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Virtual Advertising
Virtual advertising is the use of digital technology to insert virtual advertising content into a live or pre-recorded television show, often in sports events. This technique is often used to allow broadcasters to overlay existing physical advertising panels (on the playfield) with virtual content on the screen when broadcasting the same event in multiple regions; a Spanish football game will be broadcast in Mexico with Mexican advertising images. Similarly, virtual content can be inserted onto empty space within the sports venue such as the field of play, where physical advertising cannot be placed due to regulatory or safety reasons. Virtual advertising content is intended to be photo-realistic, so that the viewer has the impression they are seeing the real in-stadium advertising. History Throughout the 1980s and 2000s, advertisement on television and newspapers were a popular form of spreading information. Jeremiah Lynwood, a media and marketing expert, has had many years of e ...
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Broadcast
Broadcasting is the distribution of audio or video content to a dispersed audience via any electronic mass communications medium, but typically one using the electromagnetic spectrum ( radio waves), in a one-to-many model. Broadcasting began with AM radio, which came into popular use around 1920 with the spread of vacuum tube radio transmitters and receivers. Before this, all forms of electronic communication (early radio, telephone, and telegraph) were one-to-one, with the message intended for a single recipient. The term ''broadcasting'' evolved from its use as the agricultural method of sowing seeds in a field by casting them broadly about. It was later adopted for describing the widespread distribution of information by printed materials or by telegraph. Examples applying it to "one-to-many" radio transmissions of an individual station to multiple listeners appeared as early as 1898. Over the air broadcasting is usually associated with radio and television, though more ...
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Association Football
Association football, more commonly known as football or soccer, is a team sport played between two teams of 11 players who primarily use their feet to propel the ball around a rectangular field called a pitch. The objective of the game is to score more goals than the opposition by moving the ball beyond the goal line into a rectangular framed goal defended by the opposing side. Traditionally, the game has been played over two 45 minute halves, for a total match time of 90 minutes. With an estimated 250 million players active in over 200 countries, it is considered the world's most popular sport. The game of association football is played in accordance with the Laws of the Game, a set of rules that has been in effect since 1863 with the International Football Association Board (IFAB) maintaining them since 1886. The game is played with a football that is in circumference. The two teams compete to get the ball into the other team's goal (between the posts and under t ...
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Digital Marketing
Digital marketing is the component of marketing that uses the Internet and online based digital technologies such as desktop computers, mobile phones and other digital media and platforms to promote products and services. Its development during the 1990s and 2000s changed the way brands and businesses use technology for marketing. As digital platforms became increasingly incorporated into marketing plans and everyday life, and as people increasingly use digital devices instead of visiting physical shops, digital marketing campaigns have become prevalent, employing combinations of search engine optimization (SEO), search engine marketing (SEM), content marketing, influencer marketing, content automation, campaign marketing, data-driven marketing, e-commerce marketing, social media marketing, social media optimization, e-mail direct marketing, display advertising, e–books, and optical disks and games have become commonplace. Digital marketing extends to non-Internet channels ...
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Detection Limit
The limit of detection (LOD or LoD) is the lowest signal, or the lowest corresponding quantity to be determined (or extracted) from the signal, that can be observed with a sufficient degree of confidence or statistical significance. However, the exact threshold (level of decision) used to decide when a signal significantly emerges above the continuously fluctuating background noise remains arbitrary and is a matter of policy and often of debate among scientists, statisticians and regulators depending on the stakes in different fields. Significance in analytical chemistry In analytical chemistry, the detection limit, lower limit of detection, or LOD (limit of detection), often mistakenly confused with the analytical sensitivity, is the lowest quantity of a substance that can be distinguished from the absence of that substance (a '' blank value'') with a stated confidence level (generally 99%). The detection limit is estimated from the mean of the blank, the standard deviation ...
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Cut (transition)
In the post-production process of film editing and video editing, a cut is an abrupt, but usually trivial film transition from one sequence to another. It is synonymous with the term ''edit'', though "edit" can imply any number of transitions or effects. The cut, dissolve and wipe serve as the three primary transitions. The term refers to the physical action of cutting film or videotape, but also refers to a similar edit performed in software; it has also become associated with the resulting visual "break". History Due to the short length of early film stock, splicing was necessary to join together segments into long-form. Actuality directors spliced together reels prior to shooting to record for longer periods of time. Narrative directors, on the other hand, preferred shooting for shorter lengths, editing together shot footage. In either case, film was cut (and subsequently joining the cut segments) to remove excess footage, focusing attention on significant elements. The ...
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Instant Replay
Instant replay or action replay is a video reproduction of something that recently occurred which was both shot and broadcast live. The video, having already been shown live, is replayed in order for viewers to see again and analyze what had just taken place. Some sports allow officiating calls to be overturned after the review of a play. Instant replay is most commonly used in sports, but is also used in other fields of live TV. While the first near-instant replay system was developed and used in Canada, the first ''instant'' replay was developed and deployed in the United States. Outside of live action sports, instant replay is used to cover large pageants or processions involving major dignitaries (e.g. monarchs, religious leaders such as the Catholic Pope, revolutionary leaders with mass appeal), political debate, legal proceedings (e.g. O.J. Simpson murder case), royal weddings, red carpet events at major award ceremonies (e.g. the Oscars), grandiose opening ceremonies ...
