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Proceedings of the 10th international symposium on computer science in sports (ISCSS)

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  • Preface

  • Programme Committee

    • External Reviewers

    • Invited Keynote Speakers

  • Contents

  • Part I Image Processing in Sport

  • 1 Non-Invasive Performance Measurement in Combat Sports

    • 1 Introduction

    • 2 Methods

      • 2.2 Athlete Detection

      • 2.3 Tracking and Occlusion Handling

      • 2.4 Athletes Movement Analysis

    • 3 Results

    • 4 Conclusions

    • 5 Acknowledgments

    • References

  • 2 Comparison between Marker-less Kinect-based and Conventional 2D Motion Analysis System on Vertical Jump Kinematic Properties Measured from Sagittal View

    • 1 Introduction

    • 2 Method

      • 2.1 Subject

      • 2.2 Instrumentation

      • 2.3 Data collection and processing

    • 3 Results and Discussion

    • 4 Conclusion

    • Acknowledgment

    • References

  • 3 Test of ball speed in table tennis based on monocular camera

    • 1 Introduction

    • 2 Methods

      • 2.1 Participants

      • 2.2 Testing method of ball speed

      • 2.3 Experiment

    • 3 Results

      • 3.1 General features of striking speed of top female players

      • 3.2 Comparison of ball speed of forehand loop-drive in the Two to One practice

      • 3.3 Comparison of ball speed of backhand loop-drive in the Two to One practice

      • 3.4 Comparison of ball speed in forehand loop-drive against backspin practice

      • 3.5 Comparison of ball speeds in forehand moving loop-drive practice

    • 4 Conclusion

    • References

  • 4 Table tennis and computer vision: a monocular event classifier

    • 1 Introduction

    • 2 The proposed classifier

    • 2.1 Event states

    • 2.2 Event motion thresholds

    • 3 Classification results

    • 4 Conclusion

    • References

  • 5 3D reconstruction of ball trajectory from a single camera in the ball game

    • 1 Introduction

    • 2 Methods

      • 2.1 Camera Calibration

      • 2.2 3D reconstruction of ball trajectory

      • 2.3 Our improvement

    • 3 Experiment

    • 4 Conclusion

    • Acknowledgement

    • References

  • Part II It System for Sport

  • 6 Towards a Management Theory for the Introduction of IT Innovations in Top Level Sports

    • 1 Problem

    • 2 Theoretical concepts

      • 2.1 Product and innovation life cycle theory

      • 2.2 Innovation management theory

      • 2.3 Customer Relationship Management Theory

    • 3 Examples of Best Practice

    • 4 Conclusions

    • 5 References

  • 7 Information Systems for Top Level Football

    • 1 Introduction

    • 2 Problem definition

    • 3 Concept for software modelling

      • 3.1 Complex performance diagnostics (CPD)

      • 3.2 Software selection

      • 3.3 Data collection

    • 4 Software modelling

      • 4.1 Status quo at the youth academies

      • 4.2 Software development

      • 4.3 Developing analyses

      • 4.4 User interface (UI)

    • 5 Conclusions

    • References

  • 8 Frame by frame playback on the Internet video

    • 1 Where the problem is?

    • 2 Why the Internet videos can’t perform frame-by-frame?

    • 3 The purpose of the article

    • 4 The implementation of frame-by-frame on Smart-method

    • 5 Applications of Smart-method

      • 5.1 For Sports video browsing

      • 5.2 Implementation of thumbnail

      • 5.3 Implementation for Editing

      • 5.4 The possibility for Sports analysis

    • References

  • Part III Ai in Sport

  • 9 Computational system for strategy design and match simulation in team sports

    • 1 Introduction

    • 2 Methods

      • 2.1 Specification of the computational system

      • 2.2 System design

    • 3 Results

      • 3.1 Simulation input

      • 3.2 Planning, Matching and Simulation

    • 4 Conclusion

    • Acknowledgments

    • References

  • 10 Soccer analyses by means of artificial neural networks, automatic pass recognition and Voronoi-cells: An approach of measuring tactical success.

