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Cooperative play classification in team sports via semi-supervised learning 基于半监督学习的团队运动合作动作分类
Q2 Computer Science Pub Date : 2022-03-01 DOI: 10.2478/ijcss-2022-0006
Z. Ziyi, K. Takeda, Keisuke Fujii
Abstract Classifying multi-agent cooperative behavior is a fundamental problem in various scientific and engineering domains. In team sports, many cooperative plays can be manually labelled by experts. However, it requires high labour costs and a large amount of unlabelled data is not utilised. This paper examines semi-supervised learning methods for the classification of strategic cooperative plays (called screen plays) in basketball using a smaller labelled dataset and a larger unlabelled dataset. We compared the classification performance of two basic semi-supervised learning methods: self-training and label-propagation. Results show that the classification performance of the semi-supervised learning approaches improved upon the conventional supervised approach (SVM: support vector machine) for minor types of screen-plays (flare, pin, back, cross, and hand-off screen). For the feature importance, we found that self-training obtained similar or higher Sharpley values than SVM. Our approach has the potential to reduce manual labelling costs for detecting various cooperative behaviors.
多智能体合作行为分类是各个科学和工程领域的基本问题。在团队运动中,许多合作动作可以由专家手动标记。然而,它需要高昂的劳动力成本,并且没有利用大量未标记的数据。本文使用较小的标记数据集和较大的未标记数据集研究了半监督学习方法,用于对篮球中的战略合作战术(称为屏幕战术)进行分类。我们比较了两种基本的半监督学习方法:自训练和标签传播的分类性能。结果表明,半监督学习方法的分类性能优于传统的监督方法(SVM:支持向量机),用于较小类型的屏幕剧本(耀斑,pin,背,交叉和切换屏幕)。对于特征重要性,我们发现自训练得到的Sharpley值与SVM相似或更高。我们的方法有可能降低检测各种合作行为的人工标记成本。
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引用次数: 2
The Impact of Virtual Reality Training on Learning Gymnastic Elements on a Balance Beam with Simulated Height 虚拟现实训练对模拟身高平衡木体操元素学习的影响
Q2 Computer Science Pub Date : 2022-03-01 DOI: 10.2478/ijcss-2022-0005
D. Bürger, Y. Ritter, S. Pastel, M. Sprich, T. Lück, M. Hacke, C. Stucke, K. Witte
Abstract Virtual reality (VR) is a tool used in sports to train specific situations under standardized conditions. However, it remains unclear whether improved performances from VR training can be transferred into real world (RW). Therefore, the current study compares beginner training of balance beam tasks in VR (simulated balance beam height, n = 17) with similar training in RW (n = 15). Both groups completed 12 training sessions (each 20 min) within six weeks in their respective environment. The training aimed to learn the one leg full turn on a balance beam with a height of 120 cm. Criteria were defined to analyze the movement quality before and after the intervention. Statistical analyses showed similar improvements in movement quality in RW for both training groups after the intervention (p < .05). These results indicate that the skills adapted in VR could be transferred into RW and that the VR training was as effective as the RW training in improving the movement quality of balance beam elements. Thereby, VR provides the advantages of a reduced risk of injury due to a simulated beam height, a faster beam height adjustment, and spacial independence from specific gyms.
摘要虚拟现实(VR)是一种用于体育运动的工具,用于在标准化条件下训练特定情况。然而,目前尚不清楚VR训练中表现的改善是否可以转移到现实世界(RW)中。因此,本研究比较了VR中平衡木任务的初学者训练(模拟平衡木高度,n=17)和RW中的类似训练(n=15)。两组在各自的环境中在六周内完成了12次训练(每次20分钟)。该训练旨在学习在120厘米高的平衡木上单腿全转身。制定了标准来分析干预前后的运动质量。统计分析显示,干预后,两组训练组的RW运动质量均有相似的改善(p<0.05)。这些结果表明,VR中适应的技能可以转移到RW中,VR训练在提高平衡木元素运动质量方面与RW训练一样有效。因此,VR提供了由于模拟光束高度而降低受伤风险、更快的光束高度调整以及与特定健身房的空间独立性的优点。
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引用次数: 1
Optimizing and dimensioning a data intensive cloud application for soccer player tracking 为足球运动员跟踪优化和定义数据密集型云应用程序
Q2 Computer Science Pub Date : 2022-03-01 DOI: 10.2478/ijcss-2022-0004
Gergely Dobreff, Marton Molnar, László Toka
Abstract Cloud-based services revolutionize how applications are designed and provisioned in more and more application domains. Operating a cloud application, however, requires careful choices of configuration settings so that the quality of service is acceptable at all times, while cloud costs remain reasonable. We propose an analytical queuing model for cloud resource provisioning that provides an approximation on end-to-end application latency and on cloud resource usage, and we evaluate its performance. We pick an emerging use case of cloud deployment for validation: sports analytics. We have created a low-cost, cloud-based soccer player tracking system. We present the optimization of the cloud-deployed data processing of this system: we set the parameters with the aim of sacrificing as least as possible on accuracy, i.e., quality of service, while keeping latency and cloud costs low. We demonstrate that the analytical model we propose to estimate the end-to-end latency of a microservice-type cloud native application falls within a close range of what the measurements of the real implementation show. The model is therefore suitable for the planning of the cloud deployment costs for microservice-type applications as well.
