The spin of the ball plays a crucial role in table tennis tactics. However, it has rarely been measured and reported for the broadcast audience to better understand table tennis matches. This paper introduces a system designed to measure the spin of a table tennis ball without using electrically synchronized shutters or high-speed cameras. The system employs multiple unsynchronized cameras to detect the logos printed on the ball and estimates its three-dimensional translational motion to determine the spin rate (rotational velocity expressed in the revolutions per unit time) and spin axis (imaginary line around which the ball rotates). An experimental analysis indicated median errors of 0.78 rps and 12.5° in spin rate and axis, respectively. Additionally, the system exhibited sufficient resolution to analyze the spin rate and axis of a service ball in table tennis, distinguishing between spin axes that differ by 30° with 95.8% confidence. The developed system was used in the Japanese T-League to report the spin of several services after the live streaming of matches. The developed system successfully measured the spins of 92.1% of the served balls, confirming that the system has sufficient capability to feedback spin data immediately after a match.
{"title":"Spin measurement system for table tennis balls based on asynchronous non-high-speed cameras","authors":"Sho Tamaki, Satoshi Yamagata, Sachiko Hashizume","doi":"10.2478/ijcss-2024-0003","DOIUrl":"https://doi.org/10.2478/ijcss-2024-0003","url":null,"abstract":"\u0000 The spin of the ball plays a crucial role in table tennis tactics. However, it has rarely been measured and reported for the broadcast audience to better understand table tennis matches. This paper introduces a system designed to measure the spin of a table tennis ball without using electrically synchronized shutters or high-speed cameras. The system employs multiple unsynchronized cameras to detect the logos printed on the ball and estimates its three-dimensional translational motion to determine the spin rate (rotational velocity expressed in the revolutions per unit time) and spin axis (imaginary line around which the ball rotates). An experimental analysis indicated median errors of 0.78 rps and 12.5° in spin rate and axis, respectively. Additionally, the system exhibited sufficient resolution to analyze the spin rate and axis of a service ball in table tennis, distinguishing between spin axes that differ by 30° with 95.8% confidence. The developed system was used in the Japanese T-League to report the spin of several services after the live streaming of matches. The developed system successfully measured the spins of 92.1% of the served balls, confirming that the system has sufficient capability to feedback spin data immediately after a match.","PeriodicalId":38466,"journal":{"name":"International Journal of Computer Science in Sport","volume":"106 ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140466355","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Automatic fault detection is a major challenge in many sports. In race walking, judges visually detect faults according to the rules. Hence, automatic fault detection systems will help a training of race walking without experts’ visual judgement. Some studies have attempted to use sensors and machine learning to automatically detect faults. However, there are problems associated with sensor attachments and equipment such as a high-speed camera, which conflict with the visual judgement of judges, and the interpretability of the fault detection models. In this study, we proposed an automatic fault detection system for non-contact measurement. We used pose estimation and machine learning models trained based on the judgements of multiple qualified judges to realize fair fault judgement. We verified them using smartphone videos of normal race walking and walking with intentional faults in several athletes including the medalist of the Tokyo Olympics. The results show that the proposed system detected faults with an average accuracy of over 90%. We also revealed that the machine learning model detects faults according to the rules. In addition, the intentional faulty walking movement of the medalist was different from that of other walkers. This finding informs realization of a more general fault detection model.
