Journal articles on the topic 'Information technology and sport'

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1

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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10

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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11

Dueck, Gunter. "Sport – dank Technologie." Informatik-Spektrum 31, no. 4 (May 28, 2008): 353–57. http://dx.doi.org/10.1007/s00287-008-0256-y.

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Ma, Bin Hai. "The Analysis on Sports Starting Technology Based on Biomechanical Analysis Method." Applied Mechanics and Materials 155-156 (February 2012): 1070–73. http://dx.doi.org/10.4028/www.scientific.net/amm.155-156.1070.

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At modern science and technology information-based society medium, at various athletics science in, according to living creature technical sport biomechanics technique at modern athletics technique in, for raise the athlete's performance at and sport technique, and excellent turn to exercise an equipments to develop an important function.Therefore, best sport analysis can provide the best sport carriage and sport technical ability, thus the training result of the exaltation athlete of science.The textual purpose is to run a technique according to the biomechanics research athletics, train the theory of providing science for the athlete's science basis, promote the development of athletics business thus.
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Zhang, Zhi Mei. "Research on the Application of Organizational Management Information System." Applied Mechanics and Materials 687-691 (November 2014): 2853–57. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.2853.

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To well organize China's Large-scale Sport Events, causes the Large-scale Sport Events organization to manage in the process each kind of activity and the work carries on the effective classification the equipment personnel and the division of labor authorization, we synthesized research techniques and so on utilization systems science, management science, mathematics modeling, artificial intelligence, information technology design in China's Large-scale Sport Events to organize the management information system, This article comprehensively elaborated this system function demand, the bare bone, the system design and the core function and so on.
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Azahari, Abd Rahman. "KENDALA PELESTARIAN OLAHRAGA MASYARAKAT SEBAGAI MATERIAL CULTURE PADA GENERASI MUDA PERKOTAAN: A GROUNDED RESEARCH." CENDEKIA: Journal of Education and Teaching 10, no. 2 (September 3, 2016): 207. http://dx.doi.org/10.30957/cendekia.v10i2.192.

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Abd. Rahman Azahari This study describes constraints affecting social sport as material culture received minor perception for young generation and the sport is left in modern information technology. This study used grounded research emphasizing an indepth data analysis to achieve wise phenomenon. Data were collected using participatory observation and indepth interviews. Two traditional Dayak sports in Central Kalimantan were observed: menyipet (to blow with a pipe) and balago in January to July 2015, involving sport organization heads, cultural heads, sport teachers, coaches, and athletes as informants. Data were analyzed using open coding, axial coding and selective coding from Strauss and Corbin. The study revealed: (1) internal problems include: monotonous rules of the games, no more funs, hard to train, and do not serve to earn money; (2) external problems include: lack of coordination between government offices, limited invitation games, complex government regulation and policy, restricted facilities for traditional sports.
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COMEAU, TAMMY DUERDEN, and CANDACE L. KEMP. "Intersections of age and masculinities in the information technology industry." Ageing and Society 27, no. 2 (February 15, 2007): 215–32. http://dx.doi.org/10.1017/s0144686x06005605.

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This paper explores the intersections of age and masculinities in small information technology (IT) firms in Canada. The IT workforce, although demographically young, does not entirely comprise younger workers but is dominated by men and is ageing. Despite the infamous ‘nerd’ stereotype of IT workers and its associations with immature age and masculinity, perceptions of age and ageing in the industry have not been considered in the context of masculinities. To what extent are conceptualisations of IT work shaped by notions of age and masculinities? How do perceptions of age and masculinities correspond to occupational trajectories and responsibilities in IT work settings? To address these questions, this paper reports an analysis of qualitative semi-structured interviews with 76 employees of small IT firms in Canada. The findings indicate that the dominant frameworks for describing the nature of IT work are metaphors and analogies with sports, the military, entrepreneurial drive and craftsmanship. This paper focuses on the allusions to sport, war and ‘being driven’, and argues that the discursive ties to these masculine arenas normalise, or make ‘natural’, the affiliation of youthfulness and technical ability. The corresponding intersections between age and masculinity suggest that older workers are marginalised in small IT firms.
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Gao, Li. "Research on Applied Equipment in Sport Teaching Based on Fiber-Reinforced Composites." Advanced Materials Research 1078 (December 2014): 74–77. http://dx.doi.org/10.4028/www.scientific.net/amr.1078.74.

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Fiber-reinforced composites have many advantages for many different fields. As for sport teaching, it is also closely connected with fiber-reinforced composites. The paper studies the advantages of fiber-reinforced composites as well as applied equipments to be used in sport teaching. Traditional mode of sports education emphasizes that PE teachers train learners to learn a skill and guide them how to win the game. Rarely do they involve how to guide them to make full use of different tools of different materials to achieve their goals. However, with the advance of information technology, college learners have more freedom to make their choices, which makes sports education in universities and colleges more challenging. This essay is to study the function and effects of applied equipment in sport teaching based on fiber-reinforced composites.
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Wu, Zhong, and Chuan Zhou. "Equestrian Sports Posture Information Detection and Information Service Resource Aggregation System Based on Mobile Edge Computing." Mobile Information Systems 2021 (July 8, 2021): 1–10. http://dx.doi.org/10.1155/2021/4741912.

