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The training of soccer assistant referees beyond on-field experience: the use of the Interactive Video Test 超越现场经验的足球助理裁判训练:互动视频测试的使用
Q2 Computer Science Pub Date : 2018-12-01 DOI: 10.2478/ijcss-2018-0009
M. Armenteros, Anto J. Benítez, R. F. Díaz, M. Quintana, M. S. Cid, J. Simón
Abstract The main objective of this article was to analyse whether the Interactive Video Test (IVT) is a useful tool for the practical off-field training of soccer assistant referees, and if its use could reduce erroneous on-field decisions when applying Law 11 of the Laws of the Game. Assistant referees were taken from the Spanish 2nd “B” and 3rd Divisions, and were divided into two groups, the Experimental Group (EG) and the Control Group (CG). The referees in the EG were trained with the Interactive Video Test by analysing 720 off-side decisions. Subsequently, both groups were assessed in on-field tests involving the simulation of 326 possible off-side situations. When the results of both groups were compared, there was a continuous improvement over time in the EG associated to the use of the IVT, significantly better than the improvement of the CG. Moreover, the IVT proved to be a good diagnostic tool to assess the skills of assistant referees in perceiving and evaluating off-side situations.
摘要本文的主要目的是分析交互式视频测试(IVT)是否是足球助理裁判场外训练的有用工具,以及在适用《比赛法》第11条时,它的使用是否可以减少场上错误的判罚。助理裁判来自西班牙乙级和丙级,分为两组,实验组(EG)和对照组(CG)。通过分析720个场外判罚,对EG的裁判进行了交互式视频测试培训。随后,两组都在现场测试中进行了评估,包括模拟326种可能的场外情况。当比较两组的结果时,随着时间的推移,与IVT的使用相关的EG持续改善,明显好于CG的改善。此外,IVT被证明是一个很好的诊断工具,可以评估助理裁判感知和评估场外情况的技能。
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引用次数: 3
Probabilistic models comparing Fast4 and traditional tennis 比较Fast4和传统网球的概率模型
Q2 Computer Science Pub Date : 2018-12-01 DOI: 10.2478/ijcss-2018-0008
Emma Simmonds, P. O'Donoghue
Abstract Tennis matches are hierarchies made up of sets containing games which, in turn, contain points. Traditional tennis games and tiebreakers could theoretically be infinite in length because a player needs to be at least 2 points ahead of the opponent to win. Fast4 tennis is a newer format of tennis that has been used at a number of levels of the sport including professional tennis where it has been used in Next Generation Finals events since 2017. The purpose of the current investigation is to compare the traditional tennis format to Fast4 tennis in terms of the probability of different players winning matches and the duration of matches. Probabilistic models of Fast4 tennis games and tiebreakers were developed. These models allowed the probability of winning games and tiebreakers to be compared between the two formats of tennis for a range of probabilities of players winning points. The models were then used within a series of simulations to determine the probability of winning sets and matches as well as the durations of games, tiebreakers, sets and matches in the two formats. Each component of the two formats of tennis was simulated 100,000 times revealing a reduced impact of serve, greater chance of upsets and shorter matches in Fast 4 tennis than in traditional tennis. The probability of players of differing abilities winning matches as well as the duration of tennis matches should be considered by those making decisions on the format of matches to be applied in tennis tournaments as well as by those preparing to compete in such tournaments.
