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Author: Vallverdú, Jordi Publisher: IGI Global ISBN: 1466615966 Category : Computers Languages : en Pages : 233
Book Description
As humans interact more often and more intimately with computers, and as computational systems become an ever more important element of our society, playing roles in education, the production of culture and goods, and management, it is inevitable that we should seek to interact with these systems in ways that take advantage of our powerful emotional capabilities. Creating Synthetic Emotions through Technological and Robotic Advancements compiles progressive research in the emerging and groundbreaking fields of artificial emotions, affective computing, and sociable robotics that allow humans to begin the once impossible-seeming task of interacting with robots, systems, devices, and agents. This landmark volume brings together expert international researchers to expound upon these topics as synthetic emotions move toward becoming a daily reality.
Author: Daniel A. James Publisher: Springer ISBN: 9811009929 Category : Technology & Engineering Languages : en Pages : 49
Book Description
This book explores emerging trends in wearable sensors for sport and highlights the developments taking place. Drawing on the literature both the approaches and principals for the use of sensors in sport are outlined, and together with references to key works the reader finds this useful in considering such endeavours. The development of wearable technologies is fast paced and accompanying that is an exponential growth in the use and development of computing resources, thus while the review is comprehensive on content not all works can be included and given publication times will inevitably be somewhat dated. The illumination through trends, examples and principles are an aid for anyone considering the use of sensors and wearables in sports.
Author: Marinos Ioannides Publisher: Springer ISBN: 331913695X Category : Computers Languages : en Pages : 832
Book Description
This book constitutes the refereed proceedings of the 5th International Conference on Digital Heritage, EuroMed 2014, held in Limassol, Cyprus, in November 2014. The 84 full and 51 short papers presented were carefully reviewed and selected from 438 submissions. They focus on the interdisciplinary and multi-disciplinary research concerning cutting edge cultural heritage informatics, -physics, chemistry and engineering and the use of technology for the representation, documentation, archiving, protection, preservation and communication of Cultural Heritage knowledge.
Author: Andy Miah Publisher: MIT Press ISBN: 0262551217 Category : Social Science Languages : en Pages : 285
Book Description
Ramifications of the convergence of sports and digital technology, from athlete and spectator experience to the role of media innovation at the Olympics. Digital technology is changing everything about modern sports. Athletes and coaches rely on digital data to monitor and enhance performance. Officials use tracking systems to augment their judgment in what is an increasingly superhuman field of play. Spectators tune in to live sports through social media, or even through virtual reality. Audiences now act as citizen journalists whose collective shared data expands the places in which we consume sports news. In Sport 2.0, Andy Miah examines the convergence of sports and digital cultures, examining not only how it affects our participation in sport but also how it changes our experience of life online. This convergence redefines how we think of about our bodies, the social function of sports, and the kinds of people who are playing. Miah describes a world in which the rise of competitive computer game playing—e-sports—challenges and invigorates the social mandate. Miah also looks at the Olympic Games as an exemplar of digital innovation in sports, and offers a detailed look at the social media footprint of the 2012 London Games, discussing how organizers, sponsors, media, and activists responded to the world's largest media event. In the end, Miah does not argue that physical activity will cease to be central to sports, or that digital corporeality will replace the nondigital version. Rather, he provides a road map for how sports will become mixed-reality experiences and abandon the duality of physical and digital.
Author: Tatnall, Arthur Publisher: IGI Global ISBN: 1609601998 Category : Computers Languages : en Pages : 328
Book Description
Actor-Network Theory and Technology Innovation: Advancements and New Concepts provides a comprehensive look at the development of actor-network theory itself, as well as case studies of its use to assist in the explanation of various socio-technical phenomena. This book includes topics relating to technological innovation; both those using actor-network theory as an explanatory framework and those using other approaches. It is an excellent source of information regarding ANT as an approach to technological innovation and its link to ICT (Information Communication Technology).
Author: Paul Mark Pedersen Publisher: Routledge ISBN: 0415518199 Category : Social Science Languages : en Pages : 545
Book Description
This text offers a survey of the discipline of sport communication. The authors explore communication within, through, and for sport in all its theoretical, conceptual, cultural, behavioral, practical and managerial aspects, tracing the contours of this expansive, transdisciplinary and international discipline and demonstrating that there are few aspects of sport that don't rely on effective communications. Including contributions from sport media and communications scholars and professionals from around the world, the book examines emerging media, social media, traditional (print, broadcast and screen) media, sociological themes in communication in sport, and management issues, at every level, from the interpersonal to communication within and between sport organisations and global institutions.--adapted from publisher's description.
Author: Nissim Otmazgin Publisher: Springer Nature ISBN: 9811530564 Category : Business & Economics Languages : en Pages : 180
Book Description
The purpose of this volume is to broaden scholars' analytical perspective by placing the creative industries in frameworks that compare and contrast them with other kinds of entities, organizations, and social forms that mix creativity and production. In other words, this volume aims to set out an emerging agenda for the study of creativity in the cultural and media industries. Although this work focuses on the media and cultural industries, they are investigated in the context of other groups and organizations connecting forms of creativity with an explicit emphasis on turning ideas into concrete practices and products. The originality of this book lies in (1) presenting a comparative and interdisciplinary perspective that develops a new framework and analytical concepts to understand the notion of creativity in the media and cultural industries, and (2) providing a series of fresh empirically based studies of the process of creativity in fields such as advertising, fashion, animation, and pop culture. This comparative move is taken in order to generate new insights about the particular features of the creative industries and new questions for future analysis.
Author: Dunn, Robert Andrew Publisher: IGI Global ISBN: 1799833259 Category : Games & Activities Languages : en Pages : 433
Book Description
Leisure time today is driven by fandom. Once viewed as a social pariah, the fan and associated fandom as a whole has transformed into a popularized social construct researchers are still attempting to understand. Popular culture in the modern era is defined and dominated by the fan, and the basis of fandom has established its own identity across several platforms of media. As some forms of fandom have remained constant, including sports and cinema, other structures of fandom are emerging as the mass following of video games and cosplay are becoming increasingly prominent. Fandom has been established as an important facet in today’s society, and necessary research is required for understanding how fandom is shaping society as a whole. Multidisciplinary Perspectives on Media Fandom is a pivotal reference source that provides vital research that reviews some of the most exigent facets of today’s fandom and highlights understudied cultures of fandom as well as emerging intricacies of established fandom. While promoting topics such as esports, influencer culture, and marketing trends, this publication explores both qualitative and quantitative approaches as well as the methods of social science and critical perspectives. This book is ideally designed for marketers, media strategists, brand managers, consumer behavior analysts, researchers, academics, and students.
Author: Dey, Nilanjan Publisher: IGI Global ISBN: 1522510265 Category : Computers Languages : en Pages : 328
Book Description
Video is one of the most important forms of multimedia available, as it is utilized for security purposes, to transmit information, promote safety, and provide entertainment. As motion is the most integral element in videos, it is important that motion detection systems and algorithms meet specific requirements to achieve accurate detection of real time events. Feature Detectors and Motion Detection in Video Processing explores innovative methods and approaches to analyzing and retrieving video images. Featuring empirical research and significant frameworks regarding feature detectors and descriptor algorithms, the book is a critical reference source for professionals, researchers, advanced-level students, technology developers, and academicians.