{"title":"Automatic Detection of Faults in Simulated Race Walking from a Fixed Smartphone Camera","authors":"Tomohiro Suzuki, K. Takeda, Keisuke Fujii","doi":"10.2478/ijcss-2024-0002","DOIUrl":"https://doi.org/10.2478/ijcss-2024-0002","url":null,"abstract":"\u0000 Automatic fault detection is a major challenge in many sports. In race walking, judges visually detect faults according to the rules. Hence, automatic fault detection systems will help a training of race walking without experts’ visual judgement. Some studies have attempted to use sensors and machine learning to automatically detect faults. However, there are problems associated with sensor attachments and equipment such as a high-speed camera, which conflict with the visual judgement of judges, and the interpretability of the fault detection models. In this study, we proposed an automatic fault detection system for non-contact measurement. We used pose estimation and machine learning models trained based on the judgements of multiple qualified judges to realize fair fault judgement. We verified them using smartphone videos of normal race walking and walking with intentional faults in several athletes including the medalist of the Tokyo Olympics. The results show that the proposed system detected faults with an average accuracy of over 90%. We also revealed that the machine learning model detects faults according to the rules. In addition, the intentional faulty walking movement of the medalist was different from that of other walkers. This finding informs realization of a more general fault detection model.","PeriodicalId":38466,"journal":{"name":"International Journal of Computer Science in Sport","volume":"89 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140462985","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jordan Truman Paul Noel, Vinicius Prado da Fonseca, Amilcar Soares
We make a unique contribution to momentum research by proposing a way to quantify momentum with performance indicators (i.e., features). We argue that due to measurable randomness in the NHL, sequential outcomes’ dependence or independence may not be the best way to approach momentum. Instead, we quantify momentum using a small sample of a team’s recent games and a linear line of best-fit to determine the trend of a team’s performances before an upcoming game. We show that with the use of SVM and logistic regression these momentum- based features have more predictive power than traditional frequency-based features in a pre-game prediction model which only uses each team’s three most recent games to assess team quality. While a random forest favors the use of both feature sets combined. The predictive power of these momentum-based features suggests that momentum is a real phenomenon in the NHL and may have more effect on the outcome of games than suggested by previous research. In addition, we believe that how our momentum-based features were designed and compared to frequency-based features could form a framework for comparing the short-term effects of momentum on any individual sport or team.
{"title":"The Use of Momentum-Inspired Features in Pre-Game Prediction Models for the Sport of Ice Hockey","authors":"Jordan Truman Paul Noel, Vinicius Prado da Fonseca, Amilcar Soares","doi":"10.2478/ijcss-2024-0001","DOIUrl":"https://doi.org/10.2478/ijcss-2024-0001","url":null,"abstract":"\u0000 We make a unique contribution to momentum research by proposing a way to quantify momentum with performance indicators (i.e., features). We argue that due to measurable randomness in the NHL, sequential outcomes’ dependence or independence may not be the best way to approach momentum. Instead, we quantify momentum using a small sample of a team’s recent games and a linear line of best-fit to determine the trend of a team’s performances before an upcoming game. We show that with the use of SVM and logistic regression these momentum- based features have more predictive power than traditional frequency-based features in a pre-game prediction model which only uses each team’s three most recent games to assess team quality. While a random forest favors the use of both feature sets combined. The predictive power of these momentum-based features suggests that momentum is a real phenomenon in the NHL and may have more effect on the outcome of games than suggested by previous research. In addition, we believe that how our momentum-based features were designed and compared to frequency-based features could form a framework for comparing the short-term effects of momentum on any individual sport or team.","PeriodicalId":38466,"journal":{"name":"International Journal of Computer Science in Sport","volume":"335 ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140468583","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Peter O’ Donoghue, Hafrún Kristjánsdóttir, Kristján Halldórsson, Sveinn Þorgeirsson
Abstract The men’s Handball World Championship commences with eight round robin groups of four teams before the “main round” of four groups of six teams. These groups of six each include the top three teams from pairs of initial groups. The tournament draw uses pots of eight which risks two teams in the top four appearing in the same group of the main round. A further issue is that teams finishing between third and sixth in the main round groups are awarded tournament places between ninth and 24th without any further matches. Therefore, the purpose of this investigation was to compare the current tournament system with alternatives using pots of four teams in the draw, and / or adding a knockout stage to place teams from ninth to 24th. These four tournament systems were simulated 100,000 times, using underlying regression models for the goals scored based on their World ranking points. Introducing pots of four increased the chance of reaching the quarter-finals for teams ranked one to four and nine to 12 by 1.3% and 1.6% respectively. It is recommended that the draw uses pots of four teams associated with pairs of initial groups that lead to common main draw groups.
