Gotowa bibliografia na temat „Sports virtuels”
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Artykuły w czasopismach na temat "Sports virtuels"
Swider, P., D. Ambard, F. Accadbled, E. Estivalèzes i 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, nr 4 (czerwiec 2007): 406. http://dx.doi.org/10.1016/s0035-1040(07)90306-2.
Pełny tekst źródłaSagat, Peter, i Marian Ambrozy. "Searching for cultural, historical, ethical and philosophical roots of sport in archaic and classical Greek philosophy". XLinguae 15, nr 1 (styczeń 2022): 86–95. http://dx.doi.org/10.18355/xl.2022.15.01.09.
Pełny tekst źródłaKowalska, Jolanta, i 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, nr 2 (47) (29.06.2024): 105–14. http://dx.doi.org/10.5604/01.3001.0054.6576.
Pełny tekst źródłaWeedon, Gavin, i Brian Wilson. "Textbook journalism? Objectivity, education and the professionalization of sports reporting". Journalism 21, nr 10 (1.08.2017): 1375–400. http://dx.doi.org/10.1177/1464884917716503.
Pełny tekst źródłaReid, Heather L. "Sports, Virtues and Vices: Morality Plays". Journal of the Philosophy of Sport 36, nr 2 (październik 2009): 263–65. http://dx.doi.org/10.1080/00948705.2009.9714761.
Pełny tekst źródłaWigmore, Sheila. "Sports, Virtues and Vices: Morality Plays". Managing Leisure 15, nr 1-2 (kwiecień 2010): 155–56. http://dx.doi.org/10.1080/13606710903398928.
Pełny tekst źródłaEslami Ardakani, S. H. "Sports as Cultivation of Moral Virtues". Philosophical Thought 2, nr 1 (1.03.2022): 9–22. http://dx.doi.org/10.58209/jpt.2.1.9.
Pełny tekst źródłaLong, Thierry, Nathalie Pantaléon, Gérard Bruant i Fabienne d’Arripe-Longueville. "A Qualitative Study of Moral Reasoning of Young Elite Athletes". Sport Psychologist 20, nr 3 (wrzesień 2006): 330–47. http://dx.doi.org/10.1123/tsp.20.3.330.
Pełny tekst źródłaIgnjatović, Aleksandar, Živorad Marković, Slađana Stanković i Boban Janković. "Anti-Doping through the Pedagogical Approach". Physical Education and Sport Through the Centuries 4, nr 1 (1.06.2017): 24–37. http://dx.doi.org/10.1515/spes-2016-0019.
Pełny tekst źródłaMa, Yang, i Markus Kurscheidt. "Modifying Tradition: Understanding Organizational Change in Chinese Elite Sport Training at the Grassroots Level". Sustainability 13, nr 7 (6.04.2021): 4048. http://dx.doi.org/10.3390/su13074048.
Pełny tekst źródłaRozprawy doktorskie na temat "Sports virtuels"
Chen, Chi-Chih. "Virtual Sports Stock Exchange". CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2740.
Pełny tekst źródłaWidblom, 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.
Pełny tekst źródłaBackground 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.
Pełny tekst źródłaTo 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.
Pełny tekst źródłaIl 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.
Znajdź pełny tekst źródłaRoma, 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.
Pełny tekst źródłaL'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.
Pełny tekst źródłaDen 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/.
Pełny tekst źródłaKeller, 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.
Pełny tekst źródłaFaure, 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.
Pełny tekst źródłaIn 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)
Książki na temat "Sports virtuels"
McNamee, M. J. Sports, virtues and vices: Morality plays. London: Routledge, 2008.
Znajdź pełny tekst źródłaMullineaux, David. Virtual gymnastics: Science in sport. Sheffield: Sport Science Research Institute, Sheffield Hallam University, 2000.
Znajdź pełny tekst źródłaBryan, Gayle. Virtual apprentice. New York: Ferguson, 2007.
Znajdź pełny tekst źródłaHocke, Lena. Virtuelles Museum, Kölner Sport: Eine Projektdokumentation. Bergisch Gladbach: Heider Verlag, 2011.
Znajdź pełny tekst źródłaMike, Huggins, i Mangan J. A, red. Disreputable pleasures: Less virtuous Victorians at play. London: Routledge, 2004.
Znajdź pełny tekst źródłaEdwards, Lonzy F. Teams of citizen-athletes: Winning by modeling civic virtues and rejecting the values of sports kingdoms. Macon, Georgia: Magnolia Publishing Company, 2014.
Znajdź pełny tekst źródłaSohnsmeyer, Jan. Virtuelles Spiel und realer Sport: Über Transferpotenziale digitaler Sportspiele am Beispiel von Tischtennis. Hamburg: Feldhaus, Edition Czwalina, 2011.
Znajdź pełny tekst źródłaCarlo, Cresti, red. La Stanza delle meraviglie: L'arte del commercio a Firenze : dagli sporti medioevali al negozio virtuale. Firenze: Le lettere, 1998.
Znajdź pełny tekst źródłaClancy, Tom. Net Force. Barcelona: Planeta, 2003.
Znajdź pełny tekst źródłaClancy, Tom. Dans l'ombre de l'honneur. Paris: Albin Michel, 2001.
