• Title/Summary/Keyword: Soccer Game

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In-depth Analysis of Soccer Game via Webcast and Text Mining (웹 캐스트와 텍스트 마이닝을 이용한 축구 경기의 심층 분석)

  • Jung, Ho-Seok;Lee, Jong-Uk;Yu, Jae-Hak;Lee, Han-Sung;Park, Dai-Hee
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.59-68
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    • 2011
  • As the role of soccer game analyst who analyzes soccer games and creates soccer wining strategies is emphasized, it is required to have high-level analysis beyond the procedural ones such as main event detection in the context of IT based broadcasting soccer game research community. In this paper, we propose a novel approach to generate the high-level in-depth analysis results via real-time text based soccer Webcast and text mining. Proposed method creates a metadata such as attribute, action and event, build index, and then generate available knowledges via text mining techniques such as association rule mining, event growth index, and pathfinder network analysis using Webcast and domain knowledges. We carried out a feasibility experiment on the proposed technique with the Webcast text about Spain team's 2010 World Cup games.

Are Head Impacts Safe during Youth Soccer Game Practice? (유소년 축구 경기에서 발생하는 머리 충격은 안전할까?)

  • O'Sullivan, David;Kwak, Myung-Hoo;Kim, Yun-Sik;Jeong, Hee Seong
    • Korean Journal of Applied Biomechanics
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    • v.30 no.2
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    • pp.155-163
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    • 2020
  • Objective: This study to identify the mechanism of head impact that occurs during youth soccer game with regard to head injuries in sports. Method: Ten male subjects (age: 10.0±2.0 yrs.) were participated during 10 soccer practices spread out over a time period of 10 weeks. During each soccer game, the participants agreed and wore the X-Patch (wireless accelerometer, gyroscopes). The X-Patch records the head impact mechanics, such as peak linear acceleration (PLA), peak rotational acceleration (PRA), peak rotational velocity (PRV), Head Injury Criterion (HIC), and the location of impact. Results: A total of 501 impacts to the head were measured over the 10 soccer games, PLA 17.8±10.4 g, PRA 3168±2442 rad/s2; PRV 16.1±10.6 rad/s; HIC 11.7±34.2. The severity of impact was classified into 3 ranges; low 10~39 g (482 impacts); medium 40~69 g (17 impacts); and high >69 g (2 impacts). There are no significant differences in PLA and HIC (p=0.08, p=0.15), however PRA and PRV show the differences (p<.05) between each of the participants. For the analysis comparing between the soccer games, there are no significant differences in PLA, PRA, PRV and HIC (p=0.11, p=0.13, p=0.14, p=0.05). Conclusion: Our results indicated that there were significant differences between athletes, especially in terms of rotational acceleration, whereas there were significant differences in linear and rotational based variable between each of the soccer games. Although the vast majority of impacts were below 39 g there were 2 potentially dangerous impacts above 69 g. It is important that future research continuous to measure head impact mechanics during soccer to help understand head injury mechanisms to ensure the safety of athletes.

3D Reenactment System of Soccer Game (3차원 축구 재연 시스템)

  • 이재호;김진우;김희정
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.54-62
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    • 2003
  • This paper presents a Soccer Game 3D Reencatment System which reenact the Important scene like getting a goal with image processing and computer graphics technologies. KBS Research Institute of Technology has developed the 3D Reenactment System of Soccer Game called ‘VPlay' to provide TV viewers with fresh images in soccer games. Vplay generates the reenactment of exciting and important soccer scenes by using computer graphics. Vplay extracts legion of players from video with color information, and then computes precise positions of players on the ground by using global motion estimation model and playground axis transformation model. The results are applied to locomotion generation module that generates the locomotion of virtual characters automatically. Using predefined motion and model library, Vplay reenacts the important scene in a quick and convenient manner Vplay was developed for live broadcasting of soccer games that demands rapid producing time and was used efficiently during past WorldCup and Asian Game.

Cell-based motion control of mobile robots for soccer game

  • Baek, Seung-Min;Han, Woong-Gie;Kuc, Tae-Yong
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.819-824
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    • 1997
  • This paper presents a cell-based motion control strategy for soccer playing mobile robots. In the central robot motion planner, the planar ground is divided into rectangular cells with variable sizes and motion indices to which direction the mobile robot should move. At every time the multiple objects-the goal gate, ball, and robots-detected, integer values of motion indices are assigned to the cells occupied by mobile robots. Once the indices being calculated, the most desirable state-action pair is chosen from the state and action sets to achieve successful soccer game strategy. The proposed strategy is computationally simple enough to be used for fast robotic soccer system.

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Automatic Offside Judgement System based on Position Information in a Soccer Game

  • Park, Taejun;Park, Jinho
    • International Journal of Advanced Culture Technology
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    • v.6 no.3
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    • pp.216-225
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    • 2018
  • Strangely enough, there has not been much effort in applying the latest technologies to help referees make accurate calls in a soccer game compared to other sports. Modern soccer tries to apply VAR (Video Assistant Referee) technology to correct inaccurate calls such as an offside, but this is being put off due to the fact that real time decision-making cannot be carried out by using this technology. This has led this study to decide developing a device that will accurately identify offsides on a real time basis using various latest sensors and related technologies. This device will aid referees in calling offsides in a soccer match.

