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1.
Abstract

The purpose of this investigation was to determine whether combining two mental preparation strategies would be more effective in enhancing performances than a single strategy. Subjects (n = 40) practiced on a basketball free throw task (20 shots) using one of the following mental preparation strategies: (a) imagery, (b) relaxation, (c) relaxation plus imagery, (d) placebo control. To simulate game conditions, subjects were allowed only 10 s in which to use their mental preparation strategy. After the practice session, subjects shot 20 test free throws using their designated technique. Results indicated a significant main effect with the imagery group performing significantly better than the placebo control group although there were no specific differences between the three experimental groups. The results are discussed in terms of potential variables mediating the effectiveness of imagery in enhancing sport performance, and future directions for research are offered.  相似文献   

2.

The suitability of Gray's (1975) three‐factor arousal theory as a model of human performance under stress was investigated in a study of basketball free‐throw shooting. Free‐throw attempts, made by members of an NCAA Division I men's varsity team, were videotaped during one full season. On the basis of Gray's theory, we predicted that increased stress (assumed to be present in games as opposed to practices) would be associated with longer pre‐shot preparations and a greater incidence of overthrow shots. The prediction was confirmed by the results. Moreover, we found that free‐throws were more frequently overthrown when attempted during crucial rather than non‐crucial game situations. Further tests of the utility of Gray's theory are suggested.  相似文献   

3.
Substituting basketball players during competition is a key process to optimise collective performance. Available research on this topic is scarce, probably due to the difficulty in isolating these effects; thus, the aim of this study was to identify the temporal effects of substitutions in basketball (Spanish professional basketball league). The sample was composed of 1118 substitutions gathered from 21 basketball games. The analysed variables were coach-controlled (player and team’s personal fouls, player in and player out roles, player’s in and out minutes on-court and timeout situation); on-court (foul committed, free throws, 2- and 3-point field-goal effectiveness) and situational variables (scoreline, quality of opposition, game location and game quarter). The results showed positive scoring performances after the substitution for all the analyses. During the first quarter, there were significant effects for fouls committed, scoreline and game location after the substitution. The player’s out personal fouls, free-throw effectiveness, player in, minutes on-court player in, timeout situation and 3-point field-goal effectiveness were significant during the second quarter. The team’s personal fouls, game location, and scoreline were identified as important in the third quarter. The fourth quarter did not show significant effects on the independent variables. Current findings allow optimising coaches’ plans and team management of on-court and bench players throughout the game.  相似文献   

4.
Abstract

The home advantage effect was investigated at a team and player level in Union of European Football Associations (UEFA) Champions League football using in-depth performance and disciplinary variables. Performance analysis revealed that the home team scored more goals, had more shots on and off target, had a greater share of possession, and won more corners than the away team. There was an opposite trend for disciplinary variables, with the home team committing less fouls than the away team, and receiving less yellow and red cards. There were home advantage effects at player level for goals, total shots, shots on target, assists, and yellow cards, as found in the team analysis. In addition, foreign players demonstrated a home advantage effect for goals scored, whereas domestic players scored an equivalent number of goals at home and away venues. Results are discussed in relation to the home advantage literature and wider implications for the sport.  相似文献   

5.
Abstract

Magnitudes and timings of kinematic variables have often been used to investigate technique. Where large inter-participant differences exist, as in basketball, analysis of intra-participant variability may provide an alternative indicator of good technique. The aim of the present study was to investigate the joint kinematics and coordination-variability between missed and successful (swishes) free throw attempts. Collegiate level basketball players performed 20 free throws, during which ball release parameters and player kinematics were recorded. For each participant, three misses and three swishes were randomly selected and analysed. Margins of error were calculated based on the optimal-minimum-speed principle. Differences in outcome were distinguished by ball release speeds statistically lower than the optimal speed (misses ?0.12 ± 0.10m · s?1; swishes ?0.02 ± 0.07m · s?1; P < 0.05). No differences in wrist linear velocity were detected, but as the elbow influences the wrist through velocity-dependent-torques, elbow–wrist angle–angle coordination-variability was quantified using vector-coding and found to increase in misses during the last 0.016s before ball release (P < 0.05). As the margin of error on release parameters is small, the coordination-variability is small, but the increased coordination-variability just before ball release for misses is proposed to arise from players perceiving the technique to be inappropriate and trying to correct the shot. The synergy or coupling relationship between the elbow and wrist angles to generate the appropriate ball speed is proposed as the mechanism determining success of free-throw shots in experienced players.  相似文献   

