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Spin measurement system for table tennis balls based on asynchronous non-high-speed cameras 基于异步非高速摄像机的乒乓球旋转测量系统
Q2 Computer Science Pub Date : 2024-02-01 DOI: 10.2478/ijcss-2024-0003
Sho Tamaki, Satoshi Yamagata, Sachiko Hashizume
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.
球的旋转在乒乓球战术中起着至关重要的作用。然而,为了让转播观众更好地了解乒乓球比赛,很少对其进行测量和报告。本文介绍了一种无需使用电子同步快门或高速摄像机即可测量乒乓球旋转的系统。该系统采用多台非同步摄像机检测球上印制的标识,并估算其三维平移运动,从而确定旋转率(以单位时间内的转数表示的旋转速度)和旋转轴(球围绕其旋转的假想线)。实验分析表明,旋转率和旋转轴的中位误差分别为 0.78 rps 和 12.5°。此外,该系统的分辨率足以分析乒乓球发球的旋转速率和轴线,能以 95.8% 的置信度区分相差 30° 的旋转轴线。开发的系统被用于日本 T 级联赛,在比赛直播后报告多个发球的旋转情况。所开发的系统成功测量了 92.1% 发球球的旋转,证明该系统有足够的能力在比赛结束后立即反馈旋转数据。
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引用次数: 0
Automatic Detection of Faults in Simulated Race Walking from a Fixed Smartphone Camera 从固定智能手机摄像头自动检测模拟竞走中的故障
Q2 Computer Science Pub Date : 2024-02-01 DOI: 10.2478/ijcss-2024-0002
Tomohiro Suzuki, K. Takeda, Keisuke Fujii
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.
自动检测故障是许多运动项目面临的一大挑战。在竞走比赛中,裁判会根据规则目测错误。因此,自动故障检测系统将有助于在没有专家视觉判断的情况下进行竞走训练。一些研究尝试使用传感器和机器学习来自动检测故障。然而,传感器附件和设备(如高速摄像机)与裁判的视觉判断以及故障检测模型的可解释性存在冲突。在本研究中,我们提出了一种用于非接触测量的自动故障检测系统。我们使用姿态估计和根据多名合格评委的判断训练的机器学习模型来实现公平的故障判断。我们使用智能手机视频对包括东京奥运会奖牌获得者在内的几名运动员的正常竞走和故意犯错的竞走进行了验证。结果表明,所提出的系统检测出故障的平均准确率超过 90%。我们还发现,机器学习模型能根据规则检测到错误。此外,奖牌获得者的故意错误行走动作与其他行走者不同。这一发现为实现更通用的故障检测模型提供了依据。
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引用次数: 0
The Use of Momentum-Inspired Features in Pre-Game Prediction Models for the Sport of Ice Hockey 在冰球运动赛前预测模型中使用动量启发特征
Q2 Computer Science Pub Date : 2024-02-01 DOI: 10.2478/ijcss-2024-0001
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.
我们为动量研究做出了独特的贡献,提出了一种用性能指标(即特征)量化动量的方法。我们认为,由于国家冰球联盟中存在可测量的随机性,连续结果的依赖性或独立性可能不是接近动量的最佳方式。相反,我们使用球队近期比赛的小样本和最佳拟合线来量化动量,以确定球队在即将到来的比赛前的表现趋势。我们的研究表明,在赛前预测模型中,使用 SVM 和逻辑回归,这些基于动量的特征比传统的基于频率的特征更有预测能力,后者只使用每支球队最近的三场比赛来评估球队质量。而随机森林则更倾向于同时使用这两种特征集。这些基于动量特征的预测能力表明,动量在国家冰球联盟中是一种真实存在的现象,对比赛结果的影响可能比之前的研究结果更大。此外,我们相信,我们设计基于动量的特征并将其与基于频率的特征进行比较的方法,可以形成一个框架,用于比较动量对任何单项运动或球队的短期影响。
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引用次数: 0
A comparison of tournament systems for the men’s World Handball Championship 世界男子手球锦标赛赛制比较
Q2 Computer Science Pub Date : 2023-08-01 DOI: 10.2478/ijcss-2023-0011
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.
男子手球世锦赛在四组六队的“主赛”之前,先进行八组四队的循环赛。这些六人一组的小组包括从最初的两组中选出的前三名。比赛抽签采用8人制,前四名中的两支球队可能会出现在主轮的同一组。另一个问题是,在主轮小组赛中排名第3至第6的球队将获得第9至第24名的参赛名额,无需再参加任何比赛。因此,本次调查的目的是将现行的比赛制度与抽签四队制和/或增加淘汰赛阶段,从第9名到第24名的球队进行比较。这四种比赛系统被模拟了10万次,使用了基于世界排名积分的目标回归模型。引入四分之一淘汰制后,排名1 - 4和9 - 12的球队进入四分之一决赛的几率分别提高了1.3%和1.6%。建议抽签采用四队一组的方式,与两组初始分组相关联,形成共同的主抽签组。
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引用次数: 0
Success-Score in Professional Soccer – Is there a sweet spot in the analysis of space and ball control? 成功-得分-在分析空间和控球时是否存在一个最佳点?
Q2 Computer Science Pub Date : 2023-08-01 DOI: 10.2478/ijcss-2023-0013
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.
