Academic literature on the topic 'Mobile sports'

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Journal articles on the topic "Mobile sports"

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Irina, Pomeshchikova. "Спортивні ігри (Sports games)". Спортивні ігри (Sports games), № 4(10) (30 жовтня 2018): 66. https://doi.org/10.5281/zenodo.1475363.

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The collection contains articles on the organization of educational process in institutions of higher education, DYUSSH; improvement of training of athletes in modern conditions; I will become the physical, techno-tactical and psychological preparedness of athletes; effectiveness of competitive indicators; organization of patriotic education of youth of Ukraine in the process of sports games; improving the process of physical education of students using sports and mobile games.
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Abinesh R, Aswin S, Krithik K, and Sathish M. "Revolutionizing Sports Management with a Cutting-Edge Application." International Research Journal on Advanced Engineering Hub (IRJAEH) 2, no. 04 (2024): 976–80. http://dx.doi.org/10.47392/irjaeh.2024.0136.

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This project aims to create a sports mobile application tailored for college settings, addressing the need for efficient sports management and engagement within educational institutions. The mobile app will offer a comprehensive platform for students, staff, and sports enthusiasts to access sports-related information, schedules, and resources. It will include features such as event schedules, team management, user profiles, real-time notifications, and social interaction elements. The application will be designed to enhance user experience, encourage participation in sports activities, and pro
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Mahmood, Zahid, Nargis Bibi, Muhammad Usman, Uzair Khan, and Nazeer Muhammad. "Mobile cloud based-framework for sports applications." Multidimensional Systems and Signal Processing 30, no. 4 (2019): 1991–2019. http://dx.doi.org/10.1007/s11045-019-00639-6.

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Lee, Kyongmin, and Sungjung Kim. "Structural Relationship between Technological Characteristics, Perceived Usefulness, Trust, and Continuous Intention to Use Mobile Payment Services: Sports Consumers in MZ Generations." Sport Mont 20, no. 1 (2022): 83–88. http://dx.doi.org/10.26773/smj.220214.

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While the mobile payment service market is expanding, few studies have been conducted on sports consumers to promote the continuous use of mobile payment services. The current study empirically analyzed the structural relationship between technological characteristics, perceived usefulness, trust, and continuous intention to use mobile payments services among sports consumers in millennials and Generation Z (MZ Generations). A questionnaire survey was conducted on students majoring in sports in 4-year universities located in Chungcheong and Gangwon Provinces, Korea. The collected data were exa
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Ferdianto, Ferdianto, Stephanie Surja, Fattiya Calista Khansa Alifa, Swietenia Maharani, and Falih Muqsith Setiyoko. "PERANCANGAN APLIKASI MEMBANTU MENCARI PELATIH DALAM BEROLAHARAGA BERBASISKAN MOBILE." Infotech: Journal of Technology Information 8, no. 2 (2022): 111–16. http://dx.doi.org/10.37365/jti.v8i2.147.

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Sport is an activity that is easy to do, but sometimes we need someone to direct us so that the exercise we do can provide maximum benefits. Along with the number of active smartphone users of more than 100 million people and internet users in Indonesia reaching 175.4 million with a presentation reaching 64% of the total population, this creates business opportunities on the internet, especially in terms of sports. This research discusses the design of applications engaged in sports, especially in the field of hiring sports trainers. The purpose of this research is to analyze, plan business, d
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ШУТЄЄВ, Ілля, Андрій ЄФРЕМЕНКО, Дарія ШАРІПОВА та Євген КУРТЬОСОВ. "ПЕРСПЕКТИВИ ВИКОРИСТАННЯ МОБІЛЬНИХ ТЕХНОЛОГІЙ У НАВЧАННІ МАЙБУТНІХ ФАХІВЦІВ ЗІ СПЕЦІАЛЬНОСТІ А7 «ФІЗИЧНА КУЛЬТУРА І СПОРТ» ВИДІВ ЛЕГКОЇ АТЛЕТИКИ". Фізична активність, здоров’я і спорт, № 1 (29 квітня 2025): 162–67. https://doi.org/10.32782/2221-1217-2025-1-23.

