2023, Volume 19
Smart organization – digitization of combat sports services
Wojciech Cieśliński1, Kazimierz Witkowski1, Eugeniusz Prystupa2, Tomasz Pałka3, Paweł Piepiora1
1Faculty of Physical Education and Sports, Wroclaw University of Health and Sport Sciences, Wrocław, Poland
2Lviv State University of Physical Culture in Ukraine , Lwów, Ukraine
3Faculty of Physical Education and Sport, Department of Physiology and Biochemistry, University of Physical Education in Kraków, Kraków, Poland
Author for correspondence: Paweł Piepiora; Faculty of Physical Education and Sports, Wroclaw University of Health and Sport Sciences, Wrocław, Poland; email: email@example.com
Background and Study Aim: The smart organization is a digital organization, an essential aspect of which is the use of mobile digital technologies in the management of combat sports services and, in particular, the management including diagnosis and monitoring of one's own physical activity. Smart organization means converting resources, converging processes, implementing gamification mechanisms and streaming data. The main purpose of the article is to identify the functionality of available mobile applications used in the field of combat sport.
Material and Methods: The study has used a literature analysis of the subject, a documentary analysis, a diagnostic survey. The work combines two methodological categories: narrative review and original research based on a questionnaire in the study. own. It is edited in accordance with the formula of the original work. The survey has been conducted among 790 companies and sports clubs. The research covers the problems of organizing physical activity services using mobile applications.
Results: A review of the subject literature, presents the results of research in the field of digital maturity of organizations and the impact of smart tools on human physical activity 4.0 in organization 4.0. In the overview layer the authors refer to the results of their own research and literature sources dealing with these issues. Combat Sports Economics Z280.
Applications can be similar or completely different from each other, but each introduces something that is innovative for it and helps its everyday use. This is due to the fact that design companies outdo each other in inventing solutions aimed at gaining an advantage over the competition and attracting the customer with modernity and innovation. In connection with the research conducted in AdMob, users of mobile devices primarily use the following functionalities: downloading files, i.e. games, music, images, photos (46%); contacting friends and creating a communities on the Internet (45%); browsing information on social networks (9%). Smart applications are used by the majority of physically active people (62%), while with mobile applications are most often used by people who practice running (63%) and cycling (56%). Out of the most frequently used smart tools are preferred smartphone applications (58%) and a smartwatches (44%). among declared use of individual applications within the surveyed combat sports organizations dominate (17.1% of responses each): Garmin Connect, Samsung Health, Strava. Research confirms the strong impact of mobile applications and the use of these solutions in combat sports organizations. Smart technologies increase the human ability to become active in the area of combat sports activity.
Conclusions: Machine processing algorithms must be complemented by cognitive and heuristic processing algorithms. The former are used to manage data and the latter are to manage information, and the third type of algorithm is used to process knowledge. The research concerned about 790 companies and sports clubs – this is a significant limitation in terms of the obtained results. For a more accurate identification of the structure of application use, it is necessary to extend the scale of research. The assessment of the area of application use is described at a high level of generality, for a broader understanding of the scale, it is necessary to obtain real user data in the future. However, this is extremely difficult for licensing reasons.
Key words: Human 4.0, Internet, mobile applications, organization 4.0