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E-raamat: Computers in Sport

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  • Formaat: 352 pages
  • Ilmumisaeg: 25-Apr-2008
  • Kirjastus: WIT Press
  • ISBN-13: 9781845643102
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  • Formaat: 352 pages
  • Ilmumisaeg: 25-Apr-2008
  • Kirjastus: WIT Press
  • ISBN-13: 9781845643102
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Dabnichki (U. of London) and Baca (U. of Vienna) address the emerging field of sport informatics, providing an overview of current research and applications. Multi-chaptered sections discuss multimedia, presentation, and virtual reality; modeling and simulation; biomechanics; data acquisition, analysis, databases, IT, and pervasive computing; and education. One entire chapter is devoted to information technology at the Olympic Games, from software applications to future challenges. The US office of WIT Press is Computational Mechanics. Annotation ©2008 Book News, Inc., Portland, OR (booknews.com)

The use of computers in the sport and exercise sciences is now unquestioned. They are employed in the functioning of laboratory facilities, data collection, data handling and prediction of forthcoming outcomes. Recent advances are strongly affected by current developments in computer science and technology. In particular, progress in hardware (processor speed, storage capacity, communication technology), software (tools), information management concepts (data bases, data mining) and media (internet, eLearning, multimedia) gives a great impetus.This book, written by leading experts in the interdisciplinary field of sport and computer science, provides an overview on current fields of research and application covering fields such as virtual reality, ubiquitous computing, feedback systems and multimedia.

This book, written by leading experts in the interdisciplinary field of sport and computer science, provides an overview on current fields of research and application covering fields such as virtual reality, ubiquitous computing, feedback systems and multimedia.
Foreword xi
Preface xv
Multimedia/Presentation/Virtual Reality
1(96)
Virtual reality
3(40)
Introduction
3(3)
Overview of VR and sport
6(3)
Components of participant activity in VR and transferability
9(1)
Reacting to event
9(2)
Novice vs. experts
11(1)
The process of creating virtual environments
12(1)
Computer graphics: visual input
13(1)
Audio in virtual reality
14(3)
Haptics and other sensory input
17(1)
Kinetic interfaces: a coaching revolution
18(5)
Basic kinetic game technology
23(2)
Proposed technology
25(3)
Retrofitting
28(1)
VR environments designed for sports
29(1)
Bobsled simulation
29(3)
Hockey goaltender simulation
32(1)
Visualization in speed skating
33(1)
Visualization in golf
34(2)
Implications of VR developments on sport performance
36(1)
Wii have a problem
37(1)
Environments
38(1)
Final note
38(1)
References
39(4)
Feedback systems
43(26)
Introduction
43(1)
General aspects
44(1)
Systems and applications
45(1)
Video feedback
46(4)
Feedback of results
50(6)
Kinematic feedback
56(5)
Kinetic feedback
61(3)
Conclusions
64(1)
References
65(4)
Long-distance sports
69(28)
Introduction
69(1)
Trends
70(1)
Approach
71(1)
Long-distance sports
71(1)
Breakout for Two
72(2)
Technical implementation
74(1)
Evaluation
75(3)
Lessons learned
78(1)
Airhockey over a distance
79(3)
Evaluation
82(3)
Application
85(2)
Applicability of existing sports
87(1)
Conceptual position
87(2)
What computing and sports can learn from long-distance sports?
89(1)
Related work
89(2)
Future work
91(1)
Asynchronous long-distance sports
91(1)
Scaling of long-distance sports
91(1)
Are we going to play long-distance sports soon?
