Добірка наукової літератури з теми "Football Technology"

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Статті в журналах з теми "Football Technology":

1

Andrews, C. "Euro 2016 tech [football technology]." Engineering & Technology 11, no. 6 (July 1, 2016): 42–5. http://dx.doi.org/10.1049/et.2016.0602.

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2

Raza, Tariq. "Measuring Technology Differences Across Football Manufacturers in Sialkot." LAHORE JOURNAL OF ECONOMICS 21, Special Edition (September 1, 2016): 237–51. http://dx.doi.org/10.35536/lje.2016.v21.isp.a10.

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A fascinating example of the fluctuating fortunes of Pakistani exports is that of the footballs produced by a cluster of manufacturers in Sialkot. Dominated by Pakistani firms, the sector is now under heavy threat from cheaper balls produced in East Asia (particularly China). What is striking is that the technology used by most firms has not progressed significantly in the last 30 years. This raises the question of whether Pakistan is falling behind the technology frontier. Using data from a sample of firms, we map the football production process and focus on different cutting technologies to compare productivity across firms and measure the benefits of upgrading this technology across firms of different sizes. Our results show that technology upgrading comes at a cost, but is worthwhile for firms that need to produce a large volume of balls. However, the falling demand for Pakistani balls may not justify this for most small and medium firms in the sector, which make up the vast majority of firms in the cluster.
3

Gwynne, Peter. "US Policy: Technology becomes political football." Physics World 8, no. 4 (April 1995): 5. http://dx.doi.org/10.1088/2058-7058/8/4/3.

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4

Xie, Zhong Ping. "Simulation Analysis on Dynamics Clustering Algorithm Based on 3D Imaging Technology." Applied Mechanics and Materials 556-562 (May 2014): 4994–97. http://dx.doi.org/10.4028/www.scientific.net/amm.556-562.4994.

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In this paper, we use 3D imaging technique to conduct in-depth research in the football training, and obtain the 3D space image of the best football team. We use FPGA hardware platform to design the control program of 3D image, and judge the performance of synthetic parameters, and test process curve and schematic diagram of 3D imaging. Combined with Kmeans algorithm we design the clustering algorithm mathematical model of 3D image, and give the control programming. Finally, based on the 3D synthesis image and optimization of display technology, using the image acquisition and skill of physical body, finally we get the best offensive and defensive football team. It provides the theory reference for the training of football players.
5

Fang, Lei, Qiang Wei, and Cheng Jian Xu. "Technical and Tactical Command Decision Algorithm of Football Matches Based on Big Data and Neural Network." Scientific Programming 2021 (April 7, 2021): 1–9. http://dx.doi.org/10.1155/2021/5544071.

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A successful football team not only consists of more than a dozen people on the field but also includes a complete training, analysis, coaching team behind it, and the same basic education and youth training system. With the development of scientific concepts and the advancement of computer technology, more people have begun to study the use of modern technology to replace part of the traditional human work with low creativity and the use of more convenient quantitative analysis, prediction and other technologies to assist football professionals’ decision-making. Based on big data and neural network technology, this paper has designed a novel football technical and tactical command decision algorithm. First, the use of big data technology for analyzing the characteristics of the historical big data of football competitions provides valuable data for the work of this article. Secondly, to formulate scientific and reasonable football technical and tactical command, it requires learning effective offensive or defensive strategies from the big data of football competitions. This article uses deep neural networks to learn massive amounts of football competition data, which can effectively predict the offensive and defensive tactics of each position of the team to a certain extent. In addition, in order to better learn the timing video data of football matches, this paper also has proposed to use long- and short-term memory networks to improve the algorithm of this paper. The proposed method has achieved good results in football technical and tactical command and decision-making and also provides some new ideas for the subject of football combined with computer technology.
6

Zhang, Qing Lai, Xin Ming Tian, and Zhan Ling Meng. "Design of Intelligent System for Soccer Goal Detection Based on Opto-Electronic Technology." Advanced Materials Research 717 (July 2013): 585–87. http://dx.doi.org/10.4028/www.scientific.net/amr.717.585.

