988 resultados para Sport Event Sponsorship


Relevância:

90.00% 90.00%

Publicador:

Resumo:

[ES] In this paper we address the problem of inserting virtual content in a video sequence. The method we propose uses just image information. We perform primitive tracking, camera calibration, real and virtual camera synchronisation and finally rendering to insert the virtual content in the real video sequence. To simplify the calibration step we assume that cameras are mounted on a tripod (which is a common situation in practise). The primitive tracking procedure, which uses lines and circles as primitives, is performed by means of a CART (Classification and Regression Tree). Finally, the virtual and real camera synchronisation and rendering is performed using functions of OpenGL (Open Graphic Library). We have applied the method proposed to sport event scenarios, specifically, soccer matches. In order to illustrate its performance, it has been applied to real HD (High Definition) video sequences. The quality of the proposed method is validated by inserting virtual elements in such HD video sequence.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

A Solomon four-group experiment, controlling for order effects, examined the effect of a sponsorship stimulus on consumers’ perceptions of concrete and abstract brand attributes. Results for this study suggested that consumers who are aware of an association between an event sponsorship and a brand demonstrate more favorable perceptions of abstract brand attributes than those who are unaware of such an association. The same favourable perceptions were not found for concrete brand attributes.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Tese especialmente elaborada para obtenção do grau de Doutor em Ciências da Comunicação

Relevância:

90.00% 90.00%

Publicador:

Resumo:

The purpose of this Mater’s Thesis was to examine how sports sponsorship can be used as a channel for brand engagement on social media. All these three concepts have been researched previously, however, up until now they have been studied separately. Therefore, the aim was also to investigate the interrelations between these three concepts, as there is a lack of academic base on the matter. The theory of the research was based on existing academic researches of social media, brand engagement and sports sponsorship. The empirical part of the research was conducted by utilizing quantitative research method. An online questionnaire was published on Facebook pages of two Liiga ice hockey teams. In the end the total sample consisted of 322 viable respondents. The collected data was analyzed by using statistical analysis software, SPSS. The findings of the empirical research reveal that information, enjoyment, personal identity, social interaction and compensation motivate consumers to engage with brands on social media. However, the behavior of consumers is more passive than active brand engagement. Personal identity and compensation serve as motivational reasons for brand engagement on both active and passive level, while the rest are only passive brand engagement. Besides motivation there are other variables that affect consumers. Support for the team reflects to brand engagement, which is passive brand engagement. The visibility of the brand during the event is linked to both active and passive brand engagement. Prior information of sports team and event and frequency of attendance can be linked only to active brand engagement. On the other hand, congruence between the team and brand reflects only to passive brand engagement.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

In this paper, we propose a multi-camera application capable of processing high resolution images and extracting features based on colors patterns over graphic processing units (GPU). The goal is to work in real time under the uncontrolled environment of a sport event like a football match. Since football players are composed for diverse and complex color patterns, a Gaussian Mixture Models (GMM) is applied as segmentation paradigm, in order to analyze sport live images and video. Optimization techniques have also been applied over the C++ implementation using profiling tools focused on high performance. Time consuming tasks were implemented over NVIDIA's CUDA platform, and later restructured and enhanced, speeding up the whole process significantly. Our resulting code is around 4-11 times faster on a low cost GPU than a highly optimized C++ version on a central processing unit (CPU) over the same data. Real time has been obtained processing until 64 frames per second. An important conclusion derived from our study is the scalability of the application to the number of cores on the GPU. © 2011 Springer-Verlag.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Travail dirigé présenté à la Faculté des arts et sciences en vue de l'obtention du grade de Maîtrise en criminologie, option criminalistique et information.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Pós-graduação em Ciências da Motricidade - IBRC

Relevância:

80.00% 80.00%

Publicador:

Resumo:

[EN] [EN] In this paper we present a new method for image primitives tracking based on a CART (Classification and Regression Tree). Primitives tracking procedure uses lines and circles as primitives. We have applied the proposed method to sport event scenarios, specifically, soccer matches. We estimate CART parameters using a learning procedure based on RGB image channels. In order to illustrate its performance, it has been applied to real HD (High Definition) video sequences and some numerical experiments are shown. The quality of the primitives tracking with the decision tree is validated by the percentage error rates obtained and the comparison with other techniques as a morphological method. We also present applications of the proposed method to camera calibration and graphic object insertion in real video sequences.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

