Academic literature on the topic 'Sports virtuels'

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Journal articles on the topic "Sports virtuels"

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Swider, P., D. Ambard, F. Accadbled, E. Estivalèzes, and J. Sales de Gauzy. "Des études cliniques à partir de l’IRM associées à des modèles virtuels de disques pourraient être utiles dans la chirurgie de la scoliose idiopathique." Revue de Chirurgie Orthopédique et Réparatrice de l'Appareil Moteur 93, no. 4 (June 2007): 406. http://dx.doi.org/10.1016/s0035-1040(07)90306-2.

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Sagat, Peter, and Marian Ambrozy. "Searching for cultural, historical, ethical and philosophical roots of sport in archaic and classical Greek philosophy." XLinguae 15, no. 1 (January 2022): 86–95. http://dx.doi.org/10.18355/xl.2022.15.01.09.

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Already the Homeric period meant a high social status for successful athletes. However, it was exclusive; it excluded those whose time was needed to work for a living. Democratization in Athens and the militarization of sport in other fields had brought the spread of sport to the wider classes. Xenophanes became the first critic of the sport as a philosopher. Sophists, in turn, emphasized the importance of educational training for life, including sports education. Although the character of the historical Socrates is problematic, it is generally believed that Socrates left behind the legend of a physically immensely disposed, resilient man. Plato consolidated the role of sport through his role in social philosophy. Specifically, he spoke of the importance of the virtue ἀνδρεία. Although Aristotle characterizes kalokagathia and defined the role of sport within virtues, he was critical in its evaluation. He refused to practice sports if it led to a deterioration of the body. Partly archaic, especially classical Greek philosophy provided a theoretical rationale for recognizing sport as a meaningful activity, but also its critique.
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Kowalska, Jolanta, and Piotr Kędzia. "Education through sport with the principle of fair play in pre-war Łódź – a city of cultural differences." Studia z Teorii Wychowania XV, no. 2 (47) (June 29, 2024): 105–14. http://dx.doi.org/10.5604/01.3001.0054.6576.

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The educational aspects of sports were recognized during the development of sports along with its educational values, character formation, including the adherence to the fair play principle, primarily in English schools. Pierre de Coubertin, the founder of the modern Olympic Games, based his philosophy of Olympism on them, aiming for the development of athletes from different nations. Łódź, a multicultural place – a "small center of games" at the turn of the 19th and 20th centuries, was such a place. Sport and various forms of physical activity were the foundation for bringing together people from different social, cultural, and religious backgrounds in this rapidly growing industrial city.The Western European genealogy of fair play contains elements of medieval chivalric ethos, ethical virtues of Renaissance courtiers, and the moral ideals of a 19th-century English gentleman. The supplement to the fair play idea also includes the ethical sports contexts present in the histories of local sports communities. The overview of selected documents presented in this article testifies to the significant role of sport, along with the fair play principle, in the creation of a common, multicultural, industrial city. It also encourages a brief presentation of pioneering actions aimed at popularizing sports with the fair play principle during the development of Łódź.
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Weedon, Gavin, and Brian Wilson. "Textbook journalism? Objectivity, education and the professionalization of sports reporting." Journalism 21, no. 10 (August 1, 2017): 1375–400. http://dx.doi.org/10.1177/1464884917716503.

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In this article, we present an analysis of recent handbooks, field guides and other educative texts on sports journalism. Authored mostly by current and former journalists turned university educators, these books signal the professionalization of sports journalism amid changes and challenges to news media industries. In offering guidance on best practice sports reporting, they are also situated in tension with the long-standing denigration of sports journalism as the trivial back-page filler that props up more serious, substantive content. Through a thematic analysis of the textbooks’ contents and the epistemic, economic and educative context of their collective emergence, we address the following question in what follows: How do these textbooks advise would-be sports journalists to respond to ‘serious’ social, ethical and political matters? In doing so, we detail how established categories of objectivity and ethics are the primary points of recourse through which these books advise on reporting about the many social issues in which sport is implicated. In turn, we reflect on the virtues of – and the tensions and contradictions surrounding – these advocations. By way of conclusion, we contend that professionalization represents an opportunity for collaborations between sport media scholars and current and former journalists – in their shared roles as educators – in the pursuit of ‘excellent’ sports reporting. The notion of ‘strong objectivity’ is our conceptual guide for how such collaborations might be fostered.
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Reid, Heather L. "Sports, Virtues and Vices: Morality Plays." Journal of the Philosophy of Sport 36, no. 2 (October 2009): 263–65. http://dx.doi.org/10.1080/00948705.2009.9714761.