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With the continuous development of football games, more and more football matches are hold in the world. From the World Cup to the big league, the erroneous decisions of the goals by referee always became the focus of the games. Federation International de Football Association (FIFA) is discussing now to introduce high technology to the football games to assist the judgment of the referee. In this paper, an advanced detection technology for soccer goal is proposed. This goal detection technology is based on the optical principle, high speed camera, as long as infrared detection devices. By detecting the change of electronic signal in the moment of goal, which can cut off the laser beam, the goal can be detected. In addition, the detection results and in-situ video are transmitted in real time to the arbitrators, which can reduce the goal disputes and make the game of football more fair.
7

Adriani, Vanny, and Deddy Irwandy. "Opini Publik Tentang Penggunaan Teknologi Video Asisten Wasit Sebagai Solusi Kompetisi Liga 1 Sepak Bola Indonesia." LUGAS Jurnal Komunikasi 4, no. 2 (December 31, 2020): 49–53. http://dx.doi.org/10.31334/lugas.v4i2.1218.

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The use of video assistant referees (VAR) is one solution to football problems in Indonesia. Indonesian football has a problem for years, namely the problem of trust in referees due to many referee bribery scandals and others. Based on this problem, this research focuses on public opinion toward VAR technology use in football. The research methodology is descriptive research, and this research is directed to make careful and detailed observations of the observed phenomena. This descriptive study aims to highlight current issues or problems through a data collection process that allows the researcher to describe the situation more fully than is possible without using this method. Researchers also seek to see phenomena related to technology involvement in sports activities from the players, organizers, spectators, and other stakeholders. The research results found that Public Opinion is formed into three types, for the first type who has a very high level of identification with the football club who is dissatisfied with the use of Video Assistant Referee Technology (VAR), the second type of public who enjoy football matches with debate in a football match less satisfied with the use of Video Assistant Referee (VAR) technology, and the third type for the more modern public sees the use of Video Assistant Referee (VAR) technology as a solution in decisions used in the Indonesian Football League Competition.
8

Hu, Xin. "THE APPLICATION MODE OF ATHLETES IN THE CALCULATION OF CLOUD MOTION CAPTURE TECHNOLOGY IN FOOTBALL." Revista Brasileira de Medicina do Esporte 27, spe2 (June 2021): 87–90. http://dx.doi.org/10.1590/1517-8692202127022021_0043.

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ABSTRACT Motion capture is a common problem in sports. It is mainly used to measure and capture running distance in football matches. Use of cloud computing motion capture algorithm in football running distance test, for lack of cloud computing algorithm using motion capture in the application. Data are obtained by experiment to verify the effectiveness and feasibility of the improved cloud computing motion capture algorithm in running distance in football. The final conclusion is that, compared with the original cloud computing motion capture algorithm, the optimized cloud computing motion capture algorithm can significantly reduce the number of cycles in the test of football running distance.
9

HENDERSON, STEPHEN. "TECHNOLOGY BROADENS THE GAP BETWEEN PREMIERSHIP FOOTBALL CLUBS." International Journal of Management Cases 9, no. 3 (January 1, 2007): 254–60. http://dx.doi.org/10.5848/apbj.2007.00028.

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10

Yizhi Li, Huiju Luo, and Junbao Luo. "Research on Data Mining Technology in Football Tactics." INTERNATIONAL JOURNAL ON Advances in Information Sciences and Service Sciences 4, no. 10 (June 30, 2012): 374–81. http://dx.doi.org/10.4156/aiss.vol4.issue10.44.

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Дисертації з теми "Football Technology":

1

Everhart, Craig. "AN IN-DEPTH ANALYSIS OF THE USE OF FOOTBALL VIDEO TECHNOLOGY: A STUDY OF COLLEGE FOOTBALL VIDEO COORDINATORS." University of Akron / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=akron1176694982.

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2

Rouchotas, Angelos. "Doing digital football fandom." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20028.

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By applying ethnographic method this study sought to explore how football’s mediatization is inviting the digital displacement of fan culture by social media-based communities. It also aimed to understand how contemporary football fans engage online as part of identifying themselves as supporters of a football club. This research was motivated by the global resonance of fandom which is due to the media becoming part of the experience of being a fan, resulting to the formation of transnational communities. The two-way online communication has enabled supporting from afar, forming digital fans. Liverpool FC’s Greek fans official group on Facebook was used as the case study for content analysis, along with in-depth interviews. The results have shown that social media have been the facilitators of football’s mediatization, digitalizing fan habits that used to be parts of the social life. Self-identification as a fan has taken a much more cosmopolitan outlook, which prioritizes participation. The dimensions of participation are though mediatized, resulting to highly engaged communities regardless of locality. To deal with the redefinition of fandom expression, this thesis has contributed with an end-result protype of a service addressing the process of doing digital fandom. As media technology develops, football’s mediatization will only exponentially increase and this study can offer insights to the better understanding of the different dimensions that digital fan culture adds to the sport.
3

Peralta, Alguacil Francisco José. "Modelling the Collective Movement of Football Players." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-395941.

