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Soccer above all? Analysis of academic and vocational education among female soccer players in the German women's Bundesliga and 2nd women's Bundesliga 足球高于一切?德国女子足球甲级联赛和第二女子足球甲级联赛女足运动员的学术和职业教育分析
Pub Date : 2024-02-12 DOI: 10.3389/fspor.2024.1294803
P. Ehnold, Andreas Gohritz, Lena Lotzen, Torsten Schlesinger
Career-related (financial) reasons as well as advantages in terms of expanding social support systems, promoting a balanced lifestyle and personal development suggest that female soccer players should pursue academic or vocational education in parallel to elite sport. However, dual careers are fraught with challenges, mainly due to simultaneity in time and the associated conflicting goals. The aim of this article is to analyze the vocational or academic educational careers of professional female soccer players.To generate the data, an online survey was conducted among soccer players in the German Women's Bundesliga and 2nd Women's Bundesliga. A total of n = 200 questionnaires (German: n = 191; English: n = 9) were included in the analysis, which corresponds to approx. 29.6% of the population addressed.90.6% of the players are pursuing or have already completed academic or vocational education. The majority (71.2%) of female soccer players choose to study. 81.8% of players report no impact or even a positive impact of soccer on their performance in academic or vocational education. Willingness to pursue and complete academic or vocational education is influenced by membership of the A-National Team, time spent playing soccer, form of school-leaving qualification, nationality and age.This study increases the visibility of professional women's soccer as an object of analysis in sports science research, follows up on demands for a more athlete-centered approach and generates further insights for research and practice with regard to the success of dual careers in elite sport.
与职业(经济)相关的原因以及扩大社会支持系统、促进平衡的生活方式和个人发展等方面的优势表明,女足运动员在从事精英体育运动的同时,还应接受学术或职业教育。然而,双重职业生涯充满挑战,主要是由于时间上的同时性和相关目标的冲突。本文旨在分析职业女足运动员的职业或学术教育生涯。为了获得数据,我们对德国女子足球甲级联赛和第二女子足球甲级联赛的足球运动员进行了在线调查。共有 n = 200 份问卷(德语:n = 191;英语:n = 9)被纳入分析范围,约占所调查人口的 29.6%。90.6% 的球员正在或已经完成了学术或职业教育。大多数(71.2%)女足运动员选择学习。81.8%的球员表示足球对他们在学术或职业教育方面的表现没有影响,甚至有积极影响。这项研究提高了职业女子足球作为体育科学研究分析对象的能见度,跟进了更多以运动员为中心的研究方法的需求,并就精英体育中双重职业生涯的成功为研究和实践提供了进一步的见解。
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引用次数: 0
An interdisciplinary framework to optimize the anticipation skills of high-level athletes using virtual reality 利用虚拟现实技术优化高水平运动员预测技能的跨学科框架
Pub Date : 2024-02-12 DOI: 10.3389/fspor.2024.1324016
Gilles Montagne, Nicolas Mascret, Martin Bossard, Loïc Chomienne, Simon Ledouit, Guillaume Rao, Nicolas Tordi, Eulalie Verhulst, Richard Kulpa
The ambition of our contribution is to show how an interdisciplinary framework can pave the way for the deployment of innovative virtual reality training sessions to improve anticipation skills in top-level athletes. This improvement is so challenging that some authors say it is like “training for the impossible”. This framework, currently being implemented as part of a project to prepare athletes for the 2024 Olympic Games in Paris, based on the ecological-dynamics approach to expertise, is innovative in its interdisciplinary nature, but also and above all because it overcomes the limitations of more traditional training methods in the field designed to optimize anticipation skills in top-level athletes. The ambition is to tackle successive challenges ranging from the design of virtual partners and opponents to the deployment of training programs in virtual reality, while ensuring the acceptability and acceptance of such innovative virtual reality training protocols and measuring associated workloads.