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Wigmore, Sheila. "Sports, Virtues and Vices: Morality Plays." Managing Leisure 15, no. 1-2 (April 2010): 155–56. http://dx.doi.org/10.1080/13606710903398928.

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Eslami Ardakani, S. H. "Sports as Cultivation of Moral Virtues." Philosophical Thought 2, no. 1 (March 1, 2022): 9–22. http://dx.doi.org/10.58209/jpt.2.1.9.

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Long, Thierry, Nathalie Pantaléon, Gérard Bruant, and Fabienne d’Arripe-Longueville. "A Qualitative Study of Moral Reasoning of Young Elite Athletes." Sport Psychologist 20, no. 3 (September 2006): 330–47. http://dx.doi.org/10.1123/tsp.20.3.330.

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Based on game reasoning theory (Shields & Bredemeier, 2001) and related research, the present study aimed at describing young elite athletes’ perceptions of rules compliance and transgression in competitive settings, as well as the underlying reasons for these actions. Semi-structured interviews were conducted with 10 young elite athletes. The qualitative analysis showed that respect and transgression of rules in competitive settings were perceived to depend upon the athletes’ individual characteristics (e.g., desire to win), their social environment (e.g., coach’s pressure, team norms), sports values and virtues (e.g., fair play, the effort ethic), and modern sports rewards (e.g., media recognition, financial rewards). These results confirmed and expanded game reasoning theory and illustrated moral disengagement mechanisms (Bandura et al., 1996) in the sport domain.
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Ignjatović, Aleksandar, Živorad Marković, Slađana Stanković, and Boban Janković. "Anti-Doping through the Pedagogical Approach." Physical Education and Sport Through the Centuries 4, no. 1 (June 1, 2017): 24–37. http://dx.doi.org/10.1515/spes-2016-0019.

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AbstractAnti-doping programs need to preserve and promote what is essential in sport and that is sport spirit and achieving perfection through the development of its own natural talents, in order to raise awareness about the importance of fair play and creating an environment that supports the sport without doping. These programs should be directed to the athletes and young people by creating a positive and long-term impact on the choices they make. Thanks to games that are used for children in preschool and primary school age it is possible to efficiently and timely impact on the development character and virtues because it is incomparably more difficult to form character and moral values in already formed athletes than in childrens who are just getting to know the world of sport and everything what he is carries. Childrens need to be instilled the importance of physical exercise and the importance of participation in sport without prohibited resources and methods that roughly violate the ideal of fair play and on that way promote at childrens health, fairness and equality for all athletes. Fair play was created out of chivalry and gentlemanly in the middle ages where many reformers proposed sport and games with the aim of education and strengthening moral values in children. Teaching children the ideals of fair play in which the sport is based, and their continued involvement in sports activities with special accent on the pedagogical aspect leads to raising the awareness of moral values and ideals of sports chivalry. Developing awareness among children about fair play and anti-doping implies greater satisfaction with the results achieved in sports activities, which is a win at all costs and with the use of illegal resourses worthless, and victors would not be able to refer to with pride.
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Ma, Yang, and Markus Kurscheidt. "Modifying Tradition: Understanding Organizational Change in Chinese Elite Sport Training at the Grassroots Level." Sustainability 13, no. 7 (April 6, 2021): 4048. http://dx.doi.org/10.3390/su13074048.

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This research examines the organizational change in Chinese elite sport training at the grassroots level, which is perceived as foundational to and crucial for the development of sustainable competitive advantage at the Olympics. Predicted on an in-depth single case study design linked to qualitative research, this study pursued a “thick description” of the process of change in Shanghai elite sport training by identifying the impetus for change and factors moderating the change process. All qualitative data were sourced from semi-structured interviews and official and semi-official documents. Participants included current sport leaders; officials/administrators; senior, including head and non-head, coaches; and renowned Chinese social science scholars who either specialize in or are familiar with the elite sport training scene in general and the landscape at the grassroots level. The key findings, on the basis of organizational change theory, were that the internal and external political pressures are strongly linked to the growing concern about athlete performance management, the alignment of elite sport training with the sport service industry, and limited financial resources; the functional pressures emerge from the broadening of the talent pool of money-consuming sports and newly added Olympic sports; and other fields’ successful practices, the unlimited registration rule, and a virtuous cycle of training contribute to organizational change.
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Dissertations / Theses on the topic "Sports virtuels"

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Chen, Chi-Chih. "Virtual Sports Stock Exchange." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2740.