{"title":"A comparison of tournament systems for the men’s World Handball Championship","authors":"Peter O’ Donoghue, Hafrún Kristjánsdóttir, Kristján Halldórsson, Sveinn Þorgeirsson","doi":"10.2478/ijcss-2023-0011","DOIUrl":"https://doi.org/10.2478/ijcss-2023-0011","url":null,"abstract":"Abstract The men’s Handball World Championship commences with eight round robin groups of four teams before the “main round” of four groups of six teams. These groups of six each include the top three teams from pairs of initial groups. The tournament draw uses pots of eight which risks two teams in the top four appearing in the same group of the main round. A further issue is that teams finishing between third and sixth in the main round groups are awarded tournament places between ninth and 24th without any further matches. Therefore, the purpose of this investigation was to compare the current tournament system with alternatives using pots of four teams in the draw, and / or adding a knockout stage to place teams from ninth to 24th. These four tournament systems were simulated 100,000 times, using underlying regression models for the goals scored based on their World ranking points. Introducing pots of four increased the chance of reaching the quarter-finals for teams ranked one to four and nine to 12 by 1.3% and 1.6% respectively. It is recommended that the draw uses pots of four teams associated with pairs of initial groups that lead to common main draw groups.","PeriodicalId":38466,"journal":{"name":"International Journal of Computer Science in Sport","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135051655","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
David Brinkjans, Daniel Memmert, Yannik Paul, Jürgen Perl
Abstract In contrast to simple performance indicators in the practical application of quantitative analysis in professional soccer, the inclusion of certain contextual elements can improve both the predictive quality and interpretability of these. Therefore, the Success-Score is intended to identify the factors relevant to success by linking ball control and space control. Position datasets from 14 games of the Bundesliga were used to calculate Success-Scores for several interval lengths for the penalty area and the 30-meter-zone. The relative goalscoring frequency above resp. below the 80 th percentile, the rank correlation in terms of goals scored pursuant to the sorting of the Success-Score as well as possible distinctions in the Success-Score between two teams of different quality were examined. Results revealed that interval lengths and the area under investigation largely affect the resulting Success-Score and its distribution. The Success-Score applied to the 30-meter-zone seems preferable when analyzing goalscoring. Dependent on the target of analysis, methodological and theoretical considerations need to be balanced in a sweet spot of the interval length.
{"title":"Success-Score in Professional Soccer – Is there a sweet spot in the analysis of space and ball control?","authors":"David Brinkjans, Daniel Memmert, Yannik Paul, Jürgen Perl","doi":"10.2478/ijcss-2023-0013","DOIUrl":"https://doi.org/10.2478/ijcss-2023-0013","url":null,"abstract":"Abstract In contrast to simple performance indicators in the practical application of quantitative analysis in professional soccer, the inclusion of certain contextual elements can improve both the predictive quality and interpretability of these. Therefore, the Success-Score is intended to identify the factors relevant to success by linking ball control and space control. Position datasets from 14 games of the Bundesliga were used to calculate Success-Scores for several interval lengths for the penalty area and the 30-meter-zone. The relative goalscoring frequency above resp. below the 80 th percentile, the rank correlation in terms of goals scored pursuant to the sorting of the Success-Score as well as possible distinctions in the Success-Score between two teams of different quality were examined. Results revealed that interval lengths and the area under investigation largely affect the resulting Success-Score and its distribution. The Success-Score applied to the 30-meter-zone seems preferable when analyzing goalscoring. Dependent on the target of analysis, methodological and theoretical considerations need to be balanced in a sweet spot of the interval length.","PeriodicalId":38466,"journal":{"name":"International Journal of Computer Science in Sport","volume":"113 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135055727","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract The utilization of metrics such as expected goals (xG) has the potential to provide teams with a competitive edge. By incorporating xG into their analysis and decision-making processes, teams can gain valuable insights. This study proposes a new approach to football xG modeling using Kos Angle which represents the shooting angle, from which we substract the angles occupied by players inside the shot angle. The objective of this study is to evaluate the impact of the Kos Angle feature on the performance of football xG models. After developing the mathematical formula of the Kos Angle, we selected additional features and built different xG models. Subsequently, the impact of the Kos Angle feature on the models’ performances was evaluated, revealing an increase in Recall and Precision and a decrease in Brier score and RMSE. We also found that the Kos Angle accounted for a significant portion of the models’ predictive power. By providing a more realistic representation of shot situations, the addition of the Kos Angle feature allows the improvement of xG models performances, which can give a more valuable insights to football professionals who rely on xG metrics and their variations.
