Description

Book Synopsis

Building on the unfolding and expanding embeddedness of digital technologies in all aspects of life, Interactive Sports Technologies: Performance, Participation, Safety focuses on the intersection of body movement, physical awareness, engineering, design, software, and hardware to capture emerging trends for enhancing sports and athletic activities. The accessible and inspiring compilation of theoretical, critical, and phenomenological approaches utilizes the domain of sports to extend our understanding of the nexus between somatic knowledge and human-computer interaction in general. Within this framework, the chapters in this volume draw upon a variety of concepts, processes, practices, and elucidative examples to bring together a timely assessment of interactive technologies' potential to facilitate increased performance, participation, and safety in sports.

This collection of chapters from international authors presents diverse perspectives from a wide range of acad

Table of Contents

1. Introduction: A Comprehensive Approach to Interactive Sports Technologies

2. Interactive Technology Integrating with the Physically Active Human Body: Learnings from Rider and eBike Integration

3. Technologies and Methodological Procedures for Measuring Physical Performance in a Velocity-Controlled Resistance Training Setting

4. Deliberate Practice, Sports Expertise, and Instincts That Can Be Taught Using Interactive Sports Technologies

5. Collecting and Presenting Data for Performance Impact in Elite Sport: Finding the Right Balance Between Humans and Machines

6. The Design of Interactive Real-Time Audio Feedback Systems for Application in Sports

7. Augmented Reality for Sports Spectating and Coaching

8. Designing Augmented Ball-Based Team Games

9. The Relevance of a Gamified Football/Soccer Development Platform

10. Technology, Disability and High-Performance Sport: A Socio-Cultural Reading

11. In Lieu of an Afterword: "Embodiment and Skill Acquisition in Sports Technologies" Course Syllabus

Interactive Sports Technologies

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    £39.99

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    Order before 4pm today for delivery by Thu 25 Jun 2026.

    A Paperback by Veronika Tzankova, Michael Filimowicz

    15 in stock


      View other formats and editions of Interactive Sports Technologies by Veronika Tzankova

      Publisher: Taylor & Francis Ltd
      Publication Date: 1/29/2024 12:00:00 AM
      ISBN13: 9781032070490, 978-1032070490
      ISBN10: 1032070498

      Description

      Book Synopsis

      Building on the unfolding and expanding embeddedness of digital technologies in all aspects of life, Interactive Sports Technologies: Performance, Participation, Safety focuses on the intersection of body movement, physical awareness, engineering, design, software, and hardware to capture emerging trends for enhancing sports and athletic activities. The accessible and inspiring compilation of theoretical, critical, and phenomenological approaches utilizes the domain of sports to extend our understanding of the nexus between somatic knowledge and human-computer interaction in general. Within this framework, the chapters in this volume draw upon a variety of concepts, processes, practices, and elucidative examples to bring together a timely assessment of interactive technologies' potential to facilitate increased performance, participation, and safety in sports.

      This collection of chapters from international authors presents diverse perspectives from a wide range of acad

      Table of Contents

      1. Introduction: A Comprehensive Approach to Interactive Sports Technologies

      2. Interactive Technology Integrating with the Physically Active Human Body: Learnings from Rider and eBike Integration

      3. Technologies and Methodological Procedures for Measuring Physical Performance in a Velocity-Controlled Resistance Training Setting

      4. Deliberate Practice, Sports Expertise, and Instincts That Can Be Taught Using Interactive Sports Technologies

      5. Collecting and Presenting Data for Performance Impact in Elite Sport: Finding the Right Balance Between Humans and Machines

      6. The Design of Interactive Real-Time Audio Feedback Systems for Application in Sports

      7. Augmented Reality for Sports Spectating and Coaching

      8. Designing Augmented Ball-Based Team Games

      9. The Relevance of a Gamified Football/Soccer Development Platform

      10. Technology, Disability and High-Performance Sport: A Socio-Cultural Reading

      11. In Lieu of an Afterword: "Embodiment and Skill Acquisition in Sports Technologies" Course Syllabus

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