我们的目标是展示跨学科框架如何为部署创新的虚拟现实训练课程铺平道路,以提高顶级运动员的预判能力。这种提高是如此具有挑战性,以至于有些作者说这就像是 "为不可能的事情进行训练"。这个框架目前正在实施,是为 2024 年巴黎奥运会运动员做准备的一个项目的一部分,它以生态动力学方法为基础,具有跨学科的创新性,但最重要的是,它克服了该领域中更多传统训练方法的局限性,旨在优化顶级运动员的预测技能。其目标是应对从虚拟伙伴和对手的设计到虚拟现实训练计划的部署等一系列挑战,同时确保这种创新的虚拟现实训练方案的可接受性和认可度,并测量相关的工作量。
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引用次数: 0
Exploring actual and perceived levels of physical activity intensity during virtual reality active games 探索虚拟现实积极游戏中实际和感知的体育活动强度水平
Pub Date : 2024-02-09 DOI: 10.3389/fspor.2024.1349521
K. Naugle, Xzaliya A. Cervantes, Carolyn L. Boone, Brandon Wind, Kelly M. Naugle
Research suggests that engaging in active virtual reality (VR) video games can elicit light to moderate levels of physical activity (PA), making it a novel and fun mode of exercise. Further research is needed to understand the influence of VR on perceptions of exertion and enjoyment during PA.The objectives of this study are (1) to compare actual and perceived exertion within and between active VR games with varying levels of difficulty and (2) to determine how playing active VR games influences PA enjoyment during gameplay.A total of 18 participants completed four separate study sessions, during which they engaged in either a 15-min bout of traditional exercise (stationary cycling) or played one VR game. Heart rate (HR) and ratings of perceived exertion (RPE) using the Borg CR10 scale were assessed during VR gameplay and cycling. Enjoyment was measured after gameplay. VR games included playing Holopoint at level 2 and level 3 and Hot Squat. Repeated measures ANOVAs were used to examine (1) changes in HR and RPE across time within games and (2) differences in actual and perceived levels of intensity and enjoyment between games. Bivariate correlations examined the relationship between the degree of change in actual intensity and the degree of change in perceived intensity during each VR game and cycling.The analyses revealed that RPE and HR significantly increased from baseline during each condition and generally increased across the 15-min of gameplay. Hot Squat and cycling elicited a significantly higher percentage of heart rate reserve (%HRR) than Holopoint at levels 2 and 3. Holopoint level 3 elicited a higher %HRR than Holopoint level 2. The participants reported greater average and max RPE during Hot Squat and cycling compared with Holopoint at levels 2 and 3. The correlations revealed a significant positive correlation between the degree of change in HR and RPE for cycling, but no significant correlations were observed for any of the VR conditions. The physical activity during Holopoint at both levels was rated as more enjoyable than Hot Squat and cycling.Our data support the notion that VR has the potential to alter individuals’ perceptions of exertion during PA and, in particular, may reduce their awareness of increases in actual exertion.
