基于机器学习和模糊TOPSIS方法的武术运动员体能与成绩预测

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Guiquan Huo , Xiao Liu , Tingting Chen
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引用次数: 0

摘要

随着时间的推移,预测运动员的健康状况对于提高他们的表现非常重要。训练时间和过去的成绩记录是指导运动员逐步提高的共同特征。本研究将传统深度学习与部分模糊TOPSIS相结合,对运动员体能与成绩进行评估。首先,学习过程确定了通过优化训练进行持续改进所需的精确需求。该模型定期检查训练输入是否满足不同会话的不断变化的需求。使用模糊TOPSIS方法进一步验证这些确定的输入,以确定持续可靠的性能增益的明确途径。在多次迭代中产生的优先级结果对于确定支持稳定改进的高效健身计划非常有用。使用武术训练需求数据集对所提出的方法进行评估,以确定基于多个练习课程的特定训练需求和表现结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Prediction of physical fitness and performance of Wushus athletes based on machine learning and fuzzy TOPSIS method
Predicting the fitness of athletes is important for improving their performance over time. Training sessions and past performance records are the common features used to guide athletes’ gradual improvement. This study integrates conventional deep learning and partial fuzzy TOPSIS to assess athletes’ physical fitness and performance. First, the learning process identifies the precise demands needed for ongoing improvement through optimized training. The model regularly checks whether the training inputs meet the evolving needs of different sessions. These identified inputs are further validated using the fuzzy TOPSIS method to determine a clear pathway for sustained, reliable performance gains. The prioritized results produced over multiple iterations are useful in identifying highly effective fitness programs that support steady improvement. The proposed method is evaluated using the Wushu training requirements dataset to identify specific training needs and performance outcomes based on multiple practice sessions.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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