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Статті в журналах з теми "Mobile sports"

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1

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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Анотація:
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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2

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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Анотація:
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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3

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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4

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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Анотація:
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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5

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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Анотація:
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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6

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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Анотація:
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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7

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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Анотація:
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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8

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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Анотація:
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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9

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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Анотація:
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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10

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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11

Ariff, Mohamed Imran Mohamed, Nabil Farhan Roslan, Khairulliza Ahmad Salleh, and Masurah Mohamad. "Mobile fitness application for beginners." Indonesian Journal of Electrical Engineering and Computer Science 24, no. 1 (2021): 500–506. https://doi.org/10.11591/ijeecs.v24.i1.pp500-506.

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Анотація:
The present project is motivated by the recognition that the use of mobile fitness application is increasingly popular among sports and exercise participants in recent years. However, an extensive research on mobile fitness application indicates that most of them are not suitable for beginners. Thus, this project paper describes the development process of a mobile fitness application for beginners, who are looking at enhancing their physical fitness level. This mobile fitness application is developed using android studio and java language. Upon the development of this mobile fitness applicatio
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12

Alkasasbeh Jumah, Walaa, Thekra Alawamleh, Tamara Farash, and Hasan Aloran. "Enhancing sports nutrition knowledge among undergraduate student-athletes through educational interventions." Retos 70 (June 24, 2025): 11–23. https://doi.org/10.47197/retos.v70.114500.

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Анотація:
Introduction: Sports nutrition plays a critical role in enhancing athletic performance and maintaining athlete health. Despite its importance, many university student-athletes demonstrate limited knowledge in this area. Recent advances in educational technology offer innovative methods to deliver nutrition education effectively.Objective: This study aimed to evaluate the effectiveness of educational interventions specifically mobile applications on improving sports nutrition knowledge among university student-athletes. Methodology:A quasi-experimental study was conducted involving 100 universi
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13

Verhagen, E., W. van Mechelen, and C. Finch. "Mobile apps for sports injury prevention and treatment." Journal of Science and Medicine in Sport 15 (December 2012): S82. http://dx.doi.org/10.1016/j.jsams.2012.11.197.

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14

Pratama, Rivan Saghita. "FENOMENA PEMBELAJARAN JARAK JAUH PADA MATA PELAJARAN PENDIDIKAN JASMANI, OLAHRAGA, DAN KESEHATAN DI INDONESIA." SPORTIVE: Journal Of Physical Education, Sport and Recreation 5, no. 2 (2021): 149. http://dx.doi.org/10.26858/sportive.v5i2.23725.

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Анотація:
Education in Indonesia is currently undergoing major changes due to the spread of Covid-19. One of the government's steps to suppress the spread of Covid-19 is to establish a policy of Large-Scale Social Restrictions (PSBB) and PPKM (Enforcement of Restrictions on Community Activities), which have an impact on all sectors of human life, including the education sector. The COVID-19 pandemic has disrupted the face-to-face learning process. Now, the learning process is carried out online, including the practice of sports learning. The purpose of this study is to describe and describe the effectiv
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15

Yüce, Arif, Ümit Can Büyükakgül, and Hakan Katırcı. "Game in the Game: Examining In-App Advertising in Mobile Sports Games." PODIUM Sport, Leisure and Tourism Review 8, no. 1 (2019): 34–44. http://dx.doi.org/10.5585/podium.v8i1.319.

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16

Pan, Wenwen, Bei Liu, and Zhiliang Song. "Edge Computing-Induced Caching Strategy for National Traditional Sports Video Resources by Considering Unusual Items." International Journal of Distributed Systems and Technologies 12, no. 2 (2021): 1–12. http://dx.doi.org/10.4018/ijdst.2021040101.

