Academic literature on the topic 'Information technology and sport'

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Journal articles on the topic "Information technology and sport"

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Barneva, Reneta P., and Penny D. Hite. "Information Technology in Sport Management Curricula." Journal of Educational Technology Systems 45, no. 3 (October 25, 2016): 326–42. http://dx.doi.org/10.1177/0047239516671941.

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We study the breadth of inclusion of information technology in sport management (SM) programs, surveying program sponsoring colleges and universities within a prominent state-university system. Our results indicate a very low number of SM programs require any type of information technology courses as part of their core requirements. In fact, only three programs have a requirement for a technology course specific to SM. To aid in the adoption of software and information technology into SM programs, we researched software systems that may provide skills to enhance the various components of SM. In an effort to make our recommendations even more meaningful, we pair specific software programs and their attributes with particular courses in SM. Moreover, we consider the common professional component requirements of the SM accrediting body Commission on Sport Management Accreditation and make suggestions as to how our software discoveries might aid colleges and universities in meeting accreditation requirements.
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Ratten, Vanessa. "Sport technology: A commentary." Journal of High Technology Management Research 31, no. 1 (May 2020): 100383. http://dx.doi.org/10.1016/j.hitech.2020.100383.

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Mei, Xu. "Modern Information Technology Based Interactive Community Sport Education Research and Analysis." Advanced Materials Research 926-930 (May 2014): 4729–32. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.4729.

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As the development of the advanced information receiving and processing method, the modern technologies including the information and computer technologies are bring into the task of the physical education. The multimedia technology and the interactive technology are taken as the available tools to present vivid samples to the students, helping the students to clearly and deeply understand the information, knowledge as well as the movement of the context. Specialized to the community sport education task, this paper presented the way to introduce the modern information technology into the interactive community sport education and training. The benefit and weakness of the using of the modern information technology is analyzed by comparing to the traditional method. Moreover, we proposed a series of method for fusing the information technology and the community sport education, forming a novel interactive education pattern.
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Yang, Jun Wa. "Research on Information Dissemination Channelsand Monitoring of Sports Events." Advanced Materials Research 926-930 (May 2014): 2606–9. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.2606.

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With the constant development of the social modernization the communications between people and people are more and more frequent; the progress of science and technology, an increase in number of communication mediums consumedly widen the information channels. In this paper, research on the information dissemination channels and monitoring of sport events is helpful for game organization to choose information, control the main factors in the process, and in order to acquire the best dissemination. This paper analyzes the main channels of match information. and makes some advice for the sports events ,after considering the features of each channel which the way receivers information. Meanwhile, we can establish a information dissemination monitoring system of sport event, which will provide a reference for game organization to control information effectively.
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Liebermann, Dario G., Larry Katz, Mike D. Hughes, Roger M. Bartlett, Jim McClements, and Ian M. Franks. "Advances in the application of information technology to sport performance." Journal of Sports Sciences 20, no. 10 (January 2002): 755–69. http://dx.doi.org/10.1080/026404102320675611.

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Ráthonyi, Gergely, Éva Bácsné Bába, Anetta Müller, and Kinga Ráthonyi-Ódor. "How Digital Technologies Are Changing Sport?" Applied Studies in Agribusiness and Commerce 12, no. 3-4 (December 13, 2018): 89–96. http://dx.doi.org/10.19041/apstract/2018/3-4/10.

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Sports is considered to be an outstanding sector of industry all over the world and can be defined in various fields from business point of view: for example competitive sports, recreation, fitness and entertainment (running commentary). All of these areas have been remarkably transformed by digital technology. Over the past three decades, the discipline sport informatics has become a growing discipline. In today’s connected world, the use of wearable technology, big data analytics, social media and sensor technology have revolutionized the way sports are played, analyzed and improved. Through various modern advances and apps, pro athletes can gain greater insight into their performance, improve training methods and elevate their skills. In addition to these, fans looking for mobile-friendly apps to give them the latest stats on the favorite players; real-time, behind the scenes content coupled with the instant reaction, from athletes and fellow fans alike. They want the highs, the lows, the remix replays, seeking a connection beyond the game and looking to share the experience with like-minded fans in the moment (WESTON, 2018). The aim of this present study, on the one hand, is to determine the interlocks of sports and information technology, on the other hand, to show how to increase fan experience with digital technologies under-propping them with practical examples. According to international literatures, there are 4 macro areas which show the linking between sport and informatics: athletic performance, sport club, event management, fan experience. Mobil fan experience, augmented (AR) and virtual reality (VR), big data, social media are those technologies which even popular are these days in order to enhance fan experience in sport. JEL Classification: L83
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Yu, Hyeonho, Hosung So, Minhyun Kim, and Taemin Ha. "The Effects of App-Based Feedback on Students’ Sport Knowledge in Sport Education Badminton Season." Journal of Health, Sports, and Kinesiology 2, no. 2 (July 30, 2021): 43–46. http://dx.doi.org/10.47544/johsk.2021.2.2.43.