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Equestrianism is a special sport. Equestrian sports have become popular in people’s lives and have also developed rapidly in our country, becoming a trend. This paper aims to study the equestrian sports posture information detection and information service resource aggregation system based on mobile edge computing. The research of equestrian sports can greatly promote future development. For this reason, we use the power of science and technology to study the equestrian sports posture and make an equestrian sports posture information detection system. The system is designed to feed back the riding posture in real time and can provide equestrian athletes with a more scientific and healthier equestrian training posture. In order to fully verify the practicability of the system, at the end of the forum, the performance of the entire monitoring platform was tested, and three tests were designed, respectively: packet loss rate test, driving test, and riding test. The driving test proves the validity of data transmission, and the riding test proves the practicability of the monitoring platform’s functions. The test results show that the maximum data packet loss rate is 0.6%, which can fully confirm that the monitoring platform has sufficient technical practicability, no problems have been found in practical applications, and it has good market and application prospects.
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Pate, Joshua R., and Alyssa T. Bosley. "Understanding the Skills and Competencies Athletic Department Social Media Staff Seek in Sport Management Graduates." Sport Management Education Journal 14, no. 1 (April 1, 2020): 48–51. http://dx.doi.org/10.1123/smej.2019-0032.

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Sport management academic programs can do better at preparing a graduate for a career by addressing the technology demands in the sport industry. Equally important is to weigh the skills that athletic department personnel want and need in a college graduate seeking an entry-level position in a sport communication, media relations, or sports information office. Those offices train student workers as an extension of their learning environment where they can put classroom learning to practice. The purpose of these interviews was to inform and equip sport management educators on how to best prepare students to enter the field of sport communication, specifically using social media in college athletics. Professionals indicated that students should be proficient in content creation and planning, representing an organization’s brand, and social media trends across all platforms. It is important for the sport management educator to know the skills and knowledge professionals desire from students so that classroom activity can be planned accordingly.
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Barbosa, Tiago. "Smart sport equipment: reshaping the sports landscape." Motricidade 14, no. 2-3 (October 17, 2018): 1–2. http://dx.doi.org/10.6063/motricidade.15232.

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We are witnesses of “Industry 4.0”, the 4th industrial revolution. In just a few years, we became a highly analytical society where at any given time massive datasets are produced, collected and analysed. Cities and countries have the vision of becoming smart societies, optimising the performance and wellbeing of their citizens. One can easily track and log all daily activities. The biggest challenge, though, is the management of an overwhelming amount of data. Sports industry is no different. Sports is a reflection of the society. Athletes (of any level, from recreational all the way up to world-ranked), patients and practitioners (Physical Education teachers, coaches, analysts, physicians, therapists, etc.) are keen to track-down analytical parameters as well. Innovation and technology can help preventing and minimising sports injuries, enhancing sports technique or aid assessing the performance delivered. The industry of smart sport equipment is growing up at a very fast pace. The number of wearable devices worldwide is expected to increase from 325 million in 2016 to over 830 million in 2020. The smart wearables for sports and fitness generated US$3.5 billion in 2014 (Market Wired, 2016). The forecast is that smart garments sector will worth about US$34 billion by 2020 (Lamkin, 2016). The smart textiles and smart fabrics market is expected to reach US$9.3 billion by 2024 (Grand View Research, 2015). These products can cater a wide range of consumers. The ones who are looking forward to more or less fashionable sportswear, sports accessories, information technology & electronics consumers, etc. The common denominator among these consumers is being innovation-driven. There are commercially available smart wearables (or gear) to be used in all main sports, including aquatics, athletics, boating, cycling, gymnastics, invasion games, net sports, winter sports, and much more. Sports equipment and clothing can be instrumented with sensors, providing real-time analytical details on the subject’s behaviour and performance. Data can be logged and analysed later on. Alternatively, it can be transmitted real-time to portable terminals (smartphones, tablets, smartwatches or laptops) and displayed immediately. With this outlook as backdrop, there is an opportunity for sports sciences to play a key-role in the reshape of the sports landscape. Sports researchers can help on the design and validation of smart sport equipment, and be involved as end-users of these products. As end-users, sport researchers will not be spending so much time collecting and handling data. Rather, the job scope will shift more into analysis, interpretation and application of the findings. This will enable to provide swift real-time feedback to patients, athletes, coaches and others stakeholders in the sports fraternity. Data can be uploaded to a cloud and be available everywhere at any given time from any device. The design, and validation of new cutting-edge devices, of innovative solutions, are a great opportunity to bridge academia with industry. To carry out these projects is paramount to have interdisciplinary research teams with a wide array of skills, different expertise and backgrounds. The project will not end by the publication of a series of research papers. This should be followed-up by obtaining a patent. Also, it can help highly-trained graduates to join the workforce and even to foster the setup of start-ups. Several universities, mostly in Asia and Europe (notably the United Kingdom), are now offering courses in “Sports Technology” to undergraduate students. Some tertiary institutions, are offering also undergraduate and postgraduate programmes in this field. The curricula of such programmes touch topics such as innovation, design, and sports engineering with a strong emphasis in sport sciences. Sports technology is an exciting, cutting-edge and reasonable new field. Moreover, it is possible to set a pathway between academia (research and teaching) and industry (services). Ultimately, it is deemed to provide an added economical return to society, which one should not disregard.
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Han, Chun Li, and Yun Chao Ma. "Design and Development of Large-Scale Sport Events Information System - Based on Project Management." Advanced Materials Research 219-220 (March 2011): 1195–200. http://dx.doi.org/10.4028/www.scientific.net/amr.219-220.1195.