{"title":"The Kos Angle, an optimizing parameter for football expected goals (xG) models","authors":"Hassani Karim, Lotfi Marwane","doi":"10.2478/ijcss-2023-0010","DOIUrl":"https://doi.org/10.2478/ijcss-2023-0010","url":null,"abstract":"Abstract The utilization of metrics such as expected goals (xG) has the potential to provide teams with a competitive edge. By incorporating xG into their analysis and decision-making processes, teams can gain valuable insights. This study proposes a new approach to football xG modeling using Kos Angle which represents the shooting angle, from which we substract the angles occupied by players inside the shot angle. The objective of this study is to evaluate the impact of the Kos Angle feature on the performance of football xG models. After developing the mathematical formula of the Kos Angle, we selected additional features and built different xG models. Subsequently, the impact of the Kos Angle feature on the models’ performances was evaluated, revealing an increase in Recall and Precision and a decrease in Brier score and RMSE. We also found that the Kos Angle accounted for a significant portion of the models’ predictive power. By providing a more realistic representation of shot situations, the addition of the Kos Angle feature allows the improvement of xG models performances, which can give a more valuable insights to football professionals who rely on xG metrics and their variations.","PeriodicalId":38466,"journal":{"name":"International Journal of Computer Science in Sport","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134997209","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Duarte Sousa, Américo Cardoso, João Noite, Ana Rodrigues, Helder Lopes, Catarina Fernando, João Prudente
Abstract Team handball is constantly evolving. Since the beginning of the century some changes has been introduced but no rule has been as controversial and not consensual as the one introduced in 2016 that allows the change of a goalkeeper for a field player (Empty goal) allowing teams to play 7 vs. 6 (Prudente et al., 2022). With this study we intend to analyze and characterize the attack with empty goal (7 vs. 6) of the 12 best ranked teams in Men’s EHF Euro 2022. Observational Methodology was used and it was built, validated by experts and subsequently used a mixed ad hoc instrument combining a 12 criteria field format with 77 category category system to observe and register data. Data were gathered from 28 matches involving teams classified in the first twelve places in the 2022 Men’s EHF Euro 2022. These were recorded from TV broadcasts, and the total number of offensive sequences carried out in an organized attack game method 7 vs. 6 with empty goal (n = 121) was analyzed. For data analysis, prospective and retrospective sequential analysis and the technique of polar coordinates was used. The main results show a stronger association between: a) No Goal by Technical Fault and succeeded direct goal attempt; b) Direct Goal Attempt and Goal. Results also show that best ranked teams used less 7 vs. 6 attack system. According to the main results, teams that used 7 vs. 6 and lost the ball by technical fault had a stronger association with a direct goal attempt by the opponent team. That is positively associated with goal. This leads to a practical recommendation that teams that want to use 7 vs. 6 should practice this special option in order to achieve more efficiency, reducing the number of technical faults and consequently the opponents goal to goal attempts.