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The modern development of digital technologies actualizes their introduction into the education system of specialists in A7 “Physical Culture and Sports”. This necessitates the search for scientifically based approaches and methods for implementing mobile learning in the training of future specialists in the field of physical education and sports. Purpose of the study – determine the factors of implementing mobile technologies in the training of future specialists in the specialty A7 “Physical Culture and Sports” in the kinds of track and field athletics. Research methods. Theoretical analysis
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Ching, Heng Zhuang, Norfaradilla Wahid, Hanayanti Hafit, and Shahreen Kasim. "Improving Sports Participation among Students through Mobile Application." JOIV : International Journal on Informatics Visualization 2, no. 3-2 (2018): 199. http://dx.doi.org/10.30630/joiv.2.3-2.141.

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Technologies are advancing at incredible speed with great purposes. Unfortunately, as technologies grow, some people have lost their motivation to keep up with their health by neglecting their physical activities like sports, outdoor games, etc. There are less people willing to step outside to do physical activities especially those which requires companions or members. We cannot deny the fact that there are still people who are willing to come out and do sports in a group. However, most of the time they do not have enough members to conduct the sport. This situation can lead to discouragement
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Zhang, Xiaochen, and Ze Li. "Investigation and Analysis of the Status Quo of Sports Dance Based on Mobile Communication." Mobile Information Systems 2022 (May 5, 2022): 1–14. http://dx.doi.org/10.1155/2022/7240810.

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Dance sports is an emerging sport that can not only exercise the body but also please the mind and body. Under the theoretical guidance of “lifelong sports” and “health first,” in recent years, sports dance courses have not only been introduced in ordinary colleges and universities in China, but the overall quality development of students has been greatly improved, and the call for quality education for the whole people has also been answered. In recent years, the rapid development of mobile communication systems around the world has greatly enhanced the communication services of developed and
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Якушина, Анастасия А., Наталья И. Булаева, Сергей В. Сергей В. Леонов, Ирина С. Поликанова та Виктор А. Клименко. "Использование системы мобильного айтрекинга в спортивной практике". Российский психологический журнал 21, № 1 (2024): 34–46. https://doi.org/10.21702/rpj.2024.1.2.

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Introduction. The study of the oculomotor activity of athletes is of interest to sports psychologists and sports training specialists. Oculomotor activity is an integral part of sports activity, and its training and optimization with the development of effective oculomotor strategies can contribute to the improvement of both sports performance and the health and functional state of the athlete. Theoretical justification. Research on athletes' oculomotor activity considers its various aspects, including visual search, the difference between eye movements of professionals and beginners. It also
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Evens, Tom, Katrien Lefever, Peggy Valcke, Dimitri Schuurman, and Lieven De Marez. "Access to premium content on mobile television platforms: The case of mobile sports." Telematics and Informatics 28, no. 1 (2011): 32–39. http://dx.doi.org/10.1016/j.tele.2010.05.004.

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Dissertations / Theses on the topic "Mobile sports"

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Saldana, Thomas. "ABILITY SPORTS AND EDUCATION FESTIVAL MOBILE APPLICATION." CSUSB ScholarWorks, 2019. https://scholarworks.lib.csusb.edu/etd/942.

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The purpose of this project is to create an iOS native mobile application for the Ability Sports & Education Festival at the California State University of San Bernardino. The iOS application will solve three business needs. First, it will allow participants to view the events, hours, schedules, coaches, and resources of the Ability Sports and Education Festival. Second, it will allow participants to route, search, and find event locations using ArcGIS. Lastly, it will allow participants to register for the event right from their phones.
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Gentles, Jeremy A. "Daily Athlete Monitoring with Web and Mobile Applications." Digital Commons @ East Tennessee State University, 2010. https://dc.etsu.edu/etsu-works/3991.

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Carlsson, Teodor, Linnea Gunnarsson, Sebastian Lindgren, and Maria Lindqvist. "Mobile Application for Informative Communication During Sports Events." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353735.

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The student sports event Studentiaden is a yearly occurring event arranged by Swedish University Sports Federation (Sveriges Akademiska Idrottsförbund) in collaboration with local student sports associations. During Studentiaden approximately 500 to 1000 students participate every year from all across Sweden. The size of the sports event makes it difficult to reach out to all competitors and visitors. In this project, a mobile application was developed to allow faster communication from the organizers to the competitors and visitors with the use of push notifications. The application consists
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Lüneburg, Lisa-Marie, Emese Papp, and Jens Krzywinski. "5G Sports – tragbare Technologiedemonstratoren im taktilen Internet." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36926.