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The goal of this project is to create a web application to help people learn about the stock market. The Virtual Sports Stock Exchange (VSSX) simulates market trading based on the world of sports. It allows users to experiment with different economic models. Virtual Sports Stock Exchange (VSSX) uses HTML and Java Server Page to generate the output and calculations and it uses Java Servlet to interact with the Oracle 9i database.
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Widblom, Viktor. "Fotbollskultur, nu även virtuellt : En analys av e-sporten & traditionell sport med Simulacra & Simulation." Thesis, Linnéuniversitetet, Institutionen för idrottsvetenskap (ID), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-95237.

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Bakgrund Det som idag beskrivs som e-sport har funnits sedan 1940-talet i en eller annan form. Med teknologiers framfart har detta kommit till att bli en del av den stora globala marknaden och även idrottsorganisationer investerar i e-sportlag som en del i att följa utvecklingen. Syftet med denna uppsats är att söka förståelse kring relationen kring e-sport och sport. Vidare har lyfts vad som händer just inom ramarna för corona- pandemin i sammanhanget. Metod Med etnografisk metod erbjuds här ett perspektiv på hur det kan se ut i samspelet mellan e-sport och sport, för idrotten i allmänhet, och för fotbollen i synnerhet. Data samlades in på ett online-baserat evenemang kallat Stay And Play Cup som arrangerades av EA Sports i tider av corona-pandemi. Analysen gjordes med teoribildningen som Jean Baudrillard står för i sin bok Simulacra & Simulation där han avhandlar relationen mellan verklighet, symboler och samhälle med fokus på kultur och media. Resultat Här bekräftas att de finns en relation kring e-sport och sport som kan behöva tittas närmare på ur ett idrottsvetenskapligt perspektiv. Vidare diskuteras vad det kan komma att innebära för idrott att e-sporten tar mark på en global marknad. Slutsats Fotbollen visar tecken på att bära på kulturella drag där spelandet av FIFA ingår. Strömningar om e-sportens närmare relation till fotbollen bekräftas.
Background What is now described as eSports has existed in one form or another since the 1940s. With the advancement of technologies, this has become part of the large global market and sports organizations are also investing in eSport-teams as part of following developments. Purpose of this essay is to seek an understanding of the relationship between e-sports and sports. Furthermore, what is happening within the context of the corona pandemic has been highlighted in this context. Method With ethnographic methodology, a perspective is offered here of what it might look like in the interaction between eSports and sports, for sports in general, and for football in particular. Data was collected at an online-based event called Stay and Play Cup, organized by EA Sports in times of corona pandemic. The analysis was done with the theory formation that Jean Baudrillard stands for in his book Simulacra & Simulation where he deals with the relationship between reality, symbols and society with a focus on culture and media. Result The result confirms that there is a relationship around e- sports and sports that may need to be looked at more closely from a sports science perspective. Furthermore, it is discussed what it could mean for sports that e-sports take ground in a global market. Conclusion Football shows signs of carrying on cultural traits that include the playing of the game FIFA. Currents about e-sport's closer relationship with football are confirmed.
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Stinson, Cheryl Ann. "Virtual Reality for Sport Training." Thesis, Virginia Tech, 2013. http://hdl.handle.net/10919/23179.

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Virtual reality (VR) has been successfully applied to a broad range of training domains; however, to date there is little research investigating its benefits for sport training. In this work we investigated the feasibility and usefulness of using VR for two sport subdomains: sport psychology and sport biomechanics. In terms of sport psychology training, high-fidelity VR systems could be used to display realistic 3D environments to induce anxiety, allowing resilience-training systems to prepare athletes for real-world, high-pressure situations. For sport biomechanical training, we could take advantage of the 3D tracking available in VR systems to capture and display full-body movements in real-time, and could design flexible 3D environments to foster a valuable and engaging training experience.
To address using VR for sport psychology training, in this work we present a case study and a controlled experiment. Our work addresses whether a VR system can induce anxiety in participants, and if so, how this anxiety impacts performance, and what the implications are for VR system design.
To address using VR for sport biomechanical training, in this work we present a case study describing the development of a VR-based jump training application. Our work addresses whether an effective VR biomechanical training system can be achieved using standard computer equipment and commodity tracking devices, and how we should design the user experience of a VR sport training system to effectively deliver biomechanical principles.
Master of Science
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Tavernini, Davide. "Sport vehicles and virtual riders modeling." Doctoral thesis, Università degli studi di Padova, 2014. http://hdl.handle.net/11577/3423504.

