Search

Your search keyword '"*COMPUTERS in sports"' showing total 65 results

Search Constraints

Start Over You searched for: Descriptor "*COMPUTERS in sports" Remove constraint Descriptor: "*COMPUTERS in sports"
65 results on '"*COMPUTERS in sports"'

Search Results

1. APPLICATION OF MOBILE TECHNOLOGY IN SPORT LEISURE TIME ACTIVITIES.

2. A COMPUTERIZED SYSTEM FOR JUDGING DANCESPORT COMPETITIONS - AN INNOVATIVE APPLICATION.

3. Platform Design of Sports Meeting Management System for Regular Colleges and Universities Based on B/S Structure.

4. Time-scaled interactive object-driven multi-party VR.

5. COACH'S EYE SOFTWARE USE IN JAVELIN THROWING TECHNIQUE IMPROVEMENT.

6. LATERALITY EMPHASIZING THROUGH CINEMATIC PARAMETERES ANALYSIS ON KARATE SHOTOKAN ATHLETES.

7. Computer Science in Sport -- Research and Practice: A book review.

8. The 'Second Place' Problem: Assistive Technology in Sports and (Re) Constructing Normal.

9. COMPUTER MODELING OF JUNIOR SWIMMERS' TRAINING.

10. E-LEARNING AND TECHNOLOGY OF TRANSFER BASED ON VIDEO COMPUTERIZED ANALYSIS OF SPORTS TECHNIQUE OF ACROBATIC EXERCISES ON FLOOR IN WOMEN'S ARTISTIC GYMNASTICS.

11. USE OF MODERN TECHNOLOGIES (ICT) FOR PERFORMANCE MONITORING IN BIATHLON.

12. COREL VIDEO STUDIO PRO PROGRAM, A MODERN TOOL IN THE TACTICAL ANALYSIS IN PROFESSIONAL FOOTBALL.

13. A Web based System for Cricket Talent Identification, Enhancement and Selection (C-TIES).

14. Laboratory Evaluation of Wireless Head Impact Sensor.

15. New Teaching Methods in Sports Engineering; How to Speed-up Learning While Having Fun!

16. High Reliability Body Sensor Network Using Gesture Triggered Burst Transmission.

17. Design of a Virtual Badminton Teaching System.

18. COMPUTER ANALYSIS OF THE ATHLETES FORCE CURVE.

19. E-LEARNING BY COMPUTER VIDEO ANALYSIS THE KEY ELEMENTS OF SPORTS TECHNIQUE OF YURCHENKO VAULT IN WOMEN'S ARTISTIC GYMNASTICS.

20. COMPUTER UTILIZATION IN MOTOR ACTIVITIES - OPPORTUNITIES AND LIMITATIONS.

21. USE OF COMPUTER TECHNOLOGY IN EVALUATING THE CONCENTRATION AND MOBILITY OF ATTENTION.

22. COMPUTERIZED ELECTRONIC BAROPODOMETRY- A MODALITY TO EVALUATE THE SPINAL COLUMN DYSFUNCTIONS IN PERFORMANCE ATHLETES.

23. VIRTUAL REALITY IN SPORT AREA.

24. THE IMPROVEMENT OF TRIPLE JUMP TECHNIQUE USING E-TRAINING METHODS.

25. POINTS OF VIEW OF HOW A SOFT PROGRAMME CAN FACILITATE THE ORGANIZATION AND COMMUNICATION IN A SPORT COMPETITION.

26. THE USE OF COMPUTER INFORMATION TECHNOLOGY IN CREATING SPECIFIC PHYSICAL EDUCATION AND SPORTS THEORETICAL COURSES.

27. STUDY ON THE OPPORTUNITY INCLUSION OF eLEARNING AND eTESTING IN SPORT SCIENCE AND PHYSICAL EDUCATION STRATEGIES.

28. Kinematics based sensory fusion for wearable motion assessment in human walking.

29. Bagadus: An Integrated Real-Time System for Soccer Analytics.

30. EXPERIMENTAL INVESTIGATIONS ASSESSMENT ON THE USE OF THE COMPUTERISED SYSTEM FOR THE ACQUISITION AND CORRECTION OF THE VOLLEYBALL PASS FROM BELOW.

31. Sharpening Out of Focus Images using High-Frequency Transfer.

32. PREDICTING THE SUCCESS OF NATIONS IN ASIAN GAMES USING NEURAL NETWORK.

33. HIGHER, FASTER, SMARTER.

34. Bluetooth Technology To Change How We Play Sports, Exercise And More.

37. eSport Betting: The Intersection of Gaming and Gambling.

38. Twitter signs e-sports livestreaming deals with ESL, DreamHack.

40. Investigating the Impact of Using Wearable Technologies during Competitive Sporting Events.

41. JUST MY TYPE.

42. THE ROUNDUP: CYCLING COMPUTERS.

43. OK COMPUTER.

44. Baseball Match Umpired By Computer.

45. Editorial.

46. IT News.

48. It's the Apple of his eye.

49. The Fan.

50. N.F.L. to Stream Thursday Games on Twitter Alongside Network Broadcasts.

Catalog

Books, media, physical & digital resources