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Digital sport for performance enhancement and competitive evolution : intelligent gaming technologies

Author: Nigel Pope; Kerri-Ann L Kuhn; John Forster
Publisher: Hershey, PA : Information Science Reference, ©2009.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
"This book provides an overview of the increasing level of digitization in sport including areas of gaming and athlete training"--Provided by publisher.
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Genre/Form: Electronic books
Aufsatzsammlung
études diverses
Additional Physical Format: Print version:
Digital sport for performance enhancement and competitive evolution.
Hershey, PA : Information Science Reference, ©2009
(DLC) 2008052440
(OCoLC)289067822
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Nigel Pope; Kerri-Ann L Kuhn; John Forster
ISBN: 9781605664071 1605664073
OCLC Number: 690115492
Description: 1 online resource (xxiii, 390 pages) : illustrations
Contents: Digital technologies and the intensification of economic and organisational mechanisms in commercial sport --
A general-purpose taxonomy of computer-augmented sports systems --
Dynamics and simulation of general human and humanoid motion in sports --
Technologies for monitoring human player activity within a competition --
Video-based motion capture for measuring human movement --
Technology to monitor and enhance the performance of a tennis player --
Quantitative assessment of physical activity using inertial sensors --
Computer supported collaborative sports: an emerging paradigm --
Digital sport: merging gaming with sports to enhance physical activities such as jogging --
Double play: how video games mediate physical performance for elite athletes --
A league of our own: empowerment of sport consumers through fantasy sports participation --
Computational and robotic pool --
A framework for the adoption of the Internet in local sporting bodies: a local sporting association example --
Online questionnaires and interviews as a successful tool to explore foreign sports fandom --
Virtual digital Olympic museum --
The market structure and characteristics of electronic games --
Sport video game sponsorships and in-game advertising --
In-game advertising: effectiveness and consumer attitudes --
The effect of arousal on adolescent's short-term memory of brand placements in sports advergames --
Schemas of disrepute: digital damage to the code.
Responsibility: [edited by] Nigel K. Li Pope, Kerri-Ann L. Kuhn, John J.H. Forster.

Abstract:

An unacknowledged, global phenomenon in the sphere of computer applications, digital sport plays an enormous part in training and performance enhancement.  Read more...

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