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Introduction Sport education is a curriculum model that helps students to be a competent, literate, and enthusiastic sportsperson (Siedentop et al., 2020). The effectiveness of the model on badminton skill development has been demonstrated by previous literature (Hastie et al., 2011). Along with the skill development, cognitive outcomes (e.g., sport-specific knowledge) are considered to be important parts of one’s performance in sports. Cognition of ‘how to play’ in a sport is associated with improved performances (Thomas & Thomas, 1994). Therefore, teaching sport knowledge is important to enhance the effectiveness of practice and gameplay. Thomas and Thomas (1994) described the three concepts of sport knowledge in performance: (a) declarative (factual information, such as rules), (b) procedural (techniques and tactics), and (c) strategic knowledge (knowing how to learn). Given that the nature of sport knowledge has great potential to be developed for all levels of players (Dexter, 1999), it is important to dive into diverse ways to boost students’ cognitive learning while playing sports in physical education. Using advanced video technology, such as motion analysis mobile applications (Apps) with a feature of live capture for instant feedback, may enhance cognitive learning outcomes in physical education. Video technology has grown rapidly to support learning in physical education over the past decades (Palao et al., 2015; Rikli & Smith, 1980; van Wieringen et al., 1989). However, little is known about the effectiveness of a motion analysis App on students’ sport knowledge enhancement in sport education. Therefore, the App-based feedback was examined to identify its effectiveness on students’ sport knowledge enhancement during sport education badminton season. Introduction Sport education is a curriculum model that helps students to be a competent, literate, and enthusiastic sportsperson (Siedentop et al., 2020). The effectiveness of the model on badminton skill development has been demonstrated by previous literature (Hastie et al., 2011). Along with the skill development, cognitive outcomes (e.g., sport-specific knowledge) are considered to be important parts of one’s performance in sports. Cognition of ‘how to play’ in a sport is associated with improved performances (Thomas & Thomas, 1994). Therefore, teaching sport knowledge is important to enhance the effectiveness of practice and gameplay. Thomas and Thomas (1994) described the three concepts of sport knowledge in performance: (a) declarative (factual information, such as rules), (b) procedural (techniques and tactics), and (c) strategic knowledge (knowing how to learn). Given that the nature of sport knowledge has great potential to be developed for all levels of players (Dexter, 1999), it is important to dive into diverse ways to boost students’ cognitive learning while playing sports in physical education. Using advanced video technology, such as motion analysis mobile applications (Apps) with a feature of live capture for instant feedback, may enhance cognitive learning outcomes in physical education. Video technology has grown rapidly to support learning in physical education over the past decades (Palao et al., 2015; Rikli & Smith, 1980; van Wieringen et al., 1989). However, little is known about the effectiveness of a motion analysis App on students’ sport knowledge enhancement in sport education. Therefore, the App-based feedback was examined to identify its effectiveness on students’ sport knowledge enhancement during sport education badminton season.
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Passfield, Louis, and James G. Hopker. "A Mine of Information: Can Sports Analytics Provide Wisdom From Your Data?" International Journal of Sports Physiology and Performance 12, no. 7 (August 2017): 851–55. http://dx.doi.org/10.1123/ijspp.2016-0644.

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This paper explores the notion that the availability and analysis of large data sets have the capacity to improve practice and change the nature of science in the sport and exercise setting. The increasing use of data and information technology in sport is giving rise to this change. Web sites hold large data repositories, and the development of wearable technology, mobile phone applications, and related instruments for monitoring physical activity, training, and competition provide large data sets of extensive and detailed measurements. Innovative approaches conceived to more fully exploit these large data sets could provide a basis for more objective evaluation of coaching strategies and new approaches to how science is conducted. An emerging discipline, sports analytics, could help overcome some of the challenges involved in obtaining knowledge and wisdom from these large data sets. Examples of where large data sets have been analyzed, to evaluate the career development of elite cyclists and to characterize and optimize the training load of well-trained runners, are discussed. Careful verification of large data sets is time consuming and imperative before useful conclusions can be drawn. Consequently, it is recommended that prospective studies be preferred over retrospective analyses of data. It is concluded that rigorous analysis of large data sets could enhance our knowledge in the sport and exercise sciences, inform competitive strategies, and allow innovative new research and findings.
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Kuang Yongjin, and Zeng Lijun. "The Study on Sport Education Curriculum System based on Information Technology." International Journal of Advancements in Computing Technology 4, no. 23 (December 31, 2012): 776–82. http://dx.doi.org/10.4156/ijact.vol4.issue23.92.

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Ross, Craig M., and Daniel R. Sharpless. "Innovative Information Technology and Its Impact on Recreation and Sport Programming." Journal of Physical Education, Recreation & Dance 70, no. 9 (November 1999): 26–30. http://dx.doi.org/10.1080/07303084.1999.10605965.

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Dissertations / Theses on the topic "Information technology and sport"

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Sipinen, Anders. "Social discovery and information sharing in sport climbing." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21536.

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In this report i examine current practices of knowledge sharing in the climbing community. Through the use of co-design methods ideas are developed and brought out by the community. The role of the interaction designer becomes the enabler for the community to create a participatory design of a system supporting information creation and knowledge sharing in the context of exploration. The aim is to use established interaction design research methods to examine the activity and with the practitioners from the community explore what role technology can play in enhancing the experience for information sharing between individuals and groups.In order to find an answer to the thesis central research about the role co-design can play in engaging a non-designers in this diverse community to design of an interactive service, practitioners from the community is engaged through a co-design workshops and discussions. This collaborative methodology is applied and used from the initial ideation phase all the way to the exploration phase and into the last design formation stage. By using the creativity of the community through the entire process, the result is not only grounded in theory but also in the expectations and specific activities of its intended users. Another reason for engaging the community when researching is attempting to involve and build on the individual’s unique perspectives that comes from each participant's specific experiences.The information is explored in relation to current technologies and practice and how it can be applied to the main activity to better achieve the community's or participants goals. Using methods of research through design to perform technological exploration ideas are evaluated by constructing prototypes that can be used to introduce technology to the participants and test concepts. Outcome and documentation is evaluated to examine the overall experience and identify desired results. The final result is a prototype of an interactive system called T​he Circuit Tool t​hat supports the exploration of a new form of curated information produced by individuals or groups of climbers to share within the community.
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Nilsson, Andreas. "Sport informatics : exploring IT support for spectators at sporting events /." Göteborg : Dept. of Informatics, Göteborg University, 2005. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=014734930&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA.