团队手球是一种不断发展的运动。自本世纪初以来,已经引入了一些变化,但没有一条规则像2016年引入的规则那样具有争议性和非共识性,该规则允许更换一名场上球员的守门员(空球门),允许球队打7对6 (Prudente et al., 2022)。通过这项研究,我们打算分析和描述2022年欧洲杯男子EHF排名最高的12支球队的空门进攻(7比6)。采用观察方法学,由专家建立和验证,随后使用混合特设仪器,结合12个标准现场格式和77个类别分类系统来观察和登记数据。数据收集自2022年欧洲杯男子EHF前12名球队的28场比赛。这些都是从电视广播中记录下来的,并分析了在有组织的进攻博弈方法7 vs. 6中进行的进攻序列总数(n = 121)。数据分析采用前瞻性、回顾性序列分析和极坐标技术。主要结果表明:a)技术故障导致无进球与直接进球尝试成功之间存在较强的相关性;b)直接进球尝试和进球。结果还显示,排名靠前的队伍较少使用7对6的进攻系统。根据主要结果,使用7比6并且因技术失误丢球的球队与对手的直接进球尝试有更强的关联。这与目标呈正相关。这导致了一个实用的建议,即想要使用7对6的球队应该练习这个特殊的选项,以获得更高的效率,减少技术故障的数量,从而减少对手的进球尝试。
{"title":"Attack with Empty Goal (7 vs 6) in Team Handball - Analysis of Men’s EHF Euro 2022","authors":"Duarte Sousa, Américo Cardoso, João Noite, Ana Rodrigues, Helder Lopes, Catarina Fernando, João Prudente","doi":"10.2478/ijcss-2023-0012","DOIUrl":"https://doi.org/10.2478/ijcss-2023-0012","url":null,"abstract":"Abstract Team handball is constantly evolving. Since the beginning of the century some changes has been introduced but no rule has been as controversial and not consensual as the one introduced in 2016 that allows the change of a goalkeeper for a field player (Empty goal) allowing teams to play 7 vs. 6 (Prudente et al., 2022). With this study we intend to analyze and characterize the attack with empty goal (7 vs. 6) of the 12 best ranked teams in Men’s EHF Euro 2022. Observational Methodology was used and it was built, validated by experts and subsequently used a mixed ad hoc instrument combining a 12 criteria field format with 77 category category system to observe and register data. Data were gathered from 28 matches involving teams classified in the first twelve places in the 2022 Men’s EHF Euro 2022. These were recorded from TV broadcasts, and the total number of offensive sequences carried out in an organized attack game method 7 vs. 6 with empty goal (n = 121) was analyzed. For data analysis, prospective and retrospective sequential analysis and the technique of polar coordinates was used. The main results show a stronger association between: a) No Goal by Technical Fault and succeeded direct goal attempt; b) Direct Goal Attempt and Goal. Results also show that best ranked teams used less 7 vs. 6 attack system. According to the main results, teams that used 7 vs. 6 and lost the ball by technical fault had a stronger association with a direct goal attempt by the opponent team. That is positively associated with goal. This leads to a practical recommendation that teams that want to use 7 vs. 6 should practice this special option in order to achieve more efficiency, reducing the number of technical faults and consequently the opponents goal to goal attempts.","PeriodicalId":38466,"journal":{"name":"International Journal of Computer Science in Sport","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135055587","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Georgia Keys, Lisa Ryan, Maria Faulkner, Michael McCann
Abstract Training load (TL) is frequently documented among team sports and the development of emerging technology (ET) is displaying promising results towards player performance and injury risk identification. The aim of this systematic review was to identify ETs used in field-based sport to monitor TL for injury/performance prediction and provide sport specific recommendations by identifying new data generation in which coaches may consider when tracking players for an increased accuracy in training prescription and evaluation among field-based sports. Data was extracted from 60 articles following a systematic search of CINAHL, SPORTDiscus, Web of Science and IEEE XPLORE databases. Global positioning system (GPS) and accelerometers were common external TL tools and Rated Perceived Exertion (RPE) for internal TL. A collection of analytics tools were identified when investigating injury/performance prediction. Machine Learning showed promising results in many studies, identifying the strongest predictive variables and injury risk identification. Overall, a variety of TL monitoring tools and predictive analytics were utilized by researchers and were successful in predicting injury/performance, but no common method taken by researchers could be identified. This review highlights the positive effect of ETs, but further investigation is desired towards a ‘gold standard” predictive analytics tool for injury/performance prediction in field-based team sports.