6.
The ability to shoot an effective jump shot in the sport of basketball is critical to a player's success. In an attempt to better understand the aspects related to expert performance, researchers have investigated successful free throws and jump shots of various basketball players and identified movement variables that contribute to their success. The purpose of this study was to complete a systematic review of the scientific literature on the basketball free throw and jump shot for the purpose of revealing the critical components of shooting that coaches, teachers, and players should focus on when teaching, learning, practising, and performing a jump shot. The results of this review are presented in three sections: (a) variables that affect ball trajectory, (b) phases of the jump shot, and (c) additional variables that influence shooting.  相似文献   

7.
Abstract

There is a need for a collective variable that captures the dynamics of team sports like soccer at match level. The centroid positions and surface areas of two soccer teams potentially describe the coordinated flow of attacking and defending in small-sided soccer games at team level. The aim of the present study was to identify an overall game pattern by establishing whether the proposed variables were linearly related between teams over the course of the game. In addition, we tried to identify patterns in the build-up of goals. A positive linear relation and a negative linear relation were hypothesized for the centroid positions and surface areas respectively. Finally, we hypothesized that deviations from these patterns are present in the build-up of goals. Ten young male elite soccer players (mean age 17.3, s=0.7) played three small-sided soccer games (4-a-side) of 8 minutes as part of their regular training routine. An innovative player tracking system, local position measurement (LPM), was used for obtaining player positions at 45 Hz per player. Pearson correlation coefficients were calculated to investigate the proposed linear relation of the key variables. Correlation coefficients indicate a strong positive linear relation during a whole game for the centroid position in all three games, with the strongest relation for the forward-backward direction (r>0.94). For 10 out of 19 goals a crossing of the centroids in this direction can be seen. No negative linear relation was found for surface area (?0.01 < r<0.07). From this study, we concluded that over the course of a whole small-sided game, the forward-backward motion of the centroids is most strongly linearly related. Furthermore, goals show a specific pattern in the forward-backward motion of the centroid. Therefore, surface area and particularly centroid position may provide a sound basis for a collective variable that captures the dynamics of attacking and defending in soccer at team level. Future research should develop these ideas further.  相似文献   

8.
ABSTRACT

The current study examined the development of psychological momentum (PM) in table tennis and the effect of a time-out. Eighty table tennis players were exposed to an audiovisual scenario, in which they either came back from 1–7 to 7–7 in an all-decisive game (positive momentum), or in which the opponent came back from 7–1 to 7–7 (negative momentum). Furthermore, at the score of 7–7 a time-out was called. One group of participants received no specific instructions during the time-out, whereas the other group received task (mastery-approach – MAp) instructions. Overall, PM perceptions increased for participants in the positive momentum condition, but decreased rapidly for participants in the negative momentum condition. In addition, the time-out led to a loss of PM in the positive momentum condition, but to a recovery of PM in the negative momentum condition. The instructions during the time-out did not make a significant difference. Together, these results suggest that scoring patterns in a table tennis game significantly affect the PM of players. Furthermore, a player or coach could benefit from calling a time-out in a negative momentum situation, as this provides an opportunity to psychologically recover.  相似文献   

9.
ABSTRACT

Videogames often confront players with frustratingly difficult challenges, fearsome enemies, and tragic stories. As such, they can evoke feelings of failure, sadness, anger, and fear. Although these feelings are usually regarded as undesirable, many players seem to enjoy videogames which cause them. In this paper, I argue that player misery often originates from a fictional or lusory attitude which brackets game events from real-life, making the player’s emotions solely relevant within the game context. As they are part of the game themselves, these negative emotions can be enjoyed and easily relativized, since players can acknowledge that their cause is ‘only a game’. However, there are feelings of misery associated with the playing of videogames which are not caused by either the game’s fiction or challenge. In the last part of this paper, I describe a qualitatively different kind of player misery: one that is caused by elements that are not perceived as part of the game by the player, and is not bracketed from real life by a lusory or fictional attitude.  相似文献   

