Proceedings Of The 10th International Symposium On Computer Science In Sports Iscss
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Author | : Paul Chung |
Publisher | : Springer |
Total Pages | : 264 |
Release | : 2015-10-02 |
Genre | : Computers |
ISBN | : 3319245600 |
This book presents the main scientific results of the 10th International Symposium of Computer Science in Sport (IACSS/ISCSS 2015), sponsored by the International Association of Computer Science in Sport in collaboration with the International Society of Sport Psychology (ISSP), which took place between September 9-11, 2015 at Loughborough, UK. This proceedings aims to build a link between computer science and sport, and reports on results from applying computer science techniques to address a wide number of problems in sport and exercise sciences. It provides a good platform and opportunity for researchers in both computer science and sport to understand and discuss ideas and promote cross-disciplinary research. The strictly reviewed and carefully revised papers cover the following topics:Modelling and Analysis, Artificial Intelligence in Sport, Virtual Reality in Sport, Neural Cognitive Training, IT Systems for Sport, Sensing Technologies and Image Processing.
Author | : Martin Lames |
Publisher | : Springer |
Total Pages | : 173 |
Release | : 2017-09-04 |
Genre | : Technology & Engineering |
ISBN | : 3319678469 |
This book provides an overview of current research in the fascinating, interdisciplinary field of computer science and sports. It includes papers from the 11th International Symposium on Computer Science in Sport (IACSS 2017), which took place in Constance, Germany, on September 6–9, 2017. The papers represent the state of the art in utilizing the latest developments in computer science to support coaches and athletes. The book covers a broad range of topics, reflecting the diversity of the field. It presents three categories of papers: those on concepts in informatics like modeling, virtual reality, simulation; those describing applications of computer science in sports like running, volleyball, water polo, and football; and contributions discussing the impact of computer science in sports federations and universities.
Author | : Martin Lames |
Publisher | : Springer Nature |
Total Pages | : 229 |
Release | : 2019-11-13 |
Genre | : Technology & Engineering |
ISBN | : 3030350487 |
This book provides an overview of current activities in the fascinating area between computer science and sports, presenting the state of the art in utilising the latest developments in computer science to support sports coaches and athletes. It covers a broad range of topics reflecting the diversity of this interdisciplinary field, including concepts in informatics like expert systems, modelling, simulation, machine learning, robotics, and sensor integration. Further, it describes applications of computer science in sports, such as alpine skiing, badminton, football, rowing, and table tennis, as well as interesting applications areas of sport like dementia, physiology, training, and space flights. The appeals to informaticians interested in the application field of sports as well as for sports scientists and practitioners looking for advanced methods in their particular sport.
Author | : Carlos Vaz De Carvalho |
Publisher | : Frontiers Media SA |
Total Pages | : 132 |
Release | : 2021-06-28 |
Genre | : Science |
ISBN | : 2889669440 |
Author | : Veronika Tzankova |
Publisher | : Taylor & Francis |
Total Pages | : 167 |
Release | : 2022-06-01 |
Genre | : Technology & Engineering |
ISBN | : 1000592308 |
Building on the unfolding and expanding embeddedness of digital technologies in all aspects of life, Interactive Sports Technologies: Performance, Participation, Safety focuses on the intersection of body movement, physical awareness, engineering, design, software, and hardware to capture emerging trends for enhancing sports and athletic activities. The accessible and inspiring compilation of theoretical, critical, and phenomenological approaches utilizes the domain of sports to extend our understanding of the nexus between somatic knowledge and human-computer interaction in general. Within this framework, the chapters in this volume draw upon a variety of concepts, processes, practices, and elucidative examples to bring together a timely assessment of interactive technologies’ potential to facilitate increased performance, participation, and safety in sports. This collection of chapters from international authors presents diverse perspectives from a wide range of academic and practice-based researchers within a comprehensive coverage of sport disciplines.
Author | : Troy McDaniel |
Publisher | : Springer Nature |
Total Pages | : 311 |
Release | : 2021-08-26 |
Genre | : Computers |
ISBN | : 3030707164 |
The book Multimedia for Accessible Human Computer Interfaces is to be the first resource to provide in-depth coverage on topical areas of multimedia computing (images, video, audio, speech, haptics, VR/AR, etc.) for accessible and inclusive human computer interfaces. Topics are grouped into thematic areas spanning the human senses: Vision, Hearing, Touch, as well as Multimodal applications. Each chapter is written by different multimedia researchers to provide complementary and multidisciplinary perspectives. Unlike other related books, which focus on guidelines for designing accessible interfaces, or are dated in their coverage of cutting edge multimedia technologies, Multimedia for Accessible Human Computer Interfaces takes an application-oriented approach to present a tour of how the field of multimedia is advancing access to human computer interfaces for individuals with disabilities. Under Theme 1 “Vision-based Technologies for Accessible Human Computer Interfaces”, multimedia technologies to enhance access to interfaces through vision will be presented including: “A Framework for Gaze-contingent Interfaces”, “Sign Language Recognition”, “Fusion-based Image Enhancement and its Applications in Mobile Devices”, and “Open-domain Textual Question Answering Systems”. Under Theme 2 “Auditory Technologies for Accessible Human Computer Interfaces”, multimedia technologies to enhance access to interfaces through hearing will be presented including: “Speech Recognition for Individuals with Voice Disorders” and “Socially Assistive Robots for Storytelling and Other Activities to Support Aging in Place”. Under Theme 3 “Haptic Technologies for Accessible Human Computer Interfaces”, multimedia technologies to enhance access to interfaces through haptics will be presented including: “Accessible Smart Coaching Technologies Inspired by Elderly Requisites” and “Haptic Mediators for Remote Interpersonal Communication”. Under Theme 4 “Multimodal Technologies for Accessible Human Computer Interfaces”, multimedia technologies to enhance access to interfaces through multiple modalities will be presented including: “Human-Machine Interfaces for Socially Connected Devices: From Smart Households to Smart Cities” and “Enhancing Situational Awareness and Kinesthetic Assistance for Clinicians via Augmented-Reality and Haptic Shared-Control Technologies”.