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In order to effectively implementing the organization and management of large-scale sport events, and carrying out the important role of project management during the events, by integrating the use of research methods such as system science, management science, information technology, we designed a information system for large-scale sport events based on project management. In this paper we systematically discusses the characteristics of large-scale sport events based on project management, explores the application goal of information system for large-scale sport events based on project management, and on this basis we elaborates comprehensively on the system’s functional requirements, framework, functional structure, and other major issues during the execution.
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Rynarzewska, Ania Izabela. "Virtual reality: a new channel in sport consumption." Journal of Research in Interactive Marketing 12, no. 4 (October 8, 2018): 472–88. http://dx.doi.org/10.1108/jrim-02-2018-0028.

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Purpose The purpose of this study is to determine which factors affect virtual reality (VR) adoption by sports fans. Second, this paper seeks to evaluate consumer expectations of experience as related to introduction of VR. Based on the technology acceptance model, modified for the purpose of this study, and expectancy value theory, it was hypothesized that the frequency of sports-related information consumption, via different media channels, the expected improvement in the consumption of sports related information after adoption and attitude toward VR positively affect the likelihood of adoption. Design/methodology/approach The study relied on a quantitative questionnaire design method embedded in Qualtrics online survey tool. In addition, participants were exposed to a 75-s video about VR. Findings This study found that attitude toward VR, frequency of sports-related information consumption and expected improvements to information consumption after technology introduction positively affect adoption. The findings encourage adoption of a new channel, as it is likely to improve sports fan experiences related to information seeking and sports service consumption. Originality/value This study attempted to explore a relatively untapped area of research in VR usage particularly focusing on sports consumers. Most importantly, this applied study explored whether fans are willing to adopt VR, a relatively new technology that may have a high impact on the sports industry. Finally, this study relied on the modified technology adoption model and attempted to minimize its shortcomings. With that, this study should be viewed as beneficial to both theory and practice.
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Malacko, Julijan, Veroljub Stanković, Emilija Marković, and Ljiljana Arsić. "Leadership in Sport: Creative Challenges and Encouragement, Optimal Effectiveness in Integral Interactive Transformation and High Effectiveness in Final Applications." Physical Education and Sport Through the Centuries 6, no. 1 (June 1, 2019): 15–28. http://dx.doi.org/10.2478/spes-2019-0002.

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Summary The aim of the paper is to provide an overview of a series of processes which a leader in sport has to design and realize. The necessity of leadership presence (guidance) in sport can be found in the dynamic polyvalent and multidisciplinary development of contemporary human society, with the added note that management is more closely related to efficiency, and leadership with effectiveness and change. Based on the partial models of the structural and organizational system of sport constructed and presented so far, and the current global analyses of sports management and marketing, quality management, information, communication, scientific and training technology, as well as the analysis of individual models and their mutual interactions, we can conclude that the transformation processes which are in sport defined by applying increasingly more modern technologies, and in the world at large take place in a continued, dynamic and intense manner in sports organizations, should lead to the most efficient, optimal and effective modeling of increasingly newer and more modern creations, conceptions, projections and strategies, so that they could as a consequence lead to the strengthening of the role of specific sports and business functions.
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Smith, Norma. "Technology and Ethical Behavior in Running Sports." International Journal of Sociotechnology and Knowledge Development 10, no. 3 (July 2018): 27–40. http://dx.doi.org/10.4018/ijskd.2018070102.