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Анотація:
In order to promote the development of national traditional sports to carry forward the spirit and culture of a country or nation, this paper designs a system for national traditional sports video distribution with the help of software-defined network and mobile edge computing technologies. Thus, the popular national traditional sports resources can be cached in mobile edge computing servers, which can reduce the delay time from cloud center directly. In order to improve the hit rate of the cached videos, the ant colony-stimulated annealing is used as the caching strategy. The experimental res
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17

Peng, Man. "Evaluating the Effectiveness of Mobile Interactive Technology in University Physical Education Courses." International Journal of Interactive Mobile Technologies (iJIM) 18, no. 20 (2024): 85–98. http://dx.doi.org/10.3991/ijim.v18i20.51883.

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Анотація:
With the rapid development of mobile interactive technology, a transformative shift in the pedagogical model of university sports courses has been initiated. Traditional teaching methods are simplistic and characterized by their lack of interactivity and personalization. However, the implementation of mobile interactive technology provides students with increased opportunities for participation and access to learning resources. Although existing research focuses on the integration of mobile interactive technology in university sports courses, a significant limitation remains in the evaluation
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18

Guo, Chunding, and Junxia Yang. "Construction of University Sports Flipped Classroom Based on Sports Skills Learning and Mobile Edge Computing-Driven Neural Network." Wireless Communications and Mobile Computing 2022 (April 7, 2022): 1–9. http://dx.doi.org/10.1155/2022/7979307.

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Анотація:
In order to make students more interested in PE learning in PE teaching, it is necessary for PE educators to change the traditional way of thinking, take students as the main body of PE learning, be guided by teachers themselves, and use mobile edge computing and neural network technology as technologies. It enables students to carry out intelligent physical education independently. Whether the teaching is effective does not mean whether the teacher has completed the teaching content seriously, but whether the students have learned something, or whether the students have learned well. Based on
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19

Kang, Seok. "The Mobile Phone and Professional Sports: Fans’ Use of Mobile Content for Loyalty, Identification, and Fandom." International Journal of Sport Communication 8, no. 4 (2015): 452–76. http://dx.doi.org/10.1123/ijsc.2015-0098.

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Анотація:
The purpose of this study was to examine how fans of professional sports use mobile content to develop fan support. Mobile-content dimensions were evaluated and their relationships with attitudinal and behavioral loyalty, team identification, and sport fandom were tested. A total of 665 young professional sport fans were surveyed in the southwest region of the United States. Three mobile-content dimensions—information, service, and interaction—were identified. The results indicate that the information dimension was positively associated with attitudinal loyalty, team identification, and sport
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20

Agung Pamungkas, Bayu, and Dadan Zaliluddin. "SISTEM INFORMASI ANALISIS PLAYER TOURNAMENT MOBILE LEGENDS BERBASIS WEB PBESI MAJALENGKA." SEMINAR TEKNOLOGI MAJALENGKA (STIMA) 7 (September 27, 2023): 47–53. http://dx.doi.org/10.31949/stima.v7i0.871.

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Анотація:
This research is motivated by the increasing number of E-Sports users or enthusiasts worldwide, as E-Sports has become an integral part of official sports competitions. Therefore, by creating an information system to process the data from Mobile Legends tournaments, the aim is to make informed decisions in identifying potential athletes who can bring honor to their region or country. In conclusion, this system is developed to provide support for decision-making, provide information related to the E-Sports organization that oversees the E-Sports ecosystem, namely the Indonesian Esports Associat
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21

Ben, Huanfa, Li Wang, Zhaogui Ma, and Junjun Yang. "Design of College Physical Education Curriculum Based on Mobile App Development Platform." Wireless Communications and Mobile Computing 2022 (June 17, 2022): 1–10. http://dx.doi.org/10.1155/2022/9746549.

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Анотація:
As a new term, mobile client app is common in the software market and has mature commercial cases, while for mobile client app of educational content, it is relatively new. The purpose of this paper is to design the sports curriculum app in line with the current university. This paper uses the research method of questionnaire to investigate and analyze the current situation of the organization and management of sports activities and public sports facilities of college students in Taian. Based on the analysis of the influence of sports app on college students’ sports behavior, it constructs the
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22

Jasiulewicz, Anna, and Zygmunt Waśkowski. "Possibilities of Brand Promotion Through Lifestyle Mobile Sports Applications." Marketing of Scientific and Research Organizations 37, no. 3 (2020): 1–16. http://dx.doi.org/10.2478/minib-2020-0019.

