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1

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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4

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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6

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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8

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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O’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.

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With advancement in modern technology, it is now possible for student teaching supervisors to virtually observe lessons remotely through the use of live video remote supervision. This innovation requires less overall funding (i.e., travel costs) and allows for highly qualified university professionals to provide direct feedback to student teachers. A phenomenological case-study approach was used to explore university supervisors’ perceptions and experiences with live remote supervision. Data from post-observation survey logs and a culminating focus group were collected from current physical education teacher education (PETE) program university supervisors (n = 3) from two separate higher education institutions. An interpretive phenomenological analysis (IPA) was conducted to best find meaning in the participants’ personal experiences. Qualitative results showed: (a) the iPad’s field of vision restricted the university supervisor from viewing all student teacher actions, though this was offset by increased ability to hear teacher through the Bluetooth, (b) initial and continual connectivity was problematic at times, (c) university supervisors rated the ability to hear every word the student teacher says to be very helpful (even more so than in live observations), (d) supervisors rated the quality of pre/post conferences and quality of observation to be high, though (e) this format did lose some of the personal touch of on-site visits. The findings suggest that remote supervision may prove to be a practical and cost-efficient way to facilitate supervision of field experiences in physical education and can potentially help shift towards a new paradigm of supervision in teacher education.
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Larsson, 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.

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When a company includes a new technology or innovation into their value proposition, customers may perceive it as an enhancement or deterioration. This phenomenon was explored in this study with a case study of a present case in the esports industry. Research have shown that AI (Artificial Intelligence) technology can be used to predict which team is going to win in a match in the esports game DotA 2. A prototype AI called Znipe Sense was developed and analyzed during this study to answer the question: How can a predictive AI affect the value proposition of live esports consumption? Znipe Sense was included into Znipe Esports’ value proposition during a tournament in February 2018. It was observed that Znipe Sense could predict outcomes of professional matches with a higher accuracy than human experts. The observations of Znipe Sense, an interview with experienced players, interviews with business professionals and internal company documents were used as empirical material for the analysis. How Znipe Sense affected the value proposition was analyzed through the factors: Performance, Ease-of-use, Reliability, Flexibility and Affectivity, also known as the PERFA framework. It was concluded that a predictive AI can enhance the value proposition of live esports consumption through the Performance and Ease-of-use factors, and it would not affect the value proposition through Reliability or Flexibility. However, in the analysis of the Affectivity factor it was identified that there is a risk related to negative effects of gambling addiction that could deteriorate the value proposition.
När 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.
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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.

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This master thesis deals with design and implementation of betting agent. It covers issues such as theoretical background of an online betting, probability and statistics. In its first part it is focused on data mining and explains the principle of knowledge mining form data warehouses and certain methods suitable for different types of tasks. Second, it is concerned with neural networks and algorithm of back-propagation. All the findings are demonstrated on and supported by graphs and histograms of data analysis, made via SAS Enterprise Miner program. In conclusion, the thesis summarizes all the results and offers specific methods of extension of the agent.
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SU, 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.

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碩士
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.
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15

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.

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碩士
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.
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16

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.

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碩士
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.
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17

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.

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碩士
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.
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18

Michna, Tomáš. "Počátky sportovního rozhlasového vysílání na území Československa (1923-1948)." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-347093.

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This thesis describes the development of the sports broadcasting in Czechoslovakia in the form of the practical research and historical analysis. The examined period starts in 1923 as the beginning of the existence of Radiojournal - the first radio station in Czechoslovakia and is defined by the year 1948. The thesis is systematically divided into five periods in which I describe the first signs of the interest in the sport in a regular radio broadcasting, first major sports events broadcasted by Radiojournal, organizational, personnel and technical background, marginal sports. Selected sport events with greater or minor importance are also described, as they were gradually transmitted by Radiojournal or Czechoslovak Radio in different periods. The thesis also mentions the occupation of the Czechoslovak Republic during the World War II, when has the interest in the sports radio broadcasting decreased but not vanished completely. There are outlined the activities of Josef Laufer during this period too. Laufer was Czechoslovak icon of the sports radio broadcasting. There is described the personnel expansion and the development of the independent sports redaction in the postwar period. This thesis is based on the practical research in the archive of the Czech Radio, the most beneficial information was provided...
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19

Černohous, Tomáš. "Komparativní analýza televizních sportovních přenosů v České republice a v zahraničí." Master's thesis, 2017. http://www.nusl.cz/ntk/nusl-357951.

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Subject of this study is the analysis of sports television broadcasting in the Czech Republic, Germany, Spain and Great Britain. This comparison serves primarily to examine the visual content of selected TV stations from specific country. TV sports broadcasts are not simply capturing reality, but they are rather an interpretation of this reality, which is also reflected in a number of narrative elements that increases the attractiveness of the event. The author of this study applies the theoretical knowledge to examples of live broadcasts and further develops the theory. Concludes that analysed broadcasts from different countries did not differ significantly from one another, it can be interpreted as a result of the homogenization of sports broadcasting.
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20

Rímský, Prokop. "Historie Redakce sportu České televize v letech 1993-2015." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-347974.

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This diploma thesis Historie Redakce sportu České televize v letech 1993-2015 describes the sports broadcasting in the Czech Republic (and Czechoslovakia) from 1989 to 2015. The author explains the most important milestones in the history of Sports Department of Czech Television. The description goes from the constitution of the department over the circumstances connected with the inception of the channel ČT sport, the changes in the organization, personal composition and editorial leadership up to the current form of the department. The thesis also contains the development of sports news, live broadcasts, television technology, Olympic Games, football and ice hockey broadcasts and the importance of the Internet utilization for sports department (abbr SD). The essential parts of this thesis are more than 30 interviews with editors of SD involving their own opinions, authentic experiences and stories. The thesis also reminds some of the long forgotten facts and answers many questions regarding sports broadcasting in the past, present and future including the outlook towards the year 2024. Furthermore, it describes activities of sports editors, commentators, moderators, directors, cameramen, producers and other employees of Czech TV. This thesis partly focuses on the development of the Czechoslovak...
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21

Černý, 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.

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This thesis deals with medial presentation of two most watched sporting events in the Czech Republic the football Synot league and hockey Tipsport league, on channel ČT Sport. The first chapter introduces the history and play system the top two competitions. The second chapter lists the most important corruption scandals since 1993 in the Czech football and hockey, and discuss also the issue of hooliganism. The third chapter presents the history of the channel ČT Sport, all programs dealing with hockey and football competitions, the most important journalistic tools and TV professions involved in these programs. The fourth chapter presents the first part of the analysis of the two selected TV programs. The fifth chapter presents the analysis of communication and semiotic aspects of the programs Bully and Studio. The sixth chapter contains the author's own survey, which focuses on the perception of programs Bully and Studio from the perspective of the grand public. The aim of this thesis is to determine which of the competitions is presented in a better way, both from a professional point of view and in terms of the perception of spectators.
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