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Since the development and rise of different methods for obtaining tracking data from sports games, data analysis has played a very important role in the world of football. With many studies and models having been created for carrying out a posteriori analyses of football games, there is a necessity to take a step forward and include collective motion simulations in these analyses. With this thesis, a new model for computing the optimal positions of football players during an attacking situation is proposed. Three different computational models that quantify paramount aspects of football such as pitch control, pass success probabilities and pass impact will be used as the basis of our simulations. The new developed model built on top of these is able to look forward one or two seconds into the future and predict the optimal positions of the attacking players according to certain simple rules that are set to maximise or minimise different combinations of the mentioned algorithms.
4

Agnew, Marcus S. B. "Game analysis in rugby union a thesis submitted to Auckland University of Technology in fulfillment of Masters of Health Science, February 2006 /." Click here to access this resource online, 2006. http://aut.researchgateway.ac.nz/handle/10292/30.

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5

Yang, Guangpeng. "A study of how information systems facilitate football clubs." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20867.

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The study analyzes that how information systems facilitate football clubs. To fulfill these purposes this study adopts a design strategy which contains theoretical and empirical parts. It gives a way how to operate and improve works to solve and avoid problems in various sectors in order to facilitate football clubs. This study chooses a suitable information system development methodology and designs a general football club information system model. In the empirical study a questionnaire survey is made to check and complete a general football club information system model. This study proves that information systems can facilitate football clubs in business processes and operations, internal communication and decision-making; furthermore, it supports football club business strategies and helps establish a powerful human resource management project.
Program: Magisterutbildning i informatik
6

Zinn, Caryn. "Nutrition knowledge of New Zealand premier club rugby coaches this thesis is submitted to the Auckland University of Technology in partial fulfillment of the degree of Master of Health Science, November 2004." Full thesis. Abstract, 2004.

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7

Olsson, Tom. "Adding Information to Complement a Football Broadcast : Exploring the possibilities of improving the viewer experience of a broadcasted football game with the use of additional information through motion tracking." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76166.

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This thesis aims to explore the possibilities of improving the viewer experience of a broadcasted football game with the use of additional information, applied to the footage with the use of motion tracking. This work was conducted in collaboration with SVT Design. which is the inhouse department of the Swedish television network (SVT) tasked with designing, developing and creating graphical solutions. One of the systems developed by SVT Design is the character generator Caspar CG. Which is an open source CG system used worldwide for broadcasting productions. In the spring of 2018, SVT Design presented the idea of incorporating a motion tracking feature within Caspar CG. This would be a feature which could be used during broadcasted sporting events to provide the viewers with additional information regarding the ongoing event. With the use of motion tracking, the additional information could be presented in a dynamic manner in the sense that the information would follow the motion of the tracked object. This thesis aimed to answer the following three research questions; What type of information could be displayed? When and how could this information be displayed? and lastly, how could the addition of information change the viewer’s experience of the football game? The conclusions aimed to provide SVT Design with a set of guidelines and requirements regarding the design and implementation of the additional information in a manner that would promote a positive viewer experience. The methodology applied for this thesis was a qualitative methodology utilizing research activities such as semi-structured interviews featuring three staff members of SVTs department of sport productions. The observation of two broadcasted football games. Along with two focus groups in which the participants were presented with a prototype developed in Adobe After Effects. Consisting of footage from the 2010 FIFA world cup along with additional information that was applied with the use of motion tracking. Through the analysis of the collected data, several recurring keywords and notions were identified and translated into requirements. The requirements, which was structured around the three research questions. Is for example that the information needs to be player specific and to provide an insight of the potential outcome of the game. Another example of a requirement being that the information is to be displayed when there is a break in action during the game. The result from this thesis indicated that if the specified requirements were met. The additional information applied during the broadcast could provide an improvement of the viewer’s experience of watching the broadcasted football game.
8

Holt, Jonathan Edward. "The application of behaviour analysis to the coaching of Academy football players : towards a technology of elite player development." Thesis, University of Southampton, 2009. https://eprints.soton.ac.uk/154229/.