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Bergström, Amanda. "Imagining Future Technology of the Horse Industry and Equestrian Sports." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-258418.

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Equestrian sports are amongst the largest sports and leisure activities in Sweden. One of the major reasons for engaging with horses is the bond to the horse. Just recently technology has found its way into the horse industry which otherwise is a very traditional sport. This paper explores possible consequences technology may have in the future in the environment around horses and on the horse-rider relationship. The exploration was done by combining auto-ethnographic research and a co-speculation workshop. The ideas that were gathered were then the starting point for the creation of a design fiction, in which the ideas were developed and explored. The design fiction also serves as an approachable way of mediating the consequences of technology to the equestrian community. The imagined technology for equestrian sports had both positive and negative impact on the sport and the relationship between horse and human.
Ridsporten är en av Sveriges mest populära idrotter. En av de viktigaste anledningarna till att hålla på med hästar är relationen till hästen, enligt dess utövare. Nyligen har tekniken hittat in i ridsporten, som annars är en mycket traditionell sport, i form av sensorteknik, träningsappar och videoövervakning. Trots ridsportens utbredning, är tekniken eftersatt i förhållande till andra idrotter. Detta arbete utforskar, analyserar och diskuterar möjliga konsekvenser som tekniken kan medföra i framtiden i miljön kring hästar, i ridsporten och på relationen mellan häst och ryttare. Studien utfördes genom att kombinera etnografiska metoder och en spekulativ workshop ihop med ryttare. Idéerna från dessa blev utgångspunkten för skapandet av en fiktiv tidning, i vilken idéerna vidareutvecklades och utforskades i sitt sammanhang. Den fiktiva tidningen fungerar även som ett sätt att förmedla studien och dess resultat till ridsportens utövare. Teknikens frammarsch i ridsporten kan tänkas ha både positiv och negativ inverkan på sporten och relationen mellan häst och ryttare.
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Vagnetti, John M. "The utilization of technology in the sports information departments in three divisions of the National Collegiate Athletic Association." [Johnson City, Tenn. : East Tennessee State University], 2000. http://etd-submit.etsu.edu/etd/theses/available/etd-0402100-220651/restricted/VagnettiMY1.pdf.

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Lundmark, Erik. "Organisational Adoption of Innovations : Management Practices and IT." Licentiate thesis, Linköping University, Linköping University, Department of Management and Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-11537.

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This thesis describes effects of use and reasons for using three different organisational innovations: ISO 9000, Information and Communication Technologies (ICT) and an administrative tool (the YAF-module) in the Swedish Sports Confederation’s system Swedish Sports Online. This is done through three separate studies. The first study is directed at Swedish Small and Medium Sized Enterprises (SME) and the two following studies are directed at Swedish sport associations. The thesis contains three separate essays presenting the studies and an introductory part where the studies are compared.

In the introductory part of the thesis the interaction patterns between organisation and innovation are compared and discussed. I discuss the level of effort put into the decision and implementation processes, and how this is related to the satisfaction with the innovations. The patterns that emerged are quite different in the three studies. Understanding these different interaction patterns between organisation and innovation is a step away from a beneficial/ detrimental dichotomy of innovations.

The decision and implementation processes differ between the three studies regarding what parts of the organisations were involved. In the first study we saw top down decision and implementation processes, whereas in the second study we saw bottom or middle up processes. In the third study the decision and implementation was much narrower in scope, often involving only one person. I also describe how all perspectives (efficient choice, forced selection, fad and fashion perspective) suggested by Abrahamson (1991), bear some grain of truth for the adoption of ISO 9000 by SMEs and adoption of ICT by sport associations, whereas imitation (the fad and fashion perspectives) is less important in the adoption of the YAF-module. Furthermore, I discuss the parallels between human and organisational decisionmaking.

Summary of the first essay – The aim of the first study is to investigate the effects of quality management in accordance with the ISO 9000 as viewed by both quality managers and other managers. We also consider the way companies carried out the recertification process to ISO 9001:2000 and what consequences different approaches brought. The study is based on Swedish SMEs with an ISO 9000:1994 who had recertified according to the ISO 9001:2000 standard. The strongest, most obvious and most valued effects of the ISO 9000 standard are clearer and more apparent working procedures and responsibilities. The most apparent problem is bureaucracy, which according to some managers can lead to reduced flexibility. The effects of the certification vary depending on how the certification project is conducted and how consultants are used.

Summary of the second essay – This essay presents a descriptive study of the use of information and communication technology (ICT) and the change in communication patterns in Swedish sport associations over the period 1994 to 2003. The change is discussed in light of Internet and broadband diffusion. Results show that new channels for communication have been adopted, primarily Web sites and e-mail, but few established channels have been dropped. While there are associations that save time and money and increase the spirit of community using ICT, many organisations experience the increased number of communication channels as a burden since maintaining them takes extra resources but the benefits are not always easy to detect or measure. Certain characteristics common among non profit organisations (NPOs) as well as Internet and broadband access have influenced the development of ICT use.