网球比赛是一种层次结构,由包含游戏的组组成,而游戏又包含分数。传统的网球比赛和决胜局理论上可以是无限长的,因为一名选手需要至少领先对手2分才能获胜。Fast4网球是一种较新的网球形式,已在许多级别的运动中使用,包括职业网球,自2017年以来,它已在下一代总决赛中使用。本次调查的目的是比较传统网球赛制和Fast4网球在不同选手赢得比赛的概率和比赛持续时间方面的差异。开发了Fast4网球比赛和抢七局的概率模型。通过这些模型,可以比较两种形式的网球比赛中获胜和决胜局的概率,从而得出球员赢分的概率范围。然后,这些模型被用于一系列的模拟,以确定两种赛制中获胜的概率,以及比赛、决胜局、分局和比赛的持续时间。两种网球形式的每一个组成部分都被模拟了10万次,结果显示,与传统网球相比,Fast 4网球的发球影响更小,被打乱的机会更大,比赛时间更短。那些决定网球锦标赛比赛形式的人以及准备参加网球锦标赛的人应该考虑不同能力的球员赢得比赛的可能性以及比赛的持续时间。
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引用次数: 4
Eye tracking in high-performance sports: Evaluation of its application in expert athletes 眼动追踪在高水平运动中的应用评价
Q2 Computer Science Pub Date : 2018-12-01 DOI: 10.2478/ijcss-2018-0011
Stephanie Hüttermann, B. Noël, D. Memmert
Abstract In the last thirty years, an increasing interest in sport sciences regarding the analysis of expert athletes’ gaze behavior has become apparent. This narrative review provides an overview of the use of eye tracking systems in high-performance sports from 1987 to 2016. A systematic search of the PubMed, Scopus, SPORTDiscus, and WebofScience databases was conducted. The search was performed using the keywords eye tracking, eye movement, gaze behavior/patterns, and visual search strategies in combination with high-performance sports, elite athletes, high-class athletes, sport experts, and top-athletes. It yielded a total of 86 studies of which almost half were conducted computer-based or in front of a screen. Most studies dealt with the analysis of gaze behavior during dead ball situations while also focusing on differences between expert athletes and novices. More high-quality intervention studies are essential to determine if there are ideal gaze strategies and, if yes, how it is possible to learn/implement these.
摘要在过去的三十年里,体育科学对专业运动员凝视行为的分析越来越感兴趣。这篇叙述性综述概述了1987年至2016年在高性能运动中使用眼动追踪系统的情况。对PubMed、Scopus、SPORTDiscus和WebofScience数据库进行了系统检索。搜索使用关键词眼动追踪、眼球运动、凝视行为/模式和视觉搜索策略,结合高性能运动、精英运动员、高级运动员、体育专家和顶级运动员进行。它总共产生了86项研究,其中几乎一半是基于计算机或在屏幕前进行的。大多数研究都是分析死球情况下的凝视行为,同时也关注专业运动员和新手之间的差异。更多高质量的干预研究对于确定是否存在理想的凝视策略至关重要,如果存在,如何学习/实施这些策略至关重要。
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引用次数: 35
Geometric simplification of a new penalty area for football 几何简化的一个新的足球禁区
Q2 Computer Science Pub Date : 2018-12-01 DOI: 10.2478/ijcss-2018-0010
C. A. Morales
Abstract A geometric simplification of a recent proposal for a new geometry of the penalty area for football (soccer) is presented. A simplified line is necessary because the fully mathematical curve previously proposed can be difficult to implement in the real world of football, which has thousands of tournaments at all –economic and generational–levels of the sport. The idea behind the proposal is that the game and its fairness can be improved if the penalty area is drawn according to mathematics or a measure of actual scoring chance.
摘要对最近提出的一种新的足球禁区几何形状进行了几何简化。简化线是必要的,因为之前提出的完全数学曲线可能很难在足球的真实世界中实现,因为足球在经济和代际层面上都有数千场比赛。该提案背后的理念是,如果根据数学或实际得分机会的衡量标准划定禁区,比赛及其公平性可以得到提高。
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引用次数: 1
Rest vs. Rust: The Effect of Disproportionate Time Between Rounds of a Playoff Series 休息与生锈:季后赛各轮比赛时间不均衡的影响
Q2 Computer Science Pub Date : 2018-12-01 DOI: 10.2478/ijcss-2018-0007
Timothy L. Urban
Abstract This study analyzed the effect of a disproportionate amount of time between rounds of a playoff series—known as the “rest vs. rust” debate in the popular sports media—on the likelihood of winning each game of the subsequent round of the tournament. We utilized NBA Finals data from 1984 – 2018, and analyzed this phenomenon using ordered logistic regression with a categorical dependent variable representing the margin of victory of each game. In addition to several control variables, variables reflecting the difference in the time between series for the two teams were used to measure this effect. The results indicate that having additional time between rounds of the series provides a statistically significant advantage; interestingly, though, it has more of an impact on the second game of the subsequent round than it does for the first game. Teams may utilize the results of this study when deciding on how to schedule and intensify their practice sessions, by providing appropriate rest and maintaining rhythm to increase the likelihood of winning each game.
