Academic literature on the topic 'Live-sport'

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Journal articles on the topic "Live-sport"

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Sirichai, Apatcha, Somkuan Kaviya, and Preecha P. Yupapin. "Live sport monitoring using remote camera system." Procedia - Social and Behavioral Sciences 2, no. 1 (2010): 49–52. http://dx.doi.org/10.1016/j.sbspro.2010.01.011.

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McGillivray, David. "Sport events, space and the ‘Live City’." Cities 85 (February 2019): 196–202. http://dx.doi.org/10.1016/j.cities.2018.09.007.

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Wymer, Sarah, Michael L. Naraine, Ashleigh-Jane Thompson, and Andy J. Martin. "To Stream or Not to Stream? A Case of Social Media Management Within a Professional Sport Organization." Case Studies in Sport Management 9, S1 (January 1, 2020): S26—S34. http://dx.doi.org/10.1123/cssm.2019-0026.

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This is a fictional case based on the actual management of a social media strategy that occurred in a professional sport organization in Queensland, Australia. The intention of the case is to explore a range of social media management themes such as live streaming, audience reach, fan engagement, and decision making as they apply to a sport organization. The case primarily focuses on social media live streaming (specifically Facebook Live) and aims to provide an understanding of live video posts in comparison with other post types (i.e., photo, video, text, and links). The case develops within the theoretical frameworks of relationship marketing, fan engagement, and social media, and is suitable for students learning about sport marketing, sport sponsorship, promotion and public relations, and other communication courses in sport management. Specifically, students are tasked with developing a range of potential strategies to support the lead character, Michael Battersby, in implementing live streaming within a social media strategy.
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Dumitriu, Diana Luiza. "The mediated live experience and the spatial reconfiguration of the sport act." Romanian Journal of Communication and Public Relations 16, no. 3 (April 24, 2016): 35. http://dx.doi.org/10.21018/rjcpr.2014.3.174.

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The media-sport relation of interdependency has influenced both the commodity value of sport actors and events, as well as the mere sport experience. The present study focuses on the reconfiguration process of the spectatorship experience through media, addressing two of its central dimensions: the emotional and physical one. Along with the wide accessibility to sport events and a progressive grow of audiences, media provided a mediated live experience that ended up competing with the genuine live experience. Strongly related and dependent on the technological changes and the dynamics of the globalization process, media went beyond simply transmitting the sport event, engaging in a process of redefining it. In doing so, they generated a deterritorialized laboratory sport experience, “hotting-up” the spectatorship experience and minimizing the perceptual constrains. This, in turn, ended up by making this media-sport hyperreality more appealing than the genuine live experience of sport acts. In addressing the spatial reconfiguration of the spectatorship experience, I have built up a new model in order to better respond to the primacy of connectivity over the space-dependent experience of sport acts: the scattering model of sport spectatorship. Moreover, I discuss the mixture of the private and public zones as a strategic way of maximizing the accessibility and customization of sport media-products, inside the wider process of sport commodification.
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Hutchins, Brett, Bo Li, and David Rowe. "Over-the-top sport: live streaming services, changing coverage rights markets and the growth of media sport portals." Media, Culture & Society 41, no. 7 (August 20, 2019): 975–94. http://dx.doi.org/10.1177/0163443719857623.

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The growth of over-the-top (OTT) Internet and mobile video streaming services is a major development in the distribution, transmission and consumption of global media sport. Heavily capitalised services such as Tencent Video, DAZN and Amazon Prime Video are intervening in coverage rights markets and changing how live sport is experienced and shared across television, computer, game console, tablet and smartphone screens. This article identifies and analyses six defining characteristics of OTT live sport streaming, and outlines three services (Tencent Video, DAZN and Amazon Prime Video) that operate across Asia, the United Kingdom, Europe, the Americas and Australasia. Its argument is that, first, live sport streaming is a key means by which television content and practices are escaping the boundaries of broadcast media, while also continuing to perpetuate the logics of television coverage and viewing practices. Second, drawing on Amanda D. Lotz’s conceptualisation of portals, it is proposed that these services are establishing new norms concerning how media sport is accessed and curated and, as such, their arrival signals a historic shift in the global marketplace for sport coverage rights and the media systems through which live content circulates.
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Goldman, Michael M., and David P. Hedlund. "Rebooting Content: Broadcasting Sport and Esports to Homes During COVID-19." International Journal of Sport Communication 13, no. 3 (September 1, 2020): 370–80. http://dx.doi.org/10.1123/ijsc.2020-0227.

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Beginning in early March 2020, sport in the United States entered an unprecedented period of hiatus due to the COVID-19 pandemic. The postponement, suspension, and cancellation of live sporting events impacted every professional and amateur sport organization, from the National Basketball Association to the National Association for Stock Car Auto Racing, high school sports to college football, and even esports leagues. Although the abrupt cancellation of live sporting events was disruptive, it did create opportunities for the production of new media and consumption opportunities for sport leagues, teams, and their fans through different types of sport media broadcasts. This commentary examines how the U.S. sport industry developed media content strategies using new, mixed, and rebroadcasted content, across multiple broadcast and streaming platforms, to provide sport consumption opportunities to fans who were largely quarantined at home. This research contributes to the existing scholarship on live and rebroadcasted mediated content, while providing guidance to content owners and rights holders facing uncertainty in the marketplace.
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Inoue, Yuhei, Mikihiro Sato, Kevin Filo, James Du, and Daniel C. Funk. "Sport Spectatorship and Life Satisfaction: A Multicountry Investigation." Journal of Sport Management 31, no. 4 (July 2017): 419–32. http://dx.doi.org/10.1123/jsm.2016-0295.