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Many years of deliberate practice are required for the attainment of expertise (Ericsson, Krampe, & Tesch-Romer, 1993; Bloom, 1985), yet guidance for coaches responsible for the provision of practice to develop young sporting talent is sparse (Martindale, Collins & Daubney, 2005), The result is a coaching process directed by intuition and tradition rather than science informed by empirical findings (Williams & Hodges, 2005). This research examined the application of behaviour analysis, a science of behaviour to the coaching of boys at an English professional football club academy. Three single subject experiments were conducted (multiple baseline and alternating treatment designs) that assessed the effects of coaching interventions on the quality of practice, performance and learning of football technique and the potential for the frequent measurement of performance during coaching to guide this talent development process. Experiment 1 assessed the impact of a fluency building practice programme with self-monitoring and goal setting on the learning of non-dominant foot technique. Findings showed that practice with self-monitoring and charting made a noticeable improvement to passing frequency, which for some players generalised to the game with increased and improved non-dominant foot passing. Fluency practice had limited effect on non-dominant foot turns and no increase in aerial control in the game. It was hypothesised that the lack of a significant consequence for goal attainment limited the development of fluent turning and juggling technique and the lack of generalisation to the game. Experiment 2 compared the effects of goal setting alone, an individual contingency and a group contingency on learning football ‘juggling’ sequences and effort in practice. Results showed that the individual contingency (a signed player photograph) and the group contingency (extra game time) improved technical learning, the group contingency promoted greater effort in practice but goal setting alone did not promote significant learning or practice effort. Experiment 3 measured performance and learning in a group technical practice. Peer-assessed feedback, goal setting and a group contingency improved awareness, passing and first touch performance in practice which, for most players was maintained when the intervention was removed. Findings also showed that players were willing and able to assess their peers to collect accurate and reliable outcome data on performance to enhance the coaching process. Overall, the findings indicated that the coaching and measurement procedures provided valuable and reliable outcome data on all players and served to increase player performance and satisfaction during practice. Implications for the generation of performance standards for core practice tasks and the development of repeatable and measurable systems (a technology) of elite player identification, coaching and development were made.
9

Waugh, Daniel. "Oceania Football Confederation the impact of affiliate disaffiliation on the inter-organizational dynamics of a federated network : a dissertation submitted to Auckland University of Technology in partial fulfilment of the requirements for the degree of Master of Business (MBus), 2009 /." Click here to access this resource online, 2009. http://hdl.handle.net/10292/796.

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10

Engelbrecht, Warren Peter. "Performance Aaalysis of penalty area entrances of a South African men's professional football team." Thesis, Stellenbosch : University of Stellenbosch, 2010. http://hdl.handle.net/10019.1/4349.

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Thesis (M Sport Sc (Sport Science))--University of Stellenbosch, 2010.
ENGLISH ABSTRACT: The purpose of the study was to analyse the penalty area entrances of a team competing in the Premier Soccer League (PSL) in South Africa. Ten home matches of the team were analysed making use of a category set designed for the study. The main areas of analysis included the point of final action before the ball entered the penalty area, the part of the penalty area at which the entrance occurred, the method of entrance, the number of completed passes within the area, and the outcome of the entrance as well as the reason for the outcome. The results revealed that the team entered the penalty area on average 59.4 times per match and scored a goal on every 37.4 penalty area entrances. The ball being taken away by the opponents was the outcome that occurred most frequently within the penalty area (42.1% of all entries), and was largely due to interceptions by the defending team (20.7%). The next most commonly occurring event was the ball being given away by the attacking team (22.4% of all entries) and was largely as a result of the poor passing (20%). The results revealed that in order for the team to improve their ability to convert their attacking opportunities into goals, improvement of technical execution in particular passing and shooting within the critical areas of the field must be established. The results have implications for the use of performance analysis for professional teams as support for the coaching process.
AFRIKAANSE OPSOMMING: Die doel van die studie was om „n prestasie-profiel te ontwikkel wat die strafarea-toegang beskryf van „n professionele span wat aan die Premier Sokker Liga (PSL) in Suid-Afrika deelneem. Tien tuiswedstryde van die span is geanaliseer, gebaseer op „n kategorie wat vir die studie ontwerp is. Die vlakke van analise was eerstens die punt van finale aksie voordat die bal die strafarea binnegaan, die plek in die strafarea waar toegang plaasgevind het, die metode van toegang, die hoeveelheid afgehandelde aangee-aksies in die area en laastens die uitkoms van die toegang asook die rede vir die uitkoms. Die resultate het aangedui dat die span die strafarea ongeveer 59.4 keer per wedstryd betree en elke 37.4 „n doel aanteken deur toegang tot die strafarea te verkry. Die afneem van die bal deur „n span (42.1% van toegang) het die meeste plaasgevind nadat die bal die strafarea binne gegaan het. Dit is grotendeels te wyte aan onderskepping deur die verdedigende span (20.7%). Die weggee van die bal deur die aanvallende span (22.4% van toegang) was hoofsaaklik as gevolg van swak aangee-aksies (20%) en het ook dikwels voorgekom. Die prestasie-profiel het aangedui dat indien die span hulle vermoë wil verbeter om aanvallende geleenthede te laat eindig in „n doel, verbetering nodig is met tegniese uitvoering, veral met vaardighede ten opsigte van „n bal-aangee en doelskop. Hierdie studie is „n voorbeeld van hoe prestasie-analise aangewend kan word in professionele sokker om ondersteuning aan die afrigtingsproses te bied.