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Анотація:
AbstractThe objective of the article was to present the authors’ conceptual model of using lifestyle sports applications. Proposed model provides classification of lifestyle sports mobile applications types used by companies for brand promotion purposes and identification of ways in which companies can reach users through applications. The recognition of benefits that applications can provide to the enterprises and possible benefits associated with the presence of brands in the application for its user was also provided in the conceptual model. The second objective was to study the opinions of
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23

Dong, Xianfeng. "Physical Training Information System of College Sports Based on Big Data Mobile Terminal." Mobile Information Systems 2021 (August 27, 2021): 1–7. http://dx.doi.org/10.1155/2021/4109794.

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Анотація:
The development of information technology is changing all walks of life. People’s health problem is more and more prominent; people begin to talk about the reform of college sports training. Sports no longer rely on individual games, but on the comprehensive strength of science and technology competition. The fierce competition for Olympic gold medal in modern competitive sports is largely due to the competition of scientific and technological strength of various countries. China has also conducted a lot of research on sports information and made some achievements. Through the investigation, w
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24

Watkins, Brandi, and Regina Lewis. "Winning With Apps: A Case Study of the Current Branding Strategies Employed on Professional Sport Teams’ Mobile Apps." International Journal of Sport Communication 7, no. 3 (2014): 399–416. http://dx.doi.org/10.1123/ijsc.2014-0009.

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Анотація:
In this case study, the authors take a first look at how professional sports teams are using mobile apps as part of their branding and marketing strategies, as well as to enhance fan experience. Through the use of quantitative content-analysis methodology, professional sports teams’ mobile apps (N = 72) are analyzed to assess branding and marketing strategies and opportunities for fan engagement. The branding strategies most prevalent on the mobile apps include information about the teams and their performance. In terms of marketing strategies, 32 of the mobile apps provide an opportunity for
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25

Zuniga, Krystle E., Darcy L. Downey, Ryan McCluskey, and Carley Rivers. "Need for and Interest in a Sports Nutrition Mobile Device Application Among Division I Collegiate Athletes." International Journal of Sport Nutrition and Exercise Metabolism 27, no. 1 (2017): 43–49. http://dx.doi.org/10.1123/ijsnem.2015-0305.

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Анотація:
The majority of National Collegiate Athletic Association (NCAA) programs do not have a sports nutritionist, leaving athletes to gather information from resources that vary in reputability. The objective of this study was to identify a need for the development of accessible and reputable resources of nutrition information by assessing the current use of nutrition information resources, dietary habits, and sports nutrition knowledge among Division I collegiate athletes. Seventy-two athletes across eight sports completed questionnaires concerning nutrition resources used, dietary habits, and spor
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26

Shim, Sang-Shin. "Effects of Leisure Attitude and Satisfaction on Sports Participation in Sports Mobile Applications Users." Journal of Sport and Leisure Studies 63 (February 29, 2016): 309–22. http://dx.doi.org/10.51979/kssls.2016.02.63.309.

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27

Adam Iqbal Sebyl Nasrullah and Yulianto Dwi Saputro. "Analisis Pengaruh E-Sports Divisi Mobile Legends terhadap Literasi Digital Siswa SMPN 13 Malang." SPRINTER: Jurnal Ilmu Olahraga 5, no. 2 (2024): 360–66. https://doi.org/10.46838/spr.v5i2.559.

