Tesi sul tema "Sports virtuels"
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Chen, Chi-Chih. "Virtual Sports Stock Exchange". CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2740.
Testo completoWidblom, 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.
Testo completoBackground 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.
Stinson, Cheryl Ann. "Virtual Reality for Sport Training". Thesis, Virginia Tech, 2013. http://hdl.handle.net/10919/23179.
Testo completoTo 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
Tavernini, Davide. "Sport vehicles and virtual riders modeling". Doctoral thesis, Università degli studi di Padova, 2014. http://hdl.handle.net/11577/3423504.
Testo completoIl 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.
Chiloiro, Giuseppe Marco. "Virtual coach for super sports cars: a possible AI application". Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021.
Cerca il testo completoRoma, 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.
Testo completoL'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.
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.
Testo completoDen 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.
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/.
Testo completoKeller, 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.
Testo completoFaure, 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.
Testo completoIn 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)
Price-Rhea, Kelly. "Women's Golf has a Virtual Opportunity". Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/etsu-works/5534.
Testo completoLagergren, Ebba. "En idrottsarena bortom det fysiska rummet : En studie kring besökares förväntningar av en virtuell arena inklusive avgörande nyckelfaktorer för användarens avsikt att besöka den virtuella arenan". Thesis, Malmö universitet, Malmö högskola, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-40655.
Testo completoDevelopment within digital and social media is redefining how spectators will experience sport in the future. In combination with a pandemic and a global climate crisis, it creates new demands on how sports arenas can generate visitors to their events. The aim of this study was therefore to gain an understanding of the visitor’s expectations on a virtual arena as well as to identify key factors that affect the consumer’s intention to visit a virtual arena. The study has a qualitative approach and empirical data has been collected through three structured focus groups. Unified Theory of acceptance and use of technology 2 (UTAUT 2) was used as a theoretical foundation and was extended with more elements through analysis and discussion, to better suit the current situation. The results of the study indicated that a virtual arena should contribute added value compared to a physical arena, through access to exclusive material and exclusive areas. Furthermore, it was concluded that expected opportunity for social interaction, expected improved information- and experience consumption and expected opportunity for personalized experience have an indirect impact on the visitor’s intention to use the virtual arena through hedonic motivation and performance expectancy. Effort expectancy proved to be a crucial factor which in turn is affected by accessibility, ease of use, and technical performance. Price value is shown to be a strong decisive factor. Finally, it is stated that interest in the sport is a new moderating factor with a direct impact on the user’s intention to visit the virtual arena.
Dasso, Montes Oscar, Kubota Angela Yemiko Kanashiro, Quispe Myriam Karina Wilhelm e de la Fuente Omar Alonzo Stein. "FitHealth: Comunidad virtual para ejercitarse". Master's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/631698.
Testo completoWe live in a world with high levels of stress and responsibilities that affect our health. To be able to face this problem, physical activity has been considered as a preventive strategy that positively influences the health and mood of people. That is why we introduce "FitHealth: Virtual Community to Exercise," a mobile app with geolocation service that connects (in real-time) a network of qualified personal trainers with people who wants to work out in the community. Our business proposal offers access to a personalized trainer at the desired time, quickly, tailored to the user's needs, and where they need it. The benefit of bringing the service to the user takes on a unique value considering the time and stress savings for just avoiding the chaotic transport of the city. There is no other service like ours in today's market. The offer of value relay on a quality personalized service that promotes group exercise as an element of motivation, and at the moment it is solicited. From a brief survey, we found that 73% of respondents would be willing to use FitHealth. The profitability of the business relays on the volume of connections and in the percentage that will be collected to the coach and the user for the service. The financial results demonstrate a VAN of S/. 190,622 and a TIR of 27%, with a recovery of the investment in the fourth year, supporting the feasibility of the business proposal.
Trabajo de investigación
Ouergli, Faika. "La promotion des valeurs olympiques au sein des communautés virtuelles : le cas de Facebook". Phd thesis, Université Nice Sophia Antipolis, 2014. http://tel.archives-ouvertes.fr/tel-00993225.
Testo completoBluestein, Jeremy. "Entry level sport boat virtual modeling to promote user-centered design". Connect to resource, 2006. http://hdl.handle.net/1811/6465.
Testo completoTitle from first page of PDF file. Document formatted into pages: contains 51 p.; also includes graphics. Includes bibliographical references (p. 45-47). Available online via Ohio State University's Knowledge Bank.
Hülsmann, Felix [Verfasser]. "Motor Learning in Virtual Reality: From Motion to Augmented Feedback / Felix Hülsmann". Bielefeld : Universitätsbibliothek Bielefeld, 2019. http://d-nb.info/1199005215/34.
Testo completoBossard, Cyril. "L'activité décisionnelle en situation dynamique et collaborative : application à la contre-attaque au football". Brest, 2008. http://www.theses.fr/2008BRES2044.