Summary of the third essay – This essay presents a new model for analysing adoption of discretionary, public information systems (PIS) with digital use patterns (such as use or non-use, as opposed to frequency of use, or degree of engaged or compliant use). The model is based on Rogers’ innovation diffusion theory (IDT) and Nilsson’s user centred access model (UCAM). The model is an alternative to the general technology acceptance model (TAM). The AKAM-Model identifies six prerequisites for use and four management approaches and describes how these are related. To illustrate its applicability, the AKAM-Model is used to analyse the adoption of a specific module, the YAF-module, in the Swedish Sports Confederation’s (SSC) system Swedish Sports Online. We present empirical results that indicate the frequency and importance of the barriers and driving forces as experienced by the YAF-module users and the potential YAF-module users.


Denna avhandling beskriver effekterna av, och skälen för, användning av tre organisatoriska innovationer: ISO 9000, informations- och kommunikationsteknologi (ICT) och en administrativ modul (LOK-stödsmodulen) i Riksidrottsförbundets system Svenskidrott Online. Avhandlingen presenterar tre olika studier samt en kappa där studierna diskuteras och jämförs. Den första riktar sig mot svenska små och medelstora företag, och de två följande studierna riktar sig mot svenska

idrottsföreningar.

I den inledande delen av avhandlingen diskuterar jag interaktionsmönstren mellan organisation och innovation och jämför mellan de olika studierna. Jag diskuterar hur mycket kraft som läggs på besluts- och implementeringsprocessen, och hur detta är relaterat till nöjdheten med innovationen. Mönstren som framträder är olika mellan de tre studierna. Att förstå dessa interaktionsmönster är ett steg bort från dikotomin förbättring/försämring rörande innovationer.

Besluts- och implementeringsprocesserna skiljer sig också mellan studierna avseende vilka delar av organisationen som är inblandade. Den första studien handlar om ”topdown” processer medan den andra studien handlar om ”bottom-up” eller ”mitten-upp”- processer. I den tredje studien var besluts- och implementeringsprocesserna betydligt mindre omfattande, ofta var endast en person inblandad. Jag beskriver också hur alla, av Abrahamson (1991) föreslagna perspektiven (efficient choice, forced selection, fad and fashion-perspektiven) har ett korn av sanning för adoption av ISO 9000 och för adoption av ICT medan imitation (fad and fashion-perspektiven) är mindre viktigt för adoption av LOK-stödsmodulen. Utöver detta diskuterar jag också tänkbara paralleller mellan individuellt och organisatoriskt beslutsfattande.

Sammanfattning av den första studien – Syftet med studien är att undersöka effekterna av kvalitetsledning i enlighet med ISO 9000, som de upplevs av både kvalitetschefer och andra chefer. Vi beaktar också hur företagen genomför omcertifieringsprocessen till ISO 9001:2000 och vilka konsekvenser olika genomföranden fick. Studien fokuserar på svenska små och medelstora företag med ett ISO 9000:1994 certifikat som senare omcertifierat sig enligt ISO 9001:2000. De starkaste, tydligaste och högst värderade effekterna av ISO 9000 är tydligheten i arbetssätt och ansvarsfördelning. Det största problemet är byråkrati som kan leda till minskad flexibilitet. Effekterna av certifiering varierar beroende på hur certifieringsprojektet genomfördes och hur konsulter används.

Sammanfattning av den andra studien – Denna studie är deskriptiv och fokuserar på hur ICT används och hur kommunikationsmönstren förändrats i svenska idrottsföreningar under perioden 1994 till 2003. Förändringen diskuteras i ljuset av utbredningen av Internet och bredbandsuppkoppling. Resultaten visar att idrottsföreningarna har börjat använda nya kommunikationskanaler, främst hemsida och epost, men ofta inte slutat använda traditionella kanaler. Det finns föreningar som har sparat både tid och pengar samt ökat gemenskapen genom att använda ICT. Många föreningar upplever dock de nya kanalerna som en börda, i de fall de inte slutat använda några traditionella kanaler. Vissa faktorer utmärkande för ideella organisationer och vissa faktorer utmärkande för Internet- och bredbandstillgång har påverkat ICT-användningen.

Sammanfattning av den tredje studien – I denna studie utvecklas en ny modell (AKAM-modellen) för att analysera adoption av valfria, publika informationssystem (PIS) med digitala användningsmönster (d.v.s. användning eller ingen användning till skillnad från grad av användning). Modellen baseras på Rogers innovations- och diffusionsteori (IDT) och Nilssons användarcentrerade tillgångsmodell (UCAM). Modellen är ett alternativ till teknologiacceptansmodellen (TAM). AKAM-modellen baseras på sex förutsättningar för användning och fyra sätt att hantera PIS samt beskriver hur dessa är relaterade till varandra. För att illustrera tillämpbarheten av AKAM-modellen, använder vi den för att analysera adoptionen av LOK-stödsmodulen i Riksidrottsförbundets system Svenskidrott Online. Vi presenterar empiriska resultat som ger en indikation om hur vanliga och hur viktiga olika barriärer och drivkrafter är, för användare och potentiella användare av LOK-stödsmodulen.


Report code: LIU-TEK-LIC-2008:10.
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inh, Quang Vinh Quang. "Efficiency, investment and bank lending in transition and emerging economies." Thesis, Brunel University, 2010. http://bura.brunel.ac.uk/handle/2438/4523.

