Computers in Sport

Computers in Sport
Author: Peter Dabnichki
Publsiher: WIT Press
Total Pages: 353
Release: 2008
Genre: Sports & Recreation
ISBN: 9781845640644

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The use of computers in the sport and exercise sciences is now unquestioned. They are employed in the functioning of laboratory facilities, data collection, data handling and prediction of forthcoming outcomes. Recent advances are strongly affected by current developments in computer science and technology. In particular, progress in hardware (processor speed, storage capacity, communication technology), software (tools), information management concepts (data bases, data mining) and media (internet, eLearning, multimedia) gives a great impetus.This book, written by leading experts in the interdisciplinary field of sport and computer science, provides an overview on current fields of research and application covering fields such as virtual reality, ubiquitous computing, feedback systems and multimedia.

Sports Engineering and Computer Science

Sports Engineering and Computer Science
Author: Qi Luo
Publsiher: CRC Press
Total Pages: 516
Release: 2015-05-18
Genre: Computers
ISBN: 9781315755717

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Sports Engineering and Computer Science contains papers presented at the 2014 International Conference on Sport Science and Computer Science (SSCS 2014), held September 16-17, 2014 in Singapore and at the 2014 International Conference on Biomechanics and Sports Engineering (BSE 2014), held October 24-25, 2014, in Riga, Latvia. The contributions hav

Computer Science in Sport

Computer Science in Sport
Author: Arnold Baca
Publsiher: Routledge
Total Pages: 237
Release: 2014-10-03
Genre: Computers
ISBN: 9781134711154

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Computers are a fundamentally important tool in sport science research, sports performance analysis and, increasingly, in coaching and education programmes in sport. This book defines the field of ‘sport informatics’, explaining how computer science can be used to solve sport-related problems, in both research and applied aspects. Beginning with a clear explanation of the functional principles of hardware and software, the book examines the key functional areas in which computer science is employed in sport, including: knowledge discovery and database development data acquisition, including devices for measuring performance data motion tracking and analysis systems modelling and simulation match analysis systems e-learning and multimedia in sports education Bridging the gap between theory and practice, this book is important reading for any student, researcher or practitioner working in sport science, sport performance analysis, research methods in sport, applied computer science or informatics.

Computer Vision in Sports

Computer Vision in Sports
Author: Thomas B. Moeslund,Graham Thomas,Adrian Hilton
Publsiher: Springer
Total Pages: 319
Release: 2015-01-19
Genre: Computers
ISBN: 9783319093963

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The first book of its kind devoted to this topic, this comprehensive text/reference presents state-of-the-art research and reviews current challenges in the application of computer vision to problems in sports. Opening with a detailed introduction to the use of computer vision across the entire life-cycle of a sports event, the text then progresses to examine cutting-edge techniques for tracking the ball, obtaining the whereabouts and pose of the players, and identifying the sport being played from video footage. The work concludes by investigating a selection of systems for the automatic analysis and classification of sports play. The insights provided by this pioneering collection will be of great interest to researchers and practitioners involved in computer vision, sports analysis and media production.

Raising the Stakes

Raising the Stakes
Author: T. L. Taylor
Publsiher: MIT Press
Total Pages: 333
Release: 2015-01-30
Genre: Games & Activities
ISBN: 9780262527583

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How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play. Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter games of the 1990s became multiplayer through network play. A new development in the world of digital gaming, however, is the emergence of professional computer game play, complete with star players, team owners, tournaments, sponsorships, and spectators. In Raising the Stakes, T. L. Taylor explores the emerging scene of professional computer gaming and the accompanying efforts to make a sport out of this form of play. In the course of her explorations, Taylor travels to tournaments, including the World Cyber Games Grand Finals (which considers itself the computer gaming equivalent of the Olympics), and interviews participants from players to broadcasters. She examines pro-gaming, with its highly paid players, play-by-play broadcasts, and mass audience; discusses whether or not e-sports should even be considered sports; traces the player's path from amateur to professional (and how a hobby becomes work); and describes the importance of leagues, teams, owners, organizers, referees, sponsors, and fans in shaping the structure and culture of pro-gaming. Taylor connects professional computer gaming to broader issues: our notions of play, work, and sport; the nature of spectatorship; the influence of money on sports. And she examines the ongoing struggle over the gendered construction of play through the lens of male-dominated pro-gaming. Ultimately, the evolution of professional computer gaming illuminates the contemporary struggle to convert playful passions into serious play.

Sport and Computers

Sport and Computers
Author: National Sport Information Centre (Australia)
Publsiher: Unknown
Total Pages: 39
Release: 1992
Genre: Computer programs
ISBN: 0642181942

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Advances in Sport Science and Computer Science

Advances in Sport Science and Computer Science
Author: M. Zhou
Publsiher: WIT Press (UK)
Total Pages: 0
Release: 2014
Genre: Computer science
ISBN: 1845649168

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Bringing together the latest research from both industry and academia, 'Advances in Sport Science and Computer Science' explores new areas of research and development and discusses emerging issues facing the respective fields.

Proceedings of the 12th International Symposium on Computer Science in Sport IACSS 2019

Proceedings of the 12th International Symposium on Computer Science in Sport  IACSS 2019
Author: Martin Lames,Alexander Danilov,Egor Timme,Yuri Vassilevski
Publsiher: Springer Nature
Total Pages: 212
Release: 2019-11-13
Genre: Technology & Engineering
ISBN: 9783030350482

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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.