El Proyecto Fin de Carrera realizado aborda un estudio teórico acerca de la retransmisión de un Real Madrid – F.C. Barcelona. Con este proyecto se intenta que el lector consiga tener una idea acerca de todo lo que con lleva un partido de fútbol con estas dimensiones desde el punto de vista audiovisual y sea capaz de entender los pasos necesarios a dar para realizarlo. Cuando vemos la retransmisión de un evento deportivo y concretamente de un partido de fútbol de tal envergadura, es casi imposible pensar el despliegue que hay detrás de él. Por ello, se ha intentado explicar de una manera sencilla y breve la manera de realizar un evento de este tamaño, que podría servir como ejemplo para realizar otros eventos deportivos de gran escala. A lo largo de este proyecto, se realiza un estudio completo sobre los principales pasos a dar para hacer posible que la retransmisión llegue a los espectadores. La memoria de este proyecto está basada en 7 capítulos. En el primer capítulo, se expone una breve introducción sobre la retransmisión de partidos, para que el lector pueda hacerse una idea de lo que se va a realizar posteriormente y pueda tener una idea de lo que se explica en los capítulos restantes. En el segundo capítulo, se trata del primer paso para la retransmisión de un partido de fútbol, que puede aplicarse a otros eventos deportivos. Este apartado está centrado en la localización del lugar, en él se explican los primeros pasos a dar en los primeros días de montaje. Estos son fundamentales para que posteriormente el partido pueda salir de la mejor manera posible, equivocarse o cometer errores al inicio puede acarrear mayores gastos económicos y grandes demoras de tiempo posteriormente. El tercer capítulo se centra en el montaje y la producción del evento. En la primera parte, se explica cómo situar dentro del campo de fútbol los micrófonos y las cámaras. Además, se hace una descripción de cada uno de ellos. También se introducen conceptos básicos y parámetros de los principales micrófonos y cámaras que se usarán en el evento. La segunda parte del capítulo se centra en explicar las diferentes señales utilizadas, como se transmiten y la comunicación interna y externa. El capítulo cuarto sirve para conocer el material necesario para realizar el evento. Se explican: micrófonos, cámaras, EVS (Unidades de grabación), CCU (Camera Control Unit), mezclador y tipo de cableado indicando los modelos y marcas más relevantes que se usan en la actualidad. Además, se pueden ver diferentes figuras del material utilizado. En el quinto capítulo, se ven las principales funciones que realizan los empleados. Comienza con una amplia explicación de la realización del evento y continúa explicando las diferentes funciones de los operadores del material visto en el capítulo anterior. El capítulo sexto, sirve para explicar un presupuesto aproximado de lo que sería la realización y producción del evento y poder estudiar la viabilidad de este. Por último, en el capítulo séptimo se ven una serie de conclusiones a modo de resumen, las cuales han de ayudar a dejar completamente claros una serie de conceptos básicos acerca del proyecto. ABSTRACT. The Thesis made deals with a theoretical study of the broadcast of a Real Madrid - FC Barcelona. This project, tries that the reader gets has an idea of everything that has a football match with these dimensions from the visual point of view and be able to understand the steps to take. When we see the broadcast of a sport event and specifically a football match of this magnitude, it is almost impossible to think the deployment behind it. Therefore, we have tried to explain in a simple and concise way to hold an event of this size and it could serve for other large-scale sporting events. Throughout this project, a comprehensive study is done on the main steps to be taken to make the broadcast possible way to reach spectators. The memory of this project is based on seven chapters. In the first chapter, a brief introduction explains retransmission matches, so that the reader can get an idea about is explained in the next chapters. In the second chapter, the first step is performed to broadcast a football match and that can be applied to other sports events. This section focuses on the location of where it explains the first days of installation. This is important for later the match can be done of the best possible way and wrong or make mistakes at the beginning can lead to higher economic costs and long delays of time later. The third chapter focuses on the assembly and production of the event. The first part explains how to locate within the football field microphones and cameras. It also explains each one. Also, introduces basic concepts and parameters of the main microphones and cameras that will be used at the event. In the second part, the chapter focuses on explaining the different signals used as transmission and communication internally and externally. The fourth chapter serves to meet the necessary material for the event. It explains: microphones, cameras, EVS, CCU, mixer and cabling type indicating the most relevant models and brands that are used today. Also, you can see different figures on the material used. In the fifth chapter, the main functions are performed by employees. It begins with a thorough explanation of the event and goes on to explain the various functions of the operators of the material seen in the previous chapter. The sixth chapter, helps explain an estimate of what would be the creation and production of the event and to study the feasibility of this. Finally, in the seventh chapter are a number of conclusions in summary, which should help to make thoroughly clear a number of basic concepts about the project.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Az önkéntesség témája talán sosem lehetett olyan aktuális, mint 2011-ben, az Önkéntesség Európai Évében. Az e téma köré szerveződött rendezvények talán népszerűbbé tehették az önkéntességet Magyarországon is. Az embereket legjobban a sport szeretete ösztönzi önkéntességre, pl. egy nagy sportrendezvény megrendezésekor a szervezők nagyban támaszkodnak az önkéntes munkaerőre. Azonban fontos lenne, hogy más területeken is felismerjék az emberek az effajta munkavégzés előnyeit. ______ The issue of volunteering may never be so actual, as in 2011, the European Year of Volunteering. The events which are organized around this theme might make volunteering more popular in Hungary. People are mostly encouraged by sport love for volunteering for example when arranging a great sport event the organizers can rely largely on the volunteers. However it would be important that people recognize the benefits of this kind of work in other fields as well.