10.
Abstract

A completely general three-dimensional dynamic model is presented for the motion of basketball shots that may contact the rim, the backboard, the bridge between the rim and board, and possibly the board and the bridge simultaneously. Non-linear ordinary differential equations with six degrees of freedom describe the ball angular velocity and ball centre position. The model includes radial ball compliance and damping and contains five sub-models: purely gravitational flight, and ball – rim, ball – bridge, ball – board, and ball – bridge – board contact. Each contact sub-model has both slipping and non-slipping motions. Switching between the sub-models depends on the reaction force at, and velocity of, the contact point. Although the model can be used to study shots from any point on the court, we here use it to study the sets of free throw release angle, velocity, angular velocity, and lateral deviation angle that result in success (capture), as well as underhand free throws and those using an under-inflated ball. Free throw shots with larger backspin, lower inflation pressures, and underhand release conditions are shown to result in larger capture percentages.  相似文献   

11.
Abstract

The aim of the present study was to identify the importance of basketball performance indicators in predicting the effectiveness of ball possessions in men's and women's basketball, when controlling for situational variables and game periods. The sample consisted of 7234 ball possessions, corresponding to 40 games from the Spanish professional leagues. The effects of the predictor variables on successful ball possessions according to game period were analysed using binary logistic regressions. Results from men's teams show interactions with number of passes and ending player during the first five minutes, with starting and ending zone, defensive systems, screens used and possession duration during the middle thirty minutes, and there were interactions with passes used, possession duration and players involved during the last five minutes. Results from women's teams show interactions with starting and ending zone, passes used, defensive systems and ending player during the first five minutes, and with starting and ending zone, and screens used during the middle thirty minutes. The results show no interaction with situational variables in men's basketball, while league stage was important during the middle thirty minutes and last five minutes in women's basketball, whereas match status was only important during the last five minutes.  相似文献   

12.
唐金根  李彬 《体育科技文献通报》2012,20(10):54+68-54,68
采用文献资料、录像统计以及数据分析对比等研究方法,对2011男篮亚锦赛复赛阶段归化球员在比赛中的各项数据进行研究。研究分析表明:在有归化球员的球队中,归化球员基本都有支配球的权利与能力。在进攻的出手次数统计中归化球员要远高于平均值,且归化球员的命中率直接与比赛的胜负相关。  相似文献   

13.
Abstract

The primary aim of this study was to develop and validate a golf-specific approach-iron test for use with elite and high-level amateur golfers. Elite (n=26) and high-level amateur (n=23) golfers were recruited for this study. The ‘Approach-Iron Skill Test’ requires players to hit a total of 27 shots. Specifically, three shots are hit at each of nine targets on a specially constructed driving range in a randomised order. A real-time launch monitor positioned behind the player, measured the carry distance for each of these shots. A scoring system was developed based on the percentage error index of each shot, meaning that 81 points was the maximum score possible (with a maximum of three points per shot). Two rounds of the test were performed. For both rounds of the test, elite-level golfers scored significantly higher than their high-level amateur counterparts (56.3±5.6 and 58.5±4.6 points versus 46.0±6.3 and 46.1±6.7 points, respectively) (P<0.05). For both elite and high-level players, 95% limits of agreement statistics also indicated that the test showed good test–retest reliability (2.1±7.9 and 0.2±10.8, respectively). Due to the clinimetric properties of the test, we conclude that the Approach-Iron Skill Test is suitable for further examination with the players examined in this study.  相似文献   

14.
Abstract

Data were collected from ten games of Mite League Baseball (8- and 9-year-old players) under two conditions—game pitched by a regular player-pitcher and game pitched by a surrogate pitcher (team's coach). The Mann-Whitney U test was used to determine the significance of differences between the two groups on each of eleven variables. The use of surrogate pitchers produced significant reductions and increases, the direction of change depending on whether the variable concerned offensive or defensive actions.  相似文献   

15.
Shots are an essential part of the language of tennis yet little is known about the distinct types of shots in the professional game. In this study, we build a taxonomy of shots for elite tennis players using tracking data from multiple years of men’s and women’s matches at the Australian Open. Our taxonomy is constructed using model-based multi-stage functional data clustering, an unsupervised machine learning approach. Among 270,023 men’s and 178,136 women’s shots, we found 13 distinct types of serves to both the Ad and Deuce court for male players and 17 and 15 types to the Ad and Deuce for female players. More variety was found among serve returns and rally shots compared to the serve; with less variety on the backhand than forehand. There was also more overlap in the physical characteristics of groundstroke shots between male and female players than on serve. Shot type was strongly associated with winning points and shots in the highest speed and lowest net clearance categories tended to be the most effective. This data-driven dictionary of shots provides a framework for analysis of elite player performance, characterizing playing style, and designing more representative practice.  相似文献   

