• Title/Summary/Keyword: soccer results

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The Effects of Melodic Percussion Playing Group Program on Team Cohesion and Team Efficacy of Youth Soccer Players (선율타악기 연주중심 집단프로그램이 유소년 축구선수의 팀응집력과 팀효능감에 미치는 효과)

  • Kim, Heejin;Moon, Soyoung
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.558-566
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    • 2019
  • The purpose of this study is to fine out whether melodic percussion playing group program affects the team cohesion and team efficacy of youth soccer players. In this study fifty seven middle school soccer players were participated. The participants were assigned to either a melodic percussion playing group or a control group. In order to identify the effectiveness of music program, assessments were conducted using the team cohesion and team efficacy scales before and after the program. The results of comparison analysis through t-test are as follows. First, in the posttest of team cohesion between groups, the experimental group showed a significant difference over the control group. In the pretest and posttest examinations within a experimental group, the group also showed a significant difference. Second, in the posttest of team efficacy between groups, the experimental group showed a significant difference over the control group. In the pretest and posttest examinations within a experimental group, the group also showed a significant difference. These results of this study suggest that melodic percussion playing group program may be an effective intervention tool to improve team cohesion and team efficacy of youth soccer players.

Effects of High Fat Diet on the Level of Serum Lipids, Glucose and Free-fatty Acid for Soccer Player at the Before and After Game.

  • Han, Sung-Sup;Baek, Yeong-Ho;Yeom, Jong-Woo;Baek, Yeong-Ho
    • Journal of Life Science
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    • v.11 no.2
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    • pp.135-139
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    • 2001
  • The goal of this study was to find out the effective diet prescription for the exercises. To accomplish this purpose, we investigated the effect of free-fatty acid diet (FFAD) on two groups of the K technical high school soccer players; one group with 7 members for normal diet (NORD) and another group with 7 members for high-fat diet (HFD). HFD group was fed far three days before the game. Results were as follows: i) Blood glucose level was increased with statistical significance in HFD group (P<.01) compared to the NORD group. After plying game, the glucose level was increased in the both groups ii) The contents of free-fatty acid (FFA) was significantly increased in HFD group (P<.0001) compared to the NORD group. After playing game, the FFA level was also increased in both groups iii) The levels of T-C, HDL-C and LDL-C were slightly increased in both NORD and HFD groups after playing game, while the TG level was slightly decreased. However, the differences were not significant. These results imply that HFD may not affect the level of seam lipids. Overall, the level of glucose and FFA were increased, but other types of lpids were not changed. From these studies, we observed the increase in the level of glucose and FFA but not other sew lipid. These results indicate that HFD may induce the body energy-utilizing system during long-lasting exercise such as playing soccer game.

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Pulmonary Function Tests of Athletes (각종(各種) 운동선수(運動選手)의 폐기능검사성적(肺機能檢査成績))

  • Cho, Ching;Yoon, Pyung-Jin
    • The Korean Journal of Physiology
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    • v.15 no.1
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    • pp.45-51
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    • 1981
  • The aim of this study was to investigate the pulmonary function tests of athletes related to Running, Swimming, Cycle, Taekwando, Wrestling, Boxing, Yudo, Badminton, Base-ball, Soccer, Hand-ball, Basket-ball and Volley-ball. Subjects were 269 athletes from 18 to 22 years of age. They were college students and citizens. The results are as follows: 1) Frequency of breath: (cycles/min., $M{\pm}S.D$) Running shows $13{\pm}3.6$, Swimming $12{\pm}3.2$, Cycle $13{\pm}3.4$, Taekwondo $12{\pm}4.0$, Wrestling $14{\pm}2.5$, Boxing $15{\pm}4.5$, Yudo $13{\pm}3.2$, Badminton $14{\pm}5.7$, Base-ball $15{\pm}6.2$, Soccer $13{\pm}2.5$, Hand-ball $14{\pm}2.5$, Basket-ball $12{\pm}5.6$, Volley-ball $12{\pm}4.2$(Table 2, Fig. 1). 2) Vital capacity: (1, $M{\pm}S.D$) Running shows $4.29{\pm}0.634$, Swimming $4.30{\pm}0.608$, Cycle $4.08{\pm}0.718$, Taekwondo $4.32{\pm}0.595$, Wrestling $4.40{\pm}0.663$, Boxing $4.45{\pm}0.779$, Yudo $4.58{\pm}0.389$, Badminton $3.98{\pm}0.556$, Base-ball $3.99{\pm}0.617$, Soccer $4.42{\pm}0.728$, Hand-ball $4.23{\pm}0.397$, Basket-ball $4.28{\pm}0.426$, Volley-ball $4.60{\pm}0.620$(Table 2, Table 3, Fig. 2). 3) Tidal volume: (ml, $M{\pm}S.D$) Running shows $615{\pm}180$, Swimming $603{\pm}121$, Cycle $529{\pm}189$, Taekwondo $726{\pm}112$, Wrestling $512{\pm}90$, Boxing$622{\pm}134$, Yudo $583{\pm}89$, Badminton $672{\pm}121$, Base-ball $714{\pm}97$, Soccer $579{\pm}89$, Hand-ball $507{\pm}69$, Basket-ball $628{\pm}133$, Volley-ball $597{\pm}144$(Table 2, Fig.3). 4) Breath holding time : (sec., $M{\pm}S.D$) Running shows $64{\pm}18.8$, Swimming $81{\pm}23.0$, Cycle $54{\pm}13.6$, Taekwondo $55{\pm}11.8$, Wrestling $78{\pm}12.5$, Boxing $63{\pm}9.6$, Yudo $71{\pm}14.4$, Badminton $62{\pm}9.8$, Base-ball $58{\pm}8.9$, Soccer $65{\pm}10.9$, Hand-ball $66{\pm}7.6$, Basket-ball $62{\pm}8.8$, Volley-ball $57{\pm}13.4$(Table 2, Fig.4).