摘要基于云的服务彻底改变了应用程序在越来越多的应用程序领域中的设计和供应方式。然而,操作云应用程序需要仔细选择配置设置,以便在任何时候都能接受服务质量,同时云成本保持合理。我们提出了一个用于云资源供应的分析排队模型,该模型提供了端到端应用程序延迟和云资源使用情况的近似值,并评估了其性能。我们选择了一个新兴的云部署用例进行验证:体育分析。我们创建了一个低成本、基于云的足球运动员跟踪系统。我们介绍了该系统的云部署数据处理的优化:我们设置参数的目的是尽可能少地牺牲准确性,即服务质量,同时保持低延迟和云成本。我们证明,我们提出的用于估计微服务类型云原生应用程序端到端延迟的分析模型与实际实现的测量结果非常接近。因此,该模型也适用于微服务类型应用程序的云部署成本规划。
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引用次数: 0
Optimizing Player Management Processes in Sports: Translating Lessons from Healthcare Process Improvements to Sports 优化体育运动中的球员管理流程:将医疗流程改进的经验教训转化为体育
Q2 Computer Science Pub Date : 2021-11-28 DOI: 10.2478/ijcss-2021-0008
Jayamini Ranaweera, M. Zanin, D. Weaving, C. Withanage, G. Roe
Abstract Typical player management processes focus on managing an athlete’s physical, physiological, psychological, technical and tactical preparation and performance. Current literature illustrates limited attempts to optimize such processes in sports. Therefore, this study aimed to analyze the application of Business Process Management (BPM) in healthcare (a service industry resembling sports) and formulate a model to optimize data driven player management processes in professional sports. A systematic review, adhering to PRISMA framework was conducted on articles extracted from seven databases, focused on using BPM to digitally optimize patient related healthcare processes. Literature reviews by authors was the main mode of healthcare process identification for BPM interventions. Interviews with process owners followed by process modelling were common modes of process discovery. Stakeholder and value-based analysis highlighted potential optimization areas. In most articles, details on process redesign strategies were not explicitly provided. New digital system developments and implementation of Business Process Management Systems were common. Optimized processes were evaluated using usability assessments and pre-post statistical analysis of key process performance indicators. However, the scientific rigor of most experiments designed for such latter evaluations were suboptimal. From the findings, a stepwise approach to optimize data driven player management processes in professional sports has been proposed.