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Elite and professional sport events have been recognized as potential mechanisms to enhance well-being. This multicountry study investigates how engagement in such events, behaviorally through live spectating and psychologically through team identification, is associated with life satisfaction. Data from Australia (N = 268) revealed a positive association between live spectating and life satisfaction through a two-wave design measuring live spectating and life satisfaction in separate surveys. Data from the United States (N = 564) confirmed the live spectating–life satisfaction relationship found in Study 1. Additionally, Study 2 revealed individuals with higher levels of team identification perceived greater emotional support from other fans, and this perception, in turn, predicted life satisfaction. Our findings provide sport managers with implications for positioning appeals in support of sport programs and designing events that facilitate engagement to promote life satisfaction in the community.
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Lopez-Gonzalez, Hibai, Mark D. Griffiths, and Ana Estévez. "In-Play Betting, Sport Broadcasts, and Gambling Severity: A Survey Study of Spanish Sports Bettors on the Risks of Betting on Sport While Watching It." Communication & Sport 8, no. 1 (December 19, 2018): 50–71. http://dx.doi.org/10.1177/2167479518816338.

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Fans watching live sport events, both mediated or in stadia, have witnessed an increase in sports betting products. Most of these products feature in-play betting, that is, the ability to bet on a game once it has started while watching it. In-play betting has raised many concerns among responsible gambling advocates due to its perceived relationship with problem gambling behaviour. This study explored the association between in-play betting and problem gambling. More specifically, the study examined how motives for consuming sport and how involved sports fans were in watching sport affected their gambling. Also, adjacent risk behaviours to in-play betting (such as consuming junk food and alcohol) during live sports betting were examined. Using a survey comprising 659 sports bettors from Spain, the study found that compared to participants not engaging in in-play betting, in-play bettors reported higher (i) problem gambling severity, (ii) sport watching involvement, (iii) consumption of sport to escape from everyday preoccupations, and (iv) consumption of junk food and/or alcohol while watching sport. These findings make the case that in-play betting regulators and providers should be cognizant of the interplay of sport-specific, media-related, and other risks, involved in the act of in-play betting while watching live sport.
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Jones, Charles W., and Kevin K. Byon. "Central actors in the live sport event context: a sport spectator value perception model." Sport, Business and Management: An International Journal 10, no. 1 (March 8, 2020): 58–81. http://dx.doi.org/10.1108/sbm-10-2018-0080.

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PurposeThis study is a micro-level perspective of value co-creation in spectator sport. By examining sport through the value co-creation lens, the dual role of the customer as both a contributor to and a beneficiary of value is acknowledged and the importance of stakeholder interactions is emphasized. This study analyzes the extent to which two theoretically and managerially important factors—attendance frequency (i.e. first-time attendee vs repeat attendee) and resident type (i.e. local resident vs domestic traveler)—impact value creation in the recurring live sporting event setting.Design/methodology/approachData were collected from spectators who attended a National Association for Stock Car Auto Racing (NASCAR) sanctioned racing event. Multigroup structural equation modeling was performed to examine the proposed pathways, and multigroup t-tests were used to compare the model across both groups for each moderating variable. Corresponding path coefficients were then compared using Chin's (2004) recommended equations and procedures.FindingsThe study found organization-related value propositions to be the more common antecedents of value, while customer appearance had a strong negative association with hedonic value, and attendance frequency and resident type influenced certain value perceptions. Sport organizations should consider the expectations and motivations of various customer groups and provide offerings designed to meet the specific needs of different fan segments based on the spectator's experience with the sport product and the distance traveled to attend the sport event.Originality/valueThis paper advances the authors’ understanding of value creation in sport by showing how customer perceptions of value associated with the sport organization and other customers can be moderated by certain behavioral and geographic factors.
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Nevill, Alan, and Edward Winter. "Journal of sport sciences' review process goes “live” online." Journal of Sports Sciences 24, no. 4 (April 2006): 331. http://dx.doi.org/10.1080/02640410600580743.

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Dissertations / Theses on the topic "Live-sport"

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Hulth, Anna-Karin, and Erik Melakari. "IBR camera system for live TV sport productions." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-97939.

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The mix of regular sport production and new digital techniques can give the audience a more spectacular viewing experience. Nowadays, for example, commercial banners can be virtually added onto the arenas, and statistical information, such as shot speed in soccer games, lengths in athletics and yards in American football, can be calculated and visualized during the events. A dream scenario for many sport producers would be to have a virtual camera system that can give a free viewpoint of the events delivered in real-time. A virtual camera system can render a new viewpoint of the scenery using only existing image material as input. This kind of system would be able to produce more spectacular images and give the audience a clearer view of the events taking place. The purpose with this thesis work is to investigate whether Image Based Rendering techniques can be used to produce such a system and what the difficulties and the restrictions from the broadcasting techniques are. Based on a theoretical background and interviews with Swedish sport producers a software system for the virtual camera was designed. This system was then evaluated based on three tests performed. At the moment the system is unable to fulfil all of the requests set up by the producers. An important part of the work has therefore been to make suggestions on further improvements that can increase the system performance.
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Evans, Claire Anne. "The media representation of Formula One as 'spectacle' : constructing sport as a live mediatised event." Thesis, Cardiff University, 2013. http://orca.cf.ac.uk/44837/.