Testo completoThis research work is part of an approach borrowed from ergonomics and cognitive psychology, and can be broken down into the following four stages: empirical analysis of the process, modeling, simulation, and evaluation. Our first study deals with identifying the content and conditions of the activation of 12 expert football players’ typical schemata. During a specially designed study, behavioural data was recorded supplemented by verbal data collected during self- confrontation interviews. A content analysis conducted in context identified recurrent meanings produced by the experts. At group level, the analysis reveals the emergence offive forms of coordination. Results show that decisionmaking is based on experts’ recognition oftypical situations, the flexibility of schemata, and the evolution of the coordination of actions between teammates on the basis of shared context. Modeling obtained from the analysis of experts’ decision-making processes enabled us to enrich the virtual players’ digital model. In order to evaluate the behavioral credibility of these agents, we conducted an in virtuo experiment inspired by the Turing test, carried out on 48 subjects. Results suggest that novice subjects immersed in the virtual environments do not recognize the behavioral differences between autonomous virtual agents and avatars (agents controlled by humans). This study enables us to consider the potential applications of the virtual environment CoPeFoot both as a research tool and as a tool for assisting in training methods
Mallek, Maroua. "Expertise en sport de balle dans des tâches de poursuite virtuelle : importance de l'implication des processus perceptivo-moteurs". Thesis, Normandie, 2019. http://www.theses.fr/2019NORMC221/document.
Testo completoThe aim of this thesis is to identify the perceptual-cognitive and perceptual-motor determinants of expertise in ball sports in virtual environments. Tennis and basketball players with different levels of expertise were tested. To this purpose, the first experimental part contained two perceptual judgment studies and a visuomotor tracking study. Results did not show any difference between experts and non-experts in perceptual judgment tasks, but only in the visuomotor tracking task. Results raise some questions about the role of representations (or internal models) in the development of expertise. Results highlight the importance of perceptual-motor regulations to discriminate expertise. In order to explore more deeply the perceptual-motor process of expertise, a second experimental part involving three experiments was performed using visuomotor tracking tasks. Results reveal higher adaptation and regulation abilities of experts, particularly in the most constraint periods of tracking. This finding highlights that the visuomotor tracking tasks can discriminate expertise in ball sports. The present thesis reveals the potential of virtual environments to test and train perceptual-motor processes of experts
Pereira, Laercio Elias 1948. "Centro esportivo virtual : um recurso de informação em educação fisica e esportes na internet". [s.n.], 1998. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275332.
Testo completoTese (doutorado) - Universidade Estadual de Campinas, Faculdade de Educação Fisica
Made available in DSpace on 2018-07-27T12:10:37Z (GMT). No. of bitstreams: 1 Pereira_LaercioElias_D.pdf: 3441536 bytes, checksum: e69816024d97cd74329b8e14c77eb9b6 (MD5) Previous issue date: 1998
Resumo: Partindo da necessidade de facilitar a disseminação e busca da informação para profissionais, estudantes e pesquisadores da preparação profissional em Educação Física e Esportes, num ambiente em que a quantidade de informação duplica a cada dois anos, buscou-se a alternativa dos recursos da Internet, elegendo para este trabalho um experimento de potencialização de três canais de informação: 1) Sítio W3; 2) Lista de discussão e 3) Gatekeepers (pessoas, vetores de tecnologia). Optou-se pela construção de um centro referencial (informação sobre a informação), a partir de tecnologias Internet utilizadas pelos projetos do Núcleo de Informática Biomédica da Unicamp e, como modelo inicial, a proposta do Hospital Virtual, uma metáfora de um hospital real, para a montagem do Centro Esportivo Virtual ¿ CEV. No primeiro capítulo são apresentadas a escolha, justificativa do tema e a metodologia, passando-se à discussão sobre a informação em Educação Física e Esportes, com ênfase na sua evolução no Brasil. . São também descritos, os recursos oferecidos pela Internet - potenciais ou efetivamente utilizados no trabalho - além dos conceitos de gatekeepers e colégios invisíveis. A seguir são apresentadas a descrição da versão experimental do CEVe a versão atualizada a partir da interação dos três canais de informação escolhidos para o trabalho. Ao final, são apresentadas conclusões baseadas na evolução entre as duas versões do CEV
Abstract: Taking as its starting point the need to simplify the retrieval and dissemination of information among professionals, students and researchers in the fields of Physical Education and Sports, in an environment in which the amount of information duplicates every two years, this study examined the question of searching on the Internet for resources. Three information channels were studied due to their significance: (1) sites on the World Wide Web; (2) discussion lists; and (3) gatekeepers (vectors of 'people technology¿). The construction of a referral center (information about information) was chosen as one of the infrastructures for organizing the information drawn from the Internet technologies, particularly the Center for Biomedical Informatics oft he State University of Campinas, State of São Paulo, Brazil. Two other infrastructures used were the Virtual Hospital (a metaphor of a real hospital), and the construction of the Virtual Sports Center. The first chapter discusses the choice, justification of the subject and the methodology, followed by a discussion concerning information in the fields of Physical Education and Sports, with emphasis on their evolution in Brazil. This was followed by a description of the resources offered on the Internet--both real and potential--as well as the concepts of gatekeepers and invisible colleges. Next there is a description of the experimental version of the Virtual Sports Center and an updated version analyzing the three channels of information chosen for this study. Finally, there are conclusions based on the evolution between both versions of the Virtual Sports Center (www.cev.org.birn) the period under study, with suggestions as to possibilities leading to the evolution and imporvement of the permanent construction process of an information referral center in Physical Education and Sports
Doutorado
Doutor em Educação Física
Alt, Jeromy. "The effect of task demand on decision making in dynamic, sport-like virtual environments". University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1584015762619272.