摘要典型的运动员管理流程侧重于管理运动员的身体、生理、心理、技术和战术准备和表现。目前的文献表明,在体育运动中优化这种过程的尝试有限。因此,本研究旨在分析业务流程管理(BPM)在医疗保健(类似体育的服务行业)中的应用,并制定一个模型来优化职业体育中数据驱动的球员管理流程。根据PRISMA框架,对从七个数据库中提取的文章进行了系统审查,重点是使用BPM对患者相关的医疗保健流程进行数字优化。作者的文献综述是BPM干预的医疗过程识别的主要模式。对流程所有者进行访谈,然后进行流程建模是流程发现的常见模式。利益相关者和基于价值的分析突出了潜在的优化领域。在大多数文章中,没有明确提供流程重新设计策略的详细信息。新的数字系统开发和业务流程管理系统的实施很常见。使用可用性评估和关键流程绩效指标的前后统计分析来评估优化流程。然而,为后一种评估设计的大多数实验的科学严谨性都不理想。根据研究结果,提出了一种逐步优化职业体育中数据驱动的球员管理流程的方法。
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引用次数: 4
A Data Mining Approach to Predict Non-Contact Injuries in Young Soccer Players 预测青少年足球运动员非接触性损伤的数据挖掘方法
Q2 Computer Science Pub Date : 2021-11-28 DOI: 10.2478/ijcss-2021-0009
M. Mandorino, A. Figueiredo, Gianluca Cima, A. Tessitore
Abstract Predicting and avoiding an injury is a challenging task. By exploiting data mining techniques, this paper aims to identify existing relationships between modifiable and non-modifiable risk factors, with the final goal of predicting non-contact injuries. Twenty-three young soccer players were monitored during an entire season, with a total of fifty-seven non-contact injuries identified. Anthropometric data were collected, and the maturity offset was calculated for each player. To quantify internal training/match load and recovery status of the players, we daily employed the session-RPE method and the total quality recovery (TQR) scale. Cumulative workloads and the acute: chronic workload ratio (ACWR) were calculated. To explore the relationship between the various risk factors and the onset of non-contact injuries, we performed a classification tree analysis. The classification tree model exhibited an acceptable discrimination (AUC=0.76), after receiver operating characteristic curve (ROC) analysis. A low state of recovery, a rapid increase in the training load, cumulative workload, and maturity offset were recognized by the data mining algorithm as the most important injury risk factors.
摘要预测和避免受伤是一项具有挑战性的任务。通过利用数据挖掘技术,本文旨在识别可修改和不可修改风险因素之间的现有关系,最终目标是预测非接触性损伤。在整个赛季中,23名年轻足球运动员接受了监测,共发现57起非接触性损伤。收集了人体测量数据,并计算了每个玩家的成熟度偏移量。为了量化球员的内部训练/比赛负荷和恢复状态,我们每天使用会话RPE方法和总质量恢复量表。计算累计工作量和急慢性工作量比率(ACWR)。为了探讨各种危险因素与非接触性损伤发病之间的关系,我们进行了分类树分析。在受试者操作特征曲线(ROC)分析后,分类树模型表现出可接受的区分(AUC=0.76)。数据挖掘算法认为,恢复状态低、训练负荷快速增加、累积工作量和成熟度偏移是最重要的损伤风险因素。
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引用次数: 11
Offseason Fitness Tests a Collegiate Basketball Strength Coach Should Choose to Predict In-Season Perfomance Based on Sex 休赛期体能测试大学篮球力量教练应该选择基于性别预测赛季表现
Q2 Computer Science Pub Date : 2021-11-28 DOI: 10.2478/ijcss-2021-0010
A. Stamatis, Z. Papadakis, G. Morgan, A. Boolani
Abstract Quantification of athletic performance via analysis of scores of off-season fitness tests has become an essential part of the modern strength and conditioning coach (SCC). Player Efficiency Rating (PER) and Efficiency index (EFF) are two of the most used in-season basketball performance metrics in the US. We collected data from male and female basketball players of a National Collegiate Athletic Association (NCAA) program. Based on sex, we examined a) if unadjusted PER (uPER) and EFF reflect different amounts of information and b) which fitness tests predict those two indices more accurately. Our results showed lower means and less variability of the fitness tests scores in women than men. The correlation between uPER and EFF in men was moderate and strong in women. In men, no strong correlation was found between any fitness test and EFF, while full court sprint was strongly correlated with uPER. In women, strong correlations were detected between a) the T-drill and EFF and b) the foul court sprint, the vertical jump, and the T-drill and uPER. The collegiate SCCs should consider that off-season scores of a) the foul court drill may predict uPER more accurately in both men and women and b) the T-drill may predict both EFF and uPER more precisely in women.
