The number of new consumer digital technologies is growing exponentially and today it is almost impossible to disassociate them from our lifestyle. The enormous interest in these types of devices has led to wearable technologies being rated as the primary trend in fitness worldwide with considerable increases in sales predicted over the coming decade. Advances in embedded sensors, increased battery life, increased processor speed, and the wide availability of 4G/5G mobile networks is enabling rapid advancements in these digital technologies. Interest among researchers is also growing exponentially as judged by the number of studies being published on consumer digital technologies. However, many of these new technologies have not been evaluated rigorously for either efficacy or effectiveness. The aim of this conference (and the book derived from it) is to provide a practical, evidence-based vision of how to use technologies for the evaluation and control of variables related to 4 different areas of interest:
Technologies in Health and Exercise (THE)
Healthy Lifestyles, especially focusing on physical activity for the promotion of health in different populations, including children, special populations (i.e., clinical conditions, pregnant women or older adults) or even environments (i.e., occupational settings, schools or at home).
Technologies in Sport Management (TSM)
Innovation is increasingly playing a prominent role in sport business management, through big events to the decision making in the fitness industry. The assessment of the technology's impact in this field is warranted.
Technologies in Physical Education (TPE)
Considering the Emerging technologies (ETs) in education, this can be a tool to guide teachers in their decision making when incorporating technologies in the classroom
Technologies in High Performance in Sport (TPS)
Training prescription, monitoring and performance analysis in sport through technologies are areas of contemporary interest that continue to develop rapidly with emerging wearable technologies.