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Анотація:
Penelitian ini bertujuan untuk menganalisis secara kualitatif pengaruh partisipasi dalam e-sports divisi Mobile Legends terhadap literasi digital siswa SMPN 13 Malang. Metode penelitian deskriptif kualitatif digunakan untuk mengumpulkan data melalui observasi, wawancara, dan dokumentasi. Studi ini melibatkan tujuh siswa laki-laki dari SMPN 13 Malang yang berpartisipasi dalam turnamen e-sports Mobile Legends. Hasil dari beberapa aspek literasi digital menunjukkan bahwa: (1) Kemampuan fungsional dan dasar untuk menggunakan teknologi digital, seperti ponsel, komputer, dan aplikasi, meningkat (2)
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28

Chang, Che-Wei. "Virtual and real integration and online learning course learning effect difference analysis during COVID-19." Journal of Information and Optimization Sciences 46, no. 3 (2025): 601–23. https://doi.org/10.47974/jios-1467.

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Анотація:
The COVID-19 epidemic has changed the way of teaching, and online distance teaching has replaced physical teaching. In the post-epidemic era, physical teaching or online and physical mixed teaching has gradually resumed. In order to solve the pain points of students’ online learning data analysis courses and teachers’ teaching, this study set up a sports lottery and analysis course, and formulated a positioning strategy for the 123-courses, which are 1 sports lottery analyst certificate and 2 research methods, which are action teaching Method and situational teaching method, constructing a vir
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29

Sunarno, Basuki, Amirudin Akhmad, and Perdinanto. "Development of Mobile-Based Learning Media for Supervision of Physical Education and Sports Training." International Journal of Innovative Science and Research Technology (IJISRT) 10, no. 1 (2025): 2439–48. https://doi.org/10.5281/zenodo.14874195.

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Анотація:
This research aims to develop mobile-based learning media that can support the supervision of physical education and sports training effectively and efficiently. In the context of physical education and sports, effective supervision by supervisors and coaches is very important to ensure that the learning process runs optimally, improve students' motor skills, and promote physical health and mental well-being. With advances in digital technology, mobile applications offer significant potential to improve traditional supervision methods through real-time monitoring, instant feedback, and integra
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30

Aziz, Hamdan Maskur, Lukas Susanto, Titin Kuntum Mandalawati, and Wahid Syaiful Anwar. "PRESEPSI KOMUNITAS E-SPORTS DIVISI MOBILE LEGENDS TERHADAP KARIR DI KABUPATEN MAGETAN." Jurnal Kesehatan dan Olahraga 8, no. 2 (2024): 72–79. https://doi.org/10.24114/ko.v8i2.62596.

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Анотація:
Penelitian ini bertujuan untuk mengeksplorasi persepsi komunitas E-sports divisi Mobile Legends terhadap peluang karir di Kabupaten Magetan. Menggunakan metode triangulasi yang mencakup observasi, angket, dan dokumentasi, penelitian ini menganalisis minat, antusiasme, dan pemahaman komunitas terhadap E-sports serta dukungan fasilitas yang tersedia. Hasil observasi menunjukkan minat dan antusiasme tinggi terhadap E-sports, namun keterlibatan rutin dan frekuensi latihan harian masih perlu ditingkatkan. Angket menunjukkan bahwa 93,3% responden menganggap E-sports sebagai cabang olahraga yang sah
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31

Wan, Huizhen. "Behavior of Sports Tourism Consumers Based on Cloud Computing and Mobile Big Data." Journal of Electrical and Computer Engineering 2022 (June 18, 2022): 1–14. http://dx.doi.org/10.1155/2022/7009345.

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Анотація:
With the rise of the sports tourism industry, the group of sports tourism consumers is also growing. The study of the behavior of sports tourism consumers has therefore become a popular topic. This paper firstly organizes and analyzes the research results of scholars, finds out the deficiencies, and finds out the methods suitable for this research. On this basis, this research is practiced, and the methods found are successfully improved to add personal innovation points. Then, the definition and characteristics of cloud computing and mobile big data are elaborated. Next, this paper selects so
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32

Kang, Seok. "Mobile communication and pro sports: motivation and fan loyalty." International Journal of Mobile Communications 15, no. 6 (2017): 604. http://dx.doi.org/10.1504/ijmc.2017.086879.