训练负荷(TL)在团队运动中经常被记录,新兴技术(ET)的发展在运动员表现和损伤风险识别方面显示出令人鼓舞的结果。本系统综述的目的是确定在野外运动中使用的ETs来监测TL的损伤/表现预测,并通过确定新的数据生成提供体育专项建议,教练在跟踪运动员时可以考虑这些数据,以提高野外运动训练处方和评估的准确性。数据从CINAHL、SPORTDiscus、Web of Science和IEEE XPLORE数据库系统检索后的60篇文章中提取。全球定位系统(GPS)和加速度计是常用的外部运动训练工具,而RPE是常用的内部运动训练工具。在调查损伤/表现预测时,确定了一系列分析工具。机器学习在许多研究中显示出有希望的结果,确定了最强的预测变量和伤害风险识别。总的来说,研究人员使用了各种TL监测工具和预测分析,并成功地预测了损伤/表现,但研究人员没有确定常用的方法。这篇综述强调了ETs的积极作用,但需要进一步的研究,以建立一个“黄金标准”的预测分析工具,用于野外团队运动中的损伤/表现预测。
{"title":"Workload Monitoring Tools in Field-Based Team Sports, the Emerging Technology and Analytics used for Performance and Injury Prediction: A Systematic Review","authors":"Georgia Keys, Lisa Ryan, Maria Faulkner, Michael McCann","doi":"10.2478/ijcss-2023-0008","DOIUrl":"https://doi.org/10.2478/ijcss-2023-0008","url":null,"abstract":"Abstract Training load (TL) is frequently documented among team sports and the development of emerging technology (ET) is displaying promising results towards player performance and injury risk identification. The aim of this systematic review was to identify ETs used in field-based sport to monitor TL for injury/performance prediction and provide sport specific recommendations by identifying new data generation in which coaches may consider when tracking players for an increased accuracy in training prescription and evaluation among field-based sports. Data was extracted from 60 articles following a systematic search of CINAHL, SPORTDiscus, Web of Science and IEEE XPLORE databases. Global positioning system (GPS) and accelerometers were common external TL tools and Rated Perceived Exertion (RPE) for internal TL. A collection of analytics tools were identified when investigating injury/performance prediction. Machine Learning showed promising results in many studies, identifying the strongest predictive variables and injury risk identification. Overall, a variety of TL monitoring tools and predictive analytics were utilized by researchers and were successful in predicting injury/performance, but no common method taken by researchers could be identified. This review highlights the positive effect of ETs, but further investigation is desired towards a ‘gold standard” predictive analytics tool for injury/performance prediction in field-based team sports.","PeriodicalId":38466,"journal":{"name":"International Journal of Computer Science in Sport","volume":"22 1","pages":"26 - 48"},"PeriodicalIF":0.0,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45007939","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract In this paper, we proposed a new method of evaluating horse ability and jockey skills in horse racing. In the proposed method, we aimed to estimate unobservable individual effects of horses and jockeys simultaneously with regression coefficients for explanatory variables such as horse age and racetrack conditions and other parameters in the regression model. The data used in this paper are records on 1800m races (excluding steeplechases) held by the Japan Racing Association from 2016 to 2018, including 4063 horses and 143 jockeys. We applied the hierarchical Bayesian model to stably estimate such a large amount of individual effects. We used the Markov chain Monte Carlo (MCMC) method coupled with Ancillarity- Sufficiency Interweaving Strategy for Bayesian estimation of the model and choose the best model with Widely Applicable Information Criterion as a model selection criterion. As a result, we found a large difference in the ability among horses and jockeys. Additionally, we observed a strong relationship between the individual effects and the race records for both horses and jockeys.
