• Title/Summary/Keyword: Soccer

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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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Effects of Song-Based Group Music Therapy on Exercise Stress and Positive Psychological Capital of Youth Soccer Players (노래중심 집단음악치료가 유소년 축구선수의 운동스트레스와 긍정심리자원에 미치는 영향)

  • Kim, Hee Jin;Moon, So Young
    • Journal of Music and Human Behavior
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    • v.15 no.1
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    • pp.25-49
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    • 2018
  • This study examined the effects of song-based group music therapy on the exercise stress and positive psychological capital of youth soccer players. Eighty youth soccer players were assigned to either a song-based music therapy group or a control group. For the analysis of the effects of song-based group music therapy, the Exercise Stress scale and the Athlete Positive Psychological Capital scale were administered before and after the intervention. The collected data were analyzed using an independent sample t test and paired t test. The results were as follows. First, the experimental group showed a significantly lower posttest score on the exercise stress measure than the control group (p < .01). The control group showed a significant increase from pretest to posttest on the exercise stress measure (p < .05). Second, the experimental group scored significantly higher at posttest than the control group on the positive psychological capital measure (p < .01). The control group demonstrated a statistically significant decrease from pretest to posttest on the positive psychological capital scale (p < .05). The results suggest that song-based group music therapy is an effective treatment method that lowers exercise stress and raises positive psychological capital of youth soccer players.

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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2D-to-3D Stereoscopic conversion: Depth estimation in monoscopic soccer videos (단일 시점 축구 비디오의 3차원 영상 변환을 위한 깊이지도 생성 방법)

  • Ko, Jae-Seung;Kim, Young-Woo;Jung, Young-Ju;Kim, Chang-Ick
    • Journal of Broadcast Engineering
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    • v.13 no.4
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    • pp.427-439
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    • 2008
  • This paper proposes a novel method to convert monoscopic soccer videos to stereoscopic videos. Through the soccer video analysis process, we detect shot boundaries and classify soccer frames into long shot or non-long shot. In the long shot case, the depth mapis generated relying on the size of the extracted ground region. For the non-long shot case, the shot is further partitioned into three types by considering the number of ground blocks and skin blocks which is obtained by a simple skin-color detection method. Then three different depth assignment methods are applied to each non-long shot types: 1) Depth estimation by object region extraction, 2) Foreground estimation by using the skin block and depth value computation by Gaussian function, and 3)the depth map generation for shots not containing the skin blocks. This depth assignment is followed by stereoscopic image generation. Subjective evaluation comparing generated depth maps and corresponding stereoscopic images indicate that the proposed algorithm can yield the sense of depth from a single view images.

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 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.

Head and Neck Injuries in Soccer Players

  • Korean Orthopaedic Society for Sports Medicine Korean Orthopaedic Society for Sports Medicine
    • 대한정형외과스포츠의학회:학술대회논문집
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    • 2004.09a
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    • pp.50-50
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    • 2004
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