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Using data from the 2008 Formula One motor racing World Championship, this thesis theorises live, televised sports events as discursively constructed "spectacles". The two key aims of the study are; (1) to contribute to our understanding of the organising principles and broadcast values in televisual representations of sports; and (2) to demonstrate how "spectacle‟ is created as a textual accomplishment. Data includes verbal commentaries, interviews, video footage, and onscreen graphics. The analysis is primarily informed by the notion of the „activity types‟ concept (Levinson, 1979), "recontextualisation‟ (Linell, 1998), and follows broadly the principles of grounded theory (Strauss and Corbin, 1998) and multimodal discourse analysis (Kress and van Leeuwen, 2006; Machin, 2007). The broadcasts are shown to be constructed as a sports-magazine that consists of a variety of mediatised activities and the study examines the mediatised event in relation to the organising principles of these activities. The study also explores three intrinsic elements found in live televised broadcasts, namely "liveness‟, "domain‟ and "bimodality‟. These refer to the interplay between the „live‟ and "non-live‟ segments of the coverage; shifts across the "physical‟ and "mediatised‟ domains; and the relationship between the "visual‟ and "verbal‟ tracks respectively. Overall the thesis demonstrates how the sports-magazine format allows the programmes to introduce thematic diversity, while retaining coherence. Furthermore, the centrality of liveness is found to be problematic in the broadcasts due to live motor sport‟s potential to turn into tragedy, should a life-threatening or fatal crash occur. However, the analysis reveals that the broadcasters manage moments of great tension by foregrounding the notion of "safe-danger‟ throughout the programmes, and when an accident does take place; they use a number of reporting strategies to compensate for the lack of information during the live event.
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Åkesson, Jimmy, and Hansson Albin Falk. "Med kommersialismen som konkurrent : En redogörande studie av den svenska TV-rättighetsmarknaden gällande live-idrott, med fokus på public service uppdrag." Thesis, Linköpings universitet, Avdelningen för Kultur, samhälle, mediegestaltning – KSM, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-128792.

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2014 var året då de Olympiska Spelen för första gången någonsin inte sändes i en public service-kanal. När Viasat och MTG (Modern Times Group) köpte rättigheterna till ett av världens största idrottsevenemang lyftes diskussionen om TV-rättigheter även hos gemene man. När priset för rättigheter stiger tvingas SVT att fundera över hur mycket exempelvis ett OS egentligen är värt. Hur och om går det att motivera att en publikt finansierad aktör lägger stora summor på en idrottsrättighet som kanske inte tilltalar den breda massan de finns till för att behaga. Klarar SVT av att upprätthålla det kravet om fler rättigheter försvinner från kanalen och public service? Hur påverkas SVT av aktörer så som Viasats möjlighet att spendera stora pengar på idrottsrättigheter? Vad blir konsekvenserna för SVT när de med all säkerhet inte kommer äga sändningsrättigheterna för de kommande fyra olympiska spelen?
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Fyrvald, Niklas. "Usage patterns of a sports relatedsecond screen application : A qualitative case study during live sport games." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-169645.

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De senaste åren har trenden att använda en second screen i samband med tv-tittande ökat till följd av den ökade användningen av smartphones och surfplattor. Det ökade second screen-användandet medför att innehållet som visas på tv får mindre uppmärksamhet av tittarna. En möjlig lösning för att motverka detta är så kallade programspecifika second screen-applikationer som syftar till att komplettera innehållet som visas på tv och ge tittaren ett mervärde. Denna rapport syftar till att identifiera användningsmönster för en programspecifik second screen-applikation som används under livesända ishockeymatcher samt vilka faktorer som påverkar mönstren. Applikationen består av ett flöde som innehåller inlägg relaterade till matchen, t.ex. kommentarer och videoklipp från sportprofiler samt frågor som tittaren kan besvara och därmed se andra tittares åsikter om olika situationer i matchen. Rapporten diskuterar även förslag på hur resultaten kan användas vid utformandet av flödesbaserade second screen-applikationer samt hanteringen av innehållet i flödet. För att identifiera användningsmönstren utfördes användarobservationer, direkt följda av kompletterade intervjuer, under fem direktsända ishockeymatcher med fem olika användare som ensamma tittade på en match. Resultaten av studien visar att användningsmönstren huvudsakligen påverkas av de olika delarna i sändningen (speltid, studioanalys och reklamavbrott) samt spänningen i matchen. De olika funktionerna i applikationen samt användandet av andra applikationer är också faktorer som påverkar användandet. Resultaten visar även att användarna värdesätter att känna samhörighet med andra som tittar på matchen när de tittar på en match ensam.
The trend of interacting with a second screen while watching TV has evolved over the past years with the increased usage of smartphones and tablets. One program genre in which second screen usage is common is sports. The increasing second screen usage has made it challenging to keep viewers engaged in the content being shown on the TV. A possible solution to this problem is program-specific second screen applications that serve to complement the TV content and give an added value to the viewer. This paper aims to identify usage patterns of a program-specific second screen application, used during broadcasts of live hockey games. The application consists of a feed that contains posts related to the game such as comments and videos posted by sport profiles and editors, and polls that the viewer can answer to see other viewers’ thoughts about different situations in the game. Moreover, the paper analyzes what factors affect the usage patterns and discusses how the findings could be used when developing and managing the content of a feed-based second screen application during a sports game. To identify the usage patterns of the application a triangulation approach was used. Five user observations, directly followed by complementing semi-structured interviews were conducted during five separate live hockey games broadcast on TV. The results show that the usage patterns of the application are mainly affected by the excitement and the different parts of the broadcast (game time, studio analysis and commercial breaks), the different features of the application and the usage of other applications. Moreover, the results highlight the importance of feeling connected to other remote viewers of the game through the application when watching a game alone.
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Krause, Jennifer M., Scott Douglas, and Kason M. O'Neil. "University Supervisor Perceptions of Live Remote Supervision in Pete Training." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/4027.

