http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
フットサル競技における“チーム重心”を用いたゲーム分析に關する硏究
菅輝(Akira KAN),崔喆洵(Choi Chul-Soon),鹽川滿久(Mitsuhisa SHIOKAWA),沖原謙(Ken OKIHARA) 한국체육과학회 2000 한국체육과학회지 Vol.9 No.1
In the research regarding the analysis of football game, the various ways are used. And the football game is very mobile and difficult to evaluate the movement of the whole team objectively. However, the futsul game is played with 5 players, so we can conceive that the analysis of the futsal game is easier in comparison with the football game. The purpose of this study is the analysis of the futsul game, by using the new parameter called 'the team cetner of gravity' that is calculated by DLT method. Furthermore, we examine the usefulness of this parameter. Setting two videl cameras (SONY CCD-TR2000), each one covering an entire pitch, recorded one of THE FUTSAL JAPAN CAP MATCHES. It captured every l/3sec frame from the recorded tape, and coordinated positions of all player movements and ball using application software (MPJAPAN VM95). The coordinated position's data are treated with original application software. After analyzing the data, we found the following: 1) We found that the distance between the center of gravity of both teams was modified right away even if it spread temporarily. It was conceivable that the defense side was being about to correspond to the attack side of the enemy continually. As the distance between the center of gravity of both teams becomes short, the game becomes intense in offense and defense. 2) It proved that the distance from the center of gravity to each player spread and the player was more activity during offense and that the player concentrated in some degree and controlled their minimum movement during defense. 3) From the result of this study, the usefulness was suggested to analyze the futsal game by using the parameter called 'the team center of gravity', when we did it objectively in the futsul game.
三次元畫像解析法を用いたフットサル競技におけるゲーム分析に関する硏究
崔詰洵(Choi Chul-Soon),菅輝(Akira KAN),鹽川滿久(Mitsuhisa SHIOKAWA),沖原謙(Ken OKIHARA) 한국체육과학회 2000 한국체육과학회지 Vol.9 No.1
In japan futsal population is increasing rapidly. One of the reasons is that a changes of offense and defense on futsal is much faster than football. Of course we have some other reasons as less contacts, easy to player, etc. 5 players playing futsal match is an easy or a simple way to analyze or circylate team area, when it is compared with a football match. The purpose of paper is to find the relationship between team area and team transition. Setting two video cameras (SONY CCD-TR2000), each one covering an entire pitch, recorded one of THE FUTSAL JAPAN CAP MATCHES. It captured every 1/3sec frame from the recorded tape, and coordinated positions of all players movements and ball using application software (MPJapan VM95). The coordinated position's data are treated with original application software.
Movement of Players and Ball Comparing the two games, Japan versus UAE and a J‐League Game
Mitsuhisa Shiokawa(?川?久),Akira Kan(菅輝),Tomoyasu Okuda(?田知靖),Wataru Oba(大場?),Akira Morikawa(森河亮),Kazuma Ito(伊藤?馬),Ken Okihara(沖原謙),Koki Kiniwa(木庭康樹),Yasuo Higashikawa(東川安雄),Shinya Bono(房野?也),Keishi Mar 한국체육과학회 2010 한국체육과학회지 Vol.19 No.1
The purpose of this study was to make clear what affects the running speed of a player in a game. This research made the game of soccer of two games a research object. Two games of these were Japan versus UAE and Sanfrecce Hiroshima versus Yokohama Marinos. The method of calculating the amount of the activity used three dimensions DLT method. First of all, it takes a picture to install the entire pitch from the main stand rooftop in the competition site on each camera in two video cameras and this image is capture in PC every 1/3 seconds. And, the three?dimensional image analysis software was used, digitized, player's movement and the ball were converted into objective positional coordinates, and the amount of the activity was calculated on coordinate data. The following results were obtained by analyzing these data. In the J league game, the average speed of the ball was 6.04±6.26m/sec in the first half, and 6.23±5.52m/sec in the second half. In the game Japan versus UAE, the average speed of the ball was 6.11±6.29 in the first half, and 5.12±6.56 in the second half. The change of the average running speed of the field players of a team was highly affected by the change of the ball speed from both 2games.
木庭康樹(Koki Kiniwa),大江淳悟(Jungo Ohe),房野?也(Shinya Bono),丸山啓史(Keishi Maruyama),磨井祥夫(Sachio Usui),沖原謙(Ken Okihara),伊藤?馬(Kzuma Ito),菅輝(Akira Kan),?川?久(Mitsuhisa Shiokawa) 한국체육과학회 2010 한국체육과학회지 Vol.19 No.1
The purpose of this study is to show objective data about the amount of the activity of the referee in an actual game, and to use these for the referee training in the future. As a result of consideration, the main referee became clear that an equal ability of moved distance, the movement speed, and the turn frequency, etc. with the field player was demanded. The main referee showed total moved distance twice the sub?referee, and this moved distance was almost equal to the field player. Moreover, it has been understood that a considerably high ability is demanded from the main referee about brilliant because the frequency about four times the sub?referee of the turn is done. Therefore, the main referee is doing advanced work of giving a decision while equal stamina's with the field player being demanded and repeating the turn and the movement according to a diagonal method. On the other hand, the moved distance of the sub?referee was main referee and field player's halves. Moreover, it is thought that the sub?referee is giving the judgment (offside and ball out) in the stopped state at the moment from low?speed movement frequency high. The future tasks are to analyze the accuracy of the work of the sub?referee by comparing sub?referee's position with the position of an offside line, and to consider the sub ?referee qualitatively.