1,720,968 research outputs found

    Mind Mapping as an Innovative Tool to Enhance Project-Based Learning Utilizing Technology Tools

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    Project-based learning (PBL) is a method to promote engaged learning that enables students to employ their creative and critical thinking abilities often resulting in meaningful learning experiences (Wurdinger, 2018). A PBL assignment was created for a sport-focused technology and innovation class in which the students created their own augmented reality (AR) activation.  AR can be a powerful tool for PBL assignments, allowing students to create interactive and immersive experiences that bring their ideas to life (Jailungka, 2020). This assignment utilized Meta Spark Studio, a free platform for creating AR effects, that provides an accessible and user-friendly way for students to experiment with AR technology and develop their technical skills. However, the implementation of PBL can present challenges for both educators and students, particularly when it comes to technology and innovation (Freshwater, 2009). Many students may struggle with the technical skills needed to complete a technology focused PBL assignment, or they may face barriers to accessing the necessary technology. To address these challenges, educators can utilize mind mapping techniques to help students break down complex tasks, visualize progress, and identify their goals (Hollland et al., 2003). Mind mapping can also help students recognize areas where they may need additional support or resources prior to undertaking the tasks involved. Engaged learning through PBL and AR can be an effective way to help students develop real-world skills and apply their knowledge. Mind mapping and PBL can lead to increased student motivation, increased innovation, and increased knowledge retention

    Sports Information and Media

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    This class is designed to familiarize students with the field of sport information including mass communication, print media, broadcast media, sports news releases, interviewing, and public relations. Emphasis is placed upon the gathering, managing, and delivering information about sport organizations, teams, players, and coaches to the public

    Augmented Reality in Sport Marketing: Uses and Directions

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    The augmented reality (AR) market is expected to grow to $60.55 billion by 2023 and there are currently an estimated 4.2 billion AR-capable devices in the hands of consumers. Experts believe that sport is a high-value market for AR as it is uniquely positioned to utilize AR in multiple marketing contexts (Haber, 2019). The COVID-19 pandemic has accelerated the rate at which sport organizations are utilizing AR as they attempt to reach fans and consumers that are limited or restricted from attending events in person. This article introduces augmented reality to sport managers and practitioners and defines AR, detailing how it can be used by citing examples of how it has been used in sport marketing to this point. Specifically, the paper discusses the three most common classifications of AR for marketing and their role in sport: advertising/promotion, product management, and customer service. The types of AR delivery systems (e.g., HMD, projector-based, smartphone, broadcast AR) are also discussed to clarify that AR is a grouping of technologies and not just one hardware platform. Sport and non-sport examples of AR implementations of the different classifications and delivery systems are provided in this text. Three recommendations are provided for AR development and implementation, namely that sport AR activations should be a complement to the sport product, focus on visual appeal, and strive for immersion. These recommendations are grounded in academic research and intended to assist practitioners planning to implement AR as part of their marketing strategy

    Augmented Reality in Sport Marketing: Uses and Directions

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    The augmented reality (AR) market is expected to grow to $60.55 billion by 2023 and there are currently an estimated 4.2 billion AR-capable devices in the hands of consumers. Experts believe that sport is a high-value market for AR as it is uniquely positioned to utilize AR in multiple marketing contexts (Haber, 2019). The COVID-19 pandemic has accelerated the rate at which sport organizations are utilizing AR as they attempt to reach fans and consumers that are limited or restricted from attending events in person. This article introduces augmented reality to sport managers and practitioners and defines AR, detailing how it can be used by citing examples of how it has been used in sport marketing to this point. Specifically, the paper discusses the three most common classifications of AR for marketing and their role in sport: advertising/promotion, product management, and customer service. The types of AR delivery systems (e.g., HMD, projector-based, smartphone, broadcast AR) are also discussed to clarify that AR is a grouping of technologies and not just one hardware platform. Sport and non-sport examples of AR implementations of the different classifications and delivery systems are provided in this text. Three recommendations are provided for AR development and implementation, namely that sport AR activations should be a complement to the sport product, focus on visual appeal, and strive for immersion. These recommendations are grounded in academic research and intended to assist practitioners planning to implement AR as part of their marketing strategy

    Book Review: Basketball Beyond Paper

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    Dean Oliver’s Basketball Beyond Paper is a thoughtful and in-depth follow-up to his paradigm-shifting work in 2004, Basketball on Paper. Twenty years after Basketball on Paper laid the groundwork for possession-based efficiency metrics, Oliver returns with a deeper focus: incorporating the human side of the game. Rather than simply refining statistical models, Oliver argues that understanding motivation, emotional ups and downs, distractions, and team dynamics is just as critical to winning as traditional data analysis. Written with a direct and technical style, Oliver not only advocates for the importance of analytics in the transformation of how basketball is played, but also does so with engaging storytelling utilizing real-world examples. Basketball Beyond Paper offers a clear expansion of the field while remaining grounded in high-level practical basketball experience

    Augmented Reality in Sport Broadcasting

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    For a large portion of its history, sport broadcasting has been stagnant when it comes to incorporating new and innovative technologies. However, due to declining viewership and consumer desire for customizable content, augmented reality graphics have begun to be incorporated into multiple sport broadcast products. In fact, the UEFA Champions League, NBA, NFL, and NHL have all used or indicated their intention to utilize AR graphics in future broadcasts. Considering that media rights revenue is the main source of revenue to sport properties and organizations, it is important to carefully consider how the core product (the broadcast) is presented. The study examined consumer attitudes and intentions towards AR in sport broadcasts by utilizing three types of broadcasts of an NBA game. One of the broadcasts was a traditional broadcast format with no AR enhancement and the other two were enhanced with AR graphics, a coach-mode broadcast that featured AR player tracking and play diagramming while the other enhanced broadcast, mascot-mode, featured AR graphics similar to a video game with over-the-top animations. Results of the current study provide insight into consumer preferences towards AR in sport broadcasting and guidance to sport properties planning to utilize broadcast AR graphics. Specifically, that sport consumers were significantly more likely to re-view (p \u3c .05) and recommend via word of mouth (p \u3c .05) the coach-mode AR than the mascot-mode AR. Sport involvement was a significant factor for how sport fans perceive the AR broadcast types through incorporating the perspective of the elaboration likelihood model

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Appropriate Similarity Measures for Author Cocitation Analysis

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    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
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