12,213 research outputs found

    Multi-camera analysis of soccer sequences

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    The automatic detection of meaningful phases in a soccer game depends on the accurate localization of players and the ball at each moment. However, the automatic analysis of soccer sequences is a challenging task due to the presence of fast moving multiple objects. For this purpose, we present a multi-camera analysis system that yields the position of the ball and players on a common ground plane. The detection in each camera is based on a code-book algorithm and different features are used to classify the detected blobs. The detection results of each camera are transformed using homography to a virtual top-view of the playing field. Within this virtual top-view we merge trajectory information of the different cameras allowing to refine the found positions. In this paper, we evaluate the system on a public SOCCER dataset and end with a discussion of possible improvements of the dataset

    PENGARUH LATIHAN T-SPRINT TERHADAP PENINGKATAN KELINCAHAN PEMAIN SEPAK BOLA DI SSB MITRA FC U-19 KABUPATEN SUMENEP

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    AbstractIn order to get optimal performance, physical strength and agility are the basic needs of soccer players. The T-Sprint running exercise is an agilty training model with a T-Shaped trajectory that is very suitable for increasing the agility of soccer athletes. This study aims to determine the exent of the effect of T-Sprint training in order to increase agility in soccer players at the soccer School (SSB) Mitra Football Club Age 19 Sumenep. In taking the sample, this research used a quasi-experimental method and purpusive sampling technique. The number of samples in this study were 15 players of the Soccer School (SSB) Mitra Football Club Age 19 Sumenep. Illinois agility run test is used as a benchmark to measure agility. The implementation of the exercise lasted for 6 weeks with 3 exercise per week and each exercise was provided with a times allocation of 60 minutes. The data analysis used in this study was a one-way ANOVA with a significance level of = 0,05 and used the SPSS application. Based on the one-way ANOVA test, the significance result = 0,001 which means it is smaller than = 0,05 (p < 0,05), then there is an increase in agility in the Soccer School (SSB) players of the Mitra Football Club Age 19 Sumenep by 0,25 seconds. From this study, it was concluded that there was an effect of T-Sprint running training on increasing the agility of players at the Soccer School (SSB) Mitra Football Club Age-19 Sumenep.Keywords: T-Sprint, Agility, Footbal

    Investigating the Knuckleball Effect in Soccer Using a Smart Ball and Training Machine.

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    The term knuckleball in sporting jargon is used to describe a ball that has been launched with minimal spin, resulting in a trajectory that is erratic and unpredictable. This phenomenon was first observed in baseball (where the term originated) and has since been observed in other sports. While knuckleball has long fascinated the scientific community, the bulk of research has primarily focused on knuckleball as it occurs in baseball. Following the changes in the design of the soccer ball after the 2006 World Cup, knuckleball and ball aerodynamics were exploited by soccer players. This research examined the properties of a knuckleball in the sport of soccer. We designed and evaluated a system that could reproduce the knuckleball effect on soccer balls based on previous theories and characteristics outlined in our literature review. Our system is comprised of the Adidas miCoach Smart Ball, a companion smart phone app for data collection, a ball-launching machine with programmable functions, and a video-based tracking system and Tracker motion analysis software. The results from the testing showed that our system was successfully able to produce knuckleball behaviour on the football in a highly consistent manner. This verified the dynamic models of knuckleball that we outline. While a small portion of the data showed some lateral deviations (zig-zag trajectory), this erratic and unpredictable trajectory was much smaller in magnitude when compared to examples seen in professional games. The sensor data from the miCoach app and trajectory data from the Tracker motion analysis software, showed that the knuckleballs were consistently reproduced in-line with theoretical dynamics

    Spatial movement pattern recognition in soccer based on relative player movements