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The Optimal Maneuver Method is a package for optimal control problem simulations based on the mathematical formulation of a vehicle model capable of getting the dynamics of the system and on the concept of ideal rider. The work presented in this thesis covers different purposes: the development of the current methodology applied to motorcycles in order to improve matching between experimental evidence results and lap-time simulations, second to formulate different single, two, four-wheeled vehicle models for different application cases. Third to create flexible libraries to manage components that are communal between the different models and require a particular formulation. Fourth to apply the Optimal Maneuver Method for studying the optimality of some specialized driving techniques that are nowadays under investigation, as aggressive maneuvers outside the linear behavior of tires, which knowledge are at the base of modern active chassis control systems.
Il Metodo della Manovra Ottima è un pacchetto software per simulazioni basate su problemi di controllo ottimo. Esso consiste nella formulazione matematica di un modello di veicolo capace di cogliere la dinamica del sistema a cui è associato e si basa sul concetto di pilota ideale. Il lavoro presentato in questa tesi copre diversi aspetti: lo sviluppo della già esistente metodologia applicata in campo motociclistico al fine di migliorare la corrispondenza tra prove sperimentali e risultati delle simulazioni, secondo la formulazione di diversi modelli di veicolo ad una, due e quattro ruote per diverse applicazioni. Terzo lo sviluppo di un pacchetto di librerie in grado di gestire alcuni componenti comuni a più modelli di veicolo che richiedono una particolare formulazione. Quarto l’applicazione del Metodo della Manovra Ottima per lo studio dell’ottimalità di certe tecniche di guida adottate da piloti professionisti che sono al momento oggetto di studio, come manovre aggressive oltre il comportamento lineare degli pneumatici, la cui comprensione è alla base dei moderni sistemi di controllo attivo del veicolo.
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Chiloiro, Giuseppe Marco. "Virtual coach for super sports cars: a possible AI application." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021.

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The dream of the human being has always been to reach the perfection. This is true for life in general, but also for sports competitions including motorsport. In car racing, the optimum is represented by the perfect lap, performed by the driver in the minimum possible time, following the ideal race line with the appropriate velocity. However, due to the intrinsic nature of human being this is unfeasible and the only way to get as close as possible to the perfection is to rely on technology and artificial intelligence. Focusing on motorsport, the actual knowledge of vehicle dynamics and the development of optimization techniques can help in reaching great improvements in terms of race performance. This is exactly the objective of this thesis in which the implementation of a virtual coach for super sports cars has been carried out, in order to provide useful suggestions to the driver during and after the performance. In particular, the algorithm on which the virtual coach is based, computes the ideal race line and the optimal velocity in every point, giving also an accurate estimation of the best reachable lap time. The virtual coach is able to adapt to each super sports car and circuit, since the vehicle and racetrack models are generated starting from the physical parameters introduced by the user as inputs to the algorithm. The optimization of the race line is performed by solving the minimum lap time problem through the optimal control theory and the optimal velocity is computed for each point of the ideal trajectory. After the first lap, the algorithm associates the driver to a category level and shows which are the sectors of the circuit where a higher improvement is possible, adapting the targets in terms of lap time and velocity to the driver’s capabilities and allowing a step by step improving of the performances. The algorithm has been tested on a large variety of vehicles and circuits, providing accurate results in terms of ideal race lines and velocities.
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Roma, i. Casanovas Francesc. "E-xcursionismes 2.0. L'excursionisme català a l'inici del segle XXI. Una visió des de l'antropologia." Doctoral thesis, Universitat Ramon Llull, 2010. http://hdl.handle.net/10803/9231.

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Aquesta tesi estudia la situació social de l'excursionisme a la Catalunya dels primers anys del segle XXI des de la perspectiva de l'antropologia de l'esport. Temàticament es divideix en dues parts clarament diferenciades. La primera d'elles fa una anàlisi descriptiva de la situació actual d'aquest fet social des d'aproximacions quantitatives i qualitatives. En la segona part s'estudien les noves comunitats virtuals que estan sorgint i que serveix per vehicular la sociabilitat pròpia d'aquest moviment.
L'estudi analitza les principals línies de futur del fet excursionista a Catalunya.
Esta tesis estudia la situación social del excursionismo en la Cataluña de los primeros años del siglo XXI desde la perspectiva de la antropología del deporte. Temáticamente se divide en dos partes claramente diferenciadas. La primera de ellas hace un análisis descriptivo de la situación actual de este hecho social desde aproximaciones cuantitativas y cualitativas. En la segunda parte se estudian las nuevas comunidades virtuales que están surgiendo y que sirven para vehicular la sociabilidad propia de este movimiento.
El estudio analiza las principales líneas de futuro del hecho excursionista en Cataluña.
This thesis examines the social situation of mountainneering in Catalonia in the early years of the 21th century from the perspective of anthropology of sport. Thematically is divided into two clearly differentiated parts. The first part is a descriptive analysis of the current situation of this social fact from quantitative and qualitative approaches. The second part focuses on the new virtual communities that are emerging and which serves to convey sociability characteristic of this movement.
The study shows the main lines of future hikers made in Catalonia.
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Torsson, Michael. "Cyborg athletes : A European history of gender, technology and virtue in sports." Thesis, Linköpings universitet, Institutionen för kultur och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-95623.