Testo completoInglese, François-Xavier. "Contribution à l'analyse de l'interaction dynamique en environnement virtuel : primitives et aides logicielles". Angers, 2006. http://www.theses.fr/2006ANGE0036.
Testo completoVirtual reality is a technology covering a large field of applications, among which are sports training and video games. In these domains, virtual reality techniques imply an interaction with moving virtual objects, or virtual objects to be set in movement. The contribution of the work presented in this report lies in the analysis of dynamic interaction in virtual environment, and more particularly during tasks implying the throw, the striking and the interception of moving objects. An original modelization is proposed. Besides, a structure of specific software cues, the objective of which is to facilitate the realization and the learning of dynamic tasks (that is implying moving objects or objects the human being has to set in movement), is presented. These software cues are then validated through experiments concerning the throw and the interception of ball, archery and tenpin bowling
Rual, Coline. "Quels effets d’empowerment et de valorisation de la consommation induits par l’utilisation régulière de dispositif numérique ? : Le cas des objets de quantifield-self et des communautés virtuelles dans la consommation sportive active". Thesis, Lorient, 2019. http://www.theses.fr/2019LORIL547.
Testo completoThe advances in digital technologies (DT) are transforming consumer behavior and how they consume. They no longer accept the role of a passive consumer and shift the power from suppliers to empowered consumers. It is now more than ever a challenge for marketers to know how to meet consumer’s need to gain more control and for live personalized experience. Customer perceived value of the offer is a priority to compete. Today’s DT are often used to enhance value of the experience perceived by the customer, but, does DT really enrich the consumer experience? Literature suggests that not much research has been conducted on this topic. Most studies focus on technology adoption and intrinsic perceived value of DT. The rare studies about DT’s effects on consumer experience highlight the existence of a diversity of effects. Such research focuses on one-time use of DT, mostly during extraordinary consumption (museum visit). Based on the approach of perceived value framework, this research examines the effect of the regular use of two DT in sports (QS: quantified-self; VC: virtual community) on the active sportsmen regulatory experience by the mediating role of empowerment. We carried out an experiment involving 1833 participants. Results show that the use of QS influences neither perceived value of experience nor consumer empowerment rather even tends to negatively influence intention to pursue active sport. In contrast, the use of VC indirectly influences intention to pursue the activity by enriching the perceived value of the experience by the mediating role of empowerment. To conclude, DT can enrich the perceived value of experience and positively influence behavioral intention by increasing perceived empowerment
Bosco, Elisa <1991>. "Il Dynamic Pricing nel mondo dello sport italiano: i casi Virtus Entella e Fiat Torino". Master's Degree Thesis, Università Ca' Foscari Venezia, 2018. http://hdl.handle.net/10579/12792.
Testo completoPoulus, Dylan Robert. "Stress and coping in esports". Thesis, Queensland University of Technology, 2021. https://eprints.qut.edu.au/225934/1/Dylan_Poulus_Thesis.pdf.
Testo completoBurns, Anne-Marie. "On the Relevance of Using Virtual Humans for Motor Skills Teaching : a case study on Karate gestures". Phd thesis, Université Rennes 2, 2013. http://tel.archives-ouvertes.fr/tel-00813337.
Testo completoKrause, Jennifer M., Scott Douglas, Brandy M. Lynch e LeAnn E. Kesselring. "Let's Get Virtual: Observing Physical Education Field Experiences through Synchronous Video Conferencing". Digital Commons @ East Tennessee State University, 2018. https://dc.etsu.edu/etsu-works/4017.
Testo completoArroxellas, Raquel Daffre de. "Análise cinemática do arremesso da bocha adaptada e sua relação com a realidade virtual". Universidade Presbiteriana Mackenzie, 2015. http://tede.mackenzie.br/jspui/handle/tede/1648.
Testo completoThe boccia is a sport that, although it appeared to meet people with severe cerebral palsy, now allows the participation of other deficiencies, since the athletes are quadriplegic and fall into one of four functional classes of the sport. to date, no studies were found that related to biomechanics of bocce throw and the biomechanics of throw in virtual games, these games, which allow manipulation of the virtual world through real movements. based on these concerns, the objectives of this study are to describe and correlate the kinematic analysis of the upper limb in the throw of the boccia and throw of the bowling kinect sports, microsoft game studios® xbox video game (bowling kx). best throws of 6 subjects were analyzed (3 to bc2 class and 3 to bc4 class) with both the balls of boccia as the bowling kx. to make collections, we designed a kinematic analysis protocol, which has been shown effective for the proposed. the treatment was conducted at images dvideow program, being possible to analyze the elbow and wrist angles as well as the linear velocity of each marker in each frame of the throw. the handle angles showed significant statistically data between the throw made with the boccia and performed on the bowling kx for three subjects, while the elbow angles to only one subject. the results indicate that statistically is not possible to say that the engine manager boccia throw is similar to bowling kx throw, however, the graphics of such throws when analyzed, can indicate some similarities in angulation wrist and elbow. the average linear velocity of the throws was similar for all subjects analyzed. thus, the bowling kx practice can assist in training the linear velocity of throws made in the circumstances of this study.