研究表明,参与积极的虚拟现实(VR)视频游戏可以引起轻度至中度的体育活动(PA),使其成为一种新颖有趣的锻炼方式。本研究的目的是:(1)比较不同难度的主动式 VR 游戏内部和之间的实际消耗量和感知消耗量;(2)确定玩主动式 VR 游戏如何影响游戏过程中的体力活动享受。共有 18 名参与者完成了四次独立的研究课程,在此期间,他们进行了 15 分钟的传统锻炼(固定自行车)或玩了一款 VR 游戏。在 VR 游戏和骑车过程中,使用博格 CR10 量表对心率(HR)和感知消耗量(RPE)进行了评估。游戏结束后对游戏的乐趣进行了测量。VR 游戏包括 2 级和 3 级 Holopoint 游戏以及 Hot Squat 游戏。采用重复测量方差分析来检验:(1) 游戏内不同时间段心率和 RPE 的变化;(2) 不同游戏之间实际强度和感知强度以及愉悦程度的差异。双变量相关性检验了在每个 VR 游戏和骑自行车过程中实际强度变化程度和感知强度变化程度之间的关系。分析表明,在每个条件下,RPE 和心率从基线显著增加,并且在 15 分钟的游戏过程中普遍增加。在第 2 级和第 3 级,"热蹲 "和骑自行车引起的心率储备百分比(%HRR)明显高于 Holopoint。Holopoint 3 级的心率储备百分比高于 Holopoint 2 级。与 Holopoint 2 级和 3 级相比,参与者在热蹲和骑自行车时报告的平均和最大 RPE 都更高。相关性显示,骑自行车时的心率变化程度与 RPE 之间存在显著的正相关,但在任何 VR 条件下均未观察到显著的相关性。我们的数据支持这样一种观点,即 VR 有可能改变个人对 PA 期间体力消耗的感知,特别是可能降低他们对实际体力消耗增加的感知。
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引用次数: 0
Recovery markers in elite climbers after the national boulder climbing championship 全国大石攀岩锦标赛后精英攀岩运动员的恢复指标
Pub Date : 2024-02-09 DOI: 10.3389/fspor.2024.1251047
A. Gáspari, Mayni Gabriele Zaminiani, Manoela de Carvalho Vilarinho, Danilo Caruso, Patricia dos Santos Guimarães, Rafael Perlotti Piunti, Alex Itaborahy, Antonio Carlos de Moraes
This study aimed to investigate recovery markers among elite climbers following the National Boulder Championship. We assessed maximum isometric hand grip strength (HS), forearm swelling (circumference), delayed soreness in forearm muscles, tiredness, and exercise readiness at several time points: pre-competition, immediately post-competition (within 4 min after their last effort), and 12, 24, 48, and 60 h post-competition. Maximum isometric hand grip strength decreased by 6.38 ± 1.32% (p = 0.006) post-12 h, returning to pre-competition values post-24 h (all p > 0.05). Forearm circumference (FC) increased 1.78 ± 1.77% (p < 0.001) post-competition, returning to pre-competition values post-12 h (all p > 0.05). Forearm pain (FP) increased post-competition (p = 0.002) and post-12 h (p < 0.001), returning to pre-competition values post-24 h (all p > 0.05). Tiredness increased post-competition (p < 0.001), post-12 h (p < 0.001), and post-24 h (p < 0.001), returning to pre-competition values post-48 h (all p > 0.05). Climbing readiness was reduced post-competition (p < 0.001), post-12 h (p < 0.001), post-24 h (p < 0.001), and post-48 h (p = 0.005), only returning to pre-competition values post-60 h (p = 0.189). Visual analysis of individual data pointed out a relatively small variability in the HS and FC markers, while FP, tiredness, and readiness exhibited larger individual variations. These findings indicate that different recovery patterns exist for the analyzed markers, suggesting that athletes may require up to 60 h after a competition to fully recover and regain their ability to face new competitive challenges.