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This essay takes its start in a discussion on gender, sports and cyborgs by Swedish philosopher Kutte Jönsson in his book Idrottsfilosofiska introduktioner. I argue that he is wrong in arguing for agnosticism as to what sport is. Instead I give an historic account of what sport is and what values is inherent in our modern conception of sport. According to my account there are at least four distinct European traditions of sport. These are the Greek, Roman, Nordic and British traditions and each have their own history and their own set of values. Based on these traditions and what they have in common I suggest the following definition: sport is a public display of mental and physical discipline corresponding to socially relevant values and includes an element of competition. I then discuss how this definition of sports and the many different, and sometimes conflicting, values inherent in our modern conception of sports, effect the line of reasoning suggested by Jönsson. I conclude that they strengthen his position and that gender separation should in sports should be abolished. I have found that one central value within the field of sport, expression of self, is especially important. I also argue that the same arguments pose a strong challenge for arguments against doping and other technological enhancements in sports.
Den här uppsatsen bygger vidare på Kutte Jönssons diskussion om genus, sport och och cyborger i Idrottsfilosofiska introduktioner i vilken han tar ställning för en agnostisk hållning till vad sport är. Jag menar tvärtom att vi har mycket god kunskap om sportens historia och att det går att skapa en definition utifrån vad olika idrottsliga traditioner har gemensamt. I den här uppsatsen tittar jag på de fyra stora idrottsliga traditionerna i Europa. Dessa är den grekiska, romerska, nordiska och den brittiska traditionen. Utifrån vad dessa har gemensamt föreslår jag i uppsatsen följande definition av sport. Sport är ett publikt uppvisande av mental och fysisk disciplin som motsvarar socialt relevanta värden och inkluderar ett element av tävlan. I uppsatsen diskuterar jag sedan hur denna definition och framför allt de många olika, ofta konkurrerande, värden som finns nedärvda i begreppet sport påverkar Jönssons diskussion. Jag kommer fram till att de stärker hans argumentation och att vi bör överge könsseparation inom idrottsvärlden. Av de värden jag har funnit inom de olika idrottstraditionerna är ett särskilt viktigt, nämligen värdet av att atleterna kan uttrycka sig själva genom sitt idrottsutövande. Jag argumenterar även för att samma resonemang utgör en allvarlig utmaning för de som vill att doping och andra tekniska förstärkningar av kroppen ska vara förbjudna i sportsliga sammanhang.
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Brodie, Rona. "Developing character education in physical education and sports : a virtue ethical account." Thesis, University of Gloucestershire, 2006. http://eprints.glos.ac.uk/3155/.

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Traditionally Physical Education (PE) and sports in secondary schools in the United Kingdom have aimed towards moral goals. Not all of these goals have been well thought through. Where these goals have been systematically developed, they have followed a narrow and prescriptive conception of moral education that mainly focuses on adherence to predetermined rules and principles. From Aristotle we have a less reductive view of moral education - virtue ethics - which revolves around the development of good character as constituted by the "morally" good person. Drawing on group interviews with exceptional teachers and the writings of virtue ethicists, I develop a sketch of a character education programme that is based on talk and reflection (Pincoffs, 1986), and that cultivates the joyful disposition through direct engagement in sporting activities. Outlining what such a character education in PE and sports might look like, I start by exan-ýining what already exists in terms of "moral practices" within sports themselves (MacIntyre, 1985). Sports traditions aim at developing certain sorts of persons. By talking about and reflecting upon what might constitute a good sportsperson with colleagues, teachers can begin to identify for themselves the sorts of persons they want to see playing sports. Part of playing and teaching sports well is learning to discern between the value of different activities and the company of different sorts of persons. By nurturing and developing certain sorts of dispositions over others, teachers can help pupils shape their own involvement and ethical outlook in PE and sports. Through the cultivation of a joyful disposition teachers can help pupils to develop good character and live flourishing lives. This emphasis on joyfulness also brings into sharper focus what has been previously missing in PE and sports policy documents, namely the significance of an emotional engagement in PE and sports when it comes to educating for good character.
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Keller, Kyle Tinnell. "THE ROLE OF PERSONAL IDENTITY IN STEREOTYPE THREAT SPORTS STEREOTYPES AND VIRTUAL WORLDS." Thesis, The University of Arizona, 2009. http://hdl.handle.net/10150/192500.