    • 1 Introduction

    • 2 Typing of formations by means of DyCoN

    • 3 Recognizing the relation between formations and passes by means of SOCCER

    • 4 Voronoi cells as context information and success measure

    • 5 Conclusion

    • References

  • 11 An Interval Type-2 Fuzzy Logic Based Classification Model for Testing Single-Leg Balance Performance of Athletes after Knee Surgery

    • 1 Introduction

    • 2 Methodology

      • 2.1 General Framework

      • 2.2 Data Collection and Processing

      • 2.3 Adaptive Fuzzy Logic Classification System

    • 3 Results

    • 4 Conclusion

    • References.

  • 12 A Comparison of Classification Accuracy for Gender Using Neural Networks Multilayer Perceptron (MLP), Radial Basis Function (RBF) Procedures Compared to Discriminant Function Analysis and Logistic Regression Based on Nine Sports Psychological Constructs to Measure Motivations to Participate in Masters Sports Competing at the 2009 World Masters Games

    • 1 Introduction

      • 1.1 Neural Networks

      • 1.2 Discriminant Analysis

      • 1.3 Logistic Regression

      • 1.4 Research Aim

    • 2 Methods

    • 3 Results

    • 4 Conclusion

    • References

  • 13 Detection of Individual Ball Possession in Soccer

    • 1 Introduction

    • 2 Ball Possession - Models and Detection

    • 3 Evaluation

    • 4 Applications

    • 5 Conclusion

    • References

  • 14 Towards Better Measurability - IMU-Based Feature Extractors For Motion Performance Evaluation

    • 1 Introduction

    • 2 Data Processing

    • 3 Motion Feature Extractors

      • 3.1 Technical Motion Features

      • 3.2 Aesthetic Motion Features

    • 4 Evaluation Computation

    • 5 Results

    • 6 Conclusion and Outlook

    • References

  • Part IV Modelling and Analysis

  • 15 The Aikido inspiration to safety and efficiency: an investigation on forward roll impact forces

    • 1 Introduction

    • 2 Method

    • 3 Results

    • 4 Discussion

    • 4.1 Conclusion

    • References

  • 16 To evaluate the relative influence of coefficient of friction on the motion of a golf ball (speed and roll) during a golf putt

    • 1 Introduction

    • 2 Method

      • 2.1 Additional information/definitions

      • 2.2 Set-up of Quintic robot device

      • 2.3 Set-up of camera and alignment with the target

      • 2.4 Ball and putter calibration

      • 2.5 Performing a putt

      • 2.6 Recording of the putt

      • 2.7 Determining the coefficient of friction

    • 3 Results

    • 4 Discussion

    • 5 Limitations

    • 6 Conclusion

    • 7 References

  • 17 Modelling the Tactical Difficulty of Passes in Soccer

    • 1 Introduction

    • 2 Methods

    • 3 Results

    • 4 Conclusion

    • References

  • 18 Convergence and Divergence of Performances Across the Athletic Events for Men and Women: A Cross-Sectional Study 1960 – 2012

    • 1 Introduction

    • 2 Methods

      • 2.1 Sample

      • 2.2 Analytical Methods

    • 3 Results

    • 4 Conclusion

    • References

  • 19 Introduction of the relative activity index: Towards a fair method to score school children’s activity using smartphones