Author | : Gershon Tenenbaum |
Publisher | : John Wiley & Sons |
Total Pages | : 1385 |
Release | : 2020-03-31 |
Genre | : Psychology |
ISBN | : 1119568080 |
4. Auflage dieses Klassikers und führenden Referenzwerks aus dem Bereich Sport-, Bewegungs- und Leistungspsychologie Die vollständige neue Ausgabe des Handbook of Sports Psychology, jetzt in 2 Bänden und mit unzähligen neuen Kapitel renommierter Wissenschaftler des Fachgebiets, greift auf eine Riege von Experten und Wissenschaftlern zurück, die ihr Wissen nach dem neuesten Forschungsstand in diesem gründlichen und zugänglichen Referenzwerk zusammenfassen. Die Publikation wird auch von der International Society of Sport Psychology unterstützt und ist eine unschätzbare Quelle für theoretische und praktische Informationen, mit denen sich die Rolle der Psychologie im Zusammenhang mit Sport, Bewegung und Leistung besser verstehen lässt und die zeigen, wie dieses Verständnis für die Ergebnisverbesserung in der Praxis Anwendung findet. Die 4. Auflage des Handbook of Sports Psychology präsentiert in acht Abschnitten neue Informationen zu neuen Gebieten, wie Achtsamkeit, Hirnkartierung, Selbstbewusstsein, mentale Stärke, und behandelt Spezialthemen wie Geschlecht, kulturelle Diversität, Sportler mit Behinderungen, Alkohol und Drogen im Sport. Darüber hinaus werden klassische Themen erörtert, z. B. Motivationsauslöser für sportliche Leistungen, Druck als Ansporn, Topathleten und ihr Umgang mit Führungsrollen, Bedeutung von mentalem Training, Umgang mit Verletzungen u.v.m. - 4. Auflage diese einflussreichen Referenzwerks der Sportpsychologie. - Neue Inhalte, u. a. Achtsamkeit in der Sport- und Bewegungspsychologie, Ethik, mentale Stärke, Sportsozialisierung, Einsatz von Brain-Technologien in der Praxis. - Unterstützt von der International Society of Sport Psychology (ISSP). Die 4. Auflage des Handbook of Sports Psychology ist ein Muss für Studenten und Praktiker, die sich für Sportpsychologie interessieren.
Author | : Ilona Buchem |
Publisher | : Springer |
Total Pages | : 495 |
Release | : 2019-11-01 |
Genre | : Education |
ISBN | : 3319643010 |
Wearable technologies – such as smart glasses, smart watches, smart objects, or smart garments – are potential game-changers, breaking ground and offering new opportunities for learning. These devices are body-worn, equipped with sensors, and integrate ergonomically into everyday activities. With wearable technologies forging new human-computer relations, it is essential to look beyond the current perspective of how technologies may be used to enhance learning. This edited volume,“Perspectives on Wearable Enhanced Learning,” aims to take a multidisciplinary view on wearable enhanced learning and provide a comprehensive overview of current trends, research, and practice in diverse learning contexts including school and work-based learning, higher education, professional development, vocational training, health and healthy aging programs, smart and open learning, and work. This volume features current state of the art wearable enhanced learning and explores how these technologies have begun to mark the transition from the desktop through the mobile to the age of wearable, ubiquitous technology-enhanced learning.
Author | : Daniel Memmert |
Publisher | : Taylor & Francis |
Total Pages | : 296 |
Release | : 2021-11-14 |
Genre | : Health & Fitness |
ISBN | : 1000463761 |
Match analysis is a performance-diagnostic procedure, which can be used to carry out systematic gaming analysis during competition and training. The analysis of team and racket sports, whether in competition, for opponent preparation (match plan), follow-up, or training is nowadays indispensable in many sports games at different levels. This analysis nevertheless presents many open questions and problem areas: Which data should be used? Who manages the data? Who provides whom with which information? How is this information presented, digested, and applied? The more complex and anonymous the data management is, the more commercial, expensive, and uncontrollable information management and provision becomes. Match Analysis: How to Use Data in Professional Sport is the first book to examine this topic through three types of data sets; video, event, and position data and show how to interpret this data and apply the findings for better team and individual sport performance. This innovative new volume is key reading for researchers, students, and practitioners alike in the fields of Coaching, Performance Analysis, Sport Management, and related specific sport disciplines.
Author | : Arnold Baca |
Publisher | : Routledge |
Total Pages | : 300 |
Release | : 2018-09-03 |
Genre | : Sports & Recreation |
ISBN | : 1351670743 |
Modelling and simulation techniques are of central importance to conducting research in sport and exercise science, informing data collection and helping to analyze patterns of movement and physical performance. Modelling and Simulation in Sport and Exercise is the first book to offer an instructive reference for modelling and simulation methods for researchers and sport and exercise scientists. Based around a series of research cases, describing core theories in applied, practical settings, the book draws on examples of modelling and simulation in ball games, biomechanical analysis, physiological testing and monitoring, predictive analysis and sports engineering and product design. Each research case presents a central problem, discusses different modelling approaches that could be used to deal with the issue, analysis of results and a reflection on the methodology and an exercise for students to put the techniques discussed into practice. This is an important reference for any active researcher or upper-level student in sport and exercise science with an interest in mathematical modelling, computer science or simulation techniques.