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Wearable technologies' popularity in sporting practices continues to grow. Runners use GPS watches and activity trackers to track steps, log miles, map courses, and monitor heart rates. Likewise, wearables are integrated into long distance running events, with race officials relying on technologies to effectively execute events. However, technologies can also enable and monitor cheating. Many studies focusing on the individual explore why cheaters make unethical decisions. Actor-Network Theory shifts cheating's focus from the individual and moral failings to an assemblage that includes not only the runner, but nonhumans, such as technology, as well. A 2015 Canadian Ironman cheating incident case study illuminates intricate relationships and networks between humans and nonhumans. By examining the intersections of cheating and technology in running sports, the authors see where and how technology works as intended or is repurposed. Whereas a human-centered approach to sport and cheating dismisses wearables' agency, Actor-Network Theory reveals their underexamined, sociotechnical complexities.
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Jiang, Yi Pai, and Yan Xiu Wang. "Research of Sport Computer Integrated Management System." Applied Mechanics and Materials 539 (July 2014): 915–19. http://dx.doi.org/10.4028/www.scientific.net/amm.539.915.

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With the rapid development of the computer technology and the network technology, the computer information management technology has been widely used in the field of education. Due to various reasons, the sports teaching and management has been in a relatively backward state in the use of computers and network technologies. In order to better apply the modern computers and network technologies to the school sports teaching and management, the contents of the system and management processes are discussed in this paper.
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Bai, Jing, Gang Guo, and Li Chen. "Design for the Large Sport Stadium Information Management System." Applied Mechanics and Materials 543-547 (March 2014): 4518–22. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.4518.

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In this paper, the framework and subsystem detailed design of LSSIMS (Large Sport Stadium Information Management System) is proposed on the basis of main function-demand analysis. After the main function demand is analyzed under 6 iterative stages, the overall framework design of the system is proposed on the basis of the principles of frame design. Then the LSSIMS is divided into the subsystems including the gateway websites, ticketing business subsystem, fitness management subsystem, online interactive subsystems, commercial operation subsystem and advertisement management subsystem. Finally the subsystems are designed individually by adopting the middleware technology and the thought of multi-level, loosely coupled and open design. Through the later stages of detailed design and full system development, it is showed that based on the framework design the LSSIMS provides managers with detailed statistical analysis, decision support and standardization interfaces, which can make good social benefits.
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Kang, Sun J., Jae-Pil Ha, and Marion E. Hambrick. "A Mixed-Method Approach to Exploring the Motives of Sport-Related Mobile Applications Among College Students." Journal of Sport Management 29, no. 3 (May 2015): 272–90. http://dx.doi.org/10.1123/jsm.2013-0065.

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The popularity of smartphones has led to the creation of sport-related mobile applications in the areas of games, fitness, information, and events for sport consumers. The main purpose of this study was to examine why college students use sport-related mobile applications and what benefits they received from their usage. The study employed the Motivation Scale for Sport Online Consumption and the Technology Acceptance Model to understand this usage in more detail. Using a mixed-method approach, the study revealed that college students identified fanship, convenience, and information as primary motives for using their sport-related mobile applications. For college students who are sport fans, supporting their fanship through these applications represents an important aspect of their lifestyle. Sport managers and sport application developers will benefit from understanding users’ intentions and motives as the market for sport-related applications continues to grow.
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Sznajder, Andrzej. "Technologie informacyjno-komunikacyjne w marketingu sportu." Marketing i Rynek 2020, no. 3 (March 20, 2020): 3–11. http://dx.doi.org/10.33226/1231-7853.2020.3.1.

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Cao, Xiao Fen. "Research on the Design and Implementation of Basketball Teaching Platform Based on Internet Technology." Advanced Materials Research 791-793 (September 2013): 1664–68. http://dx.doi.org/10.4028/www.scientific.net/amr.791-793.1664.

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With the development of computer science and technology, Internet technology has been widely used which changes the mode of transmission of information. Basketball is the favorite sport of boys. Due to the lack of school basketball sports teaching resources and sports technology, many students cannot select their favorite sports programs. Basketball sports training belong to the action exemplary teaching. The requirements of teaching process on the action skill are relatively high. The students cannot fully grasp essential basketball action only rely on the classes. Based on this, the paper designs and develops the basketball Internet teaching platform and selects coaxial cable as the network transfer tool according to video data transmission characteristics. This paper studies the method of design of video and CAI courseware using advanced video production and conversion software Minicapture. It also programs and controls basketball virtual interactive environment using VRML technology and finally it gets the design and implementation of the platform of the basketball Internet teaching program.
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Song, Xiu Ping. "Applied Technology for Evaluation Index Modeling on Sports-Related Museum." Advanced Materials Research 1078 (December 2014): 388–91. http://dx.doi.org/10.4028/www.scientific.net/amr.1078.388.

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In this paper, the author investigated the evaluation factors of sport-related museum using information processing technology. After analyzing some original data and research the existing literature, and the author construct an evaluation index equation. The author believed that the evaluation of sport-related museum can be performed by means of using the evaluation equation. This evaluation system has an objective impartially significance. However, the author revealed the computerized evaluation system should be developed in the near future, in doing so, it can save a lot of manpower and material resources.
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Manalu, Nimrot. "IMPLEMENTATION OF SPORTS NATIONAL POLICY ON SPORT LEARNERS IN NORTH SUMATRA." JIPES - JOURNAL OF INDONESIAN PHYSICAL EDUCATION AND SPORT 4, no. 1 (July 30, 2018): 90–99. http://dx.doi.org/10.21009/jipes.041.09.

