Dissertations / Theses on the topic 'Live-sport'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 21 dissertations / theses for your research on the topic 'Live-sport.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
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.
Full textEvans, 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/.
Full textÅkesson, 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.
Full textFyrvald, 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.
Full textThe 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.
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.
Full textAndersson, 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.
Full textSince 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.
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.
Full textJosefsson, 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.
Full textAnvändandet 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.
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.
Full textThe 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.
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.
Full textO’Neil, Kason, Jennifer M. Krause, and Scott Douglas. "University Supervisor Perceptions of Live Remote Supervision in Physical Education Teacher Education." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/4048.
Full textLarsson, Marcus. "Enhancing the Value Proposition of Live Esports Consumption with AI Technology." Thesis, KTH, Industriell Marknadsföring och Entreprenörskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-230115.
Full textNär ett företag inkluderar en ny teknik eller innovation i sitt värdeerbjudande kan kunderna uppleva det som en förbättring eller försämring. Detta fenomen undersöktes i denna studie med en fallstudie av ett aktuellt fall i esportsindustrin. Forskning har visat att AI (Artificiell Intelligens) teknik kan användas för att förutsäga vilket lag som kommer att vinna i en match i esports spelet DotA 2. En AI prototyp, Znipe Sense, utvecklades och analyserades under denna studie för att svara på frågan: Hur kan ett prediktivt AI påverka värdeerbjudandet av live esports konsumtion? Znipe Sense inkluderades i Znipe Esports värdeerbjudande under en turnering i februari 2018. Det observerades att Znipe Sense var bättre än mänskliga experter på att förutse det vinnande laget i professionella matcher. Observationerna av Znipe Sense, en intervju med erfarna spelare, intervjuer med affärsfolk och interna företagsdokument användes som empiriskt material. Hur Znipe Sense påverkade värdeerbjudandet analyserades genom faktorerna: ”Performance”, ”Ease-of-use”, ”Reliability”, ”Flexibility” och ”Affectivity”, även känt som PERFA-ramverket. Slutsatsen visar på att ett prediktivt AI kan öka värdeerbjudandet av live esports konsumtion genom Performance och Ease- of-use faktorerna, och att värdeerbjudandet inte skulle påverkas genom Reliability och Flexibility. I analysen av Affectivity-faktorn identifierades emellertid att det finns en risk i relaterat till negativa effekter av spelberoende som kan försämra värdeerbjudandet.
Bělohlávek, Jiří. "Agent pro kurzové sázení." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235980.
Full textSU, KUAN-YEN, and 蘇冠諺. "An Empirical Study on The Factors Affecting Continuous Usage Intention of Sport Live Streaming." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/4ty87t.
Full text國立中正大學
資訊管理系研究所
104
With the advance of Internet, live streaming platform has been able to overcome the quality of information, providing diverse and high-quality live channles, its greatest characteristic is played in real time (Live). Take live sports for example, audience can know the first-hand news, rather than through the rebroadcastor news to know the outcome of the contest. In addition, live sports are different from traditional live TV coverage, it canprovides the broadcast of the national and sports categories. In contrast to the traditional TV broadcast, it must be purchased by TV sports broadcasting to make it available to viewers. This research focuses on live sports platform users. The mainly aimed is discussion thatthe factors affecting continuous usage intention of sport live streaming. This study based on Expectation-Confirmation Model of IS Continuance (Bhattacherjee, 2001)and the theory of planned behavior (Ajzen, 1985). According to the live sports platform features,included in "telepresence" and "perceived interactivity" to put forward a platform which was suitable for live sports situation study on theoretical framework. This research network of self-administered questionnaire collected 509 questionnaire data, after deleting invalid 27 questionnaires, receiving 482 questionnaires, effective rate is 94.69%.This study usethe Partial Least Squares of Structural Equation Modeling to analyses model.Results showed that: (a)Attitude and perceived usefulness have direct impact on continuance Intention. (b)Satisfaction, perceived usefulness and perceived interactivity have direct impact on attitude. (c)Perceived interactivity and confirmation have direct impact onsatisfaction. (d)Perceived interactivity and confirmation have direct impact onperceived usefulness. (e)Satisfaction hasno direct impact on continuance intention. (f)Perceived usefulness hasno direct impact on satisfaction. (g)Telepresence hasno direct impact on perceived usefulness. (h)The perceived interactivity constituted by user control, connectedness and playfulness.
CHEN, YOU-HAU, and 陳佑好. "A Conjoint Analysis on Sport Watching Behaviors – In Terms of Product Attributes of Online Live Streaming." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/35238238801203797839.