92(1)
Conclusion
92(1)
Acknowledgements
93(1)
References
93(4)
Modelling/Simulation
97(90)
Coaching and computer science
99(22)
Introduction
99(1)
Coaching
100(1)
Definition of coaching
100(1)
A conceptual framework for coaching
101(2)
Conditions for support by computer science
103(1)
Computer science and coaching; history and state-of-the-art
104(1)
Technological developments
104(2)
Observational systems
106(2)
Coupling of competition and coaching
108(2)
Qualitative game analysis
110(2)
Computer science and coaching: perspectives
112(1)
Real-time technologies
112(1)
From position detection to coaching
113(3)
Future perspectives
116(2)
References
118(3)
Modelling
121(40)
Introduction
121(1)
Modelling and simulation in sport
122(1)
Paradigms and types of modelling
122(1)
Simulation and prediction
123(1)
Data vs. information
124(1)
Artificial intelligence and soft computing
125(4)
Adaptation models
129(1)
Antagonistic meta-model PerPot
129(1)
Applications and approaches
130(3)
Modifications and extensions
133(8)
PerPot as scheduling tool for endurance sports
141(2)
Analysis and simulation of processes
143(1)
Artificial neural networks
143(2)
Approaches and applications
145(4)
Modelling of learning processes
149(6)
Conclusion and outlook
155(2)
References
157(4)
Approaching a formal soccer theory from behaviour specifications in robotic soccer
161(26)
Robotics and soccer
162(1)
RoboCup leagues
162(2)
Challenges in robotic soccer
164(1)
Learning from human soccer
165(1)
Overview of the rest
165(1)
Theoretical background
166(1)
Situation calculus
166(1)
Readylog
167(1)
Spatial relations
168(1)
Formalizing soccer strategies
169(1)
The organization of soccer knowledge
170(2)
An example: build-up play
172(1)
Basic primitives
173(2)
Deriving the specification of soccer tactics
175(3)
An example move on a robot
178(2)
Discussion
180(1)
Related works
181(2)
Final remarks
183(1)
References
183(4)
Biomechanics
187(60)
Biomechanical modelling in sports - selected applications
189(28)
Introduction
189(1)
Why models?
189(1)
A classification of models
190(1)
MBS in sports biomechanics
191(1)
Forward multi-body models
192(2)
Inverse multi-body models
194(1)
Finite element models in sports biomechanics
195(1)
The basic concept of the finite element method
196(3)
FEM applications to improve sports equipment
199(3)
The set-up of individual models of human body parts
202(11)
Short outlook
213(1)
Acknowledgements
214(1)
References
214(3)
Motion analysis in water sports
217(30)
Introduction
217(1)
Technology in swimming research
218(1)
The application of film
218(11)
Other motion analysis techniques
229(1)
Kinetic analysis
229(4)
Swimming summary
233(1)
Technology in kayaking research
233(1)
Introduction
233(1)
Analysis by film
233(6)
Kinetic analysis techniques
239(1)
Using electromyography as feedback in kayaking
240(1)
Summary
241(1)
References
241(6)
Data Acquisition/Analysis/Data Bases/IT/Pervasive Computing
247(44)
Sensors and ubiquitous computing technologies in sports
249(20)
Introduction
249(1)
Trends and implications of utilizing sensors in sports
250(1)
Improving sports performance and learning
251(1)
Leisure and entertainment
252(1)
Interaction with sports authorities
252(1)
Technological challenges in introducing sensors in sports
253(1)
Bowling foul-line detector
254(1)
Cyclops auto serve line detector for tennis
254(2)
QuesTec system for video analysis of balls/strikes in baseball
256(1)
Case study on force sensors in martial art competitions
257(1)
SensorHogu design
258(5)
Players and judges trust and comfort
263(1)
Evaluating sensorHogu technology using the framework
264(2)
Summary
266(1)
References
266(3)
Information technology at the Olympic Games
269(22)
Introduction
269(2)
Olympic Games Information Technology milestones
271(1)
Software applications supporting Olympic Games
272(1)
Results systems
272(4)
Central Repository and information diffusion
276(4)
Games management applications
280(1)
Registration and accreditation systems
280(1)
Sport entries and qualification system
281(1)
Protocol System
282(1)
Arrival and departure system
282(1)
Accommodation system
282(1)
Transportation system
282(1)
Medical encounters system
283(1)
Volunteers registration, selection and assignment
283(1)
Uniforms planning and distribution