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The purpose of this research is to get information about the implementation of national sports policy towards student sport in North Sumatra. This research is a qualitative research. The focus of this research is to explore the real situation occurring in the forefront of the national sports and sports policy of North Sumatra students collected by interview method. The result is that there is no harmony between the sports policy and the reality society of sports in North Sumatra. This research gave birth to recommendations such as the need to optimize the socialization of Law No. 3 of 2005, Regulation of Government no. 18,17,18 among physical education teachers and trainers of Sports Students in North Sumatra are communicative, chain and quality. Need to be socialized National sports programs or projects such as the need for guidance or guidance for students' recreational sports, it is necessary to establish guidelines for the establishment of student achievement sports, to optimize the existence of Board of Trustees of Student Sport throughout Indonesia, it is necessary to realize the procurement of sports science and technology in schools that build sport achievement in North Sumatra, it is necessary to realize the establishment of the Student Training Center Training Center at the district / city level, it is necessary to realize the presence of special trainers of sports with the status of civil servants in school schools, and the need to realize sports championships or students' sports week at each level of city districts periodically and continuously. Keywords: National Policy Implementation of Sports, Sports Student
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Felip, R. L., L. Barcelo, X. Binefa, and J. R. Kender. "Robust Dominant Motion Estimation Using MPEG Information in Sport Sequences." IEEE Transactions on Circuits and Systems for Video Technology 18, no. 1 (January 2008): 12–22. http://dx.doi.org/10.1109/tcsvt.2007.903804.

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Tunde, M., and G. A. Obajimi. "Information communication technology as predictor of service delivery system in sport management in Nigeria." British Journal of Sports Medicine 44, Suppl_1 (September 1, 2010): i66—i67. http://dx.doi.org/10.1136/bjsm.2010.078725.223.

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33

Khimenes, Khrystyna, Ludmyla Kharchenko-Baranetska, and Oleksandr Edeliev. "Organizational efficiency of modern competition systems in professional sport games." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 8(139) (August 20, 2021): 117–23. http://dx.doi.org/10.31392/npu-nc.series15.2021.8(139).21.

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Professional sport have been developing dynamically in the last few decades. This is evidenced in particular by the growth of its income. The last one is directly related to a quality product produced by a professional sport – a spectacular competition. In particular, in the last few decades, the system of competitions in professional sport has acquired an updated form, significantly changed both quantitative and qualitative indicators of it held. Purpose. To identify key factors in the organizational effectiveness of modern competition systems in professional sports (for example, North American (NFL, NBA, NHL, MLB, MLS), European (UEFA, FIBA / ULEB) and global organizations (ITL/ATP, PGA)). Methods: data analysis and generalization; theoretical interpretation and explanation; analysis of documentary materials, system analysis. Results. Modern systems of professional sports competitions in North America (NFL, NBA, NHL, MLB, MLS) operate according to similar rules. Changes within these systems today are primarily due to public demand. In some leagues (NFL, NHL, MLS,) there has been and continues to be an expansion of teams. In fact, all of these organizations today focus on competitions and in the international sports arena, although until recently the domestic market was more important for them. Due to the development of technology, the leadership of the leagues is increasingly focused on the e-sports market. They develop their own competition systems in a virtual environment and use the latest technologies in conducting and broadcasting real matches, bringing the viewer and the player closer. In Europe, organizations such as UEFA, FIBA/ULEB are also experimenting with changes in the number of teams (increasing in some and decreasing in other competitions) and the format of key tournaments. The professional sports organizations such as ITL/ATP and PGA also impresses with the number of tournaments today. In addition, these organizations are characterized by unique systems of competition, which were also formed as a reaction to external factors (economic, social, informational, etc.). Conclusions. The key factors of organizational efficiency of modern competition systems in professional sports are the level of economic development, technology and information spheres, the level of interest of the international community in kind of sport, the social position of leagues, and most importantly today - development in a pandemic condition.
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Ratten, Vanessa. "Sport-based entrepreneurship: towards a new theory of entrepreneurship and sport management." International Entrepreneurship and Management Journal 7, no. 1 (March 3, 2010): 57–69. http://dx.doi.org/10.1007/s11365-010-0138-z.

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35

Aughey, Robert J. "Applications of GPS Technologies to Field Sports." International Journal of Sports Physiology and Performance 6, no. 3 (September 2011): 295–310. http://dx.doi.org/10.1123/ijspp.6.3.295.

