Umfang:
1 Online-Ressource (303 Seiten)
ISBN:
9783030508012
Serie:
Future of Business and Finance Ser
Anmerkung:
Description based on publisher supplied metadata and other sources
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Intro -- Foreword -- Preface -- Acknowledgements -- Contents -- Editor and Contributors -- Introduction -- 1 How Technologies Impact Sports in the Digital Age -- Abstract -- 1 The Growing Business of Sports -- 2 The Dynamic Sports-Technology Relationship -- 2.1 Technology Improves Athlete Performance -- 2.2 Technology Improves Sport Consumption -- 2.3 Technology Improves Sports Management and Governance -- 2.4 Technology Enables New Classes of Athletes in Existing Competitions -- 2.5 Technology Drives the Development of New Sports -- 3 Emerging Technologies Will Shape the Future of Sports -- 3.1 Quantitative Versus Qualitative Technology Forecasting -- 3.2 Selection of Emerging Technologies Relevant to Sports -- 3.3 Book Structure -- References -- 2 Taxonomy of Sportstech -- Abstract -- 1 Introduction -- 2 Defining Sports, Technology, and Sportstech -- 2.1 The Definition of Sports -- 2.2 The Definition of Technology -- 2.3 The Definition of Sportstech -- 3 The Sportstech Industry -- 4 The SportsTech Matrix -- 4.1 User Angle -- 4.2 Tech Angle -- 4.3 How to Use the SportsTech Matrix -- 5 Summary and Conclusion -- References -- 3 How Thesis Driven Innovation Radars Could Benefit the Sports Industry -- Abstract -- 1 Introduction -- 2 The Case for Thesis Driven Innovation Radars -- 3 The Pace of Change Isn't an Illusion -- 4 The Corporate Thesis as a Theory of the Future -- 5 The Trend Radar as an Indicator of the Future -- 6 The Interplay of Thesis and Radar -- 7 The Role of TDIRs in the Sports Industry -- 8 Peloton Planning for the Future -- References -- Physical Technologies -- 4 Robotics, Automation, and the Future of Sports -- Abstract -- 1 The Opportunity for Robots in Sports and Components of Robotics and Automation -- 2 Behind the Rise of Robotics -- 3 Super Spectators: Robotics for Fan Immersion, Engagement, and Participation
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4 Robots and Automation in Training and Strategy -- 5 Enhancing and Creating Sports with Robotics -- 6 Sports-Driven Robotic Developments -- 7 A Case Study of Robotics and Automation in Motorsports -- 8 Challenges and Opportunities in Broader Sports Robotics -- References -- 5 Robotics and AI: How Technology May Change the Way We Shape Our Bodies and What This Does to the Mind -- Abstract -- 1 Introduction -- 2 Issues with Control of Complex Mechanisms -- 3 The Turing Option -- 4 Case Studies of Robots, AI and Sports -- 5 Conclusions -- References -- 6 The Reach of Sports Technologies -- Abstract -- 1 Introduction: The Present State of Sport -- 2 The Quantified Self as a Starting Point of the IoT Sport Future -- 3 The Convergence of Sensors and Markerless Video -- 4 Effect of the IoT on Industry Verticals -- 4.1 The Insurance Conundrum -- 4.2 Smart Stadium as a Subset of Smart Cities -- 4.3 Divergence of Media and Data Rights in Broadcasting -- 5 Diffusion of Knowledge: Translating from Sport into Other Verticals -- 5.1 Transfer from Sport to Allied Health -- 5.2 Transfer from Sport into Occupational Health and Safety -- 5.3 Transfer from Sport into Defense -- References -- 7 The Future of Additive Manufacturing in Sports -- Abstract -- 1 Development of Additive Manufacturing -- 2 Additive Manufacturing in Sports Today -- 2.1 AM Sports Application Matrix -- 2.2 The Rise of AM Use Cases in Sports -- 2.3 Current AM Use Cases in Sports -- 3 Future Use Cases of Additive Manufacturing in Sports -- 3.1 Impact of Biathlon Equipment on Athlete's Performance -- 3.2 New Solution: Smart AM for Biathlon Equipment -- 3.3 Smart AM in Other Professional Sports -- 3.4 Smart AM for Commercial Sport Applications -- 4 Opportunities and Challenges for Additive Manufacturing in Sports -- References -- 8 The Current State and Future of Regenerative Sports Medicine
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Abstract -- 1 Introduction -- 2 Regenerative Medicine -- 3 Cell Therapy -- 4 Bone Marrow Aspirate -- 5 Platelet Rich Plasma -- 6 Can Young Blood Infusions Stimulate Regeneration? -- 7 Exosome Therapy -- 8 Cartilage Tissue Engineering -- 9 Evidence-Based Medicine -- 10 Conclusions and Future Perspectives -- References -- Information Processing Technologies -- 9 Big Data, Artificial Intelligence, and Quantum Computing in Sports -- Abstract -- 1 Introduction -- 2 Sports' Journey Through the Supercollider -- 2.1 Power of Sensoring Systems -- 3 AI Techniques and Quantum Computing -- 3.1 AI Techniques -- 3.2 Quantum Computing -- 4 Winning and Fighting with the Strength of Numbers -- 4.1 Sports Analytics -- 4.2 Strategic Elite Athlete Development -- 4.3 Training and Tactical Analysis -- 5 Prometheus Bound: The Limits of Technology -- 5.1 What Is Natural? -- 5.2 Timeless Elements of Sports -- 5.3 Too Intrusive? -- 6 Conclusions -- References -- 10 The Data Revolution: Cloud Computing, Artificial Intelligence, and Machine Learning in the Future of Sports -- Abstract -- 1 Introduction -- 2 Opportunities in Sports and Definitions: Cloud Computing, Artificial Intelligence, and Machine Learning -- 2.1 Cloud Computing -- 2.2 Artificial Intelligence -- 2.3 Machine Learning -- 3 Data Revolution in Sports -- 4 The Game: Player Identification, Evaluation, and Selection -- 5 Optimizing for the Win: Game Strategy -- 6 Athlete Health and Performance -- 7 Smart Venues and Stadiums -- 8 Personalized Consumption of Sport -- 9 Ethical Implications -- References -- 11 Blockchain: From Fintech to the Future of Sport -- Abstract -- 1 Introduction -- 2 Blockchain Background -- 2.1 Bitcoin and Cryptocurrencies -- 2.2 Smart Contracts -- 3 Blockchain in Sports -- 3.1 On the Field -- 3.1.1 Recruiting/Assessment -- 3.1.2 Player Compensation -- 3.2 Off the Field -- 3.2.1 Gambling
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3.3 Off Game Times -- 3.4 Memorabilia -- 3.4.1 Broadcast Content -- 4 Why This Won't Happen Today -- 5 What About Even Further in the Future? -- 5.1 "Amateur" Sports -- 5.2 Tokenized Contracts -- 6 Summary -- 12 Blockchain, Sport, and Navigating the Sportstech Dilemma -- 1 The Sport World-the Importance of Emotions and Competitive Balance -- 2 The Emerging Blockchain Landscape Within Sport-Main Categories -- 2.1 Sport Betting-18 Companies -- 2.2 Club and League Management-12 Companies -- 2.3 Ecosystem Development-10 Companies -- 2.4 Fantasy Sport-8 Companies -- 2.5 Health and Personal Integrity-6 Companies -- 2.6 Collectibles and Memorabilia-5 Companies -- 2.7 Talent Investment and Crowdfunding-4 Companies -- 3 Strategic Questions for Navigating the Sportstech Dilemma -- 3.1 Strategic