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Kang, Seok. "Mobile communication and pro sports: motivation and fan loyalty." International Journal of Mobile Communications 15, no. 6 (2017): 604. http://dx.doi.org/10.1504/ijmc.2017.10005645.

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34

Al Aziiz, Muhammad, Fariz Herlando, Muhammad Jeral Palepa, and Reva Qintara Rohmansa. "ANALISIS SENTIMEN APLIKASI MOBILE LEGENDS : BANG BANG MENGGUNAKAN LATENT DIRICHLET ALLOCATION." E-Link: Jurnal Teknik Elektro dan Informatika 19, no. 1 (2024): 1. http://dx.doi.org/10.30587/e-link.v19i1.6942.

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Анотація:
E-sports or electronic sports, is a video game competition in which players make video games as an alternative to officially recognized sports that have various values in the fields of sport, economics, social, achievement, and knowledge. Mobile Legends : Bang Bang is a mobile video game that goes into the multiplayer online battle arena genre (MOBA). These opinions need to be taken into account as input in the evaluation to ensure that the Mobile Legends: Bang Bang app can make a good impact on its users. In this study, data from the Google Play Store was used to analyze user responses to app
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35

SEZER, Süreyya Yonca, and Kubilay ŞENBAKAR. "Assessment of Mobile Phone Usage and Loneliness Levels of Faculty of Sports Sciences Students." International e-Journal of Educational Studies 7, no. 15 (2023): 730–37. http://dx.doi.org/10.31458/iejes.1344541.

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With the introduction of the mobile phone into our life, several social media and game applications were created, and individuals began to spend their time in the virtual world. The purpose of this study was to measure the loneliness levels of students at the Faculty of Sport Sciences using mobile phones. People have been more focused on their mobile phones as technology has advanced, and this has unavoidably led to a shift away from the environment and people. The research population consists of students from Fırat University’s Faculty of Sports Sciences. The sample consists of 146 students e
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36

Liu, Ning, and De Yu Yang. "The Study on Educational iOS and Android Application Program of Sports Skills and Knowledge." Applied Mechanics and Materials 644-650 (September 2014): 3137–40. http://dx.doi.org/10.4028/www.scientific.net/amm.644-650.3137.

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Nowadays, the mobile Internet has become the mainstream technology which change the way people get information and achieve social communication, physical education teaching and corresponding teaching methods can also use the most fashionable mobile platforms and technology of the Internet. In order to realize the sports teaching material application programming, we will with the mobile Internet and intelligence terminal as a platform to develop a series of sports skills and the education of knowledge iOS and Android applications. Using professional video production means to produce the technic
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37

Liu, Kai, and Cheng Guo. "The Auxiliary Function of Intelligent Mobile Robot in the Standard Training of Children’s Sports Movement." Wireless Communications and Mobile Computing 2022 (March 23, 2022): 1–13. http://dx.doi.org/10.1155/2022/5157954.

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Mobile robots belong to mechanical devices. Mobile robots are commanded by humans and restricted by the principles established by artificial intelligence technology, mainly to assist humans in dangerous tasks. Intelligent mobile robot is a system that integrates perception, analysis, and decision-making, and it integrates a number of high-end technologies. It is currently the most active field of technological development. Infant sport is essentially a process of cultivating and caring for the physical fitness of children. This article aims to explore the auxiliary role of intelligent mobile r
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38

Kipkirui, Nahashion, and Dr Salome Musau. "Nexus Between Financial Technology and Investment Decisions among Youths Involved in Sports Betting in Nairobi City County, Kenya." Journal of Finance and Accounting 4, no. 8 (2024): 46–59. https://doi.org/10.70619/vol4iss8pp46-59.

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Purpose: Increased access to technology and the widespread use of technology devices in Africa have created new opportunities for sports betting that were not previously available. Sport betting has taken off among Kenya’s youth population, who are mostly sports lovers. Poor investment decisions among the youths have led to these youths suffering huge losses. This study aimed to ascertain how financial technology influences the investment choices made by young people in Nairobi City County, Kenya who bet on sports. This study aimed to specifically investigate how data-based services, mobile se
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39

Li, Yupeng, Kitak Kim, and Yu Ding. "Early Warning System of Tennis Sports Injury Risk Based on Mobile Computing." Mobile Information Systems 2021 (June 18, 2021): 1–10. http://dx.doi.org/10.1155/2021/3278276.