    • 1 Introduction

    • 2 Methods

      • 2.1 Participants

      • 2.2 Procedure

      • 2.3 Data acquisition and processing

      • 2.4 Statistics

    • 3 Results

    • 4 Conclusion

    • References

  • 20 Performance Analysis in Goalball Semiautomatic specific software tools

    • 1 Introduction

    • 2 Purpose

    • 3 Software Design and Development

    • 4 Performance Analysis in Goalball

      • 4.1 Data Set

      • 4.2 Results

    • 5 Conclusions

    • References

  • 21 Markov Simulation by Numerical Derivation in Table Tennis

    • 1 Introduction

    • 2 Methods

      • 2.1 Design

      • 2.2 Participants

      • 2.3 Simulation

    • 3 Results

      • 3.1 Partial derivation: Error and Winner rates

      • 3.2 Directional derivation: Risk-taking

    • 4 Conclusion

    • References

  • 22 Prediction and control of the individual Heart Rate response in Exergames

    • 1 Introduction

    • 2 Methods

      • 2.1 Participants

      • 2.2 Apparatus

      • 2.3 Procedure

    • 3 Results

      • 3.1 Stability test

      • 3.2 Factors influencing c

    • 4 Discussion

    • 5 Conclusion

    • 6 Acknowledgements

    • References

  • 23 Evaluation of changes in space control due to passing behavior in elite soccer using Voronoi-cells

    • 1 Introduction

    • 2 Methods

    • 3 Results

    • 4 Discussion

    • References

  • 24 What is the best fitting function? Evaluation of lactate curves with common methods from the literature

    • 1 Introduction

    • 1.1 Functions

    • 2 Methods

      • 2.1 Data

      • 2.2 Evaluation

    • 3 Results

    • 4 Discussion

    • 5 Conclusion

    • References

  • 25 Computer analysis of bobsleigh team push

    • 1 Introduction to the sport of bobsleigh

      • 1.1 The bobsleigh start

      • 1.2 Importance of the start

    • 2 Computer aided analysis of the bobsleigh start

      • 2.1 Performance parameters

      • 2.2 Sled acceleration and velocity

    • 3 Discussion and conclusions

      • 3.1 Comparison to existing developments

      • 3.2 Our approach

      • 3.3 Further developments in the data analysis

      • 3.4 Future directions

    • References

  • Part V Virtual Reality

  • 26 Development of a Novel Immersive Interactive Virtual Reality Cricket Simulator for Cricket Batting

    • 1 INTRODUCTION

    • 2 DESIGN

      • 2.1 Capturing Player Movements

      • 2.2 Capturing Ball Release

      • 2.3 Tying Player Movements to a Virtual Depiction

      • 2.4 Creating the Experiment

      • 2.5 Interaction within the Virtual Environment

    • 3 DESIGNING FOR PRESENCE

    • 4 USER-TESTING

    • 5 CONCLUSION AND FUTURE WORK

    • 6 ACKNOWLEDGEMENTS

    • 7 REFERENCES

  • 27 Multi-Level Analysis of Motor Actions as a Basis for Effective Coaching in Virtual Reality

    • 1 Introduction

    • 2 Methodology and Realization

    • 3 Discussion and Perspective

    • Acknowledgments

    • References

  • Part VI Sensing Technology

  • 28 Evaluating the Indoor Football Tracking Accuracy of a Radio-Based Real-Time Locating System

    • 1 Introduction

    • 2 The RedFIR Real-Time Locating System

    • 3 Methods

      • 3.1 Hardware Setup

      • 3.2 Synchronization

      • 3.3 Data Analysis

    • 4 Results

    • 5 Discussion

    • 6 Conclusion

    • 7 Acknowledgement

    • References

  • 29 Stance Phase Detection for Walking and Running Using an IMU Periodicity-based Approach

    • 1 Introduction

    • 2 Methods

      • 2.1 Pitch extraction from IMU data

      • 2.2 Stance phase estimation

      • 2.3 Initial stance point selection

    • 3 Results

      • 3.1 Data acquisition

      • 3.2 Stance phase detection

      • 3.3 Pedestrian dead-reckoning

    • 4 Discussion and Conclusions

    • References

  • 30 Gamification of Exercise and Fitness using Wearable Activity Trackers

    • 1 Introduction

    • 2 Related Work

      • 2.1 Gamification of Health and Fitness

      • 2.2 Wearable Technologies

    • 3 Application Design

    • 4 User Study and Discussions

      • 4.1 User Study

      • 4.2 Discussions

    • 5 Future work

    • 6 Conclusion

    • References

  • Part VII Neural Cognitive Training

  • 31 Training of Spatial Competencies by Means of Gesture-controlled Sports Games

