• Title/Summary/Keyword: soccer results

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Pre-seasonal Physical Examination of Professional Soccer Team (프로 축구팀의 시즌 전 체력검사)

  • Lee, Kyung-Tai;Choi, Byung-Ok
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.5 no.2
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    • pp.129-134
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    • 2006
  • Purpose: In the professional soccer team, we performed pre-seasonal physical examination and analyzed the results to establish a standardization data in relation to their position. Materials and Methods: We performed physical examination to the professional soccer team, consisted 34 player's average age 24.9 years. The examination performed were questionnaire on history, musculoskeletal examination, muscle power test, physiologic test, functional test. Results: According to the relationship between player position and injury pattern,. Knee injuries are most frequent on history. Physical examination outcome was that forward were prone to flexor hallucis longus tendinitis, midfielder for chronic ankle instability, defender for achilles tendinitis. Isokinetic test was done at dominant side, Peak torque to body weight ratio was 55.1%. Physiologic test checked body fat percentage was midfielder was superior as 19.8 (SD 2.9). Functional test out-come was that back strength 125 N. sergeant jump 59.6 cm, reaction time 208.5 sec, flexibility 19.2 m/s, side step 39.9 cm. Conclusion: Pre-seasonal physical examination gave us the standardization data and preventive measurement could be advocated from this results.

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Analysis of Emotions of Anti-Korea and Anti-Japan in International Soccer Games of Korea vs. Japan (한국과 일본 간 축구경기와 반일·반한 감정의 관계)

  • Lee, Jong-Kil;Lee, Kong-Joo;Yang, Jae-Sik
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.463-473
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    • 2019
  • This study aimed to investigate the relationship between soccer games of Korea vs. Japan and emotions of anti-Japan and anti-Korea, empirically. For that, this study selected 2,400 comments from Naver and 5CH where people could write their SNS comments on EAFF E-1 football championship 2017. The study results got by frequency analysis and one-way ANOVA were as follows. First, Korean showed amity with own team and hostility to the opponents, and stronger hostility toward Japan. Japanese showed hostility to own team, and it was especially strong when vs. Korea. Second, Korean showed stronger hostility toward Japan than others. Japanese showed stronger hostility to own team when vs Korea. From those results, this study could conclude that soccer games of Korea vs. Japan could be a field to express those emotions rather than effect on the emotions of anti-Korea and anti-Japan. By the empirical method of this study on the emotions of anti-Japan and anti-Korea unlike advance studies, this could receive favorable evaluation.

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.

Iliacus Muscle Rupture with Associated Partial Femoral Nerve Palsy during Soccer Game - Case Report - (축구 경기 중 발생한 장골근 파열과 부분 대퇴 신경 마비 - 증례보고 -)

  • Jung, Sung-Hoon;Lee, Sang-Ho;Song, Kyeong-Seop;Park, Byeong-Mun;Ki, Chul Hyun
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.11 no.2
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    • pp.92-95
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    • 2012
  • Iliacus muscle tears are a rare injury seen after the high-energy trauma or as a result of low-energy injuries in patients with a bleeding diathesis as coagulopathy, receiving anticoagulation therapy and hemophiliac. Femoral nerve palsy due to compression from a hematoma by iliacus muscle rupture are rarely reported. Routine evaluation includes MRI to confirm and define the pathologic abnormality supplemented by EMG and nerve conduction studies to evaluate patterns and extent of femoral nerve injury. Hematologic evaluation for bleeding diathesis may preceded, if suspicion of coagulopathy is present. We report the case of a healthy 32-year-old male with iliacus rupture and concomitant femoral nerve palsy sustained by kicking motion during soccer game. After 6 months of observation with non-operative treatment regimen, satisfactory results were obtained, so we report it with a review of the literatures.

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UBA-Sot : An Approach to Control and Team Strategy in Robot Soccer

  • Santos, Juan-Miguel;Scolnik, Hugo-Daniel;Ignacio Laplagne;Sergio Daicz;Flavio Scarpettini;Hector Fassi;Claudia Castelo
    • International Journal of Control, Automation, and Systems
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    • v.1 no.1
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    • pp.149-155
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    • 2003
  • In this study, we introduce the main ideas on the control and strategy used by the robot soccer team of the Universidad de Buenos hires, UBA-Sot. The basis of our approach is to obtain a cooperative behavior, which emerges from homogeneous sets of individual behaviors. Except for the goalkeeper, the behavior set of each robot contains a small number of individual behaviors. Basically, the individual behaviors have the same core: to move from the initial to-ward the target coordinates. However, these individual behaviors differ because each one has a different precondition associated with it. Each precondition is the combination of a number of elementary ones. The aim of our approach is to answer the following questions: How can the robot compute the preconditions in time\ulcorner How are the control actions defined, which allow the robot to move from the initial toward the final coordinates\ulcorner The way we cope with these issues is, on the one hand, to use ball and robot predictors and, on the other hand, to use very fast planning. Our proposal is to use planning in such a way that the behavior obtained is closer to a reactive than a deliberative one. Simulations and experiments on real robots, based on this approach, have so far given encouraging results.