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Der fünfte Mobilfunkstandard 5G wird zukünftig die Übertragung großer Datenmengen auch über weite Strecken nahezu in Echtzeit ermöglichen. Diese neue, praktisch latenzfreie Kommunikationstechnologie erlaubt einen von zeit- und ortsunabhängigen Austausch von Fähigkeiten und Kompetenzen zwischen Menschen und Maschinen. Damit werden haptisches Feedback über weite Entfernungen (taktiles Internet) und als Anwendung dessen neue Formen des räumlich verteilten Kooperierens und Lernens (Internet der Fähigkeiten und Kompetenzen) möglich. Das Exzellenzcluster CeTI der TU Dresden setzt mit seiner Forschun
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Věčorek, David. "Mobilní aplikace s predikcemi výsledků e-Sports utkání." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255452.

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E-Sports, also known as progaming (professional gaming) has grown a lot in the last few years. Professional gamers are regularly attending tournaments watched by hundreds of thousands of fans and with prize pools of millions of dollars. There are many video broadcasts of those events and recently betting on e-Sports has also become available. The main goal of this thesis was to create a mobile app for OS Android, which aims to utilize this growth and create a service of providing predictions of results of the e-Sports matches, similar to that existing in regular sports. The application in its
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Corris, Alexander Grosholz. "Secure Mobile Deployment of NFL Training Materials." Thesis, Nova Southeastern University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3642884.

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<p> The problem addressed is the lack of empirical research describing the delivery of individualized learning material in a secure and mobile manner. The goal was to investigate the effectiveness of deploying training materials to National Football League (NFL) players during a recent NFL season. </p><p> Over the past few seasons, NFL teams have started to deliver player training material to mobile devices. The training material is sensitive and includes planning documents for upcoming games. An effort was made to survey a representative at each of the 32 NFL teams in order to gain ins
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Corris, Alexander R. "Secure Mobile Deployment of NFL Training Materials." NSUWorks, 2014. http://nsuworks.nova.edu/gscis_etd/12.

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The problem addressed is the lack of empirical research describing the delivery of individualized learning material in a secure and mobile manner. The goal was to investigate the effectiveness of deploying training materials to National Football League (NFL) players during a recent NFL season. Over the past few seasons, NFL teams have started to deliver player training material to mobile devices. The training material is sensitive and includes planning documents for upcoming games. An effort was made to survey a representative at each of the 32 NFL teams in order to gain insight on effectivene
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Angulo, Huamán Ulises Jesús, Espinoza Diego Eduardo Flores, Chinchay Jorge Octavio Hurtado, Mendoza Nathalie López, and Gallosa Gellys Ines Llanos. "Proyecto de Aplicación Digital Móvil: Let’s Train." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/651851.

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This work will explain in detail the development and implementation of a startup with high growth and scalability potential, taking advantage of the support of technology and the trends that govern in today’s world. Our team developed the startup mentioned under the legal principles and moral requirements of the Peruvian University of Applied Sciences. Our team chose to develop a mobile application which its main function is to connect qualified coaches and athletes with final users, thus providing them with personalized or group training sessions. This application has been developed with t
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Annergren, Björn, and Daniel Ulug. "CScore – A Real Time Application for E-sports : PROVIDING LIVE UPDATES OF PROFESSIONAL MATCHES." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188778.

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The e-sport market is a growing one and as it grows monetary interests, willingness to exploit it grows with it. A part of the e-sport market that is not satisfied yet is the market of mobile applications catering to e-sport audiences. To tackle the problem this thesis explores the problems one might encounter whilst developing a soft real-time mobile application for an esport game. The applications name is CScore, an application that will present the score of ongoing e-sports matches. Methods used for data analysis of necessary information includes analytical induction and coding. As system d
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Hutton, Brian P. "Baseball in the Digital Age: The Role of Online and Mobile Content in Major League Baseball's Media Product Portfolio." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc33170/.