本研究旨在调查全国巨石锦标赛后精英攀岩运动员的恢复指标。我们在几个时间点评估了最大等长手部握力(HS)、前臂肿胀(周长)、前臂肌肉延迟性酸痛、疲劳和运动准备情况:赛前、赛后(最后一次努力后 4 分钟内)、赛后 12、24、48 和 60 小时。12 小时后,最大等长握力下降了 6.38 ± 1.32% (p = 0.006),24 小时后恢复到赛前值(所有 p > 0.05)。前臂周长(FC)增加了 1.78 ± 1.77%(p 0.05)。前臂疼痛(FP)在赛后(p = 0.002)和 12 小时后(p 0.05)加剧。赛后疲劳感增加(p 0.05)。攀登准备度在赛后(p < 0.001)、12 小时后(p < 0.001)、24 小时后(p < 0.001)和 48 小时后(p = 0.005)均有所下降,直到 60 小时后才恢复到赛前值(p = 0.189)。对个体数据的直观分析表明,HS 和 FC 指标的变化相对较小,而 FP、疲劳度和准备度的个体差异较大。这些研究结果表明,所分析的指标存在不同的恢复模式,这表明运动员可能需要在赛后长达 60 小时的时间才能完全恢复并重新具备面对新的竞技挑战的能力。
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引用次数: 0
Table tennis players use superior saccadic eye movements to track moving visual targets 乒乓球运动员利用高级眼球运动跟踪移动的视觉目标
Pub Date : 2024-02-09 DOI: 10.3389/fspor.2024.1289800
Riku Nakazato, Chisa Aoyama, Takaaki Komiyama, Ryoto Himo, Satoshi Shimegi
Table tennis players perform visually guided visuomotor responses countlessly. The exposure of the visual system to frequent and long-term motion stimulation has been known to improve perceptual motion detection and discrimination abilities as a learning effect specific to that stimulus, so may also improve visuo-oculomotor performance. We hypothesized and verified that table tennis players have good spatial accuracy of saccades to moving targets.University table tennis players (TT group) and control participants with no striking-sports experience (Control group) wore a virtual reality headset and performed two ball-tracking tasks to track moving and stationary targets in virtual reality. The ball moved from a predetermined position on the opponent's court toward the participant's court. A total of 54 conditions were examined for the moving targets in combinations of three ball trajectories (familiar parabolic, unfamiliar descent, and unfamiliar horizontal), three courses (left, right, and center), and six speeds.All participants primarily used catch-up saccades to track the moving ball. The TT group had lower mean and inter-trial variability in saccade endpoint error compared to the Control group, showing higher spatial accuracy and precision, respectively. It suggests their improvement of the ability to analyze the direction and speed of the ball's movement and predict its trajectory and future destination. The superiority of the spatial accuracy in the TT group was seen in both the right and the left courses for all trajectories but that of precision was for familiar parabolic only. The trajectory dependence of improved saccade precision in the TT group implies the possibility that the motion vision system is trained by the visual stimuli frequently encountered in table tennis. There was no difference between the two groups in the onset time or spatial accuracy of saccades for stationary targets appearing at various positions on the ping-pong table.Table tennis players can obtain high performance (spatial accuracy and precision) of saccades to track moving targets as a result of motion vision ability improved through a vast amount of visual and visuo-ocular experience in their play.
乒乓球运动员在视觉引导下做出的视觉运动反应不计其数。众所周知,视觉系统暴露于频繁和长期的运动刺激下,会提高对运动的感知检测和辨别能力,这是一种针对该刺激的学习效应,因此也可能提高视觉-运动表现。大学乒乓球运动员(TT 组)和没有打击运动经验的对照组参与者(对照组)戴上虚拟现实头戴式耳机,在虚拟现实中执行两项追踪球的任务,追踪移动和静止目标。球从对方球场的预定位置向参与者的球场移动。在三种球轨迹(熟悉的抛物线轨迹、不熟悉的下降轨迹和不熟悉的水平轨迹)、三种路线(左侧、右侧和中间)和六种速度的组合中,共对移动目标的 54 种条件进行了测试。与对照组相比,TT 组的囊状移动终点误差的平均值和试验间变异性较低,分别显示出较高的空间准确性和精确性。这表明他们分析球运动方向和速度、预测球运动轨迹和未来目的地的能力有所提高。TT 组的空间准确度在所有轨迹的右侧和左侧路线上都表现出优势,但精确度仅在熟悉的抛物线上表现出优势。TT 组的囊状移动精确度的提高与轨迹有关,这意味着运动视觉系统可能受到了乒乓球运动中经常出现的视觉刺激的训练。乒乓球运动员能够获得跟踪移动目标的高精度(空间精度和准确度)囊回,这是运动视觉能力在比赛中通过大量视觉和视眼经验得到提高的结果。
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引用次数: 0