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In recent years, sports injuries in professional tennis players have gradually increased and sports injuries will break the sports training system and affect the long-term growth of new tennis players. Avoiding athlete injuries has become an important factor in improving training quality and game performance and ensuring the sustainable development of young tennis players’ competitiveness. Therefore, this article will use the RBF neural network algorithm and cluster analysis method to establish a tennis sports injury risk early warning model and finally establish a tennis sports injury risk ea
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40

Javed, Saeed, Abida Naseer, and Qamar Javed. "Relationship between Internal and External Determinants and Sports Participation of Colleges Players at Southern Punjab, Pakistan." Global Educational Studies Review V, no. III (2020): 26–32. http://dx.doi.org/10.31703/gesr.2020(v-iii).03.

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The present research was aimed to determine the relationships of internal (personal interest and motivation level) and external (parent support, mobile and internet, and academic pressure) determinants with sports participation (promotion of health and social interaction) of players. Samples of 450 numbers were randomly selected from the population. A self-administered questionnaire was utilized to collect the desired data. Descriptive statistics and Pearson's correlation analysis were employed to analyze the collected data. The findings of the research revealed that sub-domains of internal an
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41

Yus Mori Silitonga, Frans. "Perancangan Aplikasi Istilah Olahraga Berbasis Mobile dengan Penerapan Algoritma Apostolico-Giancarlo." Journal of Computing and Informatics Research 1, no. 1 (2021): 14–18. http://dx.doi.org/10.47065/comforch.v1i1.112.

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In this era of globalization, it is very necessary to have an information system that is fast and ready to use due to increasingly sophisticated human civilization and humans themselves are required to be able to adapt to these developments. Especially in the development of sports in information technology. The application design process carried out is still difficult to find the meaning of certain sports terms in sports. In order to overcome this problem, the author applies the apostolico-giancarlo algorithm to the application of mobile-based sports terms that can facilitate the information s
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42

Girard, Olivier, Franck Brocherie, and Grégoire P. Millet. "On the use of mobile inflatable hypoxic marquees for sport-specific altitude training in team sports." British Journal of Sports Medicine 47, Suppl 1 (2013): i121—i123. http://dx.doi.org/10.1136/bjsports-2013-092794.

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43

Leimeister, Jan Marco, Uta Knebel, and Helmut Krcmar. "Hybrid Value Creation in the Sports Industry." International Journal of Information Systems in the Service Sector 2, no. 1 (2010): 11–25. http://dx.doi.org/10.4018/jisss.2010093002.

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Integrated product-service packages (hybrid products) can open new markets and target groups to companies. However, existing approaches to service or product development do not sufficiently address simultaneous development and domain-specific issues. A very promising new field for such bundles is the health and fitness industry. In this research, we designed and built an IT-supported training system for running, the Mobile Sports Companion (MSC), which closely interlocks a product and corresponding services using an iterative development process. We tested the pilot system with 14 recreational
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44

Cheng, Long. "Implementation of Snow and Ice Sports Health and Sports Information Collection System Based on Internet of Things." Journal of Healthcare Engineering 2022 (January 7, 2022): 1–12. http://dx.doi.org/10.1155/2022/7411955.

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The promotion of ice and snow sports not only provides professional athletes for the Winter Olympics but also acts as appreciative mass bases for ice and snow sports. The appearance of ice and snow sports will bring a new consumption pattern and develop a new ice and snow industry. In this paper, an Internet of Things (IoT)-based sports information collection system which is specifically designed and developed for the healthcare domain specifically in the snow and ice sports is proposed. The physiological parameters such as body temperature, ECG, blood pressure, blood sugar, and blood oxygen s
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45

Yunkun Cui. "Research on Physical Fitness Prediction Model of Athletes Based on Computer Deep Learning." Journal of Electrical Systems 20, no. 2 (2024): 1210–21. http://dx.doi.org/10.52783/jes.1321.