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Global positioning system (GPS) technology was made possible after the invention of the atomic clock. The first suggestion that GPS could be used to assess the physical activity of humans followed some 40 y later. There was a rapid uptake of GPS technology, with the literature concentrating on validation studies and the measurement of steady-state movement. The first attempts were made to validate GPS for field sport applications in 2006. While GPS has been validated for applications for team sports, some doubts continue to exist on the appropriateness of GPS for measuring short high-velocity movements. Thus, GPS has been applied extensively in Australian football, cricket, hockey, rugby union and league, and soccer. There is extensive information on the activity profile of athletes from field sports in the literature stemming from GPS, and this includes total distance covered by players and distance in velocity bands. Global positioning systems have also been applied to detect fatigue in matches, identify periods of most intense play, different activity profiles by position, competition level, and sport. More recent research has integrated GPS data with the physical capacity or fitness test score of athletes, game-specific tasks, or tactical or strategic information. The future of GPS analysis will involve further miniaturization of devices, longer battery life, and integration of other inertial sensor data to more effectively quantify the effort of athletes.
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Radicchi, Elena. "Sports Sponsorship Evolution in the Economic Recession: Analytical Evidence from Empirical Cases." Physical Culture and Sport. Studies and Research 61, no. 1 (June 1, 2014): 51–64. http://dx.doi.org/10.2478/pcssr-2014-0005.

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Abstract Sport sponsorship has developed into a major global industry. Even though it is still a significant communication tool for companies, in recent years, sponsorship is no more just a matter of exposing a logo on a jersey or purchasing an in-stadium sign. Rather sponsors and sport entities should engage in an activity that enables them to exchange value. Sponsorships are moving toward complex patterns of interactions in which each “player” is engaged in a meaningful activity that can deliver mutual benefits. The aim of the paper is to analyze the sport sponsorship’s evolution in the latest economic recession. To understand the patterns of relations among different actors involved within a sport sponsorship arrangement, we take as “interpretive lenses” the strategic partnerships’ theoretical framework and make an application to a wide range of empirical sponsorship cases. Our main focus are national and international sponsorships related to professional teams and major sports events in which we are able to underline roles and strategic behaviors of sponsors and sport entities. The empirical analysis has been supported by a qualitative methodology. Data and information has been gathered using online secondary sources. Moreover, interviews with key executives and professionals involved within several sport sponsorships deals have been carried out. Findings suggest that sport sponsorships are assuming the role of a huge variety of agreements-exchange transactions, collaborations, strategic alliances, cooperation, consortia, etc.-that involve multiple complementary assets (technology, distribution channels, financial resources, etc.) and functions (R & D, marketing, organization, etc.). Furthermore, by implementing sports partnerships corporate and/or institutional actors are able to emerge among various stakeholders and to gain a global exposure.
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King, Colin D., and Gregory MacKinnon. "Factors to Consider When Designing Multimedia CBL Tools in Health Professional Programs." Journal of Cases on Information Technology 22, no. 1 (January 2020): 72–86. http://dx.doi.org/10.4018/jcit.2020010105.

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Multimedia case studies are effective constructivist instructional tools that can help to design contextually authentic scenarios while also scaffolding instruction to help students move beyond their current skill and knowledge base. Although there are many advantages of using multimedia case-based learning, there are also many challenges associated with designing technology-enhanced case studies for constructivist learning. The research described herein presents the advantages and challenges that emerged from three unique learning environments in health professional education programs. In each of these environments, a multimedia educational tool (named the multimedia case-based learning sports injury assessment educational tool) was designed to engage students in authentic sport injury case scenarios. Feedback was gathered from multiple stakeholders in each learning context and used to explore the effectiveness of this technology-enhanced pedagogical approach.
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Xie, Jian, and Dan Chu. "Analysis on Computer Virtual Reality Technology and Research on Its Application in College Teaching." Open Electrical & Electronic Engineering Journal 8, no. 1 (December 31, 2014): 594–98. http://dx.doi.org/10.2174/1874129001408010594.

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purpose: discuss and analyze sport physical teaching of the computer aided teaching (CAI) under the artificial intelligence information environment; Method: introduce the basic composition of the computer aided teaching, conduct detailed analysis on CAI strengths and weaknesses, introduce the concept of intelligent computer aided teaching (ICAI) based on it, and investigate and analyze the undergraduate teaching conditions of 8 colleges such as Beijing Sport University by using the information query method, export interview method, export scoring method and investigation method by combining the early survey and research. Result: The investigation results display that the ICAI use of colleges improved remarkably. The average annual growth rate is about 8%. The ICAI satisfaction of the teachers and students is over 85%. Conclusion: ICAI is one brand-new pattern in the modern education teaching and is also one attempt, which should be guided and studied by related exports and scholars in future application.
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Sleivert, Gordon G. "Using Microtechnology to Monitor Thermal Strain and Enhance Performance in the Field." International Journal of Sports Physiology and Performance 2, no. 1 (March 2007): 98–102. http://dx.doi.org/10.1123/ijspp.2.1.98.