Exploring actual and perceived levels of physical activity intensity during virtual reality active games 探索虚拟现实积极游戏中实际和感知的体育活动强度水平
Pub Date : 2024-02-09 DOI: 10.3389/fspor.2024.1349521
K. Naugle, Xzaliya A. Cervantes, Carolyn L. Boone, Brandon Wind, Kelly M. Naugle
Research suggests that engaging in active virtual reality (VR) video games can elicit light to moderate levels of physical activity (PA), making it a novel and fun mode of exercise. Further research is needed to understand the influence of VR on perceptions of exertion and enjoyment during PA.The objectives of this study are (1) to compare actual and perceived exertion within and between active VR games with varying levels of difficulty and (2) to determine how playing active VR games influences PA enjoyment during gameplay.A total of 18 participants completed four separate study sessions, during which they engaged in either a 15-min bout of traditional exercise (stationary cycling) or played one VR game. Heart rate (HR) and ratings of perceived exertion (RPE) using the Borg CR10 scale were assessed during VR gameplay and cycling. Enjoyment was measured after gameplay. VR games included playing Holopoint at level 2 and level 3 and Hot Squat. Repeated measures ANOVAs were used to examine (1) changes in HR and RPE across time within games and (2) differences in actual and perceived levels of intensity and enjoyment between games. Bivariate correlations examined the relationship between the degree of change in actual intensity and the degree of change in perceived intensity during each VR game and cycling.The analyses revealed that RPE and HR significantly increased from baseline during each condition and generally increased across the 15-min of gameplay. Hot Squat and cycling elicited a significantly higher percentage of heart rate reserve (%HRR) than Holopoint at levels 2 and 3. Holopoint level 3 elicited a higher %HRR than Holopoint level 2. The participants reported greater average and max RPE during Hot Squat and cycling compared with Holopoint at levels 2 and 3. The correlations revealed a significant positive correlation between the degree of change in HR and RPE for cycling, but no significant correlations were observed for any of the VR conditions. The physical activity during Holopoint at both levels was rated as more enjoyable than Hot Squat and cycling.Our data support the notion that VR has the potential to alter individuals’ perceptions of exertion during PA and, in particular, may reduce their awareness of increases in actual exertion.
研究表明,参与积极的虚拟现实(VR)视频游戏可以引起轻度至中度的体育活动(PA),使其成为一种新颖有趣的锻炼方式。本研究的目的是:(1)比较不同难度的主动式 VR 游戏内部和之间的实际消耗量和感知消耗量;(2)确定玩主动式 VR 游戏如何影响游戏过程中的体力活动享受。共有 18 名参与者完成了四次独立的研究课程,在此期间,他们进行了 15 分钟的传统锻炼(固定自行车)或玩了一款 VR 游戏。在 VR 游戏和骑车过程中,使用博格 CR10 量表对心率(HR)和感知消耗量(RPE)进行了评估。游戏结束后对游戏的乐趣进行了测量。VR 游戏包括 2 级和 3 级 Holopoint 游戏以及 Hot Squat 游戏。采用重复测量方差分析来检验:(1) 游戏内不同时间段心率和 RPE 的变化;(2) 不同游戏之间实际强度和感知强度以及愉悦程度的差异。双变量相关性检验了在每个 VR 游戏和骑自行车过程中实际强度变化程度和感知强度变化程度之间的关系。分析表明,在每个条件下,RPE 和心率从基线显著增加,并且在 15 分钟的游戏过程中普遍增加。在第 2 级和第 3 级,"热蹲 "和骑自行车引起的心率储备百分比(%HRR)明显高于 Holopoint。Holopoint 3 级的心率储备百分比高于 Holopoint 2 级。与 Holopoint 2 级和 3 级相比,参与者在热蹲和骑自行车时报告的平均和最大 RPE 都更高。相关性显示,骑自行车时的心率变化程度与 RPE 之间存在显著的正相关,但在任何 VR 条件下均未观察到显著的相关性。我们的数据支持这样一种观点,即 VR 有可能改变个人对 PA 期间体力消耗的感知,特别是可能降低他们对实际体力消耗增加的感知。
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引用次数: 0
Table tennis players use superior saccadic eye movements to track moving visual targets 乒乓球运动员利用高级眼球运动跟踪移动的视觉目标
Pub Date : 2024-02-09 DOI: 10.3389/fspor.2024.1289800
Riku Nakazato, Chisa Aoyama, Takaaki Komiyama, Ryoto Himo, Satoshi Shimegi