16.
Abstract

In elite sport, to remain competitive at the international level, it is critical to understand the game demands on players to ensure sport specific training programmes are designed for optimal athlete preparation and conditioning. In netball, recent research examining the activity patterns of players at the elite level is lacking, with only one study undertaken on this level of competition in the past 30 years. Therefore, the aim of this study was to provide coaches with up to date knowledge of player activity patterns as a basis for the design of optimal sport specific training programmes. The Australian female netball team were analysed using video footage of three international test matches. Player activity was categorised into five movement and eight game-based activities; and further classified as work or rest. Results suggest that differences in the current game exist when compared to the previous analysis. Positional differences were also found with regard to player activity confirming the need for an individualised component of training based on player position.  相似文献   

17.
Abstract

A tennis skill test for use in quantifying achievement in the forehand and backhand drive strokes was developed and then validated using 76 college women enrolled in beginning tennis classes. The test consisted of returning balls pitched by a pneumatic ball machine into target areas drawn in chalk on a regulation tennis court. Speed of the subjects' shots was assessed by measuring accumulated time in flight for rounds of 10 trials using a stopwatch. A time factor was then employed to correct the target value total for the trials to adjust for ball speed, thus rewarding the more skilled player who could stroke the ball more firmly while still retaining control. The test-retest reliability of the test was found to be .84, while the validity of the test, using judges' ratings as a criterion, was .83. It was concluded that the test was a valid and reliable test of skill which was closely related to the actual game situation. Percentile norms were developed on a limited number of subjects.  相似文献   

18.
Abstract

Soccer is a team sport in which the performances of all team members are important for the outcome of a match. Even though the analysis of game events can be used to measure the team's performance, their perception, especially during the match, is extremely difficult, even for the involved agents. Soccer has been used as a simulation environment in many studies, mainly in the area of robotics. The RoboCup is an international robotics competition with an ambitious goal: in 2050 a robotics team will be capable of defeating the human world champion at the time. In this context, we compared technical similarities between human and robotics soccer. Based on an off-line automatic event detection tool, game statistics for the finals of both human and robotics soccer tournaments were collected and compared using the Wilcoxon test. The results show that the most frequent event in both forms of soccer is successful passes. Analysing the two types of passes considered (successful and missed), we conclude that there are significant differences between the two forms (W = 2, P=0.000354), with human soccer presenting a higher percentage of successful passes (77.89% vs. 66.97%). Of restart events (W=0, P=0.00048965), the most frequent one, in both forms, is the throw-in (human 59.91%, robotics 66.4%), and the least frequent is the corner (human 13.7%, robotics 14.09%). Regarding the frequency of shots, in the robotics environment “shots” were the most predominant type (43.27%), whereas in human soccer “shots on target” predominated (71.25%; W=64, P=0.000085641). Finally, the number of faults is minor in robotics soccer.  相似文献   

19.
Abstract

The purpose of this study was to examine the relationship between game heart rates by player position during two types of ringette rules: standard rules and experimental rules which did not include zone restrictions (zoneless). Two hundred twenty-five female ringette players (104 standard rules and 121 zoneless rules) were monitored during regular league and tournament play during the 1985 ringette season. This included over 50 games, approximately half played under each set of rules; and included at least five games played in each of five age categories. Field measurement of the game heart rates was conducted by use of an EST Sport-Tester heart rate monitor, which recorded the average of each 30 s heart rate profile. An analysis of variance (ANOVA) with repeated measures was performed to determine the significance of the difference by player position and rules in the mean peak heart rates for six shifts on the ice, the first three and the last three. There were significant differences (p < .05) between mean peak heart rates for forwards and defenders between standard and zoneless rules, but there were no differences between centers. Significance tests were also conducted by position and age division, and the differences in the heart rates of the defenders were significant in the junior belles (13–14) and belles (15–17) age divisions.  相似文献   

20.
Abstract

The probability of winning a game of tennis from scratch in terms of the probability of winning an individual point has been well documented. However, once the game is underway this probability rapidly changes. This paper presents formulas for the conditional probabilities of a player winning a game from any scoreline. Each point is ranked in order of importance with regard to winning the game. A number of interesting and surprising features arise and an area of further research is suggested.  相似文献   

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