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Andersson, Jonatan, and Therese Szanto. "You pay I play : Microdonationer kring Twitch.tv med fokus på tittarna." Thesis, Högskolan Väst, Avd för medier och design, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-8370.

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Sedan Twitch startade sin livestreaming site 2011 så har livestreaming vuxit otroligt fort. År 2014 hade Twitch 100 miljoner unika tittare varje månad. De som streamar på Twitch är allt från esport spelare till personer som streamar för nöjets skull. Idag finns det streamers som inte jobbar utan livnärar sig på att streama och få microdonationer från sina tittare. Vi är nyfikna på hur en streamer kan leva genom att bara spela datorspel. De samlar på sig en publik som återkommer så fort streamern börjar streama. Utöver reklam på deras sida så får streamers in microdonationer via sina tittare. Dessa microdonationer står för en stor del av deras inkomst. Vi har valt att fokusera extra på de som tittar och inte de som streamar. Hur kommer det sig att någon kan tänka sig att donera pengar till en streamer? Vi har då valt att göra en enkät om motivation och microdonationer som Twitchtittare kommer svara på. I vår undersökning så var det endast 36.5% som spenderade mindre än 4 timmar per vecka på Twitch, restrerande svar var från personer över 4 timmar. Enligt vår undersökning så påverkas många inte av andra när det kommer till val av streams. Många väljer stream på grund av att streamern är underhållande eller att man spelar likadana spel som streamern. Trots att vissa personer i undersökningen spenderar mycket tid på Twitch så donerar de inte ofta. 43% har varken donerat eller subscribat till en stream innan. Endast 5.5% donerar mycket (över 10 $) och ofta. Enligt vår undersökning så har endast 56.1% donerat eller subscribat till en stream innan. Man får ta hänsyn till att 75,6% är ungdomar under 24 år och kanske inte har en inkomst, därav är det svårt att donera trots att man vill. Trots att många donerar väldigt små summor så finns det personer som donerar otroligt stora summor där en streamer kan nästan hamna i chocktillstånd. Det fanns ett antal olika faktorer som motiverade personer att donera sina pengar till streamers. De tre mest framstående faktorerna var "Entertaining streamer" en streamer som engagerar publiken och får dem att skratta, "I play the same game" tittarna känner igen spelet och spelar det under sin egen tid och "I want to learn something" tittarna vill förbättra sina egna färdigheter och lära sig något nytt. Mer än hälften av de personer som svarat skulle vara villiga att spendera minst 10 dollar i månaden på Twitch relaterat material. De flesta av de personer som svarade var män och cirka 1525 år. “Benefits” dvs få något i utbyte mot en donation hade en mycket lägre effekt på folks motivation än väntat.
Since Twitch started its livestreaming site in 2011 live streaming have grown incredibly fast. In 2014 Twitch had 100 million unique viewers monthly. The streams on Twitch range from esports players to people streaming for fun. Today there are streamers that are not working but instead create a living based on streaming and micro donations from its viewers. We are curious and want to explore how a streamer can live just by playing computer games. They accumulate an audience who will return as soon streamer begins streaming. In addition to advertising on their page to get streamers into micro donations through their viewers. These micro donations account for a large portion of their income. We focus on those watching rather than those who stream. How is it that someone would be willing to donate money to a streamer? We then decided to do a survey on motivation and microdonations Twitch viewers will answer. The questions is focused on what kind of genre, user prefer to watch and and what motivates them to donate. In our study, it was only 36.5% who spent less than 4 hours per week on Twitch, the rest of the responses were from people who spent over 4 hours. According to the responses of our survey people were not affected by others when it came to the choice of stream to watch. Many people choose the stream due to the streamer being entertaining or playing the same game as the streamer. Even if the people who answered our survey spent alot of time on Twitch only a part of them choose to donate 43% of them have neither donated or subscribed to a stream before. Only 5.5% donates much (over $ 10) and often. According to the answers only 56.1% have donated or subscribed to a stream before. We must take into account that 75.6% are young people under 24 years old and may not have an income, hence it is difficult to donate despite the fact that they want. Although many are donating very small sums, there are people who donate incredibly large sums which a streamer can almost fall into a state of shock. There was a number of different factors that motivated people to donate their money to streamers. The three most prominent factors were “Entertaining streamer” a streamer who engages the audience and makes them laugh, “I play the same game” the viewers recognize the game and play it during their own time and “I want to learn something” the viewers want to improve their own skills and learn something new. More than half the people who responded would be willing to spend atleast 10$ a month on Twitch related material. Most of the people who answered were men and around 1525 years. Benefits i.e getting something in return for a donation had a much lower impact towards motivating people than expected.
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O'Neil, Kason, and J. M. Krause. "PETE University Supervisor’s Perceptions of Use and Feasibility of Live Remote Supervision." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/4024.