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This case study evaluated Major League Baseball's (MLB) media product portfolio to identify how broadcast revenues have evolved over the past decade. This research looked back across baseball's long, dysfunctional history with broadcasters in order to recognize the significance of its ambitious use of online content. While MLB had failed to fully utilize the potential of broadcasting, the league's aggressive online strategy through its Advanced Media (MLBAM) division made it the industry leader in broadcasting live streaming sports video. MLBAM expanded its online streaming video to mobile pho
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Books on the topic "Mobile sports"

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Office, General Accounting. Telecommunications: FCC should include call quality in its annual report on competition in mobile phone services : report to the Honorable Anthony D. Weiner, House of Representatives. GAO, 2003.

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Cuhaj, Joe. Baseball in Mobile. Arcadia Publishing, 2004.

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Cuhaj, Joe, and Tamra Carraway-Hinckle. Baseball in Mobile. Arcadia Publishing, 2004.

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Embassy Cruising Guide Florida to Mobile Bay, 9th Edition: Waterways of Florida's East Coast, Keys, Okeechobee, and West Coast to Mobile Bay, Alabama. eBooks2go Inc, 2023.

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Cuhaj, Joe, and Tamra Carraway-Hinckle. Baseball in Mobile (Images of Baseball). Arcadia Publishing (SC), 2003.

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Stewart, Creek. Bug Out Survival Vest: How to Choose and Outfit a Load-Bearing Ultra-mobile Survival Vest. DROPSTONE PRESS LLC, 2020.

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Journals, Offensive. I'm Not Mad. I'm Just from Mobile: A Fun Composition Book for a Native Mobile, AL Resident and Sports Fan. Independently Published, 2019.

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Hull, Kevin. Sports Broadcasting. Human Kinetics, 2022. http://dx.doi.org/10.5040/9781718235946.

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With the thrill of the game and the excitement of documenting captivating moments for sports history, sports broadcasting is one of the most desired jobs among sports and journalism professionals. Designed to provide students with the skills to be successful in their careers, Sports Broadcasting is a comprehensive look at the field, with coverage of all aspects of the job that an entry-level sports broadcaster will need to know about. The text begins with the history and background of the sports broadcasting industry. Students will next learn about modern topics that are critical in the busine
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Laskin, Alexander v., ed. Social, Mobile, and Emerging Media around the World. The Rowman & Littlefield Publishing Group, 2018. https://doi.org/10.5040/9781978730526.

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Social, Mobile, and Emerging Media around the World: Communication Case Studies is an edited collection of cutting edge research on the practical applications of diverse types of emerging media technologies in a variety of industries and in many different regions of the world. In recent years, emergent social media have initiated a revolution comparable in impact to the industrial revolution or the invention of the Internet. Today, social media’s usage statistics are mind-boggling: almost two billion people are Facebook users, over one billion people communicate via What’sApp, over forty billi
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Lu, Hui, Charlene Rohr, Peter Burge, and Alison Grant. Estimating the value of mobile telephony in mobile network not-spots. RAND Corporation, 2014. http://dx.doi.org/10.7249/rr641.

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Book chapters on the topic "Mobile sports"

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Ganguin, Sonja, and Anna Hoblitz. "Mobile Worlds: Mobile Gaming and Learning?" In E-Learning and Games for Training, Education, Health and Sports. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33466-5_12.

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Fister, Iztok, Iztok Fister, and Dušan Fister. "Visualization of Sports Activities Created by Wearable Mobile Devices." In Computational Intelligence in Sports. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-03490-0_10.

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Yasumoto, Masasuke, and Takehiro Teraoka. "VAIR Field - Multiple Mobile VR Shooting Sports." In Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91584-5_19.

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Liang, Chao, Yu Jiang, Jian Cheng, et al. "Personalized Sports Video Customization for Mobile Devices." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-11301-7_60.

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Sun, Xu, and Andrew May. "Mobile Personalization at Large Sports Events User Experience and Mobile Device Personalization." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73289-1_56.

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Scott, David, Cathal Gurrin, Dag Johansen, and Håvard Johansen. "Searching and Recommending Sports Content on Mobile Devices." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-11301-7_86.