Effect of Kyungohkgo on Aerobic Capacity and Anti-fatigue in High School Soccer Players (경옥고 섭취가 고등학교 축구선수의 운동수행능력 향상 및 피로 회복에 미치는 영향)

  • Kim, Dong-Gun;Park, Won-Hyung;Cha, Yun-Yeop
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.25 no.5
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    • pp.934-944
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    • 2011
  • This study was designed to investigate the effects of Kyungohkgo to improve aerobic capacity and eliminate exercise-induced fatigue in high school soccer players. Twenty four subjects were participated and randomly assigned into two groups [KG, Kyungohkgo group (n=12); PG, Placebo control group (n=12)]. Two groups were completed treadmill exercise protocol using graded exercise test at before and after experimental treatment of 4 weeks. The $VO_2$max and endurance time were measured by gas analysis and heart rate (HR) was measured by polar system at pre, post 0, post 5, post 15, post 30 and post 60 minutes. Blood samples were collected to analyze blood components. 1. The $VO_2$max was significant increased in the group of after intake Kyungohkgo compared to the group of after intake placebo (p<.05). 2. The HR was significant decreased in the group of after intake Kyungohkgo compared to the group of after intake placebo during recovery time at post 5 mins(p<.05), 30 mins(p<.01), 60 mins(p<.01). 3. Weight, body mass index, percent body fat, anaerobic threshold, endurance time, blood lactate concentrate, lactate dyhydrogenase, creatine kinase, serum glutamic oxaloacetic transaminase, serum glutamic pyruvic transaminase, other energy sources(total-cholesterol, triglyceride, high density lipoprotein-cholesterol, low density lipoprotein-cholesterol, creatinine) and electrolyte (Na, K, Cl) were shown no significant differences between groups. These results suggested that Kyungohkgo can be used as ergogenic aids to improve aerobic capacity and eliminate exercise-induced fatigue.

Dynamic Positioning of Robot Soccer Simulation Game Agents using Reinforcement learning

  • Kwon, Ki-Duk;Cho, Soo-Sin;Kim, In-Cheol
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2001.01a
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    • pp.59-64
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    • 2001
  • 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 chose 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 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 it 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 effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. This paper introduces the concept of AMMQL and presents details of its application into dynamic positioning of robot soccer agents.

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Analysis of Network for Asian Cup Soccer Final based on Social Network Theory: Based on Centrality Indexes (사회 연결망 이론에 근거한 아시안컵 축구 결승전 네트워크 분석: 중심성 지표를 중심으로)

  • Kim, Sun-Duck;Seong, Tae-Young;Lee, Dong-Min;Lee, Man-Hyung
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.205-216
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    • 2016
  • This study aimed to discover the most influential player in the network of Soccer game and how individual players contribute within the team with quantitative capabilities they possess. It also examined whether or not the network of relationship between players and the coach's tactics were in harmony. The results showed high level of correlation between the network between offenders and defenders according to tactics of the coach during the first half. It can be said that each players fulfilled their role and formed a network within them to lead the game and form a virtuous network structure. On the other hand, the overall network of the team was focused on a specific player during the second half. But the coach's appropriate use of substitutes and change in tactics stabilized the network balance between the players.

Automatic Classification Technique of Offence Pattern in Soccer Game using Neural Networks (뉴럴네트워크를 이용한 축구경기에 있어서의 공격패턴 자동분류 기법)

  • Kim, Hyun-Sook;Kim, Kwang-Yong;Nam, Sung-Hyun;Hwang, Chong-Sun;Yang, Young-Kyu
    • Journal of KIISE:Software and Applications
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    • v.27 no.7
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    • pp.712-722
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    • 2000
  • In this paper, we suggest and test a classification technique of offence pattern from group formation to automatically index highlights of soccer games. A BP (Back-propagation) neural nets technique was applied to the information of the position of both the player and the ball on a ground, and the distance between the player and the ball to identify the group formation in space and time. The real soccer game scenes including '98 France World Cup were used to extract 297 video clips of various types of offence patterns; Left Running 60, Right Running 74, Center Running 72, Corner-kick 39 and Free-kick 52. The results are as follows: Left Running comes to 91.7%, Right Running 100%. Center Running 87.5%, Corner-kick 97.4% and Free-kick 75%, and these showed quite a satisfactory rate of recognition.

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Analysis of GRF & Plantar Foot Pressure of Stepping Foot on Skilled & Unskilled Player's in the Soccer Instep Shoot (축구 인스텝 슈팅시 숙련자와 미숙련자의 지지발 지면반력과 족저압력 분석)

  • Kim, Dong-Seop;Lee, Joong-Sook;Jang, Young-Min
    • Korean Journal of Applied Biomechanics
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    • v.22 no.1
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    • pp.17-24
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    • 2012
  • This study is for providing fundamental data of sport biomechanics in GRF & plantar pressure of stepping foot of skilled & unskilled players' at the soccer instep shooting moments. Wearing Pedar-x of Novel, the study has drawn the following conclusion after measuring and analyzing the impact on the GRF and plantar pressure of stepping foot at the instep shooting moments. First, maximum vertical GRF showed higher in the skilled group than in the unskilled group. The results showed significantly different. This study reached the conclusion that the players in the skilled group performed faster and stronger stepping foot motions that the ones in the unskilled(p<.01). Second, since the plantar pressure of the skilled group appeared significantly higher than that of the unskilled, it has brought us to the conclusion that the skilled group performed faster and stronger stepping foot motions than the unskilled group (p<.05). Third, at the moment of instep kicking, the skilled group's average maximum plantar foot pressure of stepping foot was higher than the unskilled. Though the difference was not statistically significant, it can be concluded that the skilled group performed faster and stronger stepping foot motions than the unskilled group(p>.05). Fourth, for the COP moving route of stepping foot while instep kicking, the skilled people performed accurate and strong shooting motions directly toward the target direction with stable postures, no matter how it's left, right, front or back.