    • 1 Introduction

    • 2 Methods

    • 3 Results and discussion

    • 4 Conclusion

    • References

  • 32 Methods to Assess Mental Rotation and Motor Imagery

    • 1 Introduction

    • 2 Mental Rotation

      • 2.1 Assessing Mental Rotation

      • 2.2 MRT BIO

    • 3 Motor Imagery

      • 3.1 Assessing Motor Imagery

      • 3.2 PiCaST

    • 4 Research options

    • References

  • 33 Self-regulated multimedia learning in Sport Science Concepts and a field study

    • 1 Introduction

    • 2 Self-Regulated Learning – Concept, Components, and Models

    • 3 A study on SLR training in sport science education

      • 3.1 Methods

    • 4 Results

      • 4.1 Learning effort

      • 4.2 Learning outcome

    • 5 Discussion

    • 6 Conclusions

    • 7 References

  • Author Index

Nội dung

Advances in Intelligent Systems and Computing 392 Paul Chung Andrea Soltoggio Christian W. Dawson Qinggang Meng Matthew Pain Editors Proceedings of the 10th International Symposium on Computer Science in Sports (ISCSS) Advances in Intelligent Systems and Computing Volume 392 Series editor Janusz Kacprzyk, Polish Academy of Sciences, Warsaw, Poland e-mail: kacprzyk@ibspan.waw.pl About this Series The series “Advances in Intelligent Systems and Computing” contains publications on theory, applications, and design methods of Intelligent Systems and Intelligent Computing Virtually all disciplines such as engineering, natural sciences, computer and information science, ICT, economics, business, e-commerce, environment, healthcare, life science are covered The list of topics spans all the areas of modern intelligent systems and computing The publications within “Advances in Intelligent Systems and Computing” are primarily textbooks and proceedings of important conferences, symposia and congresses They cover significant recent developments in the field, both of a foundational and applicable character An important characteristic feature of the series is the short publication time and world-wide distribution This permits a rapid and broad dissemination of research results Advisory Board Chairman Nikhil R Pal, Indian Statistical Institute, Kolkata, India e-mail: nikhil@isical.ac.in Members Rafael Bello, Universidad Central “Marta Abreu” de Las Villas, Santa Clara, Cuba e-mail: rbellop@uclv.edu.cu Emilio S Corchado, University of Salamanca, Salamanca, Spain e-mail: escorchado@usal.es Hani Hagras, University of Essex, Colchester, UK e-mail: hani@essex.ac.uk László T Kóczy, Széchenyi István University, Győr, Hungary e-mail: koczy@sze.hu Vladik Kreinovich, University of Texas at El Paso, El Paso, USA e-mail: vladik@utep.edu Chin-Teng Lin, National Chiao Tung University, Hsinchu, Taiwan e-mail: ctlin@mail.nctu.edu.tw Jie Lu, University of Technology, Sydney, Australia e-mail: Jie.Lu@uts.edu.au Patricia Melin, Tijuana Institute of Technology, Tijuana, Mexico e-mail: epmelin@hafsamx.org Nadia Nedjah, State University of Rio de Janeiro, Rio de Janeiro, Brazil e-mail: nadia@eng.uerj.br Ngoc Thanh Nguyen, Wroclaw University of Technology, Wroclaw, Poland e-mail: Ngoc-Thanh.Nguyen@pwr.edu.pl Jun Wang, The Chinese University of Hong Kong, Shatin, Hong Kong e-mail: jwang@mae.cuhk.edu.hk More information about this series at http://www.springer.com/series/11156 Paul Chung Andrea Soltoggio Christian W Dawson Qinggang Meng Matthew Pain • • Editors Proceedings of the 10th International Symposium on Computer Science in Sports (ISCSS) 123 Editors Paul Chung Loughborough University Loughborough UK Qinggang Meng Loughborough University Loughborough UK Andrea Soltoggio Loughborough University Loughborough UK Matthew Pain Loughborough University Loughborough UK Christian W Dawson Loughborough University Loughborough UK ISSN 2194-5357 ISSN 2194-5365 (electronic) Advances in Intelligent Systems and Computing ISBN 978-3-319-24558-4 ISBN 978-3-319-24560-7 (eBook) DOI 10.1007/978-3-319-24560-7 Library of Congress Control Number: 2015950434 Springer Cham Heidelberg New York Dordrecht London © Springer International Publishing Switzerland 2016 This work is subject to copyright All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed The use of general