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This thesis studies the economic development in transition and emerging economies with focus on three particular economic issues: production efficiency, physical investment rate and bank lending under bank ownership perspective. The thesis chooses to study transition and emerging economies because they have undergone many important reform processes that may be thought of as experiments of different policy choices which lead to different economic outcomes. The thesis contributes to the literature in several ways. First, it adds to the literature on institutional economics and transition economies by confirming the significant role of institutional quality for efficiency and investment in a panel of transition economies. Better institutions are associated with higher efficiency levels and investment rates in transition economies. Given that investment is one of the key determinants of growth this means good institutions are important for growth in transition economies. Second, the thesis finds that banks of different ownership respond in remarkably different ways to monetary policies, which has important implication for the transmission and effectiveness of monetary policy. It also finds an asymmetric effect of monetary policy on bank lending with regard to the monetary conditions: in easy regime bank lending may not be affected my monetary tightening. This result calls for duly consideration of the ownership structure of the banking system when monetary policy and its effect on credit are studied. In summary, the thesis highlights the importance of institutional settings for economic development in transition and emerging economies.
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Larsson, Marcus. "Enhancing the Value Proposition of Live Esports Consumption with AI Technology." Thesis, KTH, Industriell Marknadsföring och Entreprenörskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-230115.

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When a company includes a new technology or innovation into their value proposition, customers may perceive it as an enhancement or deterioration. This phenomenon was explored in this study with a case study of a present case in the esports industry. Research have shown that AI (Artificial Intelligence) technology can be used to predict which team is going to win in a match in the esports game DotA 2. A prototype AI called Znipe Sense was developed and analyzed during this study to answer the question: How can a predictive AI affect the value proposition of live esports consumption? Znipe Sense was included into Znipe Esports’ value proposition during a tournament in February 2018. It was observed that Znipe Sense could predict outcomes of professional matches with a higher accuracy than human experts. The observations of Znipe Sense, an interview with experienced players, interviews with business professionals and internal company documents were used as empirical material for the analysis. How Znipe Sense affected the value proposition was analyzed through the factors: Performance, Ease-of-use, Reliability, Flexibility and Affectivity, also known as the PERFA framework. It was concluded that a predictive AI can enhance the value proposition of live esports consumption through the Performance and Ease-of-use factors, and it would not affect the value proposition through Reliability or Flexibility. However, in the analysis of the Affectivity factor it was identified that there is a risk related to negative effects of gambling addiction that could deteriorate the value proposition.
När ett företag inkluderar en ny teknik eller innovation i sitt värdeerbjudande kan kunderna uppleva det som en förbättring eller försämring. Detta fenomen undersöktes i denna studie med en fallstudie av ett aktuellt fall i esportsindustrin. Forskning har visat att AI (Artificiell Intelligens) teknik kan användas för att förutsäga vilket lag som kommer att vinna i en match i esports spelet DotA 2. En AI prototyp, Znipe Sense, utvecklades och analyserades under denna studie för att svara på frågan: Hur kan ett prediktivt AI påverka värdeerbjudandet av live esports konsumtion? Znipe Sense inkluderades i Znipe Esports värdeerbjudande under en turnering i februari 2018. Det observerades att Znipe Sense var bättre än mänskliga experter på att förutse det vinnande laget i professionella matcher. Observationerna av Znipe Sense, en intervju med erfarna spelare, intervjuer med affärsfolk och interna företagsdokument användes som empiriskt material. Hur Znipe Sense påverkade värdeerbjudandet analyserades genom faktorerna: ”Performance”, ”Ease-of-use”, ”Reliability”, ”Flexibility” och ”Affectivity”, även känt som PERFA-ramverket. Slutsatsen visar på att ett prediktivt AI kan öka värdeerbjudandet av live esports konsumtion genom Performance och Ease- of-use faktorerna, och att värdeerbjudandet inte skulle påverkas genom Reliability och Flexibility. I analysen av Affectivity-faktorn identifierades emellertid att det finns en risk i relaterat till negativa effekter av spelberoende som kan försämra värdeerbjudandet.
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Bitilis, Pavlos. "Electronic Performance And Tracking Systems (EPTS) : Perceptions, Benefits and Challenges of Professional Football Athletes and Training Staff." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-106888.

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Personal Informatics (PI) are information systems that allow people to process activities with the usage of information technology, aiming to produce informational products (data) either for themselves or for others. Technologies that enable PI are becoming increasingly popular, assisting people in collecting personally relevant information about their body and their behaviour. In sports industry nowadays, a great variety of PI wearable tools offer support to athletes and training staff to improve their performance. An example of such tool is the Electronic Performance and Tracking Systems (EPTS), which are a combination of hardware and software that facilitates the collection, storage, analysis and management of professional athletes’ fitness and health data. Although significant and broadly used, EPTS have not yet received much attention from researchers and, thus, understudied. Therefore, the master’s thesis explores the perceptions of professional football athletes and training staff regarding the use of EPTS in their everyday training and work. Furthermore, the master’s thesis research explores the benefits and challenges that professional football athletes and training staff experience when using EPTS in their everyday training and work. The master’s thesis study adopts the interpretive paradigm and qualitative ethnographic approach. The research data was collectedthrough direct observations in the field and semi-structured interviews from Greek professional football athletes and Greek training staff that use wearable EPTS in their everyday training and work and was analysed thematically. A theoretical framework, which is built upon relevant literature from the informatics field and along with the theory of sensemaking, is used to understand, interpret and discuss the research findings. The research outcome of the master’s thesis shows that communication is at the core of EPTS enabling football players and training staff to improve individual and team performance. Organizing of every day starts and ends with EPTS analysis and evaluation and better organized and daily evaluated football methodology appears as key benefit for the club. Coaches and trainers are now more data driven and accurate and analysts and trainers that conduct analysisof the data provided by EPTS are new members of the training staff. Evidence provided by EPTS build trust between staff and players and in the training staff. Visualization tools for presenting insights need to be further improved with the addition of in-field monitors and 3D presentations. Furthermore, it is important for training staff members to have ethical and consistent strategy on how data derived from EPTS are used on how data are communicated.  The research complements previous research on personal informatics and adjusts them to elite team sport context and adds to the theory of sensemaking regarding how users make sense of PI tools that are related with their everyday routines at work. In addition, it offers football training staff members a model for efficient use of EPTS technology into the everyday football practices and a model of sustainable use aiming the overall improvement of team performance.
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Carlsson, Teodor, Linnea Gunnarsson, Sebastian Lindgren, and Maria Lindqvist. "Mobile Application for Informative Communication During Sports Events." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353735.

