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Digital sports are a product of sports, technology and the development of the times. In the new historical period, the vigorous development of sports and the rapid development of information technology have created a digital sports full of charm and reverie, and also opened a new sky for sports.
Since 2006, interactive entertainment products such as Nintendo Wii have surpassed the early game products such as PSP and Xbox that were specially prepared for hard-core players, and developed fitness entertainment digital sports products for "people aged 5 to 95". In 2007, a number of "original" digital sports products in South Korea and China began to stand out. A landmark event is that the China E-sports Conference (CIG) exclusively undertakes and organizes the "Our Olympics" national digital sports public welfare activity authorized by the Olympic Organizing Committee, co-sponsored by 8 leading units including the ACFTU, and approved by the Ministry of Information Industry.
Today, China stands on the same starting line as the developed countries in the world in the field of digital sports industry. It is believed that with the addition of more and more discerning enterprises, a budding emerging industry is about to emerge.
At present, digital sports have changed from somatosensory games to practical digital sports products into ordinary people's homes, such as the generation of digital rackets (or smart rackets). Different from the traditional somatosensory game, the intelligent digital racket will subvert the traditional sports, can accurately record the trajectory of the racket, and analyze the swing action through the three-dimensional software, including the strength of the swing, the angle of hitting the ball and whether the force point of hitting the ball is accurate, which is of great benefit to athletes who have just started practicing or are senior, and no longer need to use the most expensive high-speed camera to analyze their own actions. In the development of China's digital sports, we will further accelerate the development of intelligent digital sports and guide China's digital sports to the world trend.
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Hello Digital sports refers to the use of information technology to manage, develop, experience, and disseminate sports to form a form of sports operation, which is the product of the combination of information technology and Pailin sports. Digital sports is a variety of technical means to improve sports goals and tasks by applying information technology in the field of sports to organize the collection, analysis of dust codes and the dissemination of professional data and information such as sports management, personnel information, sports entertainment, sports training competitions, and sports market changes. Digital sports have greatly increased the function and content of the virtual space for sports stakeholders to develop, disseminate and practice sports on the basis of the functions and content of the virtual space that deals with the specific work of sports, so as to make the sports of digital interpretation more expansive and exciting.
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The epidemic has brought a lot of impact to the domestic sports industry, but it has also accelerated the speed of digital transformation of the industry. Compared with the previous development stage, emerging digital technologies will bring more profound impact and changes to the industrial landscape in the coming period. We can see that various fields such as sporting goods manufacturing, event broadcasting, and user service are all adjusting in the direction of digital transformation.
The process of digitalization is changing the inherent form of people's participation in sports events, including sports consumption, and is also innovating new business models of derivatives and generating more market opportunities. In this article, we will sort out three important directions of industrial digital upgrading, namely, intelligence, data, and e-sports. It is expected to help enterprises grasp the direction and make decisions, provide users with better services, and reap the industrial benefits brought by digitalization.
01 Intelligent fitness products, family consumption and then compete It is worth noting that the digital process of sports products is no longer just the pursuit of digital intelligent transformation of hardware equipment, and the future will mainly focus on the comprehensive service of competition hardware and software and whether it can solve the user's sports life demands in one stop. Under the new market demand, whether to choose the idea of digital iteration of products, or to expand channels for products and build a digital ecosystem, this may be the problem that most enterprises will face and make a choice. According to the needs of users and the development of Internet technology, sporting goods will usher in a rapid transformation in the two directions of integration and wisdom.
Enterprises have started from the digitalization and intelligent transformation of production lines, and the intelligent upgrading of products, improving production efficiency, increasing independent research and development and transformation of scientific and technological achievements, and striving to develop products with high scientific and technological content and independent intellectual property rights. Under this boom, sporting goods with scientific and technological content have entered the field of vision of consumers. Whether it is a hardware device or a virtual reality device, the purpose is to help people participate in sports more conveniently and efficiently.