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Raising Visual Experience of Soccer Video for Mobile Viewers (이동형 단말기 사용자를 위한 축구경기 비디오의 시청경험 향상 방법)

  • Ahn, Il-Koo;Ko, Jae-Seung;Kim, Won-Jun;Kim, Chang-Ick
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.3
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    • pp.165-178
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    • 2007
  • The recent progress in multimedia signal processing and transmission technologies has contributed to the extensive use of multimedia devices to watch sports games with small LCD panel. However, the most of video sequences are captured for normal viewing on standard TV or HDTV, for cost reasons, merely resized and delivered without additional editing. This may give the small-display-viewers uncomfortable experiences in understanding what is happening in a scene. For instance, in a soccer video sequence taken by a long-shot camera techniques, the tiny objects (e.g., soccer ball and players) may not be clearly viewed on the small LCD panel. Moreover, it is also difficult to recognize the contents of the scorebox which contains the elapsed time and scores. This renuires intelligent display technique to provide small-display-viewers with better experience. To this end, one of the key technologies is to determine region of interest (ROI) and display the magnified ROI on the screen, where ROI is a part of the scene that viewers pay more attention to than other regions. Examples include a region surrounding a ball in long-shot and a scorebox located in the comer of each frame. In this paper, we propose a scheme for raising viewing experiences of multimedia mobile device users. Instead of taking generic approaches utilizing visually salient features for extraction of ROI in a scene, we take domain-specific approach to exploit unique attributes of the soccer video. The proposed scheme consists of two modules: ROI determination and scorebox extraction. The experimental results show that the proposed scheme offers useful tools for intelligent video display on multimedia mobile devices.

Design and implementation of Robot Soccer Agent Based on Reinforcement Learning (강화 학습에 기초한 로봇 축구 에이전트의 설계 및 구현)

  • Kim, In-Cheol
    • The KIPS Transactions:PartB
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    • v.9B no.2
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    • pp.139-146
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    • 2002
  • The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent's dynamic positioning in such dynamic environment. Reinforcement learning is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to choose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement learning is different from supervised learning in the sense that there is no presentation of input-output pairs as training examples. Furthermore, model-free reinforcement learning algorithms like Q-learning do not require defining or learning any models of the surrounding environment. Nevertheless these algorithms can learn the optimal policy if the agent can visit every state-action pair infinitely. However, the biggest problem of monolithic reinforcement learning is that its straightforward applications do not successfully scale up to more complex environments due to the intractable large space of states. In order to address this problem, we suggest Adaptive Mediation-based Modular Q-Learning (AMMQL) as an improvement of the existing Modular Q-Learning (MQL). While simple modular Q-learning combines the results from each learning module in a fixed way, AMMQL combines them in a more flexible way by assigning different weight to each module according to its contribution to rewards. Therefore in addition to resolving the problem of large state space effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. In this paper we use the AMMQL algorithn as a learning method for dynamic positioning of the robot soccer agent, and implement a robot soccer agent system called Cogitoniks.

A Study on Comparison of Isokinetic Testing of the Knee Extensors and Flexors for the Woman College Soccer Players and General Waman College Students (여자대학축구선수와 일반여자대학생의 슬관절 신전근 및 굴곡근의 등속성 운동 비교연구)