Книги з теми "Football Technology":

1

Frederick, Shane. The technology of football. North Mankato, MN: Capstone Press, 2013.

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2

Wilkinson, Jack. Focused on the top: Georgia Tech's championship story. Atlanta: Longstreet Press, 1991.

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3

Finebaum, Paul. I hate Georgia Tech: 303 reasons why you should too. Birmingham, AL: Crane Hill Publishers, 1995.

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4

Brimmer, Adam Van. 100 things Yellow Jackets fans should know & do before they die. Chicago, Ill: Triumph Books, 2011.

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5

Cromartie, Bill. Clean old-fashioned hate. 2nd ed. Nashville, Tenn: Rutledge Hill Press, 1991.

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6

Cromartie, Bill. Clean old-fashioned hate. 8th ed. Atlanta, Ga: Gridiron Publishers, 2002.

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7

Cromartie, Bill. Clean old-fashioned hate. Nashville, Tenn: Rutledge Hill Press, 1987.

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8

Magdalinski, Tara. Sport, technology and the body. Milton Park, Abingdon, Oxon: Routledge, 2009.

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9

Harrison, Paul. The Stamford Bridge encyclopedia: An A-Zof Chelsea FC. Edinburgh: Mainstream, 1995.

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10

Milne, Mike. Transformation of television sport: New methods, new rules. Houndmills, Basingstoke, Hampshire: Palgrave Macmillan, 2016.

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Частини книг з теми "Football Technology":

1

Yu, Aihua. "Study on University Football Teaching Based on Multimedia Technology." In Lecture Notes in Electrical Engineering, 265–72. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-4796-1_33.

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2

Jin, Jun. "Application of the Computer Simulation Technology in the College Football Teaching." In Advances in Intelligent Systems and Computing, 1503–8. Singapore: Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-2568-1_208.

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3

Parnabas, Vincent, Sarimah Ismail, Mohamad Nizam Mohamed Shapie, and Julinamary Parnabas. "Motives of Malay, Chinese and Indian Football Players." In Proceedings of the International Colloquium on Sports Science, Exercise, Engineering and Technology 2014 (ICoSSEET 2014), 189–97. Singapore: Springer Singapore, 2014. http://dx.doi.org/10.1007/978-981-287-107-7_20.

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4

Sullah, Abbylolita, Chee Hian Tan, and Sarimah Ismail. "Preferred Coaches’ Leadership Styles of Malaysian Football Teams." In Proceedings of the International Colloquium on Sports Science, Exercise, Engineering and Technology 2014 (ICoSSEET 2014), 635–44. Singapore: Springer Singapore, 2014. http://dx.doi.org/10.1007/978-981-287-107-7_64.

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Peixoto, Ana João, and Bruno Barbosa Sousa. "Sports and Emotions in Tourism Marketing Management: A Preliminary Study in Football in Portugal." In Advances in Tourism, Technology and Systems, 363–72. Singapore: Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-33-4256-9_33.

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Rezian-na, M. K., M. K. Farah Aimi, T. Wahidah, S. Norasrudin, and A. B. Noridah. "Sport Fan Curiosity Dimension: Empirical Studies of Malaysian Football Fans." In Proceedings of the 2nd International Colloquium on Sports Science, Exercise, Engineering and Technology 2015 (ICoSSEET 2015), 183–90. Singapore: Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-287-691-1_20.

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Ahmad, Ashikin, Azila Azreen Md Radzi, and Mohd Aizzat Adnan. "The Effect of Enhanced Sensorymotor Feedback on Balance Among Football Players." In Proceedings of the 2nd International Colloquium on Sports Science, Exercise, Engineering and Technology 2015 (ICoSSEET 2015), 43–53. Singapore: Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-287-691-1_5.