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Josefsson, Samuel. "Distribution av sportevenemang via strömmande medier och webcasting." Thesis, Linköping University, Department of Science and Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2354.

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Användandet av strömmande medier har ökat explosionsartat under de senaste åren. Oavsett om det sker märkbart för användaren eller inte använder sig gemene man i princip dagligen av någon form av tjänst som distribueras via strömmande medier över Internet. Det kan röra sig om allt från att lyssna på webbradio till att titta på videoklipp från nyhetsportaler eller sportsidor på Internet.

I denna rapports första del görs en kartläggning över strömmande medier rent generellt. Den läsekrets som inte är särskilt insatt i ämnet får reda på vad strömmande medier är, vilka aktörer som finns på marknaden, möjliga distributionssätt, historik med mera.

Fortsättningsvis kommer rapporten att behandla hur införandet av strömmande medier går till i teorin: hur distributionskedjan ser ut, vilka krav som konsument och producent ställer och hur man försöker att lösa problem som uppstår. Det senare leder vidare till en genomgång av bland annat streamingprotokoll, bredbandstekniker och komprimeringsstandarder för ljud och bild.

I rapportens senare del ges exempel på hur strömmande medier införs i praktiken. Här läggs speciellt fokus på användningsområdet sport och direktsändningar av sportevenemang. Konkreta exempel beskrivs och vi får även reda på hur det går till att genomföra en direktsänd sportsändning via strömmande medier. Som avslutning diskuteras tänkbara framtidscenarion och en utredning av en unikInternetsändning av en elitishockeymatch görs.

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Miguel, Cristianne Borges. "ASPECTOS SOCIAIS, ECONÔMICOS E AMBIENTAIS DA PESCA ARTESANAL EM LUIS ALVES DO ARAGUAIA-GOIÁS." Pontifícia Universidade Católica de Goiás, 2012. http://localhost:8080/tede/handle/tede/2140.

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Made available in DSpace on 2016-08-10T10:31:02Z (GMT). No. of bitstreams: 1 CRISTIANNE BORGES MIGUEL.pdf: 2717815 bytes, checksum: 61dc63f7200917edfad73f15436c851b (MD5) Previous issue date: 2012-05-04
The artisanal fishing activity practiced in the village of Luiz Alves is essential for a population of about 300 fishermen directly linked to the practice of fishing, and regional tourism. Due to legal restrictions quota and commerce fishing in the state of Goiás, the fisherman needs to develop new ways to improve family income using the resources of the river. Thus, this study aimed to understand the dynamics of the fishing activity conducted by fishermen from the town of Luiz Alves, via a socio-economic and environmental systematic profile survey of the fisherman and live bait fishing practices in order to subsidize managements and planning proposals, and contribute to a sustainable management of the natural resources of the river. We interviewed 88 fishermen residing in the town of Luiz Alves who were willing to participate. The results demonstrate the social economic and environmental importance of fishing not only as a source of protein in nourishment, but also as a way of interaction between fishing activities and tourism, as an employment alternative, and as a source of income and survival throughout the year for the fishermen of the region. In addition to the subsistence fishing, the fishermen also consider the activity of Fishing Guide as a professional one, being it a means to contribute to their annual income. During this study conflicts were observed between the fishermen and the environmental legislation, such as places of fishing, fishing equipment to get bait (fishing net), catching and commercialization of protected fish. A consensus is observed among the fishermen that the maintenance of the ecosystem integrity of the Araguaia River is fundamental to any initiative aimed at its exploration. The fisherman has the perception that the development of fishery should be conducted in substantives bases, such as: the interest shown in promoting joint actions with managing organizations; the development of legal work experience; encouragement of sport fishing; preservation breeding, that is, producing bait to feed the rivers if necessary so that it might meet the demands of sport fishermen, reducing the pressure of fish stocks beyond the adoption of zero quota for transport. The results suggest that conserving fish stocks and developing sustainable use of the resource should not be an assignment just for the fishermen, but a partnership with the society should be developed, involving the community, governmental and non-governmental organizations and other actors in order to promote and execute a Management Plan to the Area of Environmental Preservation of the Araguaia River Meanders.
A pesca artesanal praticada no povoado de Luis Alves é uma atividade essencial para uma população com cerca de 300 pescadores ligados diretamente à prática pesqueira e ao turismo regional. Devido a restrições legais de cota e comércio na pesca em Goiás, o pescador tem a necessidade de desenvolver novos meios de agregar valor à renda familiar utilizando os recursos do rio. Assim, o objetivo deste trabalho é compreender a dinâmica da atividade pesqueira exercida pelos pescadores artesanais do Povoado de Luis Alves do Araguaia, através do levantamento sistemático do perfil sócio-econômico e ambiental do pescador artesanal e da prática pesqueira de iscas vivas, a fim de subsidiar propostas de manejos e ordenamento, e contribuir para a gestão sustentável dos recursos naturais do rio. Foram entrevistados 88 pescadores artesanais residentes no povoado de Luiz Alves que se dispuseram a participar da pesquisa. Os resultados demonstram a importância social, econômica e ambiental da pesca artesanal como fonte de proteína na alimentação, interação entre as atividades de pesca e turismo, alternativa de emprego, renda e sobrevivência durante todo o ano para os pescadores artesanais da região. Os pescadores, além da pesca de subsistência, também praticam e consideram a atividade de Guia de Pesca como referência de profissão, sendo que esta contribui com a maior parte da renda anual. Foram observados conflitos ao longo desse estudo entre os pescadores e a legislação ambiental vigente, tais como: locais de captura do pescado, petrechos de pesca para coleta de iscas (tarrafa), captura de peixes protegidos e comercialização do pescado. Há consenso entre os pescadores de que a manutenção da integridade do ecossistema do rio Araguaia é fundamental para qualquer tipo de iniciativa que vise a sua exploração. O pescador tem a percepção que o desenvolvimento da pesca deve ser realizado em bases sustentáveis, a exemplo, o interesse demonstrado em promover ações conjuntas com os órgãos gestores; trabalhar de forma legalizada; incentivar a pesca esportiva; preservar os reprodutores, produzir iscas para povoamento dos rios se necessário e atender a demanda dos pescadores esportivos, diminuindo a pressão do estoque pesqueiro além da adoção de cota zero para transporte. Os resultados sugerem que a conservação dos estoques pesqueiros e o uso sustentado do recurso não deve ser uma atribuição apenas dos pescadores, mas realizada de modo compartilhado com da sociedade de modo geral, envolvendo a comunidade, os setores privados, organizações governamentais e não governamentais e demais atores envolvidos a fim de promover a execução de um Plano de Gestão para a Área de Preservação Ambiental Meandros do Rio Araguaia.
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O'Neil, Kason M., and Diana Mozen. "Supervising Physical Education Student Teachers Through Live Remove Video." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/etsu-works/4034.