摘要这项研究分析了季后赛系列赛各轮之间的时间过长对下一轮比赛中赢得每场比赛的可能性的影响,这在流行的体育媒体中被称为“休息与生锈”的辩论。我们使用了1984年至2018年的NBA总决赛数据,并使用有序逻辑回归分析了这一现象,其中一个类别因变量代表每场比赛的胜率。除了几个控制变量外,还使用了反映两队系列赛之间时间差异的变量来衡量这种影响。结果表明,在系列赛的轮次之间具有额外的时间提供了统计上显著的优势;然而,有趣的是,它对下一轮第二场比赛的影响比第一场比赛更大。球队在决定如何安排和加强训练时,可以利用这项研究的结果,提供适当的休息和保持节奏,以增加赢得每场比赛的可能性。
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引用次数: 1
Comparison of Different Time-Frequency Analyses Techniques Based on sEMG-Signals in Table Tennis: A Case Study 基于表面肌电信号的乒乓球时频分析技术比较
Q2 Computer Science Pub Date : 2018-07-01 DOI: 10.2478/ijcss-2018-0004
Bin Lin, S. Wong, A. Baca
Abstract The surface EMG signal in the action of dynamic contraction has more movement interference compared to sustained static contractions. In addition, the recruitment and de-recruitment of motor units causes a faster change in the surface EMG signal’s proprieties. Therefore, more complex techniques are required to extract information from the surface EMG signal. The standardized protocol for surface myoelectric signal measurement in table tennis was a case study in this research area. The Autoregressive method based on the Akaike Information Criterion, the Wavelet method based on intensity analysis, and the Hilbert-Huang transform method were used to estimate the muscle fatigue and non-fatigue condition. The result was that the Hilbert-Huang transform method was shown to be more reliable and accurate for studying the biceps brachii muscle in both conditions. However, the Wavelet method based on intensity analysis is more reliable and accurate for the pectoralis major muscle, deltoideus anterior muscle and deltoideus medialis muscle. The results suggest that different time-frequency analysis techniques influence different muscle analyses based on surface EMG signals in fatigue and non-fatigue conditions
摘要与持续的静态收缩相比,动态收缩动作中的表面肌电信号具有更多的运动干扰。此外,运动单位的募集和去募集会导致表面肌电信号的特性发生更快的变化。因此,需要更复杂的技术来从表面EMG信号中提取信息。乒乓球表面肌电信号测量的标准化协议是本研究领域的一个案例研究。采用基于Akaike信息准则的自回归方法、基于强度分析的小波方法和Hilbert-Huang变换方法来估计肌肉疲劳和非疲劳状态。结果表明,Hilbert-Huang变换方法在这两种条件下都能更可靠、更准确地研究肱二头肌。然而,基于强度分析的小波方法对胸大肌、三角肌前肌和三角肌内侧肌更可靠、更准确。结果表明,在疲劳和非疲劳条件下,不同的时频分析技术会影响基于表面肌电信号的不同肌肉分析
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引用次数: 2
Some New ‘Short Games’ Within a Set of Tennis 一套网球中的一些新的“短局”
Q2 Computer Science Pub Date : 2018-07-01 DOI: 10.2478/ijcss-2018-0003
G. Pollard, T. Barnett
Abstract Recently there has been an interest in developing tennis scoring systems that involve playing a fewer number of points on average. In devising such ‘shorter’ tennis scoring systems, it would be ideal for them to also have the following four characteristics: A smaller standard deviation of duration, a similar value for the probability that the better player wins, an increased efficiency, and a greater average excitement per point played. Thus, in total there are five considerations when devising such new scoring systems. Quite often in this type of study a scoring system that is ‘better’ with regard to one of these characteristics is ‘worse’ with regard to another (or others). In this paper we outline some new tennis scoring systems that have improvements in all (or almost all) of these five characteristics. We identify 3 or 4 different game structures that could be useful for tournaments. A common thread in the approach taken is the elimination of unimportant and unexciting points within the game structure. The choice of which is the most appropriate new format for a particular tournament would depend amongst other things on the planned reduction in the expected set duration
最近,人们对开发网球计分系统产生了兴趣,该系统涉及平均打更少的分数。在设计这种“更短”的网球得分系统时,理想情况下,它们还应该具备以下四个特征:持续时间的标准差更小,更优秀的选手获胜的概率值相近,效率更高,每打一分的平均兴奋度更高。因此,在设计这种新的评分系统时,总共有五个考虑因素。在这种类型的研究中,一个评分系统在其中一个特征上表现得“更好”,在另一个(或其他)特征上表现得“更差”。在本文中,我们概述了一些新的网球计分系统,这些系统在所有(或几乎所有)这五个特征上都有改进。我们确定了3到4种对比赛有用的不同游戏结构。这种方法的一个共同点是消除游戏结构中不重要和无趣的点。选择哪种新赛制最适合一项特定的赛事,将取决于计划减少预期的固定持续时间