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Wireless microtechnologies are rapidly emerging as useful tools for sport scientists to move their work out of the laboratory and into the field. The purpose of this report is to describe some of the practical aspects of using ingestible radiotelemetric temperature sensors in sport physiology. Information is also presented to demonstrate the utility of this technology in understanding individual differences in coping with environmental stress, optimizing heat adaptation, and fine-tuning competition strategy (pacing). Wireless core-temperature technology has already revolutionized field monitoring of elite athletes training and competing in extreme environments. These technologies are valuable tools for sport scientists to better understand the interaction between the physiology of exercise and the environment.
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Ponnet, Hans, Hans Vangrunderbeek, and Liam McCarthy. "The Flemish Interactive Coaching Monitoring System." International Sport Coaching Journal 8, no. 2 (May 1, 2021): 253–62. http://dx.doi.org/10.1123/iscj.2020-0093.

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As large-scale coach education programs receive a growing amount of attention and investment (e.g., human and financial resources), the case for increased understanding of their impact is a pressing matter. In this paper, the authors outlined the creation of the Flemish Interactive Coaching Monitoring System (FICOMS) within the Flemish School for Coach Education (Belgium). The FICOMS is a data warehouse consisting of multiple databases, which was set up in 2019 to integrate data on coach education and coach certifications (1960–present), active coaches within club-organized sports (2014–present) and sport clubs, sports participants, and sports infrastructure. The FICOMS provides a variety of interactive and externally facing dashboards with useful statistics on coach education and coaching in Flanders. For example, the evolution of dropout ratios of qualified versus nonqualified coaches in sports clubs and sports federations can be identified, as well as the evolution of the percentage of qualified coaches in a specific sport, sports federation, or gender, or regional differences. By describing the main characteristics of FICOMS and sharing some emerging insights and early possibilities, the authors aimed to clarify the potential of this information technology for different stakeholders, such as governments, policymakers, sports federations, Olympic committees, education partners, municipalities, and researchers.
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Herrero-Gutiérrez, Francisco-Javier, and José-David Urchaga-Litago. "The Importance of Rumors in the Spanish Sports Press: An Analysis of News about Signings Appearing in the Newspapers Marca, As, Mundo Deportivo and Sport." Publications 9, no. 1 (February 26, 2021): 9. http://dx.doi.org/10.3390/publications9010009.

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The front pages of newspapers are the main showcase to sell the product. Those first pages are a perfect hook for newspapers to attract readers; thus, it becomes vital to show striking pieces of information, captivating the audience. In the case of the written sport press in Spain, there is a key period in which true information is mingled with half-truths and even rumors: The summer transfer window. This paper shows an analysis of the front-page news appearing in the Spanish sports newspapers Marca, As, Mundo Deportivo, and Sport, over a five-year period (2015–2019), based on a sample of 120 different issues of the newspaper. Many times, the media present information either as something true or as a hypothesis or possibility. After quantitatively analyzing that, it can be noticed that in more than 50% of the cases, the signing or sale of the player referenced on the front page (the main news) does not occur. Similarly, it can be observed that there is a direct link connecting the news referring to Real Madrid with Marca and As, and Fútbol Club Barcelona with Mundo Deportivo and Sport. Finally, almost 100% of this news is showed along with real photographs, using photo montage in just a few cases.
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42

Sam, Michael P. "The Public Management of Sport." Public Management Review 11, no. 4 (July 2009): 499–514. http://dx.doi.org/10.1080/14719030902989565.

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43

Jones, Paul, Vanessa Ratten, and Ted Hayduk. "Sport, fitness, and lifestyle entrepreneurship." International Entrepreneurship and Management Journal 16, no. 3 (May 1, 2020): 783–93. http://dx.doi.org/10.1007/s11365-020-00666-x.

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Urichianu, Bogdan Andrei, Adrian Urichianu, Marius Dima, and Toma Sanda Urichianu. "Study on the social significance of recreational sport." Annals of "Dunarea de Jos" University of Galati Fascicle XV Physical Education and Sport Management 2 (December 24, 2020): 60–68. http://dx.doi.org/10.35219/efms.2020.2.07.

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The acceleration of contemporary world events, global social, political and economic transformations that have changed traditions and ideologies into new forms adopted by young generations have also brought new content, methods and skills to the field of physical education and sport that have reformed the system and are able to respond to solving unknowns that have pushed to another stage the practice of sports activities.The development of information technology has attracted the lack of interest of young people for movement through forms of practice, known as sometimes unattractive.The purpose of this study is to argue the rethinking of the composition of physical education programs, the discovery of solid evidence based on the reasons for practicing physical sports, the presentation of models to follow and the adaptation of basic structures to human evolution.Assumption. In this study we tried to find out what are the elements that could motivate students to practice physical sports.The results we reached after the study confirmed that more and more students prefer to spend their free time with activities other than sports and those who still prefer movement choose activities that offer fun, play and recreation.
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45

Dang, Lei, Zhen Li, Xiao Hua Sun, and Hui Ying Yang. "Application of Information Technology in Discus Movement." Advanced Materials Research 765-767 (September 2013): 2595–99. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.2595.