A bocha adaptada é um esporte que, apesar de ter surgido para atender às pessoas com paralisia cerebral severa, hoje em dia permite a participação de outras deficiências, desde que os atletas sejam tetraplégicos e se enquadrem em uma das quatro classes funcionais da modalidade. até a presente data, não foram encontrados estudos que relacionassem a biomecânica do arremesso da bola de bocha adaptada com a biomecânica do arremesso realizado nos jogos virtuais, jogos estes, que permitem a manipulação do mundo virtual por meio de movimentos reais. partindo dessas inquietações, os objetivos deste estudo são descrever e correlacionar a análise cinemática do membro superior no arremesso da bola de bocha adaptada e no arremesso no jogo de boliche do kinect sports, microsoft game studios® do videogame xbox (boliche kx). foram analisados os melhores arremessos de 6 sujeitos (3, pertencentes a classe bc2 e 3, a classe bc4) tanto com a bola de bocha adaptada quanto no jogo do boliche kx. para realizar as coletas, foi elaborado um protocolo de análise cinemática, que se demonstrou eficiente para o proposto. o tratamento das imagens foi realizado no programa dvideow, sendo possível analisar os ângulos de punho e cotovelo, assim como a velocidade linear de cada marcador, em cada quadro do arremesso. não houve diferença significante entre os ângulos de punho nos arremessos realizados com a bola de bocha adaptada e nos arremessos realizados no jogo do boliche kx para três sujeitos, enquanto os ângulos de cotovelo foram iguais para apenas um sujeito. os resultados obtidos indicam que estatisticamente não é possível afirmar que o gestor motor do arremesso da bola de bocha adaptada é similar ao arremesso do jogo do boliche kx, porém, quando analisados os gráficos de tais arremessos, pode-se indicar algumas semelhanças na angulação do punho e do cotovelo. a média da velocidade linear dos arremessos foi semelhante para todos os sujeitos analisados. dessa forma, a prática do jogo do boliche kx poderá auxiliar no treinamento da velocidade linear dos arremessos realizados nas circunstâncias deste estudo.
Hennessy, Neil James. "The development of elite Rugby Union officiating in Wales : a critical analysis". Thesis, Cardiff Metropolitan University, 2014. http://hdl.handle.net/10369/5677.
Testo completoSilva, Jesús, Naveda Alexa Senior, Suarez Ramiro Gamboa, Palma Hugo Hernández e Núẽz William Niebles. "Method for Collecting Relevant Topics from Twitter supported by Big Data". Institute of Physics Publishing, 2020. http://hdl.handle.net/10757/652145.
Testo completoVedel, Charlotte. "Increasing lifting performances : Biomechanics for an optimized training". Electronic Thesis or Diss., Lyon, INSA, 2023. http://www.theses.fr/2023ISAL0054.
Testo completoMore than sports, weightlifting and powerlifting are widely used in fitness/resistance training for sport performance. As they both consist of lifting additional weights they must be well executed to avoid injuries and enhance fitness and performance. To date, pieces of advice from experienced or graduated or self - proclaimed coaches, swarm in gyms and on the web, but very little are based on scientific knowledge. The same technical instructions are often given to men and women with different anthropometry and training history. As they are not individualized, these instructions could be at best suboptimal for most athletes, not enabling them to express their full potential and, at worst, dangerous and causing injuries. The central objective of our project is the development and validation of an optimised personalized virtual human model. On the one hand, a virtual mechanical model of an athlete squatting was numerically designed and set into motion by the development of a genetic algorithm minimizing a cost function. On the other hand, an experiment was designed to measure the squat kinematics of experienced athletes. The results of the simulation and experimentation were then confronted, the differences explained and areas of improvement listed
Aliaga, Palacios Loana Antonella, Haaker Alessandro Aservi, Bazán Valeria Milagros Rubi Celi, Ackerman Leon Chrem e Moreno Fernando Franco Giraldo. "VITTAFIT: Plataforma virtual para mantener un estilo de vida saludable". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/655089.
Testo completoThis project shows the validation of the VITTAFIT business model, a web platform that offers exercise routines and personalized nutritional schemes based on the objective of each client, added to the virtual advice of a nutritionist and physical trainer. For this, a qualitative and quantitative investigation of people belonging to socioeconomic levels A and B of the districts of Modern Lima and Lima Top was carried out, validating the main problem of the investigation. That is, the high level of complexity to maintain a healthy lifestyle in people between 18 and 55 years old from Modern Lima and Lima Top. To launch the service in 2021, through a market study, the market trends generated in the Covid-19 pandemic were analyzed in detail, as well as everything related to the diet of the Peruvians and their frequency of exercise. On the other hand, the report was divided into the following plans: strategic, operations, human resources, marketing, corporate social responsibility, financial and financing, in order to be well structured. Then, the objectives were identified and the strategies of each area were proposed together with their budget to verify the profitability of the business. In this sense, after conducting an exhaustive financial analysis, positive results were obtained, deducing that the business would be profitable. Finally, the learning obtained in this project was immense and very beneficial for our training as professionals by applying the knowledge acquired during the study of the degree.
Trabajo de investigación
Keukelaere, Camille de. "Modes de coordination interindividuelle et régulation du partage en situation dynamique collaborative : application au handball et au théâtre d'improvisation". Thesis, Brest, 2012. http://www.theses.fr/2012BRES0015/document.