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Faure, Charles. "Analyse en réalité virtuelle de la coopération lors d'une interception de balle : interaction et interférence." Thesis, Rennes 2, 2019. http://www.theses.fr/2019REN20038.

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Dans nos actions quotidiennes, nous interagissons avec le monde environnant, et bien souvent, nous coordonnons nos actionsavec celles des autres pour être plus efficaces. Seulement, dans certaines situations, une interférence apparaît entre les participants, donnant lieu à une coopération inefficace voire délétère. Or, très peu d’études se sont intéressées à ce phénomène, pourtant fréquemment rencontré, par exemple dans les sports collectifs. Ce travail a pour objectif l’analyse de cette interférence, via la construction et l’utilisation de situations collaboratives en réalité virtuelle, lors d’une tâche d’interception de balle. En l’absence de communication verbale, deux individus devaient décider tacitement lequel interceptait la balle, etlequel s’effaçait pour laisser le partenaire réaliser l’interception.Au travers de deux études complémentaires, nous avons étudié l’impact des conditions de la tâche sur la coopération et l’interférence entre les participants, lors d’interceptions réalisées face-à-face ou côte-à-côte. Nos résultats suggèrent tout d’abord que la coordination d'équipe émerge de l'interaction directe entre les participants durant l’essai. De plus, nousavons observé que si la division de l’espace d’interception est globalement bien définie, il existe cependant une “zone d’incertitude” où de nombreux essais sont manqués, traduisant la difficulté des participants à mettre en place des patterns d’interception efficace dans cette zone. L'interférence qui apparaîssait alors entre eux dépend de la complexité de la tâche(incertitude sur l'action du partenaire, information visuelle disponible, mode d'interception)
In our daily life activities, we interact with the surrounding world, and we often coordinate our actions with those of others inorder to be more effective. However, in some cases, interference between participants occurs, resulting in inefficient or evendeleterious cooperation. However, very few studies have looked at this phenomenon, although it is a common situation, frequently encountered for example in the collective sports. This work aims at analyzing this interference,through the construction and use of collaborative situations in virtual reality, during a ball interception task. In the absence of any verbal communication, two participants had to tacitly decide who would perform the interceptive action, and who would not.Through the design of two complementary studies, we studied the impact of the conditions on the cooperation and the interference between the participants, during interceptions performed face-to-face or side-by-side. Our results suggest that team coordination emerges from direct interaction between participants during the trial. Moreover, we observed that although the division of the interception space is globally well defined, there is however an "area of uncertainty" where many trials are missed, showing participants’ difficulty in identifiying efficient patterns of interception in this area. Then, the interference that appeared between them depends on the task complexity (uncertainty on the action of the partner, visual informationavailable, mode of interception)
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Books on the topic "Sports virtuels"

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McNamee, M. J. Sports, virtues and vices: Morality plays. London: Routledge, 2008.

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Mullineaux, David. Virtual gymnastics: Science in sport. Sheffield: Sport Science Research Institute, Sheffield Hallam University, 2000.

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Bryan, Gayle. Virtual apprentice. New York: Ferguson, 2007.

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Hocke, Lena. Virtuelles Museum, Kölner Sport: Eine Projektdokumentation. Bergisch Gladbach: Heider Verlag, 2011.

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Mike, Huggins, and Mangan J. A, eds. Disreputable pleasures: Less virtuous Victorians at play. London: Routledge, 2004.

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Edwards, Lonzy F. Teams of citizen-athletes: Winning by modeling civic virtues and rejecting the values of sports kingdoms. Macon, Georgia: Magnolia Publishing Company, 2014.

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Sohnsmeyer, Jan. Virtuelles Spiel und realer Sport: Über Transferpotenziale digitaler Sportspiele am Beispiel von Tischtennis. Hamburg: Feldhaus, Edition Czwalina, 2011.

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Carlo, Cresti, ed. La Stanza delle meraviglie: L'arte del commercio a Firenze : dagli sporti medioevali al negozio virtuale. Firenze: Le lettere, 1998.

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Clancy, Tom. Net Force. Barcelona: Planeta, 2003.

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Clancy, Tom. Dans l'ombre de l'honneur. Paris: Albin Michel, 2001.

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Book chapters on the topic "Sports virtuels"

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Witte, Kerstin, Stefan Pastel, Dan Bürger, and Katharina Petri. "Virtual Reality." In Sports Technology, 121–28. Berlin, Heidelberg: Springer Berlin Heidelberg, 2024. http://dx.doi.org/10.1007/978-3-662-68703-1_13.

