2,030 research outputs found

    New Perspectives in the Development of the Artificial Sport Trainer

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    ABSTRACT: The rapid development of computer science and telecommunications has brought new ways and practices to sport training. The artificial sport trainer, founded on computational intelligence algorithms, has gained momentum in the last years. However, artificial sport trainer usually suffers from a lack of automatisation in realization and control phases of the training. In this study, the Digital Twin is proposed as a framework for helping athletes, during realization of training sessions, to make the proper decisions in situations they encounter. The digital twin for artificial sport trainer is based on the cognitive model of humans. This concept has been applied to cycling, where a version of the system on a Raspberry Pi already exists. The results of porting the digital twin on the mentioned platform shows promising potential for its extension to other sport disciplines.Akemi Galvez and Andres Iglesias have received funding from the project PDE-GIR of the European Union’s Horizon 2020 research and innovation programme under the Marie SklodowskaCurie grant agreement no. 778035, and from the project TIN2017-89275-R funded by MCIN/AEI/10.13039/501100011033/FEDER “Una manera de hacer Europa”

    Nuni-A case study

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    Relationship between External and Internal Workloads in Elite Soccer Players : Comparison between Rate of Perceived Exertion and Training Load

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    The use of machine learning (ML) in soccer allows for the management of a large amount of data deriving from the monitoring of sessions and matches. Although the rate of perceived exertion (RPE), training load (S-RPE), and global position system (GPS) are standard methodologies used in team sports to assess the internal and external workload; how the external workload affects RPE and S-RPE remains still unclear. This study explores the relationship between both RPE and SRPE and the training workload through ML. Data were recorded from 22 elite soccer players, in 160 training sessions and 35 matches during the 2015/2016 season, by using GPS tracking technology. A feature selection process was applied to understand which workload features influence RPE and SRPE the most. Our results show that the training workloads performed in the previous week have a strong effect on perceived exertion and training load. On the other hand, the analysis of our predictions shows higher accuracy for medium RPE and S-RPE values compared with the extremes. These results provide further evidence of the usefulness of ML as a support to athletic trainers and coaches in understanding the relationship between training load and individual-response in team sports

    Utilization of Sensor technology as a Sport Technology Innovation in Athlete Performance Measurement: Research Trends

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    The Industrial Revolution 4.0 has led to rapid technological advancements in sports technology, aiming to improve athlete performance and monitor developments. These innovations have had an impact on the sports industry, but have only been felt in developed countries. Existing studies on entrepreneurship, extended reality, e-textiles, and inertial movement units (IMU) have explored various aspects of sports technology. However, no review has focused on sensor technology's use in sports performance. This study bibliometrically evaluates sports technology research from 2008 through 2023, identifying trends in growth, notable publications, top authors, journals, institutions, and nations. The results give readers and researchers new information about the development and growth of sports sensor technology subjects as well as about active and potential research areas. China is the most productive country, contributing 17 publications related to sports technology, while the United Kingdom is the most impactful country with 474 citations

    Decomposition Strategies for Constructive Preference Elicitation

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    We tackle the problem of constructive preference elicitation, that is the problem of learning user preferences over very large decision problems, involving a combinatorial space of possible outcomes. In this setting, the suggested configuration is synthesized on-the-fly by solving a constrained optimization problem, while the preferences are learned itera tively by interacting with the user. Previous work has shown that Coactive Learning is a suitable method for learning user preferences in constructive scenarios. In Coactive Learning the user provides feedback to the algorithm in the form of an improvement to a suggested configuration. When the problem involves many decision variables and constraints, this type of interaction poses a significant cognitive burden on the user. We propose a decomposition technique for large preference-based decision problems relying exclusively on inference and feedback over partial configurations. This has the clear advantage of drastically reducing the user cognitive load. Additionally, part-wise inference can be (up to exponentially) less computationally demanding than inference over full configurations. We discuss the theoretical implications of working with parts and present promising empirical results on one synthetic and two realistic constructive problems.Comment: Accepted at the Thirty-Second AAAI Conference on Artificial Intelligence (AAAI-18
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