descriptive names, registered names, trademarks, service marks, etc in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made Printed on acid-free paper Springer International Publishing AG Switzerland is part of Springer Science+Business Media (www.springer.com) Preface The 10th International Symposium of Computer Science in Sport (IACSS/ISCSS 2015), sponsored by the International Association of Computer Science in Sport and in collaboration with the International Society of Sport Psychology (ISSP), took place between September 9–11, 2015 at Loughborough, UK Similar to previous symposia, this symposium aimed to build the links between computer science and sport, and report on results from applying computer science techniques to address a wide number of problems in sport and exercise sciences It provided a good platform and opportunity for researchers in both computer science and sport to understand and discuss ideas and promote cross-disciplinary research This year the symposium covered the following topics: • • • • • • • Modelling and Analysis Artificial Intelligence in Sport Virtual Reality in Sport Neural Cognitive Training IT Systems for Sport Sensing Technologies Image Processing We received 39 submitted papers and all of them underwent strict reviews by the Program Committee Authors of the thirty-three accepted papers were asked to revise their papers carefully according to the detailed comments so that they all meet the expected high quality of an international conference After the conference selected papers will also be invited to be extended for inclusion in the IACSS journal Three keynote speakers and authors of the accepted papers presented their contributions in the above topics during the 3-day event The arranged tour gave the participants an opportunity to see the Loughborough University campus, and facilities in the National Centre for Sport and Exercise Medicine and the Sports Technology Institute v vi Preface We thank all the participants for coming to Loughborough and hope you had enjoyed the event We also thank the Program Committee members, the reviewers and the invited speakers for their contributions to make the event a success Paul Chung, General Chair Qinggang Meng, Program Chair Matthew Pain, Program Co-Chair Programme Committee Ali Arya, Canada Arnold Baca, Austria Firat Batmaz, UK Maurizio Bertollo, Italy Bettina Bläsing, Germany James Cochran, USA Chris Dawson, UK Eran Edirisinghe, UK Hayri Ertan, Turkey Kai Essig, Germany Shaheen Fatima, UK Daniel Fong, UK Cornelia Frank, Germany Iwan Griffiths, UK Ben Halkon, UK Dan Witzner Hansen, Danemark Mark Jones, UK Larry Katz, Canada Rajesh Kumar, India Martin Lames, Germany William Land, USA Heiko Lex, Germany Baihua Li, UK Keith Lyons, Australia Andres Newball, Colombia Jürgen Perl, Germany Edmond Prakash, UK Hock Soon Seah, Singapore vii viii Thomas Schack, Germany Didier Seyfried, France Michael Stöckl, Austria Martin Sykora, UK Josef Wiemeyer, Germany Kerstin Witte, Germany Hui Zhang, China External Reviewers Mickael Begon, Canada Glen Blenkinsop, UK Graham Caldwell, USA John Challis, USA Simon Choppin, UK Cathy Craig, UK Peter Dabnichki, Australia Zac Domire, USA Paul Downward, UK Hayri Ertan, Turkey Pablo Fernandez-De-Dios, UK Sofia Fonseca, Portugal Steph Forrester, UK Ian Heazlewood, Australia Ben Heller, UK Nic James, UK Mark King, UK Axel Knicker, Germany Jon Knight, UK Daniel Link, Germany Zhen Liu, China Antonio Lopes, Portugal Daniel Memmert, Germany Toney Monnet, France Peter O’Donoghue, UK Kevin Oldham, UK Leser Roland, Austria Dietmar Saupe, Germany Andrea Soltoggio, UK Grant Trewartha, UK Brian Umberger, USA Programme Committee Programme Committee Jos Vanrenterghem, UK Tomi Vänttinen, Finland Sam Winter, UK Helmut Wöllik, Austria Jiachen Yang, China Fred Yeadon, UK Erika Zemkova, Slovakia Invited Keynote Speakers • Prof Arnold Baca, University of Vienna, Austria • Dr Michael Hiley, Loughborough University, UK • Prof Thomas Schack, Bielefeld University, Germany ix Training of Spatial Competencies by Means … 245 high MRT performances For male participants playing with certain toys (Lego bricks, log building sets), for female participants