Interactive Sports Technologies
Performance, Participation, Safety
Herausgeber: Tzankova, Veronika; Filimowicz, Michael
Interactive Sports Technologies
Performance, Participation, Safety
Herausgeber: Tzankova, Veronika; Filimowicz, Michael
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This book focuses on the intersection of bod movement, physical awareness, engineering, design, software, and hardware to capture emerging trends for enhancing sports and athletic activities.
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This book focuses on the intersection of bod movement, physical awareness, engineering, design, software, and hardware to capture emerging trends for enhancing sports and athletic activities.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Routledge Research in Sports Technology and Engineering
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 228
- Erscheinungstermin: 29. Januar 2024
- Englisch
- Abmessung: 234mm x 156mm x 12mm
- Gewicht: 346g
- ISBN-13: 9781032070490
- ISBN-10: 1032070498
- Artikelnr.: 69790437
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Routledge Research in Sports Technology and Engineering
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 228
- Erscheinungstermin: 29. Januar 2024
- Englisch
- Abmessung: 234mm x 156mm x 12mm
- Gewicht: 346g
- ISBN-13: 9781032070490
- ISBN-10: 1032070498
- Artikelnr.: 69790437
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
Veronika Tzankova is a PhD candidate in the School of Interactive Arts and Technologies, Simon Fraser University, Canada, and a Communications Instructor at Columbia College, Vancouver, Canada. Her background in human-computer interaction, communication, and sports shapes the essence of her research which explores the potential of interactive technologies to enhance physical awareness and motor-skill acquisition in high-risk sports activities. Michael Filimowicz, PhD is Senior Lecturer in the School of Interactive Arts and Technology (SIAT) at Simon Fraser University, Canada. He has a background in computer mediated communications, audiovisual production, new media art and creative writing. His research develops new multimodal display technologies and forms, exploring novel form factors across different application contexts including gaming, immersive exhibitions, and simulations.
1. Introduction: A Comprehensive Approach to Interactive Sports
Technologies
2. Interactive Technology Integrating with the Physically Active Human
Body: Learnings from Rider and eBike Integration
3. Technologies and Methodological Procedures for Measuring Physical
Performance in a Velocity-Controlled Resistance Training Setting
4. Deliberate Practice, Sports Expertise, and Instincts That Can Be Taught
Using Interactive Sports Technologies
5. Collecting and Presenting Data for Performance Impact in Elite Sport:
Finding the Right Balance Between Humans and Machines
6. The Design of Interactive Real-Time Audio Feedback Systems for
Application in Sports
7. Augmented Reality for Sports Spectating and Coaching
8. Designing Augmented Ball-Based Team Games
9. The Relevance of a Gamified Football/Soccer Development Platform
10. Technology, Disability and High-Performance Sport: A Socio-Cultural
Reading
11. In Lieu of an Afterword: "Embodiment and Skill Acquisition in Sports
Technologies" Course Syllabus
Technologies
2. Interactive Technology Integrating with the Physically Active Human
Body: Learnings from Rider and eBike Integration
3. Technologies and Methodological Procedures for Measuring Physical
Performance in a Velocity-Controlled Resistance Training Setting
4. Deliberate Practice, Sports Expertise, and Instincts That Can Be Taught
Using Interactive Sports Technologies
5. Collecting and Presenting Data for Performance Impact in Elite Sport:
Finding the Right Balance Between Humans and Machines
6. The Design of Interactive Real-Time Audio Feedback Systems for
Application in Sports
7. Augmented Reality for Sports Spectating and Coaching
8. Designing Augmented Ball-Based Team Games
9. The Relevance of a Gamified Football/Soccer Development Platform
10. Technology, Disability and High-Performance Sport: A Socio-Cultural
Reading
11. In Lieu of an Afterword: "Embodiment and Skill Acquisition in Sports
Technologies" Course Syllabus
1. Introduction: A Comprehensive Approach to Interactive Sports
Technologies
2. Interactive Technology Integrating with the Physically Active Human
Body: Learnings from Rider and eBike Integration
3. Technologies and Methodological Procedures for Measuring Physical
Performance in a Velocity-Controlled Resistance Training Setting
4. Deliberate Practice, Sports Expertise, and Instincts That Can Be Taught
Using Interactive Sports Technologies
5. Collecting and Presenting Data for Performance Impact in Elite Sport:
Finding the Right Balance Between Humans and Machines
6. The Design of Interactive Real-Time Audio Feedback Systems for
Application in Sports
7. Augmented Reality for Sports Spectating and Coaching
8. Designing Augmented Ball-Based Team Games
9. The Relevance of a Gamified Football/Soccer Development Platform
10. Technology, Disability and High-Performance Sport: A Socio-Cultural
Reading
11. In Lieu of an Afterword: "Embodiment and Skill Acquisition in Sports
Technologies" Course Syllabus
Technologies
2. Interactive Technology Integrating with the Physically Active Human
Body: Learnings from Rider and eBike Integration
3. Technologies and Methodological Procedures for Measuring Physical
Performance in a Velocity-Controlled Resistance Training Setting
4. Deliberate Practice, Sports Expertise, and Instincts That Can Be Taught
Using Interactive Sports Technologies
5. Collecting and Presenting Data for Performance Impact in Elite Sport:
Finding the Right Balance Between Humans and Machines
6. The Design of Interactive Real-Time Audio Feedback Systems for
Application in Sports
7. Augmented Reality for Sports Spectating and Coaching
8. Designing Augmented Ball-Based Team Games
9. The Relevance of a Gamified Football/Soccer Development Platform
10. Technology, Disability and High-Performance Sport: A Socio-Cultural
Reading
11. In Lieu of an Afterword: "Embodiment and Skill Acquisition in Sports
Technologies" Course Syllabus