Taking the home treadmill as an example, in order to meet the basic functions of professional liquid transport friends, the digital process is helping them to build online professional running scenes, through the large screen touch network, implant professional running course content, realize online interaction, and provide personalized services for different needs such as fat loss, muscle gain, and shaping, so as to create a life chain integrating fitness, entertainment and social interaction for users. In the process of product digital research and development, more and more companies not only devote their energy to the development of professional sports software systems and service processes, but also pay more attention to helping users collect their own weight, BMI, fat rate, muscle content and other health data through smart devices during exercise, and generate exclusive exercise programs for them to help them achieve their sports goals. 2 According to the "2020 Public Fitness Behavior and Consumption Research Report", 96% of the respondents said that they had sports consumption, with an average consumption amount of more than 4,000 yuan per capita, and 44% said that they had invested more than in previous years.
At the same time, the home exercise scene is taking shape, with 37% of fitness or muscle strength trainers choosing to exercise at home. Upgrade.
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Hello, the information you are queried here is as follows, the country is accelerating the launch of Internet digital sports. Digital sports is a new concept, which is the product of the combination of digital technology and traditional sports, and is the perfect combination of IT, communication, Internet technology, digital games and digital ** forms, and physical exercise, competitive fitness, and interactive entertainment. Digital sports involves cross-industry and cross-cutting fields, involving the information industry, cultural content industry, and sports industry.
The development of digital sports and the digital sports industry is to further promote the development of sports education and meet the cultural consumption needs of the society and the hungry people for emerging forms of sports.
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Digital sports refers to the combination of sports and digital technology, using scientific and technological means to carry out sports practice, management, training and analysis and other activities. Digital sports can encompass a variety of areas, including but not limited to the following:
1.Sports data analysis: use sensors, monitoring equipment and other technologies to collect data from athletes and competitions, and analyze athletes' performance, health status, implementation techniques, and competition results through algorithms and models.
2.Virtual Reality Augmented Reality: The use of virtual reality (VR) or augmented reality (AR) technology to provide a more immersive sports experience, allowing athletes or spectators to feel closer to the real game scene, or providing real-time statistics and data information.
3.**Training and communication: Through the Internet and digital platforms, athletes can receive online training and coaching, communicate with coaches and other athletes remotely, share skills and exchange experience in competitions.
4.Esports: Digital sports can also include esports, where virtual matches are played through video games, where players compete using game skills and strategies. Esports has become a popular competitive activity worldwide.
5.Sports management and marketing: Through digital technology, sports organizations and managers can manage competitions and teams more efficiently, including registration, competition scheduling, performance statistics, etc., and at the same time use digital ** for sports promotion and promotion.
The development of digital sports has made sports more intelligent, personalized and interactive, providing more data and information support, and providing new experiences and opportunities for athletes, coaches and spectators.
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Digital sports involves the cross-industry and cross-industry fields of Yinggao, as well as the information industry, cultural content industry, and sports industry. The development of digital sports and the digital sports industry is to further promote the development of sports and meet the cultural consumption needs of the society and the public for emerging forms of sports.
Different from the relatively static activity form of traditional e-sports and online games, which is simple eyeball + finger sitting, digital sports emphasizes more on "sweating" body movements, with the help of cameras, wearable helmets or sensors, and motion capture systems to realize interactive movement and entertainment between humans and machines, and between people-network systems and people. Almost all traditional forms of sports and entertainment can be re-"decoded" and "encoded" through "digital sports", such as boxing, where two people fight face-to-face, through digital sports and virtual sports, which can also be vividly performed without physical contact. From this point of view, digital sports is an upgrade of traditional e-sports, and will play a more active role in cultural value orientation and social criticism.
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Digital sports is a brand-new concept, which is the product of the combination of digital technology and traditional sports, and is the perfect combination of IT, communication, Internet technology, digital games and digital ** forms, and physical exercise, competitive fitness, and interactive entertainment.
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