watching educational TV shows in infancy were identified as influencing factors Irrespective of gender, performance in MRT correlated with the following biographical experiences: repairing activities, playing with building sets, model building, navigating vehicles, using hand and power tools, different masculine connoted sports, such as football or archery and video game play Sorby, Leopold and Gorska [7] also found a relation between MRT performance and video gaming experience Feng, Spance and Pratt [2] show that a 10 hour training using a First-PersonShooter game lead to higher performances in MRT compared to a non-action video game control group in post-test Overall action video games are considered as a beneficial training method of spatial competencies [8] However, in the context of spatial performance and motor activity, the usefulness of gesture-controlled sports games as training method in spatial competencies is still an open question Methods A small N study was performed to compare the training effects of a mimetic gesturecontrolled Dance game to a First-Person-Shooter game and a non-intervention control group on spatial performance The individual spatial performance of the participants was measured using a testing profile that includes spatial competencies in general, as opposed to one particular spatial skill The battery includes the redrawn Vandenberg & Kuse MRT by Peters et al [5], the Hidden-Figures-Test, the Water-Level-Test, and two self-developed Mental Rotations Tests MRT-Bio and MRT-Art (see Figure ae) The individual spatial experience was assessed using a qualitative guideline interview The participants’ answers were scored using a four-grade scale (0 – points) to build a spatial experience score Undergraduates at the Technische Universitaet Darmstadt, Germany (N=12; age range: 20-30 years) participated for course credit or no compensation at all The optimal sample size was calculated apriori using the power (1-E 0.94; Ș²=0.39) found in the study by Feng, Spence and Pratt [2], as the optimal sample size would have been N=6 per group, we decided to reduce sample size to only participants per group in the initial stage All participants reported low current video gaming – at most once a week They were randomly assigned by lot to one of three groups: Dance, Shooter or Control Participants assigned to the training groups attended a hours training either playing a shooter (Fable: The Journey) or a dance game (Dance Paradise) on the Xbox 360° Kinect console in the sport science laboratory at Technische Universitaet Darmstadt Before dividing into groups and starting the training the first session was dedicated to guideline interview and pre-test Training was delivered in six 1.5 hour sessions over three weeks Spatial competencies were assessed before training (pretest), after 4.5 hours of training (mid-test) and after hours of training (post-test) Participants in the control group underwent the testing profile in week one, two and three, as did he training groups Data were analyzed using a (groups: Dance, Shoot- 246 A Dominiak and J Wiemeyer er or Control) x (pre-, mid- and post-test) ANOVA with repeated measures on the test factor Fig a) Sample mental rotation task item b) Hidden-Figures-Test item c) sample WaterLevel-Test item d) sample MRT-Bio item e) sample MRT-Art item In a, d, and the task is to identify the correct rotations of the template (left picture) In b the task is to detect the red marked figure hidden in crowded pictures In c the task is to draw the water levels into glasses tilted in different angles Training of Spatial Competencies by Means … 247 Results and discussion The full results of the conducted studies are displayed in Table In reference to the three times of measurement MRT-Peters, MRT-Bio and the Hidden-Figures-Test show significant effects The training groups show no significant training effects compared to the control group The measured effects are therefore due to test repetition Table Results of 3x3 ANOVA with factors group and time of measurement (TM) MRT-Perters Group TM GroupxTM Ș² df1 2 df2 18 18 F 0.485 22.219 0.204 p 0.631

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