Паттерны, технологии и инструменты мобильной разработки прикладных программ для спорта
This paper represents analysis of software development patterns, tools and development environments for creating mobile applications, and realization of analytic technologies for data stored in application. The practical part of the work is a brief description of creation cyclist mobile application by the selected methods, confirming the possibility of implementing the tasks set by the customer using the described technologies.
The author, using elements of J. Huizinga’s game concept, proposes to consider sport as a specific phenomenon of modern culture. One of the features of this phenomenon is the duality of relations between sport and violence: on the one hand, sport is intended to limit the violence; on the other hand, it is a means of stimulation and the escalation of violence. Sport allows us to reduce aggression and violence to the form of a game. It is a means of combating inequality, discrimination and intolerance. At the same time modern sport, initially devoid of utilitarian functions, has a significant resource to be used as a means of constituting community and solidarity. Participants and spectators of sports unite around a common idea. They tend to be thinking in polemical categories of "our" ― "their". Modern sport provides a person with an illusion of participating a common affair, so that in the long run sport turns into a quasi-war. However, the politicization of sport, its use as a means of social and political mobilization weakens the potential of sport to minimize violence, as was dreamed by the organizers of the first modern Olympic Games. In this regard, we are faced with the question of the possibility of the return to clean sport ― a question that requires a separate study.
The article focuses on the Bluetooth Low Energy technology and the organization of indoor navigation and identification in the buildings by using portable beacons. College campuses, large office buildings, airport terminals, hospitals and other objects are considered to be the possible sphere of usage of such technology. The main purpose of this project is to help people to navigate in such buildings via software and mobile devices.
We describe how sport experience influences mental representations of movements and self-instuctions in players of golf, foorball and basketball.
In this paper, we consider the theoretical basis by which you can create a tool to visualize the code. A grammar for the application. Developed and implemented algorithms analysis of the code of programs, both by independent means, and by third-party tools. The algorithms for visualization of the original text of programs. The tool reads the source code of the program from the file and displays it on the screen.
Modern sport is a key space for the construction of identity, belonging and community; a place where meaning-making is performed, shaped and embedded. The volume aims to develop new critical awareness of the social, political and economic features of sport spaces – especially, the role of sport as a distinctly spatialized expression of physical culture within everyday life. Modern sport is understood as a phenomenon existent amongst an array of other cultural practices and social spaces. The critical explorations therefore reflect the scope and multiplicity modern sport – with analyses focusing on the role of spaces and place in soccer cultures, infrastructure design, mega-events, digital technologies, sports tourism and leisure activities, and other topics. What emerges is the purposeful coalescence of academic disciplines, opening new intellectual spaces for dialogue and exchange. The interdisciplinary scope thus provides insight into the deep and multifaceted nexuses between sport places and spaces and the environments in which they reside