Full text國立體育大學
國際體育事務碩士學位學程
105
The explosive growth of social media makes online live streaming platform getting more popular. The researcher found that more and more people watch sports games via online live streaming platform. To help online live streaming platforms provide better service, the managers need to understand what attributes attract online viewers most when watching sports games. In order to achieve the purpose, this study was conducted in three steps: Step1, acquiring from various literatures and interviewing 5 online live streaming managers to find online viewers preferences, such as the content of sport games, the style of anchor, the multi-angles of shooting, the quality of video and fees; Step2, utilizing the statistics methodology of the Conjoint Analysis to construct the “Cards”, which is then applied in the final questionnaire; Step3, applying cluster analysis to obtain three clusters and separating preferences from utility value of compositions. The results show that “Content” and “Quality of videos” are indispensable attributes. These findings constituted a critical consulting framework for online live streaming platform managers in making product development decisions.
Wang, Nan-hsiung, and 王南雄. "Outdoor live sport broadcast as a spectacle – A case study on Chinese Taipei baseball games of Beijing Olympics." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/30584496710500175233.
Full text世新大學
新聞學研究所(含碩專班)
97
This research is a case study on Chinese Taipei baseball games of Beijing Olympics. It examines the outdoor live sport broadcast as a media spectacle. While Chinese Taipei baseball team participating in Olympic Games, Warner Village Plaza held outdoor live sport broadcast party at the very same fime. This research adopts qualitative methodology, which includes that is participant observation, semi-structured interviews and focus group interview. The outdoor live sport broadcasting party at Warner Village Plaza created a carnival created and represented a “hyper-real”world. At the same time, the audience not only enjoyed the experience of watching TV form various visual angles but also a carnival-like experience of game at stadium. The Olympic baseball games were a big “media event”. Audience who watched this demonstrating the totem on the body and in the action, connecting themselves to Chinese Taipei baseball team. An imagination community with common identity has thus constructed.
Chen, Huan-Chun, and 陳煥鈞. "The interaction of the virtual community of racing sport fans: A case study of LIVE article of PTT Formula 1 bulletin board." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/a8cgs2.
Full text世新大學
新聞學研究所(含碩專班)
101
This research uses “live article” produced by PTT Formula 1 bulletin board to explore the interaction among racing sport fans on the virtual space when watching F1 races. This research studies live articles of PTT Formula 1 bulletin board, interaction between each members of PTT Formula 1 bulletin board, based on the opinion of sport fans, identification and virtual community. This research uses netnography to observe PTT Formula 1 bulletin board and live articles on it to understand how members of PTT Formula 1 bulletin board interact with each other. Further, this research also uses in-depth interview to understand the process of members becoming racing sport fans, and the experience of watching F1 races on the virtual space. This research found that the formation of PTT Formula 1 bulletin board is not only based on identification of Formula 1, but also on identification with PTT Formula 1 bulletin board per se. Nevertheless, different identification forms different types of racing sport fans of various team affiliations and experience. PTT Formula 1 bulletin board possesses liminality of rituals, which is collectivity and seasonality, and such liminality could also produce collective effervescence. The members of PTT Formula 1 bulletin board utilize different methods to make up for the lack of social cues on virtual space. For instance, the usage of emoticons to improve the interaction in the PTT Formula 1 bulletin board. This enables the race-watching field in the virtual space to become closer to its real world counterpart. Because of the antisynchronism on the internet, the interaction of the members of PTT Formula 1 bulletin board could be preserved. Members can transcend the limitations of space to interact and express themselves directly. However, this could sometimes cause conflicts in the race watching field in virtual space. Due to different teams or drivers they support, members of PTT Formula 1 bulletin board may have arguments when they watch F1 races. However, because of the norms established on the basis of identification with PTT Formula 1 bulletin board, and the cognition of preserving such identification, members are able to reduce flaming or avoid irregular behaviors for most of the time. Senior members could express their knowledge in F1 races to establish their authority. This authority comes from the accumulation of cultural capital and the exchange of symbolic capital by expressing knowledge in F1 races, earning admiration from junior members of the bulletin board. In addition, virtual space and reality are not entirely unrelated. Senior members could extend their relationship in the virtual space to reality and build social capital. They can also extend such relationships from the real world into virtual space. Members of PTT Formula 1 bulletin board hold regular gatherings or watch F1 races together to prolong their relationships in the virtual world, as well as preserve their identification towards the PTT Formula 1 bulletin board. Thus, PTT Formula 1 bulletin board is not merely a virtual duplication of F1 race watching from the real world. Instead, it is a field established on the foundation of the identification with Formula 1 and PTT Formula 1 bulletin board, which involves the interconnection of reality and virtual space.
Michna, Tomáš. "Počátky sportovního rozhlasového vysílání na území Československa (1923-1948)." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-347093.
Full textČernohous, Tomáš. "Komparativní analýza televizních sportovních přenosů v České republice a v zahraničí." Master's thesis, 2017. http://www.nusl.cz/ntk/nusl-357951.
Full textRímský, Prokop. "Historie Redakce sportu České televize v letech 1993-2015." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-347974.
Full textČerný, Jakub. "Komparace mediálního obrazu české nejvyšší fotbalové a hokejové soutěže na kanále ČT Sport v roce 2014." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-347561.
Full text