摘要通过对休赛期体能测试成绩的分析来量化运动成绩已成为现代力量训练教练的重要组成部分。球员效率评分(PER)和效率指数(EFF)是美国赛季篮球表现最常用的两个指标。我们收集了美国大学生体育协会(NCAA)项目的男女篮球运动员的数据。基于性别,我们研究了a)未经调整的PER(uPER)和EFF是否反映了不同的信息量,以及b)哪些适合度测试更准确地预测了这两个指数。我们的研究结果显示,与男性相比,女性的体能测试得分均值更低,变异性更小。男性uPER和EFF之间的相关性中等,女性则较强。在男性中,任何体能测试与EFF之间都没有发现强相关性,而全场冲刺与uPER强相关性。在女性中,a)T-drill和EFF之间以及b)犯规场地冲刺、垂直跳跃、T-drill与uPER之间存在很强的相关性。学院SCC应考虑,a)犯规场地训练可以更准确地预测男性和女性的uPER,b)T训练可以更精确地预测女性的EFF和uPER。
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引用次数: 0
A scoping review using social network analysis techniques to summarise the prevalance of methods used to acquire data for athlete survelliance in sport 一项使用社交网络分析技术的范围审查,总结了用于获取体育运动中运动员生存数据的方法的优势
Q2 Computer Science Pub Date : 2021-11-28 DOI: 10.2478/ijcss-2021-0011
P. J. Watson, J. Fieldsend, V. H. Stiles
Abstract To aid the implementation of athlete surveillance systems relative to logistical circumstances, easy-to-access information that summarises the extent to which methods of acquiring data are used in practice to monitor athletes is required. In this scoping review, Social Network Analysis and Mining (SNAM) techniques were used to summarise and identify the most prevalent combinations of methods used to monitor athletes in research studying team, individual, field- and court-based sports (357 articles; SPORTDiscus, MEDLINE, CINHAL, and WebOfScience; 2014-2018 inc.) . The most prevalent combination in team and field-based sports were HR and/or sRPE (internal) and GPS, whereas in individual and court-based sports, internal methods (e.g., HR and sRPE) were most prevalent. In court-based sports, where external methods were occasionally collected in combination with internal methods of acquiring data, the use of accelerometers or inertial measuring units (ACC/IMU) were most prevalent. Whilst individual and court-based sports are less researched, this SNAM-based summary reveals that court-based sports may lead the way in using ACC/IMU to monitor athletes. Questionnaires and self-reported methods of acquiring data are common in all categories of sport. This scoping review provides coaches, sport-scientists and researchers with a data-driven visual resource to aid the selection of methods of acquiring data from athletes in all categories of sport relative to logistical circumstances. A guide on how to practically implement a surveillance system based on the visual summaries provided herein, is also presented.
摘要为了帮助实施与后勤环境相关的运动员监控系统,需要易于访问的信息,总结在实践中使用数据采集方法来监控运动员的程度。在这篇范围界定综述中,社会网络分析和挖掘(SNAM)技术被用于总结和确定用于监测研究团队、个人、,基于场地和球场的运动(357篇文章;SPORTDiscus、MEDLINE、CINHAL和WebOfScience;2014-2018股份有限公司)。团队和基于场地的运动中最流行的组合是HR和/或sRPE(内部)和GPS,而在个人和基于球场的运动中,内部方法(如HR和sRPE)最流行。在以球场为基础的体育运动中,偶尔会将外部方法与内部数据采集方法相结合,使用加速度计或惯性测量单元(ACC/IMU)最为普遍。虽然对个人和球场运动的研究较少,但这份基于SNAM的总结表明,球场运动可能在使用ACC/IMU监测运动员方面处于领先地位。问卷调查和自我报告的数据获取方法在所有类别的体育运动中都很常见。这项范围界定审查为教练、体育科学家和研究人员提供了一个数据驱动的视觉资源,以帮助选择从与后勤环境相关的所有运动类别的运动员那里获取数据的方法。还介绍了如何根据本文提供的视觉摘要实际实施监控系统的指南。
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引用次数: 1
Sports Information Systems: A systematic review 体育信息系统:系统综述
Q2 Computer Science Pub Date : 2021-05-08 DOI: 10.2478/ijcss-2021-0001
Thomas Blobel, M. Rumo, M. Lames
Abstract Many professional sport organizations are currently in the process of finding or already using sports information systems (SIS) to integrate data from different information and measurement systems. The problem is that requirements are very heterogeneous. That is why no consistent definition of SIS and their categories exist, and it is often not clear which fields and functions SIS must cover. This work aims to provide a structured comparison of commercial SIS available on the market to provide an overview of the relevant features and characterize categories. Following PRISMA guidelines, a systematic search for relevant SIS providers was conducted. A catalog of 164 review items was created to define relevant features of SIS and to conduct semi-standardized interviews with product representatives. Overall 36 eligible SIS from 11 countries were identified and 21 of them were interviewed. The analysis of the interviews has shown that there are features that are present in all SIS, whereas others differ or are generally less represented. As a result, different SIS categories have been defined. The study suggests a more differentiated categorization of SIS is necessary and terms need to be defined more precisely. This review should be considered when companies designing SIS or sport organizations select SIS.