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The student sports event Studentiaden is a yearly occurring event arranged by Swedish University Sports Federation (Sveriges Akademiska Idrottsförbund) in collaboration with local student sports associations. During Studentiaden approximately 500 to 1000 students participate every year from all across Sweden. The size of the sports event makes it difficult to reach out to all competitors and visitors. In this project, a mobile application was developed to allow faster communication from the organizers to the competitors and visitors with the use of push notifications. The application consists of relevant information regarding the event, such as schedules, results and contact information. A stress test with 1500 connections simultaneously was made which the application passed. Another test run on the mobile application was the navigation time to different pages in the application. The results attained from all tests where successful. The application was never published due to expected long waiting times for registration at Google Play and App store. However the application as it was provided an alternative means to transfer information to participants and visitors from the arrangers at Studentiaden.
Studentsporteventet Studentiaden arrangeras årligen av Sveriges Akademiska Idrottsförbund i samarbete med lokala studentidrottsföreningar. I eventet deltar 500-1000 studenter från hela landet. Storleken på evenemanget gör det svårt att nå ut med ny information till alla deltagare och besökande på kort tid. Vi har tagit fram en mobilapplikation för att tillåta snabbare kommunikation från arrangörer till deltagare och besökande genom push notiser. Utöver detta innehåller också applikationen annan nödvändig information om eventet. Applikationen klarade av stresstest med 1500 uppkopplingar samtidigt. Utöver detta så testades också navigeringstid till olika sidor inom applikationen. Resultaten som erhölls i de olika testerna visade godkända resultat för ändamålet. Applikationen publicerades inte på grund av förväntade långa kötider för registrering på Google Play och App Store. Däremot visade sig applikationen vara ett alternativ till att förmedla information till deltagare och publik under Studentiaden.
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Segerståhl, K. (Katarina). "Cross-platform functionality in practice:exploring the influence of system composition on user experiences of personal exercise monitoring." Doctoral thesis, Oulun yliopisto, 2011. http://urn.fi/urn:isbn:9789514297274.

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Abstract Cross-platform configurations—systems and services employing multiple devices and applications in concert—increasingly penetrate a variety of personal and recreational domains, such as entertainment, photography and physical exercise. Supporting regular physical exercise is important in reducing health threats such as obesity and heart disease. Many personal exercise monitoring solutions employ a cross-platform configuration. This work is positioned at the intersection of two streams of research: 1) cross-platform systems and 2) technology-mediated physical exercise. The key question is: How does composition—the manner by which roles, functionality and content are allocated across system components—influence use and user experience. This thesis investigates how composition works and functionality and content may be allocated efficiently. This work takes on a qualitative case study approach, featuring a heart rate monitoring system comprising a wearable heart rate monitor and a web service. The findings reveal that the composition of cross-platform systems essentially influences user experiences. Cross-platform systems may support different ways of carrying out activities through role-based and modular organization of components. Complementary allocation of functionality may reduce the complexity on individual devices and increase components’ fit for purpose. Several challenges in combinatorial use, such as the limited functionality of specific devices or the redundancy of functionality, could be overcome by strategic allocation. Despite the challenges, cross-platform systems may effectively support cross-contextual activities. In exercise monitoring, the role of the interactive mobile device was particularly central for motivation, learning and controlling target behavior. Conventional exercise diaries or non-interactive solutions based on sensors may benefit from the inclusion of “runtime” interactivity. This study identifies composition as a designable characteristic of cross-platform systems constituted by structure of roles, distribution of functionality and content and functional modularity. This conceptualization proposes new directions for the study and design of cross-platform systems. The thesis discusses ways to allocate roles effectively. It also suggests guidelines for cross-platform composition
Tiivistelmä Tämä työ käsittelee monikanavaisia järjestelmiä, jotka muodostuvat useiden eri päätelaitteiden ja sovellusten yhdistelmistä. Kuluttajasektorilla ne ovat yleistyneet esimerkiksi viihteessä, valokuvauksessa ja liikkumisen tukena. Säännöllisen liikunnan tukeminen on keskeistä muun muassa ylipainon sekä sydän- ja verisuonisairauksien ehkäisyssä. Suuri osa liikuntaa tukevista ratkaisuista yhdistelee useita eri teknologioita ja sovelluksia. Tämä työ asemoituu kahden tutkimusalueen risteykseen: 1) monikanavaiset järjestelmät ja 2) teknologia liikunnan tukena. Tutkimuksen perimmäisenä tarkoituksena on edistää monikanavaisten järjestelmien tilannelähtöistä suunnittelua. Keskeinen kysymys on, kuinka järjestelmän toiminnallisuudet ja sisältö voidaan tehokkaasti jakaa eri osasovellusten, kuten mobiilisovelluksen ja verkkopalvelun kesken. Tässä työssä kyseistä allokaation problematiikkaa tarkastellaan laadullisen tapaustutkimuksen keinoin. Tutkimuksessa perehdytään sykemittarin ja verkkopalvelun muodostaman esimerkkijärjestelmän toimintaan keskittyen loppukäyttäjien kokemuksiin. Tutkimus osoittaa, että monikanavaisen järjestelmän kompositio määrittää keskeisesti käyttäjäkokemusta ja järjestelmän tuomaa lisäarvoa käyttäjälle. Monikanavaiset järjestelmät voivat tehokkaasti tukea erilaisia käyttötapoja erikoistuneiden ja (tietyssä määrin) itsenäisten osasovellustensa kautta. Onnistuneella kompositiolla voidaan yksinkertaistaa laitteita ja palveluita sekä lisätä niiden soveltuvuutta käyttötarkoitukseensa. Monikanavaisten järjestelmien käyttöön liittyviä ongelmia, kuten sisältöjen päällekkäisyyttä ja rajoitteita osasovellusten toiminnallisuudessa, voidaan ratkoa strategisen allokaation keinoin. Tutkimus osoittaa, että liikunnan tukena sykemittari on keskeisessä roolissa motivoiden käyttäjiä ja tehostaen harjoittelua välittömän palautteen avulla. Liikunnan aikainen palaute on keskeistä, mikä tulisi huomioida urheilupäiväkirjoihin ja passiivisiin sensoreihin perustuvissa ratkaisuissa. Kompositio on monikanavaisten järjestelmien keskeinen piirre, johon voidaan vaikuttaa suunnittelussa roolien allokaatiolla, toiminnallisuuden ja sisällön jakamisella sekä osasovellusten itsenäisyyden asteella. Tämä tutkimus ohjaa monikanavaisten järjestelmien suunnittelua ja tutkimusta sekä esittää ohjenuoria tehokkaalle allokaatiolle
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Books on the topic "Information technology and sport"