Relevância:

50.00% 50.00%

Publicador:

Resumo:

OBJECTIVES
By the end of this chapter, readers will be able to:
• describe the nature and role of sponsorship as part of a company's marketing mix;
• be familiar with terminology relating to sponsorship and integrated sponsorship marketing;
• discuss the background and growth of sponsorship as a marketing discipline globally and in New Zealand;
• understand corporate methodology for measuring sponsorship effectiveness;
• identify models for sponsorship selection, planning, management and evaluation;
• understand the role of research in sponsorship;
• describe techniques for developing a sponsorship proposal;
• be familiar with global and local trends in sponsorship;
• understand legal implications, including contracts/agreements, ambush marketing and cause-related sponsorship.

Relevância:

50.00% 50.00%

Publicador:

Resumo:

Marketing communications utilizing a non-profit cause (i.e., the sponsorship of a nonprofit cause) have emerged as a mainstream practice as practitioners respond to rising consumer expectations of corporate social responsibility (CSRI. The increasing popularity of cause-related marketing programs (CRMPS) can be attributed to the Integration of sponsorship in many organizations' sport marketing strategy. The purpose of this study was to examine the attitudes, beliefs, and purchase intentions of consumers exposed to a firm's sponsorship of a sporting event associated with a non-profit organization. A survey instrument was developed by a panel of experts, pre-tested, revised, and completed by (442 event spectators. Results suggested consumers' attitudes, beliefs, and purchase intentions toward the sponsoring company were positively impacted by the firm's involvement with cause-related marketing.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

We conducted an experiment to investigate the impact of sport scandal on consumer attitudes toward a range of sport stakeholders. We examined the effects of fans’ social identity (fan of scandalized team vs. fan of rival team), scandal severity (single perpetrator vs. multiple perpetrators) and the sponsor brand’s response to the scandal (sponsorship retention vs. termination) on consumers’ attitudes toward the implicated team, the scandal perpetrators, the sport, and sponsor brand. We find evidence of differential reactions to scandal reflecting social identity, such that fans support their own team despite increased scandal severity but negatively judge a rival team’s transgressions. Results suggest that where fans are concerned, sponsors may be better served to continue with a sponsorship following scandal than to terminate, even for some forms of severe scandal. However, termination may receive more positive evaluation from rival team fans; hence continuation of sponsorship needs to accompany a tempered approach.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

This paper examines the extent to which the proclamation by the International Olympic Committee (IOC) that Olympic Games hosting can improve the environmental capacity of the host nation holds. It singles out the post-event environmental concern exhibited by the population of the host country as the most important indicator and proceeds towards examining how successive host nations have performed in relation to that. The intervening variable of the global environmental crisis is put under the microscope and as a result the general conclusion suggests that environmental concern is much more tied to the general socio-economic predicament that the host country finds itself to be in the post-event phase than the successful hosting of green Games.