results of Interviews
4.1.1 Selection and discussion of valid results
4.2 Results of the questionaire
4.2.1 Response and completion rate
4.2.2 Adjustments and data correction
4.2.3 Publishing the results
4.2.4 Geographical distribution and general demographics
4.2.5 Gender demographics
4.2.6 Demographics on training intensity and performance
4.2.7 Findings
4.2.8 Research question 1
4.2.9 Research question 2
4.2.10 Research question 3
4.2.11 Research question 4
5 Discussion and Conclusion
5.1 Summary of the results
5.2 Factors influencing the product
5.3 Limitations and boundaries
5.4 Suggestions for future research
This thesis investigates the market potential for an innovative technical solution designed to assist indoor climbers in improving their technique and movement efficiency. The central research objective is to identify the barriers and motivational factors that cause climbers to stagnate or discontinue the sport, and to evaluate how an automated tracking and projection system could reduce uncertainty and enhance the training experience for climbers and facility operators.
1.3.1 Body and movement tracking
Using your complete body is an important factor when it comes to improving your climbing skills. Despite the human nature of using your hands and arms to climb, the real step forward in training comes when a climber learns how to climb with the help of legs and the correct positioning of the body. This is important for saving energy when climbing up a wall. When it comes to help in climbing sport everyone says that just pointing visually to the next grip will be enough to let the climber know where to put the hands for the next move. But because it is so important to learn how to position your feet and body, a well designed help system should include that in the learning process. Therefore recognizing, tracking and comparing body positions and movements is the most important feature of the product that is introduced in this document. The extracted shape of a body can also be used for analysing the style of climbing or where the climber lacks technical skills. This can be used for giving training advices within an online community.
For a long time body recognition was a topic only in security surveillance industry. But now it is a huge topic in the gaming industry and therefore for the broader public. Devices like Nintendo Wii and Sony EyeToy allow players to use their body to interact freely with the game. But the real break-through was done by Microsoft with Kinect for XBox 360 because it tracks up to four bodies (including skeleton data) at the same time and no additional technical equipment has to be held by the player. Kinect is the first device that has a computing power that is high enough and a latency low enough to give the player a smooth feeling of real interaction. Ten years ago this would have been impossible but nowadays every teenager knows about that topic and feels comfortable using this technology.
Introduction: This chapter introduces the sport of indoor climbing, the research hypothesis, the proposed product, and the overarching market context.
Literature Review: This chapter provides a theoretical foundation by reviewing market research methodologies, the structure of the climbing market, and factors influencing climber progression and regression.
Methodology: This chapter details the multi-method research approach, consisting of qualitative interviews and a quantitative follow-up survey conducted at the City Adventure Center.
Results: This chapter presents the data gathered from interviews and the survey, analyzing the findings in relation to the initial research hypotheses and the learning curve of climbers.
Discussion and Conclusion: This chapter synthesizes the research results, discusses the product's implications, acknowledges the study's limitations, and provides recommendations for future academic research.
Indoor climbing, Market research, Body tracking, Movement projection, Climbing progression, Recreation specialization, Climber motivation, Training intensity, User acceptance, Climbing gyms, Technical skills, Performance analysis, Behavioral research, Sport psychology, Innovation management.
The thesis focuses on market research regarding the introduction of a new technical product designed to assist indoor climbers in improving their movement, body positioning, and overall performance.
The primary themes include market assessment of climbing facilities, the psychology of climber progression, the identification of training barriers, and the potential for technological innovation within the sport.
The goal is to determine why many climbers fail to progress past a certain level, to identify their needs for improvement, and to validate if a projection-based training device would be accepted by the climbing community.
The researcher uses a multi-method design: qualitative research through problem-centered interviews to understand user perception, and quantitative research via an online survey to validate these findings with a larger sample.
The work covers a detailed literature review on market research and climbing sub-worlds, a comprehensive analysis of motivational factors, a breakdown of progression versus regression, and the empirical results from the collected data.
Key terms include Indoor climbing, Market research, Body tracking, Climbing progression, and Performance analysis.
The author uses "crux" to describe a difficult section or a specific movement problem on a climbing route that challenges the climber and requires a specific technical or mental solution.
The author notes a significant decrease in female participation at higher performance levels and suggests that future products or training initiatives should specifically focus on the needs and barriers encountered by women in the sport.
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