1

Nilsson, Andreas. Sport informatics: Exploring IT support for spectators at sporting events. Göteborg, Sweden: Dept. of Informatics, Göteborg University, 2006.

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Cormier, Victor J. Sport Timing Technology. Dieppe, N.B: Sport Timing Technology, 1994.

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Lawson, Jenny. Information technology. Harlow: Longman, 1997.

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Frost, Roger. Information technology. Glasgow: Nelson Blackie, 1993.

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Reynolds, Paul. Information technology. London: Letts Educational, 1998.

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Browning, John. Information technology. [London]: [Economist Newspapers], 1990.

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Text, REtrieval Conference (13th 2004 Gaithersburg Md ). Information technology. Washington: U.S. G.P.O., 2005.

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Mark, Lambert. Information technology. New York: Bookwright, 1991.

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Carter, Roger. Information technology. London: Pan Books, 1987.

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Passey, Don, and Brian Samways, eds. Information Technology. Boston, MA: Springer US, 1997. http://dx.doi.org/10.1007/978-0-387-35081-3.

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Book chapters on the topic "Information technology and sport"

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Li, Chuang, and Zhen Wang. "Research on the Applications of Information Technology in Sport Management." In Information and Business Intelligence, 247–52. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-29087-9_37.

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Dong, Hui-juan, Chong-fei Li, and Feng-yan Zhang. "Research on Information Technology in Sport Educational Training System." In Lecture Notes in Electrical Engineering, 403–9. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-35398-7_51.

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Varriale, Luisa, and Domenico Tafuri. "Technology for Soccer Sport: The Human Side in the Technical Part." In Lecture Notes in Business Information Processing, 263–76. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-32689-4_20.

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Goyani, Mahesh M., Shreyash K. Dutta, and Payal Raj. "Key Frame Detection Based Semantic Event Detection and Classification Using Heirarchical Approach for Cricket Sport Video Indexing." In Advances in Computer Science and Information Technology, 388–97. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-17857-3_39.

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Shen, Fei, Jun Li, and Zhifeng Wang. "Information Technology and Its Application in Sports Science." In Advances in Intelligent and Soft Computing, 591–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-29387-0_91.

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Tang, Yanping, Guanghui Li, and Hongyan Yu. "Research on Sports Training Based on Information Technology." In Proceedings of the 2nd International Conference on Green Communications and Networks 2012 (GCN 2012): Volume 1, 415–21. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-35419-9_48.

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Shao, Guohua. "Sports Information Communication Model Based on Network Technology." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 391–99. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77417-2_31.

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Pruyt, Erik, Tushith Islam, and Thomas Arzt. "On the Spot and Map: Interactive Model-Based Policy Support Under Deep Uncertainty." In Public Administration and Information Technology, 315–42. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-61762-6_14.

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Li, Xiao Hong, and Tuan Ting Zhang. "The Application of Information Technology in Modern Sports Teaching." In Lecture Notes in Electrical Engineering, 2079–83. Dordrecht: Springer Netherlands, 2013. http://dx.doi.org/10.1007/978-94-007-7618-0_249.

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Mahadik, Prathamesh R., Praj Shete, Shrenik Kabade, Shlok Gaikwad, and N. S. Shirsat. "Accident Detection and Avoidance Using Spot Sensor Technology." In Emerging Technologies in Data Mining and Information Security, 219–27. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-15-9774-9_21.