Testo completoIn the field of I/O psychology, most of studies estimate that team performance under temporal pressure is directly related to shared understanding (SU) within a team. In order to account for the dynamics of SU within a team, we have studied the evolution of contents, forms and mechanisms of the sharing process, as a function of context variability and temporal pressure. We primarily work in line with the Team Situation Awareness model, that is usually mobilized in work situations. A first study allowed us to identify the various elements of SU and its dynamics in feminine handball competitions. The analysis permitted to identify (a) four typical forms of shared understanding, (b) seven typical contents shared and (c) six typical interaction processes between teammates. Results shows that sharing forms are local and punctual, alternating between two main modes of SU : either a preestablished plan follow-up, together with possible adaptation to conclude a given action, or a real-time adaptation to the context of action. A second study deals with improvisational theatre, regulated in real time by the director through earphones. Our results show that the sharing typical forms, contents and processes that rise in this activity also correspond to the classification we made in the first field study, which strengthens the genericity of our proposal. These results invite us to think that online regulation may either enhance or hamper the SU and thus the collective performance, respectively by improving the update and interaction processes between actors, or by overloading the cognitive activity of the team members in the course of action. Based on these results, we propose to consider the SU as a process that works over two space and time scales: on the global scale, SU may envolve over long periods within a team; and on a local scale, SU is actually developed through interpersonal updating and in situ adjustment processes. In order to account for these two scales, we proposed a team coordination model together with an interindividual regulation model. Our work opens the way to the study of the correlation between local mechanisms of shared understanding and the global dynamics of a collaborative activity
Candelario, Ramírez Frank Eduardo, Medina Jesús Alberto Ochoa, Anticona Lizbeth Erika Ulloque, Tapia Ariana Elizabeth Vargas e Zambrano Babsy Helen Vargas. "Estudio de viabilidad de un gimnasio virtual personalizado de entrenamiento con asesoría nutricional y tienda online de artículos deportivos – Profit Gym". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/655098.
Testo completoThe current project reflects the development of a business idea proposed by a group of students from the Peruvian University of Applied Sciences (UPC). Each of the skills acquired by each member during the course of the race were put into practice at work. The first point was to recognize the problem at the current juncture, the population needs to stay longer at home and fight the COVID-19 virus; because the contagion rate is not controlled. The medical community also reported the importance of maintaining a healthy life to maintain an organism fit to reduce the impact of the virus. For this reason, we develop a service so that people have access to benefits that allow them to maintain a healthy life from home without having to expose themselves on the street. The target audience selected was people aged 18 to 50 years of age from the NSE A - B, belonging to Lima Modern. Profit Gym was therefore founded, a web platform that offers comprehensive training plans and nutrition consulting together; accompanied by a virtual store that offers complementary products to achieve the goal of each user. For the achievement of the above, a previous analysis was carried out for the development of strategies that includes the Marketing Plan, Operations Plan, Financial Plan, Human Resources Plan and Social Responsibility Plan for the evaluation of the business and implementation of the project successfully.
Trabajo de investigación
Kocian, Rafael Castro. "O uso de ambientes virtuais para formulação de políticas públicas para os equipamentos de lazer esportivo de São José do Rio Pardo/SP /". Rio Claro, 2017. http://hdl.handle.net/11449/152396.
Testo completoBanca: Graziela Pascom Caparroz
Banca: Silvia Deutsch
Banca: Gustavo Lima Isler
Banca: Rubens Venditti Junior
Resumo: As discussões sobre as políticas públicas relacionadas aos equipamentos de esporte e lazer ganharam destaque após a realização dos megaeventos esportivos que o país sediou, afinal, não é raro encontrar equipamentos abandonados, sem utilização pela população. O objetivo desta pesquisa foi avaliar os equipamentos públicos de esporte e lazer de São José do Rio Pardo/SP e elaborar uma proposta de plataforma virtual para realização de debates sobre o esporte e lazer no município. Trabalhamos com uma pesquisa qualitativa, com levantamento de dados bibliográficos e de campo. Para a pesquisa de campo utilizou-se de levantamento de dados através da Lei de Acesso à Informação e de visitas in loco, com registros fotográficos e anotações em caderno de campo. Os dados coletados foram registrados na ferramenta de georeferenciamento Google My Maps. Os resultados demonstram que o município possui 26 equipamentos de esporte e lazer, com uma concentração ampla na região Oeste. Apesar da quantidade a distribuição é falha, seja pela presença nas regiões Leste e Norte, seja pela realização de atividades na região Oeste, caracterizando assim, uma centralização da oferta de atividades de esporte e lazer. Por fim, apresentamos uma proposta de plataforma virtual para a participação da população em debates sobre os equipamentos de esporte e lazer. A formulação é baseada em três eixos, denominados: "Conheça", onde os cidadãos recebem informações e tiram dúvidas; "Construa", onde é possível registrar su... (Resumo completo, clicar acesso eletrônico abaixo)
Abstract: Discussions on public policies related to sports and leisure equipment gained prominence after the sportive mega events which the country hosted, once, it is not uncommon to find abandoned places, unused by the population. The objective of this research was to evaluate the public sports and leisure facilities of São José do Rio Pardo / SP State to elaborate a proposal of a virtual platform for conducting debates on sport and leisure in the city. We work with a qualitative research, with bibliographical and field data collection. For field research, we did a data recovery using publics records, available by the national law on information access (Lei de Acesso à Informação) and on-site visits, with photographic records and annotations in a field notebook. The data collected was recorded in the Google My Maps georeferencing tool. The results show that the municipality has 26 sports and leisure equipment, with a wide concentration in the west region. Despite the number, the distribution is flawed, either by the presence in the East and North regions, or by the performance of activities in the West region, characterizing, therefore, a centralization of the offer of sports and leisure activities. Finally, we present a proposal for a virtual platform for the participation of the population in debates on sports and leisure equipment. The formulation is based on three axes: "Know", where citizens receive information and ask questions; "Build", where it is possible to register suggest... (Complete abstract click electronic access below)
Doutor
Pilavci, Burak. "On-pitch success in UEFA Champions League : an empirical analysis of economic, demographic and traditional factors". Thesis, Högskolan i Jönköping, Internationella Handelshögskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-22568.