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The sensor technology is applied to the discus sports, which can be called digital discus, a real-time data acquisition of the moving discus information can be easily gained. The system uses statistical analysis and data mining to do analysis with these collected data. It's solved the problem on getting the accurate kinetic data and kinematics data of the moving discus for the sports like discus, and proved significant data for study athlete's technical movement and achievement.
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Volkwein, Karin A. E. "Sport in the Global Village by Ralph C. Wilcox, Editor (Morgantown, WV: Fitness Information Technology, 1994)." Journal of the Philosophy of Sport 22, no. 1 (May 1995): 128–34. http://dx.doi.org/10.1080/00948705.1995.9714523.

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47

Brookes, Stephen, and Jay Wiggan. "Reflecting the Public Value of Sport." Public Management Review 11, no. 4 (July 2009): 401–20. http://dx.doi.org/10.1080/14719030902989490.

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48

Lee, Seungbum, Yongjae Kim, and Tang Tang. "Media Convergence as Exogenous Forces in a NCAA DI Athletic Department: Organizational Climate and Resource Allocation Decision Making." Case Studies in Sport Management 9, S1 (January 1, 2020): S20—S25. http://dx.doi.org/10.1123/cssm.2019-0029.

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To successfully evolve, organizations should change at the same pace as the environment changes. It is particularly important when adapting and utilizing new media technology is a huge part of an organization’s success. Presently, media professionals in all industries including intercollegiate athletics are experiencing a significant change in their work environment due to the ever-changing nature of new media technology. In particular, media convergence, an integration of production by combining both old (e.g., television) and new media (e.g., the Internet), has been one of the most influential phenomena creating unexpected changes and complex dynamics in the current media industry. Nonetheless, what have been previously overlooked in sport communication literature are challenges generated by media convergence, which affects the nature of sport communication. This case study provides a scenario based on semi-fictitious information so that students can critically examine the dynamic nature as well as the effect of media convergence facing sport communication in intercollegiate sport. Further, the students are provided with an opportunity to practice decision-making skills to address the challenges stemming from media convergence. By doing so, discussion regarding media convergence in the context of intercollegiate sport could be better presented to relevant classroom discussion.
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Salimi, Mehdi, and Mahboubeh Khodaparst. "Providing the optimal method for sport places site selection based on GIS analytic functions." Journal of Facilities Management 19, no. 3 (February 4, 2021): 339–57. http://dx.doi.org/10.1108/jfm-10-2020-0072.

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Purpose This study aims to provide a novel method for sport places site selection, although instead of using decision-making methods, the focus is on analytic functions in geographic information systems (GIS). Design/methodology/approach Researchers today have combined site selection science to a large extent with GIS and different decision-making methods to provide methods with higher confidence coefficients, however, it seems that there is a long way left to the best result. Findings After making a study database including data related to uses and urban elements, sports places, population density in study territory and drawing map of the region, by exporting data to GIS environment this database was prepared to use as separate layers. In the next step, the final map was made by shared overlapping of layer resulted from combining determining factors in sport places site selection and a layer of the sphere of influence of sport places available. Originality/value As with other research studies done for site selection, the region determined as high value in the final map was wide, a method of minimizing the difference of maximum and minimum standard deviation of polygons was used to minimize these lands. This method made it possible to plan to construct multiple sport places in succession.
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Reid, Laura C., Jason R. Cowman, Brian S. Green, and Garrett F. Coughlan. "Return to Play in Elite Rugby Union: Application of Global Positioning System Technology in Return-to-Running Programs." Journal of Sport Rehabilitation 22, no. 2 (May 2013): 122–29. http://dx.doi.org/10.1123/jsr.22.2.122.

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Global positioning systems (GPS) are widely used in sport settings to evaluate the physical demands on players in training and competition. The use of these systems in the design and implementation of rehabilitation and return-to-running programs has not yet been elucidated.Objective:To demonstrate the application of GPS technology in the management of return to play in elite-club Rugby Union.Design:Case series.Setting:Professional Rugby Union club team.Participants:8 elite Rugby Union players (age 27.86 ± 4.78 y, height 1.85 ± 0.08 m, weight 99.14 ± 9.96 kg).Intervention:Players wore GPS devices for the entire duration of a club game.Main Outcome Measures:Variables of locomotion speed and distance were measured.Results:Differences in physical demands between playing positions were observed for all variables.Conclusions:An analysis of the position-specific physical demands measured by GPS provides key information regarding the level and volume of loads sustained by a player in a game environment. Using this information, sports-medicine practitioners can develop rehabilitation and return-to-running protocols specific to the player position to optimize safe return to play.
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