283(1)
Requirements definitions
283(1)
Systems architecture
284(2)
Security
286(1)
Software and testing
286(1)
Hardware
287(1)
Installation
288(1)
Future challenges
289(1)
References
290(1)
Education
291(28)
Multimedia in sport - between illusion and realism
293(26)
Introduction
293(1)
Types of multimedia learning systems
294(1)
Learning with multimedia - thesis and antithesis
295(4)
Learning with multimedia - a synthesis
299(1)
Learning with multimedia - what science tells us
300(1)
Learning theories and didactics concerning multimedia learning
300(2)
Experimental evidence concerning multimedia learning
302(5)
Learning with multimedia - a look into the future
307(1)
Quality and sustainability of multimedia learning
307(1)
Scenarios of an uncertain future
308(3)
Multimedia as a research tool - (still) unused potentials
311(1)
Assessing the mental image of a movement
312(1)
Manipulating sensory input
313(1)
Multimedia instruction
314(1)
Conclusions
314(1)
References
315(4)
Index 319
Dr Peter Dabnichki is visiting professor in the University of Vienna where he teaches biomechanics and informatics. He is a member of the board of directors of the International Association of Computer Science in Sport and serves on the editorial board of the journal Structural Durability & Health Monitoring. He is also editorial board member of the book series "Computational and Experimental Methods in Structures" with responsibility for selecting contributions from world leading experts in the biomedical area. He has been involved in the support of Olympic teams and provided biomechanics support for British athletes at the Olympic games in Salt Lake City. His research interests are focused around applications of smart technologies in the areas of medicine, sport and biomechanics such as Intelligent systems in medicine and sport, Pervasive computing in medicine and sport , Modelling in biomechanics, Biology inspired design, and Sport Engineering. A large part of his research is devoted to the biomechanics of human locomotion, specifically in sport activities such as swimming, running and throwing. He provided science support for the British bobsleigh and skeleton national teams in their preparation for the Winter Olympic games in Salt Lake City. He is strongly involved in technological developments for high performance sport in conjunction with the UK Sport Institute and is an acting member of the Winter Sports Innovation group of the BOA. He holds a research grant from the UK Sport Institute and industrial sponsorship for the design of a pervasive computer system for cross-sport application. The leading Olympic athletes for technique improvement have used the system. He also obtained a grant by the British Olympic Association, British Bob Skeleton Association and British Bobsleigh Association Grant for provision of Sport Science support for skeleton and bobsleigh teams Professor Arnold Baca is head of the Section of Biomechanics, Kinesiology and Applied Computer Science of the Department of Sport Science at the University of Vienna, Austria, a department he joined in 1998. He received the Engineering Diploma in Computer Science in 1984 (summa cum laude) and the Ph.D. (Thesis: "Variance-reducing techniques for simulation methods in system reliability analysis" in 1986 (summa cum laude) from the Technical University Vienna. In 1998 he received the Habilitation in "Applied Computer Science in Biomechanics and Kinesiology" from the University of Vienna. Since 1998 Prof. Baca has been Associate Professor at the Section of Biomechanics, Kinesiology and Applied Computer Science (Department of Sport Science) at the University of Vienna. He is Editor in Chief of the e-Journal "International Journal of Computer Science in Sport" and reviewer of several national and foreign scientific journals, such as Journal of Biomechanics, Medicine and Science in Sports and Exercise, European Journal of Applied Physiology and IEEE Transactions on Reliability. In 1999, he organised the 2nd International Symposium on Computer Science in Sport in Vienna, Austria. Current research activity: Computer Science Applied to Biomechanics Feedback Systems in Sports Multimedia and Information Systems in Sports Biomechanics of Rowing Game Analysis in Table Tennis