Testo completoBideau, Benoit. "Biomécanique du mouvement et interactions sportives". Habilitation à diriger des recherches, Université Rennes 2, 2012. http://tel.archives-ouvertes.fr/tel-01059095.
Testo completoCastro, Marroquín Cesar Enrique, Rodriguez Juan Sebastian Guevara, Sajamin Jessenia Sonia Poicon, León Elizabeth Antuanette Rojas e Azato Miyuki Jennifer Tengan. "HEALTH STREAM". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656924.
Testo completoThis entrepreneurship was proposed by a group of students from the Business School of the Universidad Peruana de Ciencias Aplicadas (UPC) who are about to obtain their bachelor's degree in Administration and International Business. The knowledge acquired during these years of study has allowed us to propose a business model with a value proposition in an objective and direct manner. First, we identified the problem that is the growth rate of diseases with psychological disorders such as stress and anxiety that people are suffering from the mandatory social confinement due to the pandemic of COVID-19. For these reasons, we created the "Health Stream" platform that offers different virtual sports courses to reduce the stress caused by the home office routine and classes. We also offer nutritional and psychological workshops so that users can improve their lifestyles. In this way, we offer a complete service with three payment plans: Classic, Gold, and Premium. In conclusion, after the launching of the website we were able to obtain different constructive criticisms that helped us in the process of the business project, which is why we made continuous improvements to obtain the final version.
Trabajo de investigación
Kocian, Rafael Castro [UNESP]. "O uso de ambientes virtuais para formulação de políticas públicas para os equipamentos de lazer esportivo de São José do Rio Pardo/SP". Universidade Estadual Paulista (UNESP), 2017. http://hdl.handle.net/11449/152396.
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Outra
As discussões sobre as políticas públicas relacionadas aos equipamentos de esporte e lazer ganharam destaque após a realização dos megaeventos esportivos que o país sediou, afinal, não é raro encontrar equipamentos abandonados, sem utilização pela população. O objetivo desta pesquisa foi avaliar os equipamentos públicos de esporte e lazer de São José do Rio Pardo/SP e elaborar uma proposta de plataforma virtual para realização de debates sobre o esporte e lazer no município. Trabalhamos com uma pesquisa qualitativa, com levantamento de dados bibliográficos e de campo. Para a pesquisa de campo utilizou-se de levantamento de dados através da Lei de Acesso à Informação e de visitas in loco, com registros fotográficos e anotações em caderno de campo. Os dados coletados foram registrados na ferramenta de georeferenciamento Google My Maps. Os resultados demonstram que o município possui 26 equipamentos de esporte e lazer, com uma concentração ampla na região Oeste. Apesar da quantidade a distribuição é falha, seja pela presença nas regiões Leste e Norte, seja pela realização de atividades na região Oeste, caracterizando assim, uma centralização da oferta de atividades de esporte e lazer. Por fim, apresentamos uma proposta de plataforma virtual para a participação da população em debates sobre os equipamentos de esporte e lazer. A formulação é baseada em três eixos, denominados: “Conheça”, onde os cidadãos recebem informações e tiram dúvidas; “Construa”, onde é possível registrar sugestões e debater propostas; e “Escolha”, onde são tomadas decisões a serem implantadas no município.
Discussions on public policies related to sports and leisure equipment gained prominence after the sportive mega events which the country hosted, once, it is not uncommon to find abandoned places, unused by the population. The objective of this research was to evaluate the public sports and leisure facilities of São José do Rio Pardo / SP State to elaborate a proposal of a virtual platform for conducting debates on sport and leisure in the city. We work with a qualitative research, with bibliographical and field data collection. For field research, we did a data recovery using publics records, available by the national law on information access (Lei de Acesso à Informação) and on-site visits, with photographic records and annotations in a field notebook. The data collected was recorded in the Google My Maps georeferencing tool. The results show that the municipality has 26 sports and leisure equipment, with a wide concentration in the west region. Despite the number, the distribution is flawed, either by the presence in the East and North regions, or by the performance of activities in the West region, characterizing, therefore, a centralization of the offer of sports and leisure activities. Finally, we present a proposal for a virtual platform for the participation of the population in debates on sports and leisure equipment. The formulation is based on three axes: “Know”, where citizens receive information and ask questions; “Build”, where it is possible to register suggestions and discuss proposals; and Choice, where decisions are taken to be implemented in the city.
Instituto Federal de Educação, Ciência e Tecnologia do Sul de Minas Gerais (IFSULDEMINAS)
Maes, Arnaud. "Intervention du triptyque communauté virtuelle, multinationales et techniques d'information et de communication sur la communication virtuelle des masses : enjeux et stratégie de gouvernance de l'internet et rôle des TIC dans la co-régulation société civile et multinationales marchandes : étude de cas : sportmalin.com, le site communautaire d'e-commerce des sports et des loisirs en France". Aix-Marseille 3, 2007. http://www.theses.fr/2007AIX32026.