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引用次数: 2
Using Several Types of Virtual Characters in Sports - a Literature Survey 几种类型的虚拟人物在体育运动中的运用——文献综述
Q2 Computer Science Pub Date : 2018-07-01 DOI: 10.2478/ijcss-2018-0001
K. Petri, N. Bandow, K. Witte
Abstract This article discusses the development and application of virtual environments (VEs) in the domain of exercise as well as research in recreational and high-performance sports. A special focus is put on the use of virtual characters (VCs). For its elaboration, the following criteria parameters were chosen: scene content and the role of the VC, output device, kind of additional feedback, level of expertise of the tested participants, kind of user’s movement (reaction), kind of the visualization of the user’s body, kind of study and kind of evaluation. We explored the role of VCs embodying virtual opponents, teammates, or coaches in sports. We divided these VCs in passive and autonomous characters. Passive VCs are not affected by the user, whereas autonomous VCs adapt autonomously to the user’s movements and positions. We identified 44 sport related VEs, thereof 22 each in the domain of recreational sports and high-performance sports: of the identified 44 VEs, 19 VEs are without VC, 20 VEs with passive VCs, and 5 VEs with autonomous VCs. We categorized studies examining expert athletes in high-performance sports as well as studies analyzing novices, beginners or advanced athletes in recreational sports. Nevertheless, all identified systems are suitable for athletes of recreational and high-performance level
本文讨论了虚拟环境在运动领域的发展和应用,以及在休闲运动和高性能运动中的研究。特别关注的是虚拟字符(VCs)的使用。为了进行阐述,选择了以下标准参数:场景内容和VC的作用、输出设备、附加反馈的类型、被测试参与者的专业水平、用户运动(反应)的类型、用户身体可视化的类型、研究和评估的类型。我们探讨了风投在体育运动中扮演虚拟对手、队友或教练的角色。我们将这些风险投资分为被动和自主两类。被动风投不受用户影响,而自主风投能自主适应用户的动作和位置。我们确定了44个与体育相关的虚拟企业,其中22个属于休闲体育和高性能体育领域;在确定的44个虚拟企业中,19个不存在虚拟企业,20个具有被动虚拟企业,5个具有自主虚拟企业。我们将调查高水平运动中的专家运动员的研究和分析娱乐运动中的新手、初学者或高级运动员的研究进行了分类。然而,所有确定的系统都适用于娱乐和高性能水平的运动员
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引用次数: 20
Mining Automatically Estimated Poses from Video Recordings of Top Athletes 从顶级运动员的录像中自动估计姿势
Q2 Computer Science Pub Date : 2018-04-24 DOI: 10.2478/ijcss-2018-0005
R. Lienhart, Moritz Einfalt, D. Zecha
Abstract Human pose detection systems based on state-of-the-art DNNs are about to be extended, adapted and re-trained to fit the application domain of specific sports. Therefore, plenty of noisy pose data will soon be available from videos recorded at a regular and frequent basis. This work is among the first to develop mining algorithms that can mine the expected abundance of noisy and annotation-free pose data from video recordings in individual sports. Using swimming as an example of a sport with dominant cyclic motion, we show how to determine unsupervised time-continuous cycle speeds and temporally striking poses as well as measure unsupervised cycle stability over time. The average error in cycle length estimation across all strokes is 0.43 frames at 50 fps compared to manual annotations. Additionally, we use long jump as an example of a sport with a rigid phase-based motion to present a technique to automatically partition the temporally estimated pose sequences into their respective phases with a mAP of 0.89. This enables the extraction of performance relevant, pose-based metrics currently used by national professional sports associations. Experimental results prove the effectiveness of our mining algorithms, which can also be applied to other cycle-based or phase-based types of sport.