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This session will discuss the benefits, limitations and future possibilities of using live remote video supervision during physical education student teacher practicum experiences. Presenters will share their experiences using live remote video supervision both in general and adapted PE settings, and provide university supervisors ideas for implementation at their own institution.
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Books on the topic "Live-sport"

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Walzak, Laurel Michele, and Joseph Recupero. Sport Media Vectors: Digitization, Expanding Audiences, and the Globalization of Live Sport. Common Ground Research Networks, 2020. http://dx.doi.org/10.18848/978-1-86335-221-5/cgp.

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Miah, Andy. Sport 2.0. The MIT Press, 2017. http://dx.doi.org/10.7551/mitpress/9780262035477.001.0001.

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Digital technology is changing everything about modern sports. Athletes and coaches rely on digital data to monitor and enhance performance. Officials use tracking systems to augment their judgment in what is an increasingly superhuman field of play. Spectators tune in to live sports through social media, or even through virtual reality. Audiences now act as citizen journalists whose collective shared data expands the places in which we consume sports news. Sport 2.0 examines the convergence of sports and digital cultures, examining not only how it affects our participation in sport but also how it changes our experience of life online. This convergence redefines how we think of about our bodies, the social function of sports, and it transforms the populations of people who are playing. Sport 2.0 describes a world in which the rise of competitive computer game playing—e-sports—challenges and invigorates the social mandate of both sports and digital culture. It also examines media change at the Olympic Games, as an exemplar of digital innovation in sports. Furthermore, the book offers a detailed look at the social media footprint of the 2012 London Games, discussing how organizers, sponsors, media, and activists responded to the world’s largest media event.
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Publishing, Juggling. Live Love Juggling: Lined Journal, 120 Pages, 6 X 9, Juggling Funny Sport Gift, Black Matte Finish. Independently Published, 2020.

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Publishing, Bouldering. Live Love Bouldering: Lined Journal, 120 Pages, 6 X 9, Bouldering Funny Sport Gift, Black Matte Finish. Independently Published, 2020.

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Publishing, Woggabaliri. Live Love Woggabaliri: Lined Journal, 120 Pages, 6 X 9, Woggabaliri Funny Sport Gift, Black Matte Finish. Independently Published, 2020.

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Publishing, Padel. Live Love Padel: Lined Journal, 120 Pages, 6 X 9, Padel Funny Sport Gift, Black Matte Finish. Independently Published, 2020.

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Publishing, Waboba. Live Love Waboba: Lined Journal, 120 Pages, 6 X 9, Waboba Funny Sport Gift, Black Matte Finish. Independently Published, 2020.

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Carlos A. Del Pulgar Sabin (Editor), ed. Estudiar mejor...todo un deporte / Study Better... It's all a Sport (Saber Para Vivir/ Learn to Live). Nova Galcia, 2006.

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Publishing, Poker. Live Love Poker: Lined Journal, 120 Pages, 6 X 9, Poker Funny Sport Gift, Black Matte Finish. Independently Published, 2020.

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Publishing, Footgolf. Live Love Footgolf: Lined Journal, 120 Pages, 6 X 9, Footgolf Funny Sport Gift, Black Matte Finish. Independently Published, 2020.

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Book chapters on the topic "Live-sport"

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Li, Changliang, Yixin Su, Ji Qi, and Min Xiao. "Using GAN to Generate Sport News from Live Game Stats." In Cognitive Computing – ICCC 2019, 102–16. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23407-2_9.

