改变加速和减速的标准会改变检测到的球员动作类型。

Science & medicine in football Pub Date : 2024-02-01 Epub Date: 2022-10-18 DOI:10.1080/24733938.2022.2137575
Susanne Ellens, David Carey, Paul Gastin, Matthew C Varley
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引用次数: 0

摘要

本研究确定并分析了澳大利亚足球运动员在高加速和/或减速过程中的动作类型,并确定了超过加速或减速阈值的持续时间对所确定的球员动作的影响。此外,还对加速和减速努力的起始速度进行了评估。对使用 10 赫兹 GNSS 设备监测的 22 名澳大利亚足球运动员在两场比赛中的加速和减速动作进行了分析。比赛的同步录像用于识别球员在加速和减速过程中的动作。通过线性混合模型研究了开始速度、球员动作和超过努力阈值的持续时间之间的关系。在高加速度时,"直线运动 "和 "跳跃 "是球员最常做的动作,而在高减速时,"停止 "和 "被扑倒 "是球员最常做的动作。在高减速努力中,球员动作之间的开始速度存在显著差异。此外,研究还发现,开始速度越高,超过减速阈值的持续时间就越长。这些发现将有助于从业人员和研究人员为加速和减速努力选择最小持续时间标准,并提供对球员在这些努力中执行的动作类型的理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Changing the criteria applied to acceleration and deceleration efforts changes the types of player actions detected.

This study identified and profiled the types of player actions of Australian football players executed during high acceleration and/or deceleration efforts and identified how the duration exceeding the acceleration or deceleration threshold influenced the identified executed player actions. The commencing speed of the acceleration and deceleration efforts were also assessed. Acceleration and deceleration efforts of 22 Australian football players monitored with a 10-Hz GNSS device across two matches were analysed. Synchronised video footage of the matches was used to identify the player actions executed during acceleration and deceleration efforts. Linear mixed models were conducted to examine the relationship between commencing speed, player action, and duration exceeding the effort threshold. 'Linear movement' and 'jump' were the most frequently executed player actions for high accelerations and 'stop' and 'being tackled' for high decelerations. Significant differences were observed in commencing speed between player actions for the high deceleration efforts. Furthermore, it was found that a higher commencing speed was associated with an increased duration exceeding the deceleration threshold. These findings will help practitioners and researchers with selecting minimum-duration criteria for acceleration and deceleration efforts and provide an understanding of the types of player actions executed during these efforts.

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