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Sulaiman, Norasrudin, Adde Shah Naddra Din, Rahmat Adnan, Shariman Ismadi Ismail, and Rezian-na Muhamad Kasim. "Validity of YYIR1 and MST in Estimating VO2max Among U-15 National Football Players." In Proceedings of the International Colloquium on Sports Science, Exercise, Engineering and Technology 2014 (ICoSSEET 2014), 395–400. Singapore: Springer Singapore, 2014. http://dx.doi.org/10.1007/978-981-287-107-7_41.

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Fatt, Ong Tah, and Muhammad Safuan Bin Aziz. "Association of Spectators Based Brand Equity (SBBE) and Fans Attendance: A Case of Selangor Football Fans." In Proceedings of the 3rd International Colloquium on Sports Science, Exercise, Engineering and Technology, 137–44. Singapore: Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-10-6772-3_17.

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10

Sudhan, Ganga, and Shankar Selvam. "The Problem with S.League Club Structure: A Case for Incorporating Singapore Football Clubs as Companies." In Proceedings of the 2nd International Colloquium on Sports Science, Exercise, Engineering and Technology 2015 (ICoSSEET 2015), 169–74. Singapore: Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-287-691-1_18.

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Тези доповідей конференцій з теми "Football Technology":

1

Mujika, Andoni, David Oyarzun, Jeser Zalba, Aitor Ardanza, Mikel Arizaleta, Sara García, and Amalia Ortiz. "VTS | Football - Tracking and Analysing Football Shots." In International Congress on Sport Sciences Research and Technology Support. SCITEPRESS - Science and and Technology Publications, 2015. http://dx.doi.org/10.5220/0005603702390244.

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2

Burukhina, O. V. ""Chemical Technology" and "Intellectual Football"." In ТЕНДЕНЦИИ РАЗВИТИЯ НАУКИ И ОБРАЗОВАНИЯ. НИЦ «Л-Журнал», 2018. http://dx.doi.org/10.18411/lj-12-2018-77.

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3

Lv, Ran, Jing Yong Yang, and De Yi Huang. "College Football Teaching Based on Information Technology." In 2021 International Conference on Information Technology and Contemporary Sports (TCS). IEEE, 2021. http://dx.doi.org/10.1109/tcs52929.2021.00030.

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4

Chaloemchai Trisuwannawat, Chirasil Chayawan, and Nithinant Thammakoranonta. "Designing database for a football league: A case study of Thai football league." In 2010 3rd IEEE International Conference on Computer Science and Information Technology (ICCSIT 2010). IEEE, 2010. http://dx.doi.org/10.1109/iccsit.2010.5564970.

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5

Silva, Fábio, Pedro Passos, and Octavian Postolache. "JFA Platform for Football Analysis." In Special Session on Performance Analysis in Soccer: How does Technology Challenge Current Practices? - 3rd Edition. SCITEPRESS - Science and and Technology Publications, 2015. http://dx.doi.org/10.5220/0005611103450351.

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6

Scotti, Vincenzo, Licia Sbattella, and Roberto Tedesco. "SFERANET: Automatic Generation of Football Highlights." In 6th International Conference on Computer Science, Engineering and Information Technology. Aircc Publishing Corporation, 2019. http://dx.doi.org/10.5121/csit.2019.91309.

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7

Pariath, Richard, Shailin Shah, Aditya Surve, and Jayashri Mittal. "Player Performance Prediction in Football Game." In 2018 Second International Conference on Electronics, Communication and Aerospace Technology (ICECA). IEEE, 2018. http://dx.doi.org/10.1109/iceca.2018.8474750.

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8

Chen Shengdi. "The Automatic Alarming System for Football Scoring." In 2011 International Conference on Multimedia Technology (ICMT). IEEE, 2011. http://dx.doi.org/10.1109/icmt.2011.6002290.

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9

Sawalkar, Isha, and Surekha Dholay. "Modeling CBR using Python for Football Matches." In 2019 Global Conference for Advancement in Technology (GCAT). IEEE, 2019. http://dx.doi.org/10.1109/gcat47503.2019.8978450.

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10

Zhao, Ming-fu, Xin-Yu Hu, Yun Shao, Bin-bin Luo, and Xin Wang. "Design of football robot based on DSP." In Seventh International Symposium on Instrumentation and Control Technology, edited by Jiancheng Fang and Zhongyu Wang. SPIE, 2008. http://dx.doi.org/10.1117/12.806263.

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