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This project intends to study the sports monitoring system based on Android platform in combination with the current wide application of mobile terminal devices and the needs of athletes' daily sports monitoring. This project uses the currently popular head-mounted wireless headset as the main data acquisition terminal, and transmits and decodes data through the head-mounted cable and through the voice interface on the Android platform. Finally, these data are converted into the athletes' action data, and then the mobile terminal software evaluates the athletes' training effect. Simulation res
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46

Bruce-Low, S. S., S. Burnet, K. Arber, D. Price, L. Webster, and M. Stopforth. "Interactive mobile learning: a pilot study of a new approach for sport science and medical undergraduate students." Advances in Physiology Education 37, no. 4 (2013): 292–97. http://dx.doi.org/10.1152/advan.00004.2013.

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Mobile learning has increasingly become interwoven into the fabric of learning and teaching in the United Kingdom higher education sector, and as technological issues become addressed, this phenomena has accelerated. The aim of the study was to examine whether learning using a mobile learning device (Samsung NC10 Netbook) loaded with interactive exercises promoted learning compared with a traditional library exercise. Using a randomized trial, 55 students from an undergraduate sports science course ( n = 28) and medical course ( n = 27) volunteered to participate in this study. A mixed-model d
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47

Muhammad Denden Ramdani, Suci Putri Lestari, and Mila Karmila. "Pengaruh Motivasi dan Komunikasi Terhadap Pengembangan Sumber Daya Manusia di Bidang Industri Electronic Sports Pada Divisi Mobile Legends Bang Bang Se-Priangan Timur." J-CEKI : Jurnal Cendekia Ilmiah 2, no. 6 (2023): 596–99. http://dx.doi.org/10.56799/jceki.v2i6.2141.

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This research was conducted with the aim to determine the effect of motivation and communication on the development of human resources in the field of the Electronoc Sports Industry (Survey on the Division of Mobile Legends Bang Bang Se-Priangan Timur). The method used in this study is a survey method using data obtained directly through questionnaires distributed to 95 respondents who are members of the Mobile Legends Division Bang Bang Se-Priangan Timur. The technique used in this research is multiple linear regression analysis. Based on the research results, it can be seen that motivation a
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48

Straw, Chase M., Rebecca A. Grubbs, Kevin A. Tucker, and Gerald M. Henry. "Handheld versus Mobile Data Acquisitions for Spatial Analysis of Natural Turfgrass Sports Fields." HortScience 51, no. 9 (2016): 1176–83. http://dx.doi.org/10.21273/hortsci11019-16.

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Research compared handheld and mobile data acquisitions of soil moisture [volumetric water content (VWC)], soil compaction (penetration resistance), and turfgrass vigor [normalized difference vegetative index (NDVI)] of four natural turfgrass sports fields using two sampling grid sizes (4.8 × 4.8 m and 4.8 × 9.6 m). Differences between the two sampling grid sizes were minimal, indicating that sampling with handheld devices using a 4.8 × 9.6 m grid (120–130 samples) would achieve results similar to the smaller grid size. Central tendencies and data distributions varied among the handheld and mo
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49

Jang, Sung-Woon, and Soon-Jae Kwon. "Intention of Using Mobile Application for Continuous Leisure Sports Participation." Journal of the Korea Entertainment Industry Association 11, no. 5 (2017): 91–104. http://dx.doi.org/10.21184/jkeia.2017.07.11.5.91.

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50

Gao, Wen, Qing-ming Huang, Shu-qiang Jiang, and Peng Zhang. "Sports video summarization and adaptation for application in mobile communication." Journal of Zhejiang University-SCIENCE A 7, no. 5 (2006): 819–29. http://dx.doi.org/10.1631/jzus.2006.a0819.

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