How have science and technology helped today's athletes and sports people perform better for longer? And how could this change in the future? From the development of carbon fibre composites for para-athletes to improvements in sports nutrition, our performance in competitive events has been vastly improved by contemporary science and technology. This book looks at historical, current and emerging examples of sport technology. We look at technology in training, athletic performance, sports nutrition, sports equipment, sports medicine and how sport is shown on TV.
Sport technology has to be seen from the holistic, as well as inter- and transdisciplinary point of view. Product development requires close collaboration between engineers, athletes, sports scientists, and business managers. It requires an in-depth understanding of engineering disciplines, life and sport sciences, as well as economics. The Impact
This book outlines the effects that technology-induced change will have on sport within the next five to ten years, and provides food for thought concerning what lies further ahead. Presented as a collection of essays, the authors are leading academics from renowned institutions such as Massachusetts Institute of Technology, Queensland University of Technology, and the University of Cambridge, and practitioners with extensive technological expertise. In their essays, the authors examine the impacts of emerging technologies like artificial intelligence, the Internet of Things, and robotics on sports and assess how they will change sport itself, consumer behavior, and existing business models. The book will help athletes, entrepreneurs, and innovators working in the sports industry to spot trendsetting technologies, gain deeper insights into how they will affect their activities, and identify the most effective responses to stay ahead of the competition both on and off the pitch.
How have science and technology helped today's athletes and sportspeople perform better for longer? And how could this change in the future? From the development of carbon fibre composites for para-athletes to improvements in sports nutrition, our performance in competitive events has been vastly improved by contemporary science and technology. This book looks at historical, current and emerging examples of sport technology. We look at technology in training, athletic performance, sports nutrition, sports equipment, sports medicine and how sport is shown on TV.
This book introduces readers to state-of-the-art cases and tools for managing innovation in today’s rapidly changing business environment. It provides a wealth of methodological knowhow and guidance on practical applications, as well as case studies that reveal various challenges in technology and innovation management. Written by a mix of academic scholars and practitioners, the respective chapters present tools and approaches for the early detection of emerging fields of innovation, as well as relevant processes and resources. The contributing authors hail from leading innovative companies including Google, Amazon, Intel, Daimler-Benz, and NASA.
The development and implementation of new technology devices to help professionals, athletes, and non-athletes improve their physical fitness, performance, health, and well-being have emerged in the last few years. This book briefly overviews the current state of the art in technology applied to sports, providing examples, literature syntheses, and recent applications to sports, focused on the most important evidenced-based developments in this area. Attention is drawn to issues and unusual matters that may arise when it comes to technological innovation applied to sport. For the reader, this could be a different perspective on technological progress in physical activity.
Live broadband streaming of the 2008 Beijing Olympics accounted for 2,200 of the estimated 3,600 total hours shown by the American NBC-Universal networks. At the 2012 London Olympics, unprecedented multi-platforming embraced online, mobile devices, game consoles and broadcast television, with the BBC providing 2,500 hours of live coverage, including every competitive event, much in high definition and some in 3D. The BBC also had 12 million requests for video on mobile phones and 9.2 million browsers on its mobile Olympics website and app. This pattern will only intensify at future sport mega events like the 2014 FIFA World Cup and 2016 Summer Olympics, both of which will take place in Brazil. Increasingly, when people talk of the screen that delivers footage of their favorite professional sport, they are describing desktop, laptop, and tablet computer screens as well as television and mobile handsets. Digital Media Sport analyzes the intersecting issues of technological change, market power, and cultural practices that shape the contemporary global sports media landscape. The complexity of these related issues demands an interdisciplinary approach that is adopted here in a series of thematically-organized essays by international scholars working in media studies, Internet studies, sociology, cultural studies, and sport studies. .
The first book of its kind devoted to this topic, this comprehensive text/reference presents state-of-the-art research and reviews current challenges in the application of computer vision to problems in sports. Opening with a detailed introduction to the use of computer vision across the entire life-cycle of a sports event, the text then progresses to examine cutting-edge techniques for tracking the ball, obtaining the whereabouts and pose of the players, and identifying the sport being played from video footage. The work concludes by investigating a selection of systems for the automatic analysis and classification of sports play. The insights provided by this pioneering collection will be of great interest to researchers and practitioners involved in computer vision, sports analysis and media production.
This electronic version has been made available under a Creative Commons (BY-NC) open access license. How do new technologies come to be used in sport? This book moves beyond the idea of functionality to explore the many other important factors that athletes and sporting bodies consider throughout the process of adoption. Few would question the difficulty of producing an elite athletic performance. The high level of training, combined with intense competition and pressure from media and sponsors, can be challenging for athletes and sporting bodies to negotiate. This book explores how these factors affect the use of technology in sport, while simultaneously demonstrating the influence of new technologies on sporting practice. Using actor-network theory - an approach common in studies of science and management but seldom applied in this field - it offers readers an inside view into elite sport and the part that technology plays in training, competition and broadcasting. Sport and technology offers theoretical insights relevant to students and scholars of sport and sociology. It will also be fascinating reading for anyone interested in elite sporting practice in the twenty-first century.
Nonlinear pedagogy is a powerful paradigm for understanding human movement and for designing effective teaching, coaching and training programs in sport, exercise and physical education. It addresses the inherent complexity in the learning of movement skills, viewing the learner, the learning environment and the teacher or coach as a complex interacting system, with the constraints of individual practice tasks providing the platform for functional movement behaviours to emerge. This is the first book to explain this profoundly important new approach to skill acquisition, introducing key theoretical ideas and best practice for students, teachers and coaches. The first section of the book offers a general theoretical framework to explain processes of skill acquisition and the learning of movement skills. The book then defines nonlinear pedagogy, and outlines its key principles of practice. It offers a thorough and critical appraisal of the optimal use of instructional constraints and practice design, and discusses methods for creating challenging and supportive individualised learning environments at developmental, sub-elite and elite levels of performance. Every chapter contains cases and examples from sport and exercise contexts, providing guidance on practice activities and lessons. Nonlinear Pedagogy in Skill Acquisition is an essential companion for any degree level course in skill acquisition, motor learning, sport science, sport pedagogy, sports coaching practice, or pedagogy or curriculum design in physical education.