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Chen, Julian. "Lesson 5 (Sports)." In Second Life as a Virtual Playground for Language Education, 176–87. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003152958-16.

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Austin, Michael W. "Sport as a Moral Practice: An Aristotelian Approach." In Virtues in Action, 39–52. London: Palgrave Macmillan UK, 2013. http://dx.doi.org/10.1057/9781137280299_4.

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Kennelly, Millicent, and Kevin Filo. "Virtual Participatory Sport Events." In The Routledge Handbook of Digital Sport Management, 76–90. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003088899-8.

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Gkika, Eleni C., Faidon Komisopoulos, Stamatios Ntanos, Dimitrios Drosos, and Antonios Kargas. "Amateur Athletes and Adoption of Smartwatches. Perceptions of Usage, Ease of Use and the Role of Virtual Community Emersion." In Strategic Innovative Marketing and Tourism, 531–39. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-51038-0_58.

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AbstractThe Internet of Things (IoT) is a network of connected devices and sensors communicating and exchanging data through the Internet. Wearable technologies are a popular application of IoT and can potentially affect users’ lifestyles, health, well-being, behaviors, and decisions. Smartwatches are the most popular type of wearable device among athletes. We are interested in the factors influencing the adoption of smart devices which monitor and track sports and fitness activities. Our data was based on a convenient sample of 128 amateur runners and we performed descriptive statistics and regression analysis. We applied the theoretical model of Technology Acceptance and empirical results reveal that perceived usefulness, perceived ease of use, and smartwatch health indications, are notable antecedents of someone’s decision to adopt a smart device. Sport wearable companies may get insights from this research about significant factors of smartwatch adoption and products to help athletes enhance their performance.
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Pan, Zhigeng, and Ruwei Yun. "Digital Olympic Museum and Sports Simulation." In Virtual Reality & Augmented Reality in Industry, 121–32. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-17376-9_7.

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Nojima, Takuya, Kadri Rebane, Ryota Shijo, Tim Schewe, Shota Azuma, Yo Inoue, Takahiro Kai, Naoki Endo, and Yohei Yanase. "Designing Augmented Sports: Merging Physical Sports and Virtual World Game Concept." In Human Interface and the Management of Information. Interaction, Visualization, and Analytics, 403–14. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92043-6_34.

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Kulpa, Richard, Benoit Bideau, and Sébastien Brault. "Displacements in Virtual Reality for Sports Performance Analysis." In Human Walking in Virtual Environments, 299–318. New York, NY: Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4419-8432-6_13.

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Morizono, Tetsuya, and Sadao Kawamura. "Toward virtual sports with high speed motion." In Experimental Robotics V, 116–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/bfb0112955.

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Miah, Andy, Alex Fenton, and Simon Chadwick. "Virtual Reality and Sports: The Rise of Mixed, Augmented, Immersive, and Esports Experiences." In 21st Century Sports, 249–62. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50801-2_15.

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Conference papers on the topic "Sports virtuels"

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Orikasa, Mai, Hiroshi Inukai, Koichiro Eto, Kouta Minamizawa, and Masahiko Inami. "Design of Sports Creation Workshop for Superhuman Sports." In VRIC '17: Virtual Reality International Conference - Laval Virtual 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3110292.3110305.

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Capriotti, Alessandro, Mauro Cassol, and Ario Federici. "Virtual reality and functional recovery." In Journal of Human Sport and Exercise - 2021 - Autumn Conferences of Sports Science. Universidad de Alicante, 2021. http://dx.doi.org/10.14198/jhse.2021.16.proc2.44.

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Pallot, Marc, Remy Eynard, Benjamin Poussard, Olivier Christmann, and Simon Richir. "Augmented sport." In VRIC 2013: Virtual Reality International Conference - Laval Virtual. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2466816.2466821.

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Gómez-García, Melchor, Juan Manuel Trujillo-Torres, Inmaculada Aznar-Díaz, and María Pilar Cáceres-Reche. "Augment reality and virtual reality for the improvement of spatial competences in Physical Education." In Journal of Human Sport and Exercise - 2018 - Spring Conferences of Sports Science. Universidad de Alicante, 2018. http://dx.doi.org/10.14198/jhse.2018.13.proc2.03.

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Bideau, Benoît, Franck Multon, Richard Kulpa, Laetitia Fradet, and Bruno Arnaldi. "Virtual reality applied to sports." In the 2004 ACM SIGGRAPH international conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/1044588.1044632.