  • Kim, Soon-Young;Park, Jong-Hang
    • The Journal of Korean Academy of Orthopedic Manual Physical Therapy
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    • v.8 no.2
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    • pp.31-43
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    • 2002
  • The subjects of this study were 15 woman soccer players and 15 untrained woman students at H-Cheju University. Each subject was measured on the muscle strength and peak torque of knee extensors and knee flexors with isokinetic load ($60^{\circ}$/sec, $180^{\circ}$/sec). The results were as follows: 1. There was no significant difference between right and left leg strength measured isokinetically in each group. 2. The peak torque of knee extensors and flexors was significantly higher in scoccer players than untrainded students (p<0.001). 3. For the angle of knee joint showing the highest peak torque, there was significant difference between soccer players and untrained students in knee extensors(p<0.05) and right flexors (p<0.01). 4. For knee H/Q ratio, there was significant difference between two groups(p<0.05). 5. For the total work and average power at $180^{\circ}$/sec, there was significant difference between two groups in knee extensors(p<0.001) and flexors(p<0.01). 6. In soccer players at $60^{\circ}$/sec, there were significant correlations between peak torque and height and between peak torque and weight.(p<0.001). 7. For the muscular contraction velocity at $60^{\circ}$/sec, there was significant difference between two groups in flexors (p<0.01). 8. For the muscular indurance at $180^{\circ}$/sec in extensors and flexors, there was no significant difference between two groups(p<0.05). In conclusion, there were significantly higher in peak torque, contraction velocity, knee joint's angle with the highest peak torque, H/Q ratio, total work and average power in woman scoccer player than general students. But there was no significant difference in muscular endurance. Soccer performance is based on the various components including muscular endurance that is one of the most important components. So it is necessary that the training method to improve the various components (especially including muscular endurance) should be done.

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Soccer Game Analysis I : Extraction of Soccer Players' ground traces using Image Mosaic (축구 경기 분석 I : 영상 모자익을 통한 축구 선수의 운동장 궤적 추출)

  • Kim, Tae-One;Hong, Ki-Sang
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.1
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    • pp.51-59
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    • 1999
  • In this paper we propose the technique for tracking players and a ball and for obtaining players' ground traces using image mosaic in general soccer sequences. Here, general soccer sequences mean the case that there is no extreme zoom-in or zoom-out of TV camera. Obtaining player's ground traces requires that the following three main problems be solved. There main problems: (1) ground field extraction (2) player and ball tracking and team indentification (3) player positioning. The region of ground field is extracted on the basis of color information. Players are tracked by template matching and Kalman filtering. Occlusion reasoning between overlapped players in done by color histogram back-projection. To find the location of a player, a ground model is constructed and transformation between the input images and the field model is computed using four or more feature points. But, when feature points extracted are insufficient, image-based mosaic technique is applied. By this image-to-model transformation, the traces of players on the ground model can be determined. We tested our method on real TV soccer sequence and the experimental results are given.

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The Effect of Progressive Lumbar Stability Exercise on the Transversus Abdominis Muscle Thickness and Lower extremity muscle Fatigue Index in Soccer Players (축구선수의 진행형 요부안정화운동이 복횡근 두께와 하지근육 피로지수에 미치는 영향)

  • Lee, Joon-Hee;Park, Seung-Kyu;Kang, Jeong-Il;Yang, Dae-Jung;Kim, Je-Ho;Jeong, Yong-Sik
    • Korean Journal of Applied Biomechanics
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    • v.22 no.3
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    • pp.349-356
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    • 2012
  • This study aimed to assess the effects of progressive lumbar stability exercises and lumbar stability exercises on changes in the transversus abdominis muscle thickness and lower extremity muscle fatigue index in soccer players. Ten subjects were assigned to undergo training in each of the 2 groups, namely, the progressive lumbar stability exercise group and lumbar stability exercise group. Each intervention session lasted for 30 min, and 4 sessions were conducted in a week for 6 weeks for soccer players of S. University in Jeonnam, Korea. Changes in the transversus abdominis muscle thickness and lower extremity muscle fatigue index were measured using ultrasound and surface electromyogram. The results of the ultrasound measurement for the transversus abdominis muscle thickness indicated that progressive lumbar stability exercises were more effective than lumbar stability exercises. The results of the lower extremity muscle fatigue index measurements using surface electromyogram indicated that the fatigue index decreased in the progressive lumbar stability exercise group. Progressive lumbar stability exercise is believed to have put more workload during the shaking of the limbs, leading to increased stability and increased efficiency of the lower extremity muscle, thereby decreasing the fatigue index. Therefore, progressive lumbar stability exercises can be an effective measure for preventing injuries and improving the game performance of sports players by increasing the transversus abdominis muscle thickness and decreasing the lower extremity muscle fatigue index.

Pose Recognition of Soccer Players for Three Dimensional Animation (방송 축구 영상으로부터 3차원 애니메이션 변환을 위한 축구 선수 동작 인식)

  • 장원철;남시욱;김재희
    • Proceedings of the IEEK Conference
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    • 2000.11d
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    • pp.33-36
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    • 2000
  • To create a more realistic soccer game derived from TV images, we are developing an image synthesis system that generates 3D image sequence from TV images. We propose the method for the team and the pose recognition of players in TV images. The representation includes camera calibration method, team recognition method and pose recognition method. To find the location of a player on the field, a field model is constructed and a player's field position is transformed by 4-feature points. To recognize the team information of players, we compute RGB mean values and standard deviations of a player in TV images. Finally, to recognize pose of a player, this system computes the velocity and the ratio of player(height/width). Experimental results are included to evaluate the performance of the team and the pose recognition.

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