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Wang, Ziye, Qingying Zhang, and Mengya Zhang. "Training Platform Construction of Omni-Media Live Broadcast of Sport Event." In Advances in Computer Science for Engineering and Education II, 205–16. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-16621-2_19.

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Kaneki, Yuji, Yuta Misumi, and Michiko Miyamoto. "Analysis of Japanese Football Games by the Tracking Data and Sport Live Event Annotations." In Advances in Intelligent Systems and Computing, 39–48. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-41953-4_4.

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Ellert, Guido, and Simon Dallwig. "Co-creation in the Sport Media Network: Attention Creating and Attention Destruction Interdependencies Between Live and Media Advertisements." In Celebrating America’s Pastimes: Baseball, Hot Dogs, Apple Pie and Marketing?, 891–94. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-26647-3_193.

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Wolf, Antje, Ulrike Jackson, and Fenja Gengelazky. "Die Effekte der Gruppenpolarisation und ihre Bedeutung für die Live-Kommunikation." In Events und Sport, 133–52. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-03681-2_6.

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Khoshaba, Tilda. "Recreational Use or Performance Enhancing? Doping Regulation and Professional Sport." In Work Less, Live More?, 210–23. London: Macmillan Education UK, 2008. http://dx.doi.org/10.1007/978-1-137-11537-9_12.

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"BUILDING SPORTS ENGAGEMENT: LIVE SPORT EVENT TIME AND BEYOND LIVE SPORT EVENT TIME." In Sports Business Management, 373–404. Routledge, 2016. http://dx.doi.org/10.4324/9781315687827-23.

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Smith, Paul, and Tom Evens. "Public Service Television and Sports Rights." In A Future for Public Service Television. The MIT Press, 2018. http://dx.doi.org/10.7551/mitpress/9781906897710.003.0043.

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The ability of public service broadcasters (PSBs) to bring the nation together with live coverage of major sporting events is even more valuable today. In an era of multi-channel digital television and increasingly fragmented audiences, live television coverage of major sporting events remains one of the few forms of programming that can bring the nation together for a shared viewing experience. However, the access of viewers to live television coverage of events is dependent on their continued availability via the BBC, and/or other commercially funded PSBs. This chapter considers the threat of sport (and particularly live sport) becoming an increasingly marginal feature of the BBC's (and other PSBs) output. Driven largely by the growth of pay-TV since the 1990s, the increased value of the rights to popular sports and competitions means that without regulatory intervention live coverage is increasingly beyond the budget of PSBs.
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Dumitriu, Diana-Luiza. "Sport Omnibus Events as Media Shows." In Advances in Media, Entertainment, and the Arts, 194–210. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9967-0.ch014.

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Inside the wider commodification process that the social field of sport has been subject to, sport events are not only about the competition itself, but they have become a global multilayered show. The ‘symbiotic relationship' (Valgeirsson & Snyder, 1986, p. 131) between sport and media made them one of the most successful entertaining products as they provide an intense spectatorship experience. The main aim of this chapter is to focus on the media-sport nexus in order to understand the impact that this hybridization process between the two social fields had on sport events? How media reflect and redefine sport competitions as media events? What are the main aspects that make sport events so competitive on the wider entertaining (media) market? Despite the undisputable transformative effects brought by sport competitions entering the media logic, I will argue that there is also a reverse effect that major sport events exert upon the media field, focusing mainly on their interruptive quality (Dayan & Kats, 1992) in terms of media and social agenda. In discussing these aspects I will narrow down the analysis on the major sport competitions, as they are the most complex media-sport constructs. The ‘fun factor' (Kellner, 2003, p. 3) and the emotional flow of the competition reach their most spectacular form through what I call omnibus events. By omnibus events I refer to major competitions on the sport global map that are defined as impressive shows, involving world wide audiences, significant number of sport acts and actors and high commercial value (i.e. The Olympic Games, The World Cup). More important, their vortextual nature (Whannel, 2002) makes them referential for the public agenda, drawing everyone's attention and building alternative ways to connect large number of people to them. The chapter will approach these sport omnibus events as media shows by analyzing their multilayered structure: the dramaturgical dimension of sport acts and its corollary management of impression, the ritual dimension of sport ceremonial practices, the axiological dimension of sport events as social values' system, the commercial dimension of sport events as products on the entertaining and celebrity market, the aesthetic dimension of sport acts as expressive media constructs and their emotional dimension in terms of spectatorship experience. On this last dimension there are two main aspects that I will focus on, one regarding the live-remote experience and the other one directed towards the multiplication process of sport competition related events (from special TV shows, social media events, to thematic parties or marketing events). Media's centrality inside the social field of sport came with a consistent spectacularization effect, contributing to sport competition becoming resourceful media shows in terms of public impact and commercial value, a process that this chapter manages to lay emphasis on by addressing the multilayered nature of such events.
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Spalletta, Marica, and Lorenzo Ugolini. "Between Sports Event and Media Event." In Advances in Media, Entertainment, and the Arts, 173–93. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9967-0.ch013.