摘要在职业足球定量分析的实际应用中,与简单的绩效指标相比,纳入特定的情境元素可以提高这些指标的预测质量和可解释性。因此,成功得分旨在通过将控球和空间控制联系起来,确定与成功相关的因素。来自14场德甲比赛的位置数据集被用于计算禁区和30米区域的几个间隔长度的成功得分。以上的相对进球频率。在第80百分位以下,根据成功得分的排序,研究了两支不同质量的球队在成功得分方面的排名相关性以及成功得分的可能差异。结果表明,井段长度和调查面积对Success-Score及其分布有很大影响。在分析进球时,适用于30米区域的Success-Score似乎更可取。根据分析目标的不同,需要在区间长度的最佳点上平衡方法和理论方面的考虑。
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引用次数: 0
The Kos Angle, an optimizing parameter for football expected goals (xG) models 科斯角,足球预期进球(xG)模型的优化参数
Q2 Computer Science Pub Date : 2023-08-01 DOI: 10.2478/ijcss-2023-0010
Hassani Karim, Lotfi Marwane
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.
期望目标(xG)等指标的使用有可能为团队提供竞争优势。通过将xG整合到他们的分析和决策过程中,团队可以获得有价值的见解。本研究提出了一种新的足球xG建模方法,用Kos角表示射门角度,从中减去球员在射门角度内占据的角度。本研究的目的是评估Kos角特征对足球xG模型性能的影响。在开发出Kos角的数学公式后,我们选择了额外的特征并建立了不同的xG模型。随后,我们评估了Kos角特征对模型性能的影响,结果显示,召回率和精度有所提高,Brier评分和RMSE有所降低。我们还发现,科斯角占模型预测能力的很大一部分。通过提供更真实的射门情况表现,Kos角度功能的增加可以改善xG模型的性能,这可以为依赖xG指标及其变化的足球专业人士提供更有价值的见解。
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引用次数: 0
Attack with Empty Goal (7 vs 6) in Team Handball - Analysis of Men’s EHF Euro 2022 手球比赛中空门进攻(7比6)——2022年欧洲杯男篮分析
Q2 Computer Science Pub Date : 2023-08-01 DOI: 10.2478/ijcss-2023-0012
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。
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引用次数: 0
Workload Monitoring Tools in Field-Based Team Sports, the Emerging Technology and Analytics used for Performance and Injury Prediction: A Systematic Review 基于现场的团队运动中的工作量监测工具,用于性能和损伤预测的新兴技术和分析:系统回顾
Q2 Computer Science Pub Date : 2023-08-01 DOI: 10.2478/ijcss-2023-0008
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。
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引用次数: 0
Hierarchical Bayesian analysis of racehorse running ability and jockey skills 赛马跑动能力与骑师技能的层次贝叶斯分析
Q2 Computer Science Pub Date : 2023-08-01 DOI: 10.2478/ijcss-2023-0007
M. Nakakita, T. Nakatsuma
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.
摘要本文提出了一种评价赛马骑师技能和马匹能力的新方法。在所提出的方法中,我们旨在同时估计马和骑师的不可观察的个体效应,以及解释变量的回归系数,如马的年龄和赛道条件以及回归模型中的其他参数。本文使用的数据是日本赛马协会2016年至2018年举办的1800米比赛(不包括障碍赛)的记录,包括4063匹马和143名骑师。我们应用分层贝叶斯模型来稳定地估计如此大量的个体效应。我们使用马尔可夫链蒙特卡罗(MCMC)方法结合辅助-充分交织策略对模型进行贝叶斯估计,并以广泛适用的信息准则作为模型选择准则来选择最佳模型。结果,我们发现马和骑师的能力有很大的差异。此外,我们观察到马和骑师的个人影响与比赛记录之间存在着密切的关系。
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引用次数: 0
Sport-specific differences in key performance factors among handball, basketball and table tennis players 手球、篮球和乒乓球运动员关键表现因素的运动特异性差异
Q2 Computer Science Pub Date : 2023-03-01 DOI: 10.2478/ijcss-2023-0003
Henrieta Horníková, Filip Skala, E. Zemková
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.
在大多数运动项目中,方向变化速度、反应时间、冲刺速度和爆发力是决定运动员成绩的重要因素。从实践的角度来看,研究团体和个人项目运动员在这方面的差异是很有意义的。我们比较了7名手球运动员、11名篮球运动员和15名乒乓球运动员的4项反应时间测试、505项敏捷性测试、5米和20米短跑、深蹲、反动作和弹跳。篮球运动员对快速产生刺激的反应时间(12.6%,p=.001)和反动作跳高(14.5%,p=.05)均优于手球运动员。此外,他们获得了更高的反应强度指数(25%,p= 0.01)比乒乓球运动员。手球运动员在505敏捷性测试中比乒乓球运动员更快(4.6%,p=.04)。结果表明,篮球运动员的运动成绩主要由爆发力决定,手球运动员的运动成绩主要由方向变化速度决定,乒乓球运动员的运动成绩主要由视觉刺激反应速度决定。这些差异可能归因于对运动特定刺激的长期适应。新的评估方法和设备应该更好地确定运动员在特定运动任务中的关键表现因素。
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引用次数: 1
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International Journal of Computer Science in Sport
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