11,201 research outputs found
Augmented Reality in Sports Event Videos: A Qualitative Study on Viewer Experience
Augmented reality (AR) has been widely used in sports broadcasting. However, little is known about viewer experience with AR in sports event videos. To identify key AR features as well as its advantages and drawbacks in sports event videos, this research conducted a qualitative study through a semi-structured interview with 30 participants. Content analysis on the interview transcript identified four salient features of AR in the sports event video context, i.e., informativeness, novelty, vividness, and telepresence. It also revealed three key advantages of AR to sports audiences, including game comprehension, enjoyment, and fan socialization, as well as two drawbacks, including distraction and inauthenticity. The qualitative study provides a theory-building process and results in a conceptual model, which, based on the net valence approach, postulates the relationships between AR features and viewers’ behavioral intentions through the mediation of perceived advantages and drawbacks
A bibliography experiment on research within the scope of industry 4.0 application areas in sports: Sporda endüstri 4.0 uygulama alanları kapsamında yapılan araştırmalar üzerine bir bibliyografya denemesi
Developed countries develop their production sites within the scope of industry 4.0 technology components and experience constant change and transformation to establish economic superiority. This situation allows them to produce more in various fields and thus to rise to a more advantageous position economically. Industry 4.0 technology affects areas within the scope of the sports industry such as sports tourism, athlete performance, athlete health, sports publishing, sports textile products, sports education and training, sports management and human resources, and creates an international competition environment in terms of production and performance. In this study, it is aimed to examine the researches about the usage areas of industry 4.0 in sports. From this point on, researches in the context of the subject have been presented with bibliographic method. In the conclusion section, the weaknesses and possibilities of youth sociology were discussed, and efforts were made to present a projection on what to do about the field. In this respect, a youth sociology evaluation has been tried to be made on the prominent topics, forgotten aspects and themes left incomplete in youth sociology studies.
Extended English summary is in the end of Full Text PDF (TURKISH) file.
Özet
Gelişmiş ülkeler endüstri 4.0 teknolojisi bileşenleri kapsamında üretim sahalarını geliştirmekte ve ekonomik üstünlük kurmak amacıyla sürekli değişim ve dönüşüm yaşamaktadır. Bu durum onların çeşitli alanlarda daha fazla üretmelerine dolayısıyla ekonomik yönden daha avantajlı konuma yükselmelerine olanak sağlamaktadır. Endüstri 4.0 teknolojisi spor turizmi, sporcu performansı, sporcu sağlığı, spor yayıncılığı, spor tekstil ürünleri, spor eğitimi ve öğretimi, spor yönetimi ve insan kaynakları gibi spor endüstrisi kapsamındaki alanları etkilemekte üretim ve performans yönünden ülkeler arası bir rekabet ortamı oluşturmaktadır. Bu çalışmada endüstri 4.0’ın sporda kullanım alanları ile ilgili araştırmaların incelenmesi hedeflenmektedir. Bu noktadan hareketle konu bağlamındaki araştırmalar bibliyografik metodla ortaya konmuştur. Sonuç bölümünde ise sporda endüstri 4.0 kullanım alanları tartışılmış, alana olan katkıları ve olumuz etkilerinin değerlendirilmesi yapılmıştır.  
Sports in Digital Era
The thesis's primary purpose is to demonstrate the growth of the digital era on the sports industry for awareness and better management. Moreover, it aims to explain the digital technology revolution and its effect on physical activities and sports. The paper presents a social analysis of sports regarding the effects of the IV Industrial Revolution, driven by an unprecedented level of development in materials sciences, digital technology, and biology. The future views on the evolution of the sports industry and options for the sports manager in the phase of digital transition are illustrated. The conclusion summarizes the implications and represents the direction of the sports industry.O objetivo desta tese é demonstrar o crescimento da era digital na indrústia desportiva para a consciencialização e uma melhor gestão. Além disso, visa explicar a revolução tecnológica digital e a sua influência na atividade física e desporto. O documento apresenta uma análise social do desporto em relação aos efeitos da IV Revolução Industrial, impulsionada pelo sem precedente nível de desenvolvimento nas ciências materiais, tecnologia digital e biologia. O futuro da evolução da indústria do desporto e as opções dos gestores desportivos na fase de transição do digital. A conclusão resume as implicações e reflete a direção da indústria do desporto
Mobile learning: benefits of augmented reality in geometry teaching
As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the
field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio
“Sport and Anatomy”: Teaching, Research, and Assistance at the University of Pisa
Introduction: Over the last decades, the university system has experienced huge growth, facing several challenges. Accordingly, the University of Pisa recognizes the value and opportunities deriving from research and fully supports collaboration with the world of entrepreneurship and industry, as well as local communities. Study programs, teaching methods and technologies, learning environments, quality assurance, programmed student numbers, and research results are key features of the prestige of the scientific community. Aim: In this respect, “Sport and Anatomy”, a brand that includes an academic organization at the University of Pisa, holds two main goals: (i) to offer the top level in both educational and professional fields; and (ii) to optimize the fine-tuning among all these sections, thus becoming a reference point for sports management. Methods and results: Indispensable links between basic and specialist sciences through different Masters’ and schools were created. In addition to didactic activity, research activity, medical assistance, and rehabilitation were coordinated. Two main outcomes emerged from this experience: (i) improved stakeholder performances and (ii) optimized cooperation between university and local communities. Conclusions: “Sport and Anatomy” plays a key role in supervising and accomplishing in an innovative way all the three missions of the university (i.e., teaching, research, and dissemination of knowledge), thus strongly fulfilling the aims of modern university targets
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