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Conference papers on the topic "Information technology and sport"

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Oktavia, Tanty, Ford Lumban Gaol, Takaaki Hosoda, and Arsyan Syahir. "Sport Science Model to Support the Professional Sports Organization Decision Making." In 2020 International Conference on Information Management and Technology (ICIMTech). IEEE, 2020. http://dx.doi.org/10.1109/icimtech50083.2020.9211238.

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Pasic, Dani, and Danijel Kucak. "Gamification in sport — Improving motivation for recreational sport." In 2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). IEEE, 2018. http://dx.doi.org/10.23919/mipro.2018.8400160.

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Mills, Craig, and Bertram Haskins. "Using mobile technology in an adventure sport." In 2018 Conference on Information Communications Technology and Society (ICTAS). IEEE, 2018. http://dx.doi.org/10.1109/ictas.2018.8368737.

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Liu, Shanyu. "Research on Applications of Information Technology in Sport Training." In 4th International Conference on Management Science, Education Technology, Arts, Social Science and Economics 2016. Paris, France: Atlantis Press, 2016. http://dx.doi.org/10.2991/msetasse-16.2016.300.

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Yi Peng. "Design and implementation of sport training management information system for high education sports team." In 2010 International Conference on Educational and Information Technology (ICEIT). IEEE, 2010. http://dx.doi.org/10.1109/iceit.2010.5607682.

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Gabibov, A. B., A. F. Polomoshov, and N. V. Ryzhkin. "Physical Education and Sport in the Era of Information Technology." In The International Conference “Health and wellbeing in modern society” (ICHW 2020). Paris, France: Atlantis Press, 2020. http://dx.doi.org/10.2991/ahsr.k.201001.027.

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Iskandar, Yulita Hanum P., Lester Gilbert, and Gary B. Wills. "Reducing latency when using Virtual Reality for teaching in sport." In 2008 International Symposium on Information Technology. IEEE, 2008. http://dx.doi.org/10.1109/itsim.2008.4632076.

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Ping, Gao, and Yu Yin. "Management and control of sport training system structure." In 2013 International Conference of Information Technology and Industrial Engineering. Southampton, UK: WIT Press, 2013. http://dx.doi.org/10.2495/itie130051.

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Thongrawd, Chairit, Wassana Bootpo, Sukunya Thipha, and Kittisak Jermsittiparsert. "Exploring the nexus of green information technology capital, environmental corporate social responsibility, environmental performance and the business competitiveness of Thai sports industry firms." In Journal of Human Sport and Exercise - 2019 - Summer Conferences of Sports Science. Universidad de Alicante, 2019. http://dx.doi.org/10.14198/jhse.2019.14.proc5.33.

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Hahm, Gyeong-June, and Keeseong Cho. "Event-based sport video segmentation using multimodal analysis." In 2016 International Conference on Information and Communication Technology Convergence (ICTC). IEEE, 2016. http://dx.doi.org/10.1109/ictc.2016.7763383.

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Reports on the topic "Information technology and sport"

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Wing, Brad. Information technology :. Gaithersburg, MD: National Institute of Standards and Technology, 2011. http://dx.doi.org/10.6028/nist.sp.500-290.

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McCabe, R. Michael, and Elaine M. Newton. Information technology :. Gaithersburg, MD: National Institute of Standards and Technology, 2007. http://dx.doi.org/10.6028/nist.sp.500-271.

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Lyon, Gordon E. Information technology :. Gaithersburg, MD: National Institute of Standards and Technology, 2002. http://dx.doi.org/10.6028/nist.sp.500-241.

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Baird, Aaron, Corey Angst, and Eivor Oborn. Health Information Technology. MIS Quarterly, June 2018. http://dx.doi.org/10.25300/misq/2019/curations/06212018.

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Moncarz, Howard T., Craig Schlenoff, Michael Gruninger, Michael Duffey, and Amy Knutilla. Process information technology:. Gaithersburg, MD: National Institute of Standards and Technology, 1998. http://dx.doi.org/10.6028/nist.ir.6206.

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Bartoszek, Thomas, Barry Gay, John Huddleston, James Mitchell, Alejandra Rodriguez, Vicky Sain, Christopher Scrabis, and Kathryn Truex. Information Technology Management: Management of Information Technology Resources Within DoD. Fort Belvoir, VA: Defense Technical Information Center, January 2005. http://dx.doi.org/10.21236/ada432557.

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Upton, Jaki F., Ann M. Lesperance, and Steven L. Stein. Information Technology and Community Restoration Studies/Task 1: Information Technology. Office of Scientific and Technical Information (OSTI), November 2009. http://dx.doi.org/10.2172/971111.

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Hostetler, David D., Jan E. Goolsbey, David A. Niesen, and Anita C. Phillips. PNNL Information Technology Benchmarking. Office of Scientific and Technical Information (OSTI), August 1999. http://dx.doi.org/10.2172/15001473.

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Compton, M. L., K. J. Cutshall, E. D. Mays, and K. A. Manicke. Technology Transfer Information Audit. Office of Scientific and Technical Information (OSTI), September 1994. http://dx.doi.org/10.2172/10192458.

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SECRETARY OF THE AIR FORCE WASHINGTON DC. Enterprise Information Technology Architectures. Fort Belvoir, VA: Defense Technical Information Center, May 2000. http://dx.doi.org/10.21236/ada404981.

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