Table tennis players perform visually guided visuomotor responses countlessly. The exposure of the visual system to frequent and long-term motion stimulation has been known to improve perceptual motion detection and discrimination abilities as a learning effect specific to that stimulus, so may also improve visuo-oculomotor performance. We hypothesized and verified that table tennis players have good spatial accuracy of saccades to moving targets.University table tennis players (TT group) and control participants with no striking-sports experience (Control group) wore a virtual reality headset and performed two ball-tracking tasks to track moving and stationary targets in virtual reality. The ball moved from a predetermined position on the opponent's court toward the participant's court. A total of 54 conditions were examined for the moving targets in combinations of three ball trajectories (familiar parabolic, unfamiliar descent, and unfamiliar horizontal), three courses (left, right, and center), and six speeds.All participants primarily used catch-up saccades to track the moving ball. The TT group had lower mean and inter-trial variability in saccade endpoint error compared to the Control group, showing higher spatial accuracy and precision, respectively. It suggests their improvement of the ability to analyze the direction and speed of the ball's movement and predict its trajectory and future destination. The superiority of the spatial accuracy in the TT group was seen in both the right and the left courses for all trajectories but that of precision was for familiar parabolic only. The trajectory dependence of improved saccade precision in the TT group implies the possibility that the motion vision system is trained by the visual stimuli frequently encountered in table tennis. There was no difference between the two groups in the onset time or spatial accuracy of saccades for stationary targets appearing at various positions on the ping-pong table.Table tennis players can obtain high performance (spatial accuracy and precision) of saccades to track moving targets as a result of motion vision ability improved through a vast amount of visual and visuo-ocular experience in their play.
乒乓球运动员在视觉引导下做出的视觉运动反应不计其数。众所周知,视觉系统暴露于频繁和长期的运动刺激下,会提高对运动的感知检测和辨别能力,这是一种针对该刺激的学习效应,因此也可能提高视觉-运动表现。大学乒乓球运动员(TT 组)和没有打击运动经验的对照组参与者(对照组)戴上虚拟现实头戴式耳机,在虚拟现实中执行两项追踪球的任务,追踪移动和静止目标。球从对方球场的预定位置向参与者的球场移动。在三种球轨迹(熟悉的抛物线轨迹、不熟悉的下降轨迹和不熟悉的水平轨迹)、三种路线(左侧、右侧和中间)和六种速度的组合中,共对移动目标的 54 种条件进行了测试。与对照组相比,TT 组的囊状移动终点误差的平均值和试验间变异性较低,分别显示出较高的空间准确性和精确性。这表明他们分析球运动方向和速度、预测球运动轨迹和未来目的地的能力有所提高。TT 组的空间准确性在所有轨迹的右侧和左侧路线上都表现出优势,但准确性仅在熟悉的抛物线上表现出优势。TT 组的囊状移动精确度的提高与轨迹有关,这意味着运动视觉系统可能受到了乒乓球运动中经常出现的视觉刺激的训练。乒乓球运动员能够获得跟踪移动目标的高精度(空间精度和准确度)囊回,这是运动视觉能力在比赛中通过大量视觉和视眼经验得到提高的结果。
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引用次数: 0
Recovery markers in elite climbers after the national boulder climbing championship 全国大石攀岩锦标赛后精英攀岩运动员的恢复指标
Pub Date : 2024-02-09 DOI: 10.3389/fspor.2024.1251047
A. Gáspari, Mayni Gabriele Zaminiani, Manoela de Carvalho Vilarinho, Danilo Caruso, Patricia dos Santos Guimarães, Rafael Perlotti Piunti, Alex Itaborahy, Antonio Carlos de Moraes