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D'Elia, Francesca, Francesco Peluso Cassese, and Tiziana D'Isanto. "Augmented, virtual and robotics reality for distance learning and internship in telematics Sport and Exercise Science degrees in Italy." In Journal of Human Sport and Exercise - 2019 - Spring Conferences of Sports Science. Universidad de Alicante, 2019. http://dx.doi.org/10.14198/jhse.2019.14.proc4.41.

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Piršl, Danica, Emilija Petković, Branislav Dragić, and Tea Piršl. "Sports Metaphors Make Political Discourse More Punching." In The 5th Virtual Multidisciplinary Conference. Publishing Society, 2017. http://dx.doi.org/10.18638/quaesti.2017.5.1.321.

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Isidori, Emanuele, Iosif Sandor, and Alessandra Fazio. "VIRTUAL REALITY, EDUCATIONAL GAMES AND LEISURE IN CONTEMPORARY SOCIETY: THE SPORT PEDAGOGY POINT OF VIEW." In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-195.

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Play and game are two activities which allow us to be and develop as human beings, and they represent two basic components of education conceived of as a practice of teaching and learning. The importance of these activities which belong both to human nature and culture has been stressed by many modern and contemporary philosophers and educationists (Schiller, Huizinga, Simon, etc.). In recent years, the Polish sociologist and philosopher Zygmunt Baumann, father of so-called "liquid theory" of society, has discussed the role and function of play and game within postmodern society. Pedagogy as a theoretical and practical science of education highlights the importance of examining and studying all human games in order to identify those that can be better used as a means to promote education and its values in the context of leisure. Sort pedagogy as a science of physical and leisure activity is interested in this topic. To be clear, this science is interested in studying sport as a recreational activity which always implies body actions, movement, and play/game. For this reason, among the points of view of the sciences dealing with the study of human games, that of sport pedagogy can be seen as one of the most capable of explaining, comprehending and understanding what play and game really are and their meaning for the person and her/his education. The digital revolution and the advent of virtual reality in all its forms (mainly 3D) we experience in our everyday life have created new scenarios for developing new educational games and virtual ways to play the sports. All these scenarios frame and mark a new digital era in which communication technologies give rise to new trends in education, and edutainment (a concept expressing both education and entertainment) plays a fundamental role and function. For this reason, starting from this cultural analysis and utilizing a hermeneutical methodological approach, our study will classify, first all, the different types of educational games, and show their implications from a theoretical point of view. Secondly, it will stress the importance of sport pedagogy in studying the issues dealing with this specific research field. Our aim is to show that digital and virtual games are emerging tools capable of fostering leisure along with health, exercise, and sport. We want to demonstrate that this kind of games allows pupils and children as digital natives to learn and to be educated in a true educational way, that is playing. In conclusion, because of their being wonderful tools to improve learning skills and to promote educational values and the sports in their different aspects, educational and virtual reality-based games have not to be considered with suspicion by educators and (physical education) teachers but a great opportunity to teach and learn.
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Christ, Oliver, Michelle Deuber, Anina Gächter, Jordin Guedel, and Andreas Papageorgiou. "Imersive Virtual Reality during work out with movable sports equipment: the effect on oculomotor, disorientation, and nausea before and after training." In 10th International Conference on Human Interaction and Emerging Technologies (IHIET 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004041.

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The combination of immersive virtual reality and sport has garnered significant attention in the academic world and the industry domains. There is a decent amount of literature that shows positive effects but also critical voices when it comes to learning and wellbeing in a virtual world during work out. In our study we postulate the hypothesis that subjects with a higher degree of predisposition in simulation sickness will show higher values in all three subscales of the simulation sickness questionnaire (SSQ) while doing exercise with sports gear with moveable parts in a fully immersive VR application than subjects with lower degrees of predisposition in motion sickness. However, our data did not support the hypothesis. Surprisingly, we even found a disproportionate significant improvement in the oculomotor subscale of the SSQ. These results are being discussed and further studies are being suggested.
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Lei, YuHang, Jie Li, MingZheng Sun, ZhengChi Zhang, Ling Wei, JinMing Gu, QingBo Tang, and ZhiWei Gong. "The Extreme Sports of Virtual Reality." In 2018 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2018. http://dx.doi.org/10.1109/icvrv.2018.00049.

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Reports on the topic "Sports virtuels"

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Lidia, S., A. Anders, J. J. Barnard, F. M. Bieniosek, M. Dorf, A. Faltens, A. Friedman, et al. HEAVY ION FUSION SCIENCE VIRTUAL NATIONAL LABORATORY 3nd QUARTER 2009 MILESTONE REPORT: Upgrade plasma source configuration and carry out initial experiments. Characterize improvements in focal spot beam intensity. Office of Scientific and Technical Information (OSTI), June 2009. http://dx.doi.org/10.2172/981526.

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