Biomechanical Analysis of Soccer Shoes According to the Difference of Stud (스터드 차이에 따른 축구화의 운동역학적 변인 비교)

  • Jin, Young-Wan
    • Korean Journal of Applied Biomechanics
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    • v.24 no.4
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    • pp.455-461
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    • 2014
  • The purposes of this study were to reveal the kinematic and kinetic difference of hard ground soccer shoe, firm ground soccer shoe and soft ground soccer shoe. Soccer players were shoes of varying stud designs with some preferring the bladed studs while others opting for the conventional studded stud. Statistics were used one way-ANOVA and Tukey's Honestly Significant Difference Method. Seven healthy college soccer players were attended a test. All parameters were recorded using the Zebris system. Spatio-temporal variables were no significant difference. Lateral symmetry was statistically significant differences (p<.05). Vertical GRF parameters were no significant difference. Medial midfoot pressure, lateral midfoot pressure and central forefoot pressure were statistically significant differences (p<.05). This study demonstrates that playing surface significantly affects difference soccer shoes during soccer game. Furthermore, epidemiological investigation is warranted to determine the effects of playing surfaces on sport specific injury mechanisms.

Robot soccer strategy and control using Cellular Neural Network (셀룰라 신경회로망을 이용한 로봇축구 전략 및 제어)

  • Shin, Yoon-Chul;Kang, Hoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.253-253
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    • 2000
  • Each robot plays a role of its own behavior in dynamic robot-soccer environment. One of the most necessary conditions to win a game is control of robot movement. In this paper we suggest a win strategy using Cellular Neural Network to set optimal path and cooperative behavior, which divides a soccer ground into grid-cell based ground and has robots move a next grid-cell along the optimal path to approach the moving target.

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Implementation of Active Humanoid Robot Soccer System Using Global Vision (글로벌 비젼을 이용한 자동제어 휴머노이드 축구시스템 설계)

  • Ku, Ja-Yl
    • 전자공학회논문지 IE
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    • v.45 no.2
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    • pp.28-33
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    • 2008
  • The paper is represented active robot soccer system using humanoid. many robot we implement the control method of several robot and the algorithm of robot soccer system. the position and direction of the robot is recognized quickly using color tag on the shoulder of robot and special personal computer. Humanoid robot soccer system in this paper develops better in existent wheel-driven soccer robot. Forward, through a lot of studies, self-moving soccer game like human with humanoid is possible.

Effect of an 8-Week Competitive Exercise Program on Physical Fitness and Psychological Factors in Game-addicted Adolescent (8주간의 경쟁운동 프로그램이 게임과몰입 청소년의 기초체력과 심리적 변인에 미치는 영향)

  • Choi, Seung-Jun
    • PNF and Movement
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    • v.15 no.3
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    • pp.281-290
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    • 2017
  • Purpose: The purpose of this study was to examine the effect of an 8-week competitive exercise program on physical fitness, psychological variables, and video-game playtime in game-addicted adolescents. Methods: All subjects were screened by a game behavior diagnosis scale questionnaire, and a total of 7 game-addicted, male adolescents ($16{\pm}2$ yrs of age) participated in the study. All subjects were informed of the study's purpose, procedures, and risks, and a consent form was obtained from each subject. The 8-week soccer and basketball exercise program included twice-weekly sessions of 120 minutes per session. All data were presented as $mean{\pm}SE$, and the variables were analyzed with a paired t-test. Results: Following the 8-week intervention, cardiovascular endurance and grip strength were significantly increased (approximately 17 and 7%, respectively [p<0.05]). Although there was no statistical significance on flexibility, vertical jump, and zigzag-run, all variables showed an increasing tendency. Anxiety levels changed from a mild anxiety state to a normal state, and depression levels also altered from moderate to a normal state. The video-game playtime was reduced about 20% during weekends and vacation periods. Conclusion: Given these combined results, 8 weeks of regular participation in competitive exercise (soccer/basketball) may contribute to positive effects on physical fitness, psychological variables, and video-game playtime in computer-game addicted adolescents.

Effects of Acute Soccer Game on Serum Levels of Neurotrophins and Neurocognitive Functions in Male Adolescents (1회성 축구활동이 남자 청소년의 혈청 neurotrophins 수준과 신경인지 기능에 미치는 영향)

  • Yang, Jung-Su;Yoo, Shin-Hwan;Cho, Su-Youn;Roh, Hee-Tae
    • Journal of Life Science
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    • v.22 no.11
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    • pp.1444-1450
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    • 2012
  • The purpose of the present research is to investigate the effects of acute soccer game on serum levels of neurotrophins and neurocognitive function. The subjects of the research were 15 healthy male adolescents. The subjects underwent two experiments: one experiment in the soccer game treatment (SOC) condition, and the other in the self-study treatment (CON) condition. Blood samples were collected at three times: before treatment (Pre), after treatment (Post), and 2 hours post treatment (Post-2 h) for the analyses of serum brain-derived neurotrophic factor (BDNF), nerve growth factor (NGF), and insulin-like growth factor-1 (IGF-1). For the measurements of neurocognitive functions, the Stroop Color-Word test was performed at blood collecting times. The results of the research showed that the serum levels of BDNF, NGF, and IGF-1 were significantly increased after the soccer game (p<0.05), and significantly higher in SOC than CON at Post (p<0.05). In the Stroop Color-Word test, significantly increased scores were observed in SOC at Post (p<0.05), and significantly higher in SOC than in CON at Post and Post-2 h (p<0.05). These results suggest that acute soccer game has positive effects on neurocognitive functions by increasing the neurotrophins.