Znajdź pełny tekst źródłaCzęści książek na temat "Sports virtuels"
Witte, Kerstin, Stefan Pastel, Dan Bürger i Katharina Petri. "Virtual Reality". W Sports Technology, 121–28. Berlin, Heidelberg: Springer Berlin Heidelberg, 2024. http://dx.doi.org/10.1007/978-3-662-68703-1_13.
Pełny tekst źródłaChen, Julian. "Lesson 5 (Sports)". W Second Life as a Virtual Playground for Language Education, 176–87. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003152958-16.
Pełny tekst źródłaAustin, Michael W. "Sport as a Moral Practice: An Aristotelian Approach". W Virtues in Action, 39–52. London: Palgrave Macmillan UK, 2013. http://dx.doi.org/10.1057/9781137280299_4.
Pełny tekst źródłaKennelly, Millicent, i Kevin Filo. "Virtual Participatory Sport Events". W The Routledge Handbook of Digital Sport Management, 76–90. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003088899-8.
Pełny tekst źródłaGkika, Eleni C., Faidon Komisopoulos, Stamatios Ntanos, Dimitrios Drosos i Antonios Kargas. "Amateur Athletes and Adoption of Smartwatches. Perceptions of Usage, Ease of Use and the Role of Virtual Community Emersion". W Strategic Innovative Marketing and Tourism, 531–39. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-51038-0_58.
Pełny tekst źródłaPan, Zhigeng, i Ruwei Yun. "Digital Olympic Museum and Sports Simulation". W 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.
Pełny tekst źródłaNojima, Takuya, Kadri Rebane, Ryota Shijo, Tim Schewe, Shota Azuma, Yo Inoue, Takahiro Kai, Naoki Endo i Yohei Yanase. "Designing Augmented Sports: Merging Physical Sports and Virtual World Game Concept". W 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.
Pełny tekst źródłaKulpa, Richard, Benoit Bideau i Sébastien Brault. "Displacements in Virtual Reality for Sports Performance Analysis". W 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.
Pełny tekst źródłaMorizono, Tetsuya, i Sadao Kawamura. "Toward virtual sports with high speed motion". W Experimental Robotics V, 116–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/bfb0112955.
Pełny tekst źródłaMiah, Andy, Alex Fenton i Simon Chadwick. "Virtual Reality and Sports: The Rise of Mixed, Augmented, Immersive, and Esports Experiences". W 21st Century Sports, 249–62. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50801-2_15.
Pełny tekst źródłaStreszczenia konferencji na temat "Sports virtuels"
Orikasa, Mai, Hiroshi Inukai, Koichiro Eto, Kouta Minamizawa i Masahiko Inami. "Design of Sports Creation Workshop for Superhuman Sports". W VRIC '17: Virtual Reality International Conference - Laval Virtual 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3110292.3110305.
Pełny tekst źródłaCapriotti, Alessandro, Mauro Cassol i Ario Federici. "Virtual reality and functional recovery". W 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.
Pełny tekst źródłaPallot, Marc, Remy Eynard, Benjamin Poussard, Olivier Christmann i Simon Richir. "Augmented sport". W VRIC 2013: Virtual Reality International Conference - Laval Virtual. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2466816.2466821.
Pełny tekst źródłaGómez-García, Melchor, Juan Manuel Trujillo-Torres, Inmaculada Aznar-Díaz i María Pilar Cáceres-Reche. "Augment reality and virtual reality for the improvement of spatial competences in Physical Education". W 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.
Pełny tekst źródłaBideau, Benoît, Franck Multon, Richard Kulpa, Laetitia Fradet i Bruno Arnaldi. "Virtual reality applied to sports". W the 2004 ACM SIGGRAPH international conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/1044588.1044632.
Pełny tekst źródłaD'Elia, Francesca, Francesco Peluso Cassese i Tiziana D'Isanto. "Augmented, virtual and robotics reality for distance learning and internship in telematics Sport and Exercise Science degrees in Italy". W 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.
Pełny tekst źródłaPiršl, Danica, Emilija Petković, Branislav Dragić i Tea Piršl. "Sports Metaphors Make Political Discourse More Punching". W The 5th Virtual Multidisciplinary Conference. Publishing Society, 2017. http://dx.doi.org/10.18638/quaesti.2017.5.1.321.
Pełny tekst źródłaIsidori, Emanuele, Iosif Sandor i Alessandra Fazio. "VIRTUAL REALITY, EDUCATIONAL GAMES AND LEISURE IN CONTEMPORARY SOCIETY: THE SPORT PEDAGOGY POINT OF VIEW". W eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-195.
Pełny tekst źródłaChrist, Oliver, Michelle Deuber, Anina Gächter, Jordin Guedel i Andreas Papageorgiou. "Imersive Virtual Reality during work out with movable sports equipment: the effect on oculomotor, disorientation, and nausea before and after training". W 10th International Conference on Human Interaction and Emerging Technologies (IHIET 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004041.
Pełny tekst źródłaLei, YuHang, Jie Li, MingZheng Sun, ZhengChi Zhang, Ling Wei, JinMing Gu, QingBo Tang i ZhiWei Gong. "The Extreme Sports of Virtual Reality". W 2018 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2018. http://dx.doi.org/10.1109/icvrv.2018.00049.
Pełny tekst źródłaRaporty organizacyjne na temat "Sports virtuels"
Lidia, S., A. Anders, J. J. Barnard, F. M. Bieniosek, M. Dorf, A. Faltens, A. Friedman i in. 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), czerwiec 2009. http://dx.doi.org/10.2172/981526.
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