Testo completoThe increasing of ICT accentuates the phenomenon of the virtual communities. Rather privileging the social aspect more than the technological aspect, the aim of this thesis is to understand communication and organization in these communities. The ground problem has been to study this increasing phenomenon in a community context. The investigations then focused on the analysis of a community site of e-business in sports awarded by numerous innovation prizes as model of a community constitution: sportmalin. Com. Therefore from a theoretical point of view, it is necessary to understand the ICT as “communicational actefacts”. The principal interest was to reveal that the community phenomenon mainly results from a mediation between three antinomic objects of the system but nevertheless linked together : the community technical tools, the mercantile stakes and the will of the members to share and exchange their knowledge. The survey led during twenty months teaches us that an adequacy is possible between a mercantile and a community problematics. Just like a cog of a system, every part (virtual communities, community tools, the ICT, marketing initiative and the multinationals) completes the other as well as remaining dependent with the others. The analysis grants that the whole phenomenon of virtual community is the sole result of strategy of actors and rational choices. Although the virtual communities seem to be the product of deliberately coordinated efforts of a set of actors, the human factor is the unstable variable of this community system. The conclusion of this research reveals that the “ virtual commercial community ”, such as we are going to describe it in this study, establishes the universal model of any virtual community artefact
Filo, Karol. "REVITALIZACE A PROSTOROVÁ KULTIVACE PIARISTICKÉHO GYMNÁZIA V MIKULOVĚ". Master's thesis, Vysoké učení technické v Brně. Fakulta architektury, 2017. http://www.nusl.cz/ntk/nusl-316427.
Testo completoLoubier, Jean-Christophe. "Perception et simulation des effets du changement climatique sur l'économie du ski et la biodiversité". Phd thesis, Université Joseph Fourier (Grenoble), 2004. http://tel.archives-ouvertes.fr/tel-00006990.
Testo completoBílek, Jan. "Aerospace - Futuristický kokpit moderního letounu". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237164.
Testo completoSteinebach, Mario, Christine Häckel-Riffler, Caroline Pollmer, Antje Brabandt, Janine Mahler, Michael Chlebusch, Thomas Doriath, Rico Hinkel e Anett Kretzer. "TU-Spektrum 1/2006, Magazin der Technischen Universität Chemnitz". Universitätsbibliothek Chemnitz, 2006. http://nbn-resolving.de/urn:nbn:de:swb:ch1-200600234.
Testo completoSteinebach, Mario, Christine Häckel-Riffler, Antje Brabandt, Janine Mahler, Michael Chlebusch, Thomas Doriath, Nicole Leithold, Jana Klein e Sara Rodefeld. "TU-Spektrum 3/2006, Magazin der Technischen Universität Chemnitz". Universitätsbibliothek Chemnitz, 2006. http://nbn-resolving.de/urn:nbn:de:swb:ch1-200602090.
Testo completoLin, Yen-Chun, e 林彥君. "Knowledge Sharing Behaviors of Sports Virtual Community Members". Thesis, 2007. http://ndltd.ncl.edu.tw/handle/96544394978041357730.
Testo completo國立臺灣體育大學(桃園)
休閒產業經營學系碩士班
96
Virtual community is a platform of knowledge sharing where seekers of specific knowledge and the providers of needed knowledge will meet. Due to the participants of a virtual community usually have common interests; they have huge information and knowledge to share with each other. Sharing is the essentiality and the most important concepts of virtual communities, once members stop interacting with each other, the community stop functioning as well. The most popular virtual community in Taiwan is a Bulletin Board System (BBS) named PTT where contains more than 600,000 registered users and 8,000 message boards, 379 sports related message boards are included. However, sports message boards of PTT are no more than a platform for users to interact with each other. To make these boards informative relies heavily on users’ sharing behaviors. Some users of PTT sports message boards share knowledge and information constantly without compensation. Therefore, the purpose of this study was to explore the factors affect knowledge sharing intentions and behaviors in sport virtual community. Furthermore, relationship between knowledge sharing behaviors and different levels of group identification, as well as fan identification, were also discussed in this study. Theory of planned behavior proposed by Ajzen was adopted to be the main concept of this study. 469 valid online questionnaires were collected. Results indicated that relationship between behavior and attitudes and subjective norms were fully mediated by intention, perceived behavioral control was partly mediated by intention, and behavior was negatively affected by perceived behavioral control. In addition, intention of people with high level of fan identification was only affected by attitude and subjective norms; perceived behavioral control was not included. Moreover,intention of people with high level of group identification was not predicted by perceived behavioral control. The findings of this study could understand the sports knowledge sharing behaviors intention in virtual community and relationship with fan identification and group identification behaviors. Additionally, this study could assist practitioners in terms of improving virtual community management, social interaction and interchange in sport virtual world.
Salum, Cecilia. "Desarrollo de una tienda virtual para Onda Sports". Master's thesis, 2016. http://hdl.handle.net/11086/4706.