摘要许多专业体育组织目前正在寻找或已经使用体育信息系统(SIS)来整合来自不同信息和测量系统的数据。问题是需求是非常异构的。这就是为什么SIS及其类别没有一致的定义,并且通常不清楚SIS必须涵盖哪些领域和功能。这项工作旨在对市场上可用的商业SIS进行结构化比较,以提供相关特征和特征类别的概述。根据PRISMA指南,对相关SIS供应商进行了系统搜索。创建了一个包含164个审查项目的目录,以定义SIS的相关特征,并对产品代表进行半标准化访谈。总共确定了来自11个国家的36名符合条件的SIS,并对其中21人进行了访谈。对访谈的分析表明,所有SIS中都存在一些特征,而其他特征则有所不同或通常代表性较低。因此,定义了不同的SIS类别。该研究表明,有必要对SIS进行更具差异性的分类,并且需要更准确地定义术语。当设计SIS的公司或体育组织选择SIS时,应考虑此审查。
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引用次数: 7
Comparing bottom-up and top-down ratings for individual soccer players 比较个人足球运动员自下而上和自上而下的评分
Q2 Computer Science Pub Date : 2021-05-08 DOI: 10.2478/ijcss-2021-0002
L. M. Hvattum, G. Gelade
Abstract Correctly assessing the contributions of an individual player in a team sport is challenging. However, an ability to better evaluate each player can translate into improved team performance, through better recruitment or team selection decisions. Two main ideas have emerged for using data to evaluate players: Top-down ratings observe the performance of the team as a whole and then distribute credit for this performance onto the players involved. Bottom-up ratings assign a value to each action performed, and then evaluate a player based on the sum of values for actions performed by that player. This paper compares a variant of plus-minus ratings, which is a top-down rating, and a bottom-up rating based on valuing actions by estimating probabilities. The reliability of ratings is measured by whether similar ratings are produced when using different data sets, while the validity of ratings is evaluated through the quality of match outcome forecasts generated when the ratings are used as predictor variables. The results indicate that the plus-minus ratings perform better than the bottom-up ratings with respect to the reliability and validity measures chosen and that plus-minus ratings have certain advantages that may be difficult to replicate in bottom-up ratings.
摘要正确评估个人在团队运动中的贡献是一项挑战。然而,通过更好的招募或球队选择决策,更好地评估每个球员的能力可以转化为提高球队表现。使用数据评估球员有两个主要想法:自上而下的评级观察整个球队的表现,然后将这种表现的信用分配给相关球员。自下而上的评分为每个执行的动作指定一个值,然后根据该玩家执行的动作的值总和来评估该玩家。本文比较了正负评级的一种变体,即自上而下的评级和基于通过估计概率来评估行动的自下而上的评级。评级的可靠性是通过使用不同的数据集时是否产生相似的评级来衡量的,而评级的有效性是通过将评级用作预测变量时产生的匹配结果预测的质量来评估的。结果表明,在所选择的可靠性和有效性指标方面,正负评级比自下而上的评级表现得更好,正负评级具有某些优势,在自下而上的评级中可能难以复制。
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引用次数: 2
An optimization model for the fair distribution of prize money in ATP tournaments ATP锦标赛奖金公平分配的优化模型
Q2 Computer Science Pub Date : 2021-03-01 DOI: 10.2478/ijcss-2022-0002
Zureneth Govea, Francisco Pérez-Galarce, Alfredo Candia-Véjar
Abstract The Association of Tennis Professionals (ATP) distributes a considerable amount of money in prizes each year. Studies have shown that only the top 100 ranked players can self-finance; hence, it is convenient to introduce changes to the prize distribution to promote a more sustainable system. A Linear Programming model to distribute the tournament’s budget under a new concept for the fair distribution of prize money is proposed. Additionally, to distribute the prizes, a function based on the effort of the players is designed. The model was applied to tournaments to demonstrate the impact on improving the player’s prizes distribution.
摘要网球职业协会(ATP)每年都会发放相当多的奖金。研究表明,只有排名前100的玩家才能自筹资金;因此,引入奖金分配的变化来促进一个更可持续的系统是很方便的。在奖金公平分配的新概念下,提出了一个分配锦标赛预算的线性规划模型。此外,为了分配奖品,还设计了一个基于玩家努力的功能。该模型被应用于锦标赛,以证明其对改善玩家奖金分配的影响。
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引用次数: 0
期刊
International Journal of Computer Science in Sport
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