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Barbosa, Débora N. F., Patrícia B. S. Bassani, João B. Mossmann, et al. "Mobile Learning and Games: Experiences with Mobile Games Development for Children and Teenagers Undergoing Oncological Treatment." In Games for Training, Education, Health and Sports. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-05972-3_16.

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Karavidas, Lampros, Georgina Skraparli, Angeliki Mavropoulou, et al. "Designing and Developing a Serious Game for Inclusion in Sports." In Smart Mobile Communication & Artificial Intelligence. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-54327-2_17.

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Dasmondal, Akash, and P. K. Nizar Banu. "Body Mass Index Implications Using Data Analysis in the Soccer Sports." In Evolutionary Computing and Mobile Sustainable Networks. Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-5258-8_22.

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Karavidas, Lampros, Thrasyvoulos Tsiatsos, Stella Douka, Monica Shiakou, and Andreas Avgerinos. "Evaluating a Serious Game for Halting Harassment and Abuse in Sports." In New Realities, Mobile Systems and Applications. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-96296-8_101.

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Conference papers on the topic "Mobile sports"

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Xie, Jingguang, and Xinnian Cheng. "Research on Sports Training Data Transmission and Processing Technology Based on 5G Wireless Mobile Network." In 2024 International Conference on Telecommunications and Power Electronics (TELEPE). IEEE, 2024. http://dx.doi.org/10.1109/telepe64216.2024.00013.

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Sharmila, V. Ceronmani, B. Sai Varun, P. A. Alvis Josh, Aashrith Atmuri, and K. Prasanth. "Graphene-Based Wearable E-Textiles Integrated with Deep Learning for Real-Time Sweat Analysis in Military and Sports Applications." In 2024 4th International Conference on Mobile Networks and Wireless Communications (ICMNWC). IEEE, 2024. https://doi.org/10.1109/icmnwc63764.2024.10872139.

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Velasque Vasquez, Ronaldo Scott, Ronal Ayuque Alfonso, Jorge Luis Huaman Gonzales, and Jorge Martin Vega Rosales. "Optimization of Sports Field Reservations with Synthetic Grass in the City of Huancayo Through a Mobile Application." In 2025 8th International Conference on Information and Computer Technologies (ICICT). IEEE, 2025. https://doi.org/10.1109/icict64582.2025.00060.

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Kostić, Darko. "Application of mobile technology in sports: Increasing performance, engagement and accessibility." In Antropološki i teoantropološki pogled na fizičke aktivnosti (11). Univerzitet u Prištini-Kosovska Mitrovica - Fakultet za sport i fizičko vaspitanje u Leposaviću, Leposavić, 2025. https://doi.org/10.5937/atavpa25321k.

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The integration of mobile applications in sports has significantly transformed various aspects of the industry, including athlete performance, fan engagement and sports management. In this paper, we will present various applications of mobile technology in sports and its significant impact on athletes and spectators. As technology continues to advance, the role of mobile apps in the world of sports will certainly continue to evolve, presenting new opportunities and challenges. The focus will be on how mobile applications contribute to the overall improvement of the sports experience. This pape
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Park, Soo Jun, Myungeun Lim, Minho Kim, Youngwoong Han, and Jae-Hun Choi. "Mobile personal sports activity management app." In 2014 International Symposium on Consumer Electronics (ICSE). IEEE, 2014. http://dx.doi.org/10.1109/isce.2014.6884352.

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Rastegar Sani, Mehran, Stefanie Zollmann, and Tobias Langlotz. "Train Me: Exploring Mobile Sports Capture and Replay for Immersive Sports Coaching." In MobileHCI '24: 26th International Conference on Mobile Human-Computer Interaction. ACM, 2024. http://dx.doi.org/10.1145/3640471.3680239.

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Vilcu, Dana mihaela, Elena Sabau, and Georgeta Niculescu. "E-TRAINIG MOBILE DEVICES AND APPLICATIONS FOR SPORT PROFESSIONALS." In eLSE 2014. Editura Universitatii Nationale de Aparare "Carol I", 2014. http://dx.doi.org/10.12753/2066-026x-14-267.