Testo completoLa cantidad de comercio llevada a cabo electrónicamente ha crecido de manera extraordinaria debido a Internet. Una gran variedad de comercio se realiza de esta manera. Internet como herramienta de negocios ofrece grandes oportunidades, ya que la comodidad de comprar en-línea está haciéndose popular entre los consumidores y se espera que las ventas a través de la Red tengan un crecimiento explosivo en los próximos años. Esto trae aparejado numerosos cambios y beneficios en cuanto a la comunicación con el cliente, la forma de hacer publicidad, la disminución de costos, entre otros. Se trata de una nueva forma de hacer negocios en la que la competencia pasa a ser global, el mercado se extiende más allá de los límites tradicionales y se elimina de una ubicación temporal y geográfica. Se crea el “Marketspace”; se pueden realizar compras en cualquier momento y lugar.
Fil: Salum, Cecilia. Universidad Nacional de Córdoba. Facultad de Ciencias Económicas; Argentina.
Cheng, Han-wen, e 鄭涵文. "A Legal Study on The Virtual Channels of Sports Lottery in Taiwan". Thesis, 2008. http://ndltd.ncl.edu.tw/handle/92aq27.
Testo completoTSENG, WEN-LING, e 曾文伶. "A Study of Users' Needs to Virtual Community Services of Sports Websites". Thesis, 2014. http://ndltd.ncl.edu.tw/handle/65095785231114109996.
Testo completo國立臺灣師範大學
圖文傳播學系
102
The developments of internet and technology have dramatically changed our daily life. Internet has become one of the most important channels to search information and do communication. The study is to investigate the virtual community services of sports websites and users' needs. “Content analysis” and “web questionnaire” have adopted in the study. First of all, we used content analysis to study examined the different virtual community service on current of 20 online sports websites. At the same time, the researcher used questionnaire for online user object by using those virtual community service. Effective questionnaires are 338 copies. All data was analyzed with descriptive, independent t-test, and one-way analysis of variance by SPSS 22.0 version. The research results are as below: 1. “Subjectlized information service” and “home link means” are the most emphatic items of the virtual community services of the sports websites. However, “entertainment services” and “personalized design means” are not. 2. Various the virtual community services of the sports websites to “subjectlized information service” the smallest difference to “entertainment services” the biggest difference. Services Presentation places “home link means” the smallest difference, with “personalized design means” the biggest difference. 3. “Subjectlized information service” and “searching design means” are highly needed of users’ needs. “Customer support service” and “personalized design means” are not. 4. There was no significant difference in the needs of different backgrounds the virtual community services of the sports websites. 5. Services provided by the virtual community services of the sports websites and users' needs differ services to “entertainment services” and a relatively large gap between the needs of users, the service presentation to “searching design” and the relatively large gap between user requirements. According to the results of the study, it will provide applicable suggestions for manager, users and future researchers of the virtual community services of the sports websites.
Lin, Yaung-Wei, e 林元巍. "A Study of E-Sports Participants’ Virtual Products Purchasing Willingness Impacted by Their Own Involvement and Game Performances of these E-Sports". Thesis, 2016. http://ndltd.ncl.edu.tw/handle/62118072334241393822.
Testo completo國立臺南大學
體育學系碩士班
104
The popularity of e-Sports in Taiwan has been increasing significantly in recent years. With the increasing of the number of players, more and more competitions were now broadcasted on TV and internet platforms which result in the creation of the emerging decorative virtual products. Unlike traditional online game products, this type of merchandise is only used for decorations. The study was to understand the correlation between e-Sport participants’ involvement along with game performance and virtual products purchasing intentions, and analyze if it can be used in the future to predict and gauge the potential market. The researcher of this study adopts questionnaire survey to collect data, and the subjects of this study were university students in Tainan who were also e-Sports players. The total amounts of 500 questionnaires were issued to those e-Sport’s Participants by purposive sampling. Totally, 458 valid samples were left. The effective response rate was 91.6 %. The valid data were analyzed by SPSS statistics. The results show that most e-Sport’s Participants are male (82.1%), mainly they are on silver rank (23.6%) with monthly disposable income of under 10,000 NT, gaming time are more than 4 hours each time, and at least 10 times a week. 93.7% of these players have purchased from the online store. The purchasing willingness is significantly influenced by those factors above (amount of monthly disposable income, playing times per week, and gaming duration per time), which make the conclusion of this study can positive describe as: the purchasing willingness of e-Sports participants can be predicted. Based on the findings in this study, the researcher suggest e-Sports companies to develop more decorative virtual products in a great diversity, ally with other companies, and find strategies for attracting potential female players. The further studies can be developed by analyzing various factors such as age, occupation, region, type of game, type of virtual products, and so on.
You, Jia-Hung, e 尤家鴻. "Study on Combining Virtual Reality design with sport machine". Thesis, 2010. http://ndltd.ncl.edu.tw/handle/x39p33.
Testo completo國立臺北科技大學
自動化科技研究所
98
This study aims at employing high-speed camera, odometer and accelerometer to collect information such as images, distances and slope of roads. The collected information will be transferred to programmable data through image and signal processing, used to create Hybrid VR and interactive program. Furthermore, in order to understand the performance of the created program, the calculated data has to be compared with the data from the other experiments. After verifying the capability of the created program, the created program will be integrated with fitness equipment and three-axis motion platform. According to player’s motion, the created program can automatically and immediately control the resistant force of the fitness equipment, alter the slope, roll, rotation and angle of three-axis motion platform, and modify the corresponded images. The destination of this study is to give players the feeling of being in the action, and to make players to be willing to do exercise by the created program, fitness equipment and three-axis motion platform.