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Since its first edition (1896), modern Olympic Games have represented a far-reaching sport event, because they draw the attention of a wide audience and because their “festivity” breaks daily routines. According to Dayan and Katz (1992), Olympic Games are to be considered certainly as a sport event, but also as a media event. They also state that the affirmation of media events is strictly linked to their live broadcasting on TV. This chapter aims to understand if, referring to the Olympic Games, it is still possible to talk about “media events” in the shift between their representation in live broadcasting and their journalistic reports on printed news media. Through a qualitative media content analysis, the chapter examines the way in which two Italian significant newspapers (Corriere della Sera and La Gazzetta dello Sport) covered the Sochi 2014 Winter Olympic Games. The research shows that the analysis of Sochi 2014 as a media event cannot abstract from the current main features of sports journalism, that are hybridization, mediatization and popularization. Therefore, Sochi has represented a break of journalistic daily routine because of a journalistic coverage strongly hybridized but, on the other hand, it can't be fully considered as a “media event” because of the lack of mediatization and popularization.
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Conference papers on the topic "Live-sport"

1

Yang, Danqing, Longfei Zhang, Yufeng Wu, Shugang Li, Dong Liang, and Gangyi Ding. "Computable Framework For Live Sport Broadcast Directing." In 2019 IEEE International Symposium on Multimedia (ISM). IEEE, 2019. http://dx.doi.org/10.1109/ism46123.2019.00054.

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Fujisawa, Kazuki, Yuko Hirabe, Hirohiko Suwa, Yutaka Arakawa, and Keiichi Yasumoto. "Automatic Content Curation System for Multiple Live Sport Video Streams." In 2015 IEEE International Symposium on Multimedia (ISM). IEEE, 2015. http://dx.doi.org/10.1109/ism.2015.17.

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Hsieh, Liang-Chi, Ching-Wei Lee, Tzu-Hsuan Chiu, and Winston Hsu. "Live Semantic Sport Highlight Detection Based on Analyzing Tweets of Twitter." In 2012 IEEE International Conference on Multimedia and Expo (ICME). IEEE, 2012. http://dx.doi.org/10.1109/icme.2012.135.

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Yus, Roberto, Eduardo Mena, Jorge Bernad, Sergio Ilarri, and Arantza Illarramendi. "Location-aware system based on a dynamic 3D model to help in live broadcasting of sport events." In the 19th ACM international conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2072298.2071924.

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Rohmah, Oom, Agus Gumilar, Burhan Hambali, and Salman Salman. "Development of Instruments Batting in Softball with Live Pitching Implementation for Students." In Proceedings of the 3rd International Conference on Sport Science, Health, and Physical Education (ICSSHPE 2018). Paris, France: Atlantis Press, 2019. http://dx.doi.org/10.2991/icsshpe-18.2019.22.

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Frolova, Alla V. "Psychological and pedagogical technologies for the correction of social fears of participants in a subculture of role-playing games of live action." In Journal of Human Sport and Exercise - 2020 - Spring Conferences of Sports Science. Universidad de Alicante, 2020. http://dx.doi.org/10.14198/jhse.2020.15.proc3.39.

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Indrasari, Fenita. "Exploring automobile dependency of housing estate residents and kampung dwellers in suburban Bandung, Indonesia." In 55th ISOCARP World Planning Congress, Beyond Metropolis, Jakarta-Bogor, Indonesia. ISOCARP, 2019. http://dx.doi.org/10.47472/kkek5453.

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Housing and transportation has become a pair of factors when it comes to decision of buying a house for the middle-income. This particular group of society is unique as they are aspired to luxury yet with limited affordability, particularly in the developing countries such as Indonesia. In many cases, housing estates are built in the form similar to gated community. Built in the suburban when usually the new housing estates are located quite in far distance to facilities, the residents are forced to own private vehicle(s) to conduct their daily activities. This situation shows the tendency of automobile dependence (Newman & Kenworthy, 1996; 1999). It has also been reflected in the vehicle ownership statistics figures and the notorious traffic congestion of Indonesian cities. The middle-income housing and their gated community has not only impacted their own travel pattern but also the residents living in kampung adjacent to their housing estate. Kampung dwellers have also reflected the middle-income characteristics with their lifestyle and automobile dependence. It has become eminent in suburban Bandung where pockets of kampung are found to be hidden amidst the housing estates whilst cars are parked on the roadsides. This is problematic in terms of affordability where they cannot really afford to own a car or motorbike as well as to rent a parking space since they usually live in small houses at kampung. To understand the above phenomenon, this paper tries to explore the extent of automobile dependency of the residents living at housing estate and its adjacent kampung at three locations. Data collected from questionnaires and group interviews are descriptively analysed. Results have shown that most residents travel in far distance to reach their job location but do not travel in far distance to conduct their shopping, studying, and exercise activities though some of them own a motorbike. The latter is due to the presence of mobile green grocers, warung, traditional markets, good quality schools, sport facilities and open spaces within walking distance to their houses. However, these nearby facilities are regularly visited mostly because the residents can travel within shorter distance through access points made available for public use. These access points help to create a network of alleys and streets connecting kampung and these facilities through the housing estates. When these access points are restricted or non-existed, the travel pattern would differ as has been uttered by the kampung dwellers. In one of the cases, the following disconnections between the kampung alleys and streets of housing estates have made the kampung dwellers altered either the location or the transportation mode of their activities. There are lessons to be learned from these travel patterns. Housing estate development shall always have access to the kampung that have existed and vice versa. Such spatial connections may contribute to a change of travel behaviour from automobile dependence to active travel. However, it should be kept in mind that these results may not be generally applicable to other places with different socio-economic and spatial characters. Further work in the field may be benefited from more cases and larger population sample.
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