This study aimed to investigate recovery markers among elite climbers following the National Boulder Championship. We assessed maximum isometric hand grip strength (HS), forearm swelling (circumference), delayed soreness in forearm muscles, tiredness, and exercise readiness at several time points: pre-competition, immediately post-competition (within 4 min after their last effort), and 12, 24, 48, and 60 h post-competition. Maximum isometric hand grip strength decreased by 6.38 ± 1.32% (p = 0.006) post-12 h, returning to pre-competition values post-24 h (all p > 0.05). Forearm circumference (FC) increased 1.78 ± 1.77% (p < 0.001) post-competition, returning to pre-competition values post-12 h (all p > 0.05). Forearm pain (FP) increased post-competition (p = 0.002) and post-12 h (p < 0.001), returning to pre-competition values post-24 h (all p > 0.05). Tiredness increased post-competition (p < 0.001), post-12 h (p < 0.001), and post-24 h (p < 0.001), returning to pre-competition values post-48 h (all p > 0.05). Climbing readiness was reduced post-competition (p < 0.001), post-12 h (p < 0.001), post-24 h (p < 0.001), and post-48 h (p = 0.005), only returning to pre-competition values post-60 h (p = 0.189). Visual analysis of individual data pointed out a relatively small variability in the HS and FC markers, while FP, tiredness, and readiness exhibited larger individual variations. These findings indicate that different recovery patterns exist for the analyzed markers, suggesting that athletes may require up to 60 h after a competition to fully recover and regain their ability to face new competitive challenges.
本研究旨在调查全国巨石锦标赛后精英攀岩运动员的恢复指标。我们在几个时间点评估了最大等长手部握力(HS)、前臂肿胀(周长)、前臂肌肉延迟性酸痛、疲劳和运动准备情况:赛前、赛后(最后一次努力后 4 分钟内)、赛后 12、24、48 和 60 小时。12 小时后,最大等长握力下降了 6.38 ± 1.32% (p = 0.006),24 小时后恢复到赛前值(所有 p > 0.05)。前臂周长(FC)增加了 1.78 ± 1.77%(p 0.05)。前臂疼痛(FP)在赛后(p = 0.002)和 12 小时后(p 0.05)加剧。赛后疲劳感增加(p 0.05)。攀登准备度在赛后(p < 0.001)、12 小时后(p < 0.001)、24 小时后(p < 0.001)和 48 小时后(p = 0.005)均有所下降,直到 60 小时后才恢复到赛前值(p = 0.189)。对个体数据的直观分析表明,HS 和 FC 指标的变化相对较小,而 FP、疲劳度和准备度的个体差异较大。这些研究结果表明,所分析的指标存在不同的恢复模式,这表明运动员可能需要在赛后长达 60 小时的时间才能完全恢复并重新具备面对新的竞技挑战的能力。
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引用次数: 0
Quantitative analysis of the dominant external factors influencing elite speed Skaters' performance using BP neural network 利用 BP 神经网络对影响精英速度滑冰运动员成绩的主要外部因素进行定量分析
Pub Date : 2024-02-09 DOI: 10.3389/fspor.2024.1227785
Zhenlong Yang, Peng Ke, Yiming Zhang, Feng Du, Ping Hong
Speed skating, being a popular winter sport, imposes significant demands on elite skaters, necessitating their effective assessment and adaptation to diverse environmental factors to achieve optimal race performance.The aim of this study was to conduct a thorough analysis of the predominant external factors influencing the performance of elite speed skaters.A total of 403 races, encompassing various race distances and spanning from the 2013 to the 2022 seasons, were examined for eight high-caliber speed skaters from the Chinese national team. We developed a comprehensive analytical framework utilizing an advanced back-propagation (BP) neural neural network model to assess three key factors on race performance: ice rink altitude, ice surface temperature, and race frequency.Our research indicated that the performance of all skaters improves with higher rink altitudes, particularly in races of 1,000 m and beyond. The ice surface temperature can either enhance or impaire performance and varies in its influences based on skaters' technical characteristics, which had a perceptible or even important influence on races of 1,500 m and beyond, and a negligible influence in the 500 m and 1,000 m races. An increase in race frequency generally contributed to better performance. The influence was relatively minor in the 500 m race, important in the 3,000 m race, and varied among individuals in the 1,000 m and 1,500 m races.The study results offer crucial guidelines for speed skaters and coaches, aiding in the optimization of their training and competition strategies, ultimately leading to improved competitive performance levels.