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Fox Sports Net
Fox Sports Networks (FSN), formerly known as Fox Sports Net, was the collective name for a group of regional sports channels in the United States. Formed in 1996 by News Corporation, the networks were acquired by The Walt Disney Company on March 20, 2019, following its acquisition of 21st Century Fox. A condition of that acquisition imposed by the U.S. Department of Justice required Disney to sell the regional networks by June 18, 2019, 90 days after the completion of its acquisition. Disney subsequently agreed to sell the networks (excluding the YES Network, being reacquired by Yankee Global Enterprises) to Sinclair; the transaction was completed on August 22, 2019. The networks continued to use the Fox Sports name only under a transitional license agreement while rebranding options were explored. A rebranding cross-partnership with Bally's Corporation took effect on March 31, 2021, and the networks were rebranded as Bally Sports, ending the Fox Sports Networks branding a ...
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2019 ATP Finals
The 2019 ATP Finals (also known as the 2019 Nitto ATP Finals for sponsorship reasons) was a men's tennis tournament played at the O2 Arena on indoor hard courts in London, United Kingdom, from 10 to 17 November 2019. It was the season-ending event for the highest-ranked singles players and doubles teams on the 2019 ATP Tour and was the 50th edition of the tournament (45th in doubles). The singles event was won by Stefanos Tsitsipas over Dominic Thiem in three sets. In doubles, Pierre-Hugues Herbert and Nicolas Mahut defeated Raven Klaasen and Michael Venus in straight sets. Finals Singles Stefanos Tsitsipas defeated Dominic Thiem, 6–7(6–8), 6–2, 7–6(7–4) * It was Tsitsipas's 3rd title of the year and 4th of his career. It was his first win at the event. Doubles Pierre-Hugues Herbert / Nicolas Mahut defeated Raven Klaasen / Michael Venus 6–3, 6–4 Day-by-day summaries Singles group Doubles group Format The ATP Finals group stage had a ...
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The O2 Arena
The O2 Arena, commonly known as the O2 (stylised as The O2 arena), is a multi-purpose indoor arena in the centre of the O2 entertainment complex on the Greenwich Peninsula in southeast London. It opened in its present form in 2007. It has the second-highest seating capacity of any indoor venue in the United Kingdom, behind the Manchester Arena, and in 2008 was the world's busiest music arena. As of 2022, it is the ninth-largest building in the world by volume. The arena was built under the Millennium Dome, a large dome-shaped building built to house an exhibition celebrating the turn of the third millennium; as the structure still stands over the arena, ''The Dome'' remains a name in common usage for the venue. The arena, as well as the overall O2 complex, is named after its primary sponsor, the telecommunications company O2, a subsidiary of Virgin Media O2. History Following the closure of the Millennium Experience at the end of 2000, the Millennium Dome was leased to Merid ...
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Table Tennis
Table tennis, also known as ping-pong and whiff-whaff, is a sport in which two or four players hit a lightweight ball, also known as the ping-pong ball, back and forth across a table using small solid rackets. It takes place on a hard table divided by a net. Except for the initial serve, the rules are generally as follows: Players must allow a ball played toward them to bounce once on their side of the table and must return it so that it bounces on the opposite side. A point is scored when a player fails to return the ball within the rules. Play is fast and demands quick reactions. Spinning the ball alters its trajectory and limits an opponent's options, giving the hitter a great advantage. Table tennis is governed by the worldwide organization International Table Tennis Federation (ITTF), founded in 1926. ITTF currently includes 226 member associations. The official rules are specified in the ITTF handbook. Table tennis has been an Olympic sport since 1988, with several event ...
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ITTF World Tour
The ITTF World Tour, known as the ITTF Pro Tour until 2011, is an annual series of table tennis tournaments introduced by International Table Tennis Federation (ITTF) in 1996. The tour includes events in seven categories: Men's and Women's Singles, Men's, Women's, and Mixed Doubles, and Under-21 Men's and Women's Singles. The tour has its own points system, with players accumulating points based on their performances in the tournaments they enter. Since 2017, the ITTF also announced that the World Tour would be split into two tiers, with six World Tour Platinum, the new top tier of World Tour, and six regular World Tour events. The players who gain the most points in each of the seven different categories will be invited to participate in the ITTF World Tour Grand Finals at the end of the year. Overview ITTF Pro Tour (1996–2011) Number of tournaments in each year (Grand Finals not counted): ITTF World Tour (2012–present) Number of tournaments in each year (Grand Finals no ...
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Digital Media
Digital media is any communication media that operate in conjunction with various encoded machine-readable data formats. Digital media can be created, viewed, distributed, modified, listened to, and preserved on a digital electronics device. ''Digital'' defines as any data represented by a series of digits, and ''media'' refers to methods of broadcasting or communicating this information. Together, ''digital media'' refers to mediums of digitized information broadcast through a screen and/or a speaker. This also includes text, audio, video, and graphics that are transmitted over the internet for viewing or listening to on the internet. Digital media platforms, such as YouTube, Vimeo, and Twitch, accounted for viewership rates of 27.9 billion hours in 2020. A contributing factor to its part in what is commonly referred to as ''the digital revolution'' can be attributed to the use of interconnectivity. Digital media Examples of digital media include software, digital images, d ...
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