http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
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.