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    Knowledge of spatial movement patterns in soccer occurring on a regular basis can give a soccer coach, analyst or reporter insights in the playing style or tactics of a group of players or team. Furthermore, it can support a coach to better prepare for a soccer match by analysing (trained) movement patterns of both his own as well as opponent players. We explore the use of the Qualitative Trajectory Calculus (QTC), a spatiotemporal qualitative calculus describing the relative movement between objects, for spatial movement pattern recognition of players movements in soccer. The proposed method allows for the recognition of spatial movement patterns that occur on different parts of the field and/or at different spatial scales. Furthermore, the Levenshtein distance metric supports the recognition of similar movements that occur at different speeds and enables the comparison of movements that have different temporal lengths. We first present the basics of the calculus, and subsequently illustrate its applicability with a real soccer case. To that end, we present a situation where a user chooses the movements of two players during 20 seconds of a real soccer match of a 2016-2017 professional soccer competition as a reference fragment. Following a pattern matching procedure, we describe all other fragments with QTC and calculate their distance with the QTC representation of the reference fragment. The top-k most similar fragments of the same match are presented and validated by means of a duo-trio test. The analyses show the potential of QTC for spatial movement pattern recognition in soccer

    Optimum projection angle for attaining maximum distance in a soccer punt kick

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    Copyright @ Journal of Sports Science and Medicine 2011.This article has been made available through the Brunel Open Access Publishing Fund.To produce the greatest horizontal distance in a punt kick the ball must be projected at an appropriate angle. Here, we investigated the optimum projection angle that maximises the distance attained in a punt kick by a soccer goalkeeper. Two male players performed many maximum-effort kicks using projection angles of between 10 degrees and 90 degrees. The kicks were recorded by a video camera at 100 Hz and a 2-D biomechanical analysis was conducted to obtain measures of the projection velocity, projection angle, projection height, ball spin rate, and foot velocity at impact. The player's optimum projection angle was calculated by substituting mathematical equations for the relationships between the projection variables into the equations for the aerodynamic flight of a soccer ball. The calculated optimum projection angles were in agreement with the player's preferred projection angles (40 degrees and 44 degrees). In projectile sports even a small dependence of projection velocity on projection angle is sufficient to produce a substantial shift in the optimum projection angle away from 45 degrees. In the punt kicks studied here, the optimum projection angle was close to 45 degrees because the projection velocity of the ball remained almost constant across all projection angles. This result is in contrast to throwing and jumping for maximum distance, where the projection velocity the athlete is able to achieve decreases substantially with increasing projection angle and so the optimum projection angle is well below 45 degrees.This article is made available through the Brunel University Open Access Publishing Fund

    Release angle for attaining maximum distance in the soccer throw-in

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    We investigated the release angle that maximises the distance attained in a long soccer throw-in. One male soccer player performed maximum-effort throws using release angles of between 10 and 60º, and the throws were analysed using two-dimensional videography. The player’s optimum release angle was calculated by substituting mathematical expressions for the measured relationships between release speed, release height and release angle into the equations for the flight of a spherical projectile. We found that the musculoskeletal structure of the player’s body had a strong influence on the optimum release angle. When using low release angles the player released the ball with a greater release speed and, because the range of a projectile is strongly dependent on the release speed, this bias toward low release angles reduced the optimum release angle to about 30°. Calculations showed that the distance of a throw may be increased by a few metres by launching the ball with a fast backspin, but the ball must be launched at a slightly lower release angle

    Cue usage in volleyball : a time course comparison of elite, intermediate and novice female players

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    This study compared visual search strategies in adult female volleyball players of three levels. Video clips of the attack of the opponent team were presented on a large screen and participants reacted to the final pass before the spike. Reaction time, response accuracy and eye movement patterns were measured. Elite players had the highest response accuracy (97.50 ± 3.5%) compared to the intermediate (91.50 ± 4.7%) and novice players (83.50 ± 17.6%; p<0.05). Novices had a remarkably high range of reaction time but no significant differences were found in comparison to the reaction time of elite and intermediate players. In general, the three groups showed similar gaze behaviour with the apparent use of visual pivots at moments of reception and final pass. This confirms the holistic model of image perception for volleyball and suggests that expert players extract more information from parafoveal regions
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