Question 1: How Much Integration with the Existing Ecosystem Is Needed? -- 3.2 Strategic Question 2: Is It Time for a Hybrid Business Model? -- 3.3 Strategic Question 3: How Much (Inter)National Support Is Needed for Blockchain to Succeed? -- 4 The Crystal Ball: What Will Happen in 20 Years? -- References -- 13 The Rise of Emotion AI: Decoding Flow Experiences in Sports -- Abstract -- 1 Introduction -- 2 Advances in Emotion AI -- 3 Measuring Flow -- 4 The Biathlon Flow Study -- 5 The Future of Emotion AI Technologies in Sports -- References -- Human Interaction Technologies -- 14 Strategies to Reimagine the Stadium Experience -- Abstract -- 1 Attracting Fans to Stadiums in the Future -- 2 Scarcity -- 2.1 Fewer Games -- 2.2 Shorter Formats -- 3 Eventizing -- 3.1 Eventizing the Game -- 3.2 Eventizing the Season -- 3.3 Eventizing the Offseason -- 4 Frictionless Experiences -- 4.1 Pre-game -- 4.2 In-Game -- 4.3 Post-game -- 5 Satellite Stadiums -- 6 What Does the Future Hold for Sports Stadiums? -- References
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15 Virtual Reality and Sports: The Rise of Mixed, Augmented, Immersive, and Esports Experiences -- Abstract -- 1 Introduction -- 2 Emerging Realities -- 3 XR and Sports Fan Engagement -- 4 Challenges for XR in Sports -- 5 Virtual Fan Experiences -- 6 XR for Players and Performance -- 7 Conclusion: The Future of XR in Sports -- References -- 16 Video Games, Technology, and Sport: The Future Is Interactive, Immersive, and Adaptive -- Abstract -- 1 Introduction -- 2 The Role of Interactive Media in Sport -- 3 The Future of Audience Experiences -- 3.1 The Active Spectator -- 3.2 Democratization of Sport Spectating -- 4 Playing with Reality -- 4.1 Augmented and Diminished Reality -- 4.2 Beyond the Sidelines -- 5 When Gamers Become Athletes and Athletes Become Players -- 6 The Future of Games -- 7 Conclusion -- References -- Final -- 17 Impossible Sports -- Abstract -- 1 Introduction -- 2 Overview -- 3 7:30-8:30 AM: Artificial Life-AI Pet Companion Racing -- 4 9:45-11:45 AM: Sensing-Calorie Racing -- 5 12:30-1:30 PM: Human Interface-AR Real-Life Soccer Legends -- 6 2-2:45 PM: Processing-Mental Sports -- 7 4-5 PM: Storage-Ambulance Racing -- 8 5:20-5:40 PM: Network-Avalanche Hunting -- 9 6-PM: Breathable Matter-Emission-Free Racing -- 10 7:10-8:30 PM: High Resolution Management-Warehouse Escape -- 11 9-10 PM: Legal Programming-Idle Sports -- 12 Conclusion -- References -- 18 Beyond 2030: What Sports Will Look like for the Athletes, Consumers, and Managers -- Abstract -- 1 Sports Industry Outlook 2030-2050 -- 1.1 Athlete After 2030 -- 1.1.1 Able-Bodied, Unassisted Athletes -- 1.1.2 Athletes Assisted by Technology -- 1.1.3 Robot Athletes -- 1.1.4 Mental Athletes -- 1.1.5 Virtual Athlete -- 1.2 Consumer After 2030 -- 1.3 Manager (of Sports Business) After 2030 -- 2 And Beyond... -- References
Weitere Ausg.:
Erscheint auch als Druck-Ausgabe Schmidt, Sascha L. 21st Century Sports Cham : Springer International Publishing AG,c2020 ISBN 9783030508005
Sprache:
Englisch
Fachgebiete:
Wirtschaftswissenschaften
,
Sport
Schlagwort(e):
Sport
;
Technologie
;
Zukunft
;
Sport
;
Digitalisierung
;
Technischer Fortschritt
;
Verbraucherverhalten
;
Geschäftsmodell
;
Sektoraler Strukturwandel
;
Sport
;
Sportwirtschaft
;
Digitale Revolution
;
Robotik
;
Aufsatzsammlung
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