摘要基于最先进DNN的人体姿态检测系统即将进行扩展、调整和重新训练,以适应特定运动的应用领域。因此,很快就会从定期频繁录制的视频中获得大量嘈杂的姿势数据。这项工作是首批开发挖掘算法的工作之一,该算法可以从个人运动的视频记录中挖掘出预期丰富的噪声和无注释的姿势数据。以游泳为例,我们展示了如何确定无监督的时间连续循环速度和时间冲击姿势,以及如何测量无监督的循环随时间的稳定性。与手动注释相比,在50fps下所有笔划的周期长度估计的平均误差为0.43帧。此外,我们使用跳远作为具有基于刚性相位的运动的运动的示例,来提出一种技术,以0.89的mAP将时间估计的姿势序列自动划分为它们各自的相位。这使得能够提取目前国家职业体育协会使用的与表现相关的、基于姿势的指标。实验结果证明了我们的挖掘算法的有效性,该算法也可以应用于其他基于周期或阶段的运动类型。
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引用次数: 10
The Accuracy and Reliability of a New Optical Player Tracking System for Measuring Displacement of Soccer Players 一种用于测量足球运动员位移的新型光学跟踪系统的准确性和可靠性
Q2 Computer Science Pub Date : 2017-12-01 DOI: 10.1515/ijcss-2017-0013
Jocelyn K Mara, S. Morgan, K. Pumpa, K. Thompson
Abstract Recently, a novel optical player tracking system has been developed to determine positional information of athletes in a non-invasive manner. The aim of this study was to measure the accuracy and reliability of displacement estimates derived from the system. Participants completed five soccer-specific running courses at three different speeds three times each, while being filmed using the multi-camera system. The participant’s x,y field positions were determined by the optical player tracking system and displacement was estimated using Euclidean distance, and compared with real distance. On average, the difference between actual distance and estimated displacement was 0.25% (mean absolute difference = 0.79 ± 0.56m) with a slightly larger coefficient of variation during 90° turns (4.89%) when compared with straight line running (4.09%). In addition, there were strong correlations between actual distance and measured displacement (r = 0.986 – 0.988). Collectively, the typical error (0.25 – 0.36 m), typical error as a coefficient of variation (1.06 – 1.75%) and intraclass correlation coefficient (0.88 – 0.93) showed high levels of intra-operator reliability. The optical player tracking system provides accurate and reliable estimates of displacement of players on a soccer field. This system provides non-invasive position detections for players and opposition players during soccer matches.
摘要最近,开发了一种新型的光学运动员跟踪系统,以非侵入性的方式确定运动员的位置信息。本研究的目的是测量从该系统得出的位移估计的准确性和可靠性。参与者以三种不同的速度完成了五个特定于足球的跑步课程,每个课程三次,同时使用多摄像头系统进行拍摄。参与者的x、y场位置由光学玩家跟踪系统确定,位移使用欧几里得距离估计,并与实际距离进行比较。平均而言,实际距离和估计位移之间的差异为0.25%(平均绝对差异=0.79±0.56m),与直线行驶(4.09%)相比,90°转弯期间的变化系数略大(4.89%)。此外,实际距离与测量位移之间存在强相关性(r=0.986–0.988),典型误差(0.25–0.36 m)、作为变异系数的典型误差(1.06–1.75%)和组内相关系数(0.88–0.93)显示出高水平的操作员内部可靠性。光学球员跟踪系统提供了对足球场上球员位移的准确和可靠的估计。该系统在足球比赛期间为球员和对手球员提供非侵入性的位置检测。
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引用次数: 7
期刊
International Journal of Computer Science in Sport
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