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Mobile devices and specific applications for sport professionals have become nowadays very useful in specific training, but their potential is not fully exploited. The general goal of this paper is to point out bridges between the two communities of sport professionals and mobile applications developers. In this paper we survey these mobile devices according to these two different viewpoints. We first take into account their utility, the sports involved, and the specific training processes and present the available offer of mobile devices and applications. Main producers and tools are mentione
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Zhenchen Wang and Dejian Meng. "Personalising sports events viewing on mobile devices." In 2013 IEEE 4th International Conference on Software Engineering and Service Science (ICSESS). IEEE, 2013. http://dx.doi.org/10.1109/icsess.2013.6615405.

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Mavrudiev, Petko. "MOBILE GAMES AS A MEANS OF DEVELOPING MOTOR QUALITIES IN TENNIS TRAINING." In INTERNATIONAL SCIENTIFIC CONGRESS “APPLIED SPORTS SCIENCES”. Scientific Publishing House NSA Press, 2022. http://dx.doi.org/10.37393/icass2022/123.

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ABSTRACT In many methods in different sports, mobile games are used to improve the motor abilities of adolescents. We have developed and tested a methodology based on mobile games in tennis training. The study aims to optimize the physical preparation of the 10 years old boys who are training tennis in school in an extracurricular form of education through the tools of the moving games. The оbject of study are 40 boys, 10 years old (3rd grade) divided into two groups of 20 children - experimental and control. The subject of the study are the signs of physical development and motor skills. To e
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Wei, Yu, Qingsong Fei, and Lijuan He. "Sports motion analysis based on mobile sensing technology." In 2014 International Conference on Global Economy, Finance and Humanities Research (GEFHR 2014). Atlantis Press, 2014. http://dx.doi.org/10.2991/gefhr-14.2014.20.

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Reports on the topic "Mobile sports"

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Oleksiuk, Vasyl P., and Olesia R. Oleksiuk. Exploring the potential of augmented reality for teaching school computer science. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4404.

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The article analyzes the phenomenon of augmented reality (AR) in education. AR is a new technology that complements the real world with the help of computer data. Such content is tied to specific locations or activities. Over the last few years, AR applications have become available on mobile devices. AR becomes available in the media (news, entertainment, sports). It is starting to enter other areas of life (such as e-commerce, travel, marketing). But education has the biggest impact on AR. Based on the analysis of scientific publications, the authors explored the possibilities of using augme
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Lunn, Pete, Marek Bohacek, Jason Somerville, Áine Ní Choisdealbha, and Féidhlim McGowan. PRICE Lab: An Investigation of Consumers’ Capabilities with Complex Products. ESRI, 2016. https://doi.org/10.26504/bkmnext306.

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Executive Summary This report describes a series of experiments carried out by PRICE Lab, a research programme at the Economic and Social Research Institute (ESRI) jointly funded by the Central Bank of Ireland, the Commission for Energy Regulation, the Competition and Consumer Protection Commission and the Commission for Communications Regulation. The experiments were conducted with samples of Irish consumers aged 18-70 years and were designed to answer the following general research question: At what point do products become too complex for consumers to choose accurately between the good ones
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Payment Systems Report - June of 2021. Banco de la República, 2022. http://dx.doi.org/10.32468/rept-sist-pag.eng.2021.

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Banco de la República provides a comprehensive overview of Colombia’s finan¬cial infrastructure in its Payment Systems Report, which is an important product of the work it does to oversee that infrastructure. The figures published in this edition of the report are for the year 2020, a pandemic period in which the con¬tainment measures designed and adopted to alleviate the strain on the health system led to a sharp reduction in economic activity and consumption in Colom¬bia, as was the case in most countries. At the start of the pandemic, the Board of Directors of Banco de la República adopted
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Financial Infrastructure Report 2022. Banco de la República, 2023. http://dx.doi.org/10.32468/rept-sist-pag.eng.2022.

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Banco de la República's monitoring of the local financial market infrastructure is an additional contribution to the country's financial stability. One of the products of that monitoring has been the Payment Systems Report, which is now known as the Financial Infrastructure Report. The change in name, as of this edition, is intended to reflect in a broader way the issues that are addressed in the report. The 2022 edition includes several changes that are the result of a comparative study of financial infrastructure reports prepared by other central banks. These changes seek to make the report
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