速度滑冰作为一项广受欢迎的冬季运动,对精英选手提出了很高的要求,需要他们有效地评估和适应各种环境因素,以达到最佳的比赛表现。本研究旨在对影响精英速度滑冰选手比赛表现的主要外部因素进行全面分析。我们利用先进的反向传播(BP)神经网络模型开发了一个综合分析框架,以评估影响比赛成绩的三个关键因素:冰场海拔高度、冰面温度和比赛频率。冰面温度既可以提高成绩,也可以降低成绩,其影响因选手的技术特点而异,对 1500 米及以上的比赛有明显甚至重要的影响,而对 500 米和 1000 米比赛的影响则微乎其微。比赛频率的增加通常有助于提高成绩。研究结果为速度滑冰运动员和教练员提供了重要指导,有助于优化他们的训练和比赛策略,最终提高竞技水平。
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引用次数: 0
Quantitative analysis of the dominant external factors influencing elite speed Skaters' performance using BP neural network 利用 BP 神经网络对影响精英速度滑冰运动员成绩的主要外部因素进行定量分析
Pub Date : 2024-02-09 DOI: 10.3389/fspor.2024.1227785
Zhenlong Yang, Peng Ke, Yiming Zhang, Feng Du, Ping Hong
Speed skating, being a popular winter sport, imposes significant demands on elite skaters, necessitating their effective assessment and adaptation to diverse environmental factors to achieve optimal race performance.The aim of this study was to conduct a thorough analysis of the predominant external factors influencing the performance of elite speed skaters.A total of 403 races, encompassing various race distances and spanning from the 2013 to the 2022 seasons, were examined for eight high-caliber speed skaters from the Chinese national team. We developed a comprehensive analytical framework utilizing an advanced back-propagation (BP) neural neural network model to assess three key factors on race performance: ice rink altitude, ice surface temperature, and race frequency.Our research indicated that the performance of all skaters improves with higher rink altitudes, particularly in races of 1,000 m and beyond. The ice surface temperature can either enhance or impaire performance and varies in its influences based on skaters' technical characteristics, which had a perceptible or even important influence on races of 1,500 m and beyond, and a negligible influence in the 500 m and 1,000 m races. An increase in race frequency generally contributed to better performance. The influence was relatively minor in the 500 m race, important in the 3,000 m race, and varied among individuals in the 1,000 m and 1,500 m races.The study results offer crucial guidelines for speed skaters and coaches, aiding in the optimization of their training and competition strategies, ultimately leading to improved competitive performance levels.
速度滑冰作为一项广受欢迎的冬季运动,对精英选手提出了很高的要求,需要他们有效地评估和适应各种环境因素,以达到最佳的比赛表现。本研究旨在对影响精英速度滑冰选手比赛表现的主要外部因素进行全面分析。我们利用先进的反向传播(BP)神经网络模型开发了一个综合分析框架,以评估影响比赛成绩的三个关键因素:冰场海拔高度、冰面温度和比赛频率。冰面温度既可以提高成绩,也可以降低成绩,其影响因选手的技术特点而异,对 1500 米及以上的比赛有明显甚至重要的影响,而对 500 米和 1000 米比赛的影响则微乎其微。比赛频率的增加通常有助于提高成绩。研究结果为速度滑冰运动员和教练员提供了重要指导,有助于优化他们的训练和比赛策略,最终提高竞技水平。
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引用次数: 0
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Frontiers in Sports and Active Living
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