{"title":"Hierarchical Bayesian analysis of racehorse running ability and jockey skills","authors":"M. Nakakita, T. Nakatsuma","doi":"10.2478/ijcss-2023-0007","DOIUrl":"https://doi.org/10.2478/ijcss-2023-0007","url":null,"abstract":"Abstract In this paper, we proposed a new method of evaluating horse ability and jockey skills in horse racing. In the proposed method, we aimed to estimate unobservable individual effects of horses and jockeys simultaneously with regression coefficients for explanatory variables such as horse age and racetrack conditions and other parameters in the regression model. The data used in this paper are records on 1800m races (excluding steeplechases) held by the Japan Racing Association from 2016 to 2018, including 4063 horses and 143 jockeys. We applied the hierarchical Bayesian model to stably estimate such a large amount of individual effects. We used the Markov chain Monte Carlo (MCMC) method coupled with Ancillarity- Sufficiency Interweaving Strategy for Bayesian estimation of the model and choose the best model with Widely Applicable Information Criterion as a model selection criterion. As a result, we found a large difference in the ability among horses and jockeys. Additionally, we observed a strong relationship between the individual effects and the race records for both horses and jockeys.","PeriodicalId":38466,"journal":{"name":"International Journal of Computer Science in Sport","volume":"22 1","pages":"1 - 25"},"PeriodicalIF":0.0,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44665019","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract Change of direction speed, reaction time, sprint speed, and explosive strength are important factors that determine athletes’ performance in the majority of sports. From the practical standpoint, it is of interest to investigate to what extent they differ among athletes of team and individual sports. We compared 7 handball, 11 basketball, and 15 male table tennis players in four reaction time tests, 505 Agility test, 5m and 20m sprints, squat, countermovement, and drop jumps. Basketball players performed better in reaction time to fast generating stimuli (12.6%, p=.001) and countermovement jump height (14.5%, p=.05) than handball players. In addition, they achieved a higher reactive strength index (25%, p=.01) than table tennis players. Handball players were faster in the 505 Agility test compared to table tennis players (4.6%, p=.04). Results revealed that performance of basketball players is mainly determined by explosive strength, handball players by change of direction speed, and table tennis by speed of response to visual stimuli. These differences may be ascribed to long-term adaptation to sport-specific stimuli. Novel assessment methods and devices should better determine key performance factors of athletes with regard to sport-specific tasks.
{"title":"Sport-specific differences in key performance factors among handball, basketball and table tennis players","authors":"Henrieta Horníková, Filip Skala, E. Zemková","doi":"10.2478/ijcss-2023-0003","DOIUrl":"https://doi.org/10.2478/ijcss-2023-0003","url":null,"abstract":"Abstract Change of direction speed, reaction time, sprint speed, and explosive strength are important factors that determine athletes’ performance in the majority of sports. From the practical standpoint, it is of interest to investigate to what extent they differ among athletes of team and individual sports. We compared 7 handball, 11 basketball, and 15 male table tennis players in four reaction time tests, 505 Agility test, 5m and 20m sprints, squat, countermovement, and drop jumps. Basketball players performed better in reaction time to fast generating stimuli (12.6%, p=.001) and countermovement jump height (14.5%, p=.05) than handball players. In addition, they achieved a higher reactive strength index (25%, p=.01) than table tennis players. Handball players were faster in the 505 Agility test compared to table tennis players (4.6%, p=.04). Results revealed that performance of basketball players is mainly determined by explosive strength, handball players by change of direction speed, and table tennis by speed of response to visual stimuli. These differences may be ascribed to long-term adaptation to sport-specific stimuli. Novel assessment methods and devices should better determine key performance factors of athletes with regard to sport-specific tasks.","PeriodicalId":38466,"journal":{"name":"International Journal of Computer Science in Sport","volume":"22 1","pages":"31 - 41"},"PeriodicalIF":0.0,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"69212285","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}