26 resultados para Soccer player


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The aim of the present study is to analyse the influence of different large-sided games (LSGs) on the physical and physiological variables in under-12s (U12) and -13s (U13) soccer players. The effects of the combination of different number of players per team, 7, 9, and 11 (P7, P9, and P11, respectively) with three relative pitch areas, 100, 200, and 300 m(2) (A100, A200, and A300, respectively), were analysed in this study. The variables analysed were: 1) global indicator such as total distance (TD); work:rest ratio (W:R); player-load (PL) and maximal speed (V-max); 2) heart rate (HR) mean and time spent in different intensity zones of HR (<75%, 75-84%, 84-90% and >90%), and; 3) five absolute (<8, 8-13, 13-16 and >16 Km h(-1)) and three relative speed categories (<40%, 40-60% and >60% V-max). The results support the theory that a change in format (player number and pitch dimensions) affects no similarly in the two players categories. Although it can seem that U13 players are more demanded in this kind of LSG, when the work load is assessed from a relative point of view, great pitch dimensions and/or high number of player per team are involved in the training task to the U12 players. The results of this study could alert to the coaches to avoid some types of LSGs for the U12 players such as:P11 played in A100, A200 or A300, P9 played in A200 or A300 and P7 played in A300 due to that U13>U12 in several physical and physiological variables (W:R, time spent in 84-90% HRmax, distance in 8-13 and 13-16 Km h(-1) and time spent in 40-60% V-max). These results may help youth soccer coaches to plan the progressive introduction of LSGs so that task demands are adapted to the physiological and physical development of participants.

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[EN] The purpose of this study was to evaluate body composition and body image (perception and satisfaction) in a group of young elite soccer players and to compare the data with those of a control group (age and BMI matched). Participants were 56 volunteer males whose mean age and BMI were 19.6 (SD 1.3) years and 23.3 (SD 1.1) kg/m2, respectively. Results showed that soccer players have a higher lean mass and lower fat mass than controls. Moreover, body perception (difference between current and actual image) was more accurate in controls than in soccer players, and the results suggest a tendency for soccer players to aspire to have more muscle mass and body fat. Soccer players perceived an ideal image with significantly higher body-fat percentage than their current and actual images. There were no body-dissatisfaction differences between groups, however. Although the results are necessarily limited by the small sample size, the findings should be of interest to coaches of young elite soccer teams.

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The purpose of this study was to compare the effects of Small-Sided Games (SSG) vs. Interval Training (IT) in soccer training on aerobic fitness and physical enjoyment in youth elite soccer players during the last 8 weeks of the season. Seventeen U-16 male soccer players (age = 15.5 +/- 0.6 years, and 8.5 years of experience) of a Spanish First Division club academy were randomized to 2 different groups for 6 weeks: SSG group (n = 9) and IT group (n = 8). In addition to the usual technical and tactical sessions and competitive games, the SSG group performed 11 sessions with different SSGs, whereas the IT group performed the same number of sessions of IT. Players were tested before and after the 6-week training intervention with a continuous maximal multistage running field test and the counter movement jump test (CMJ). At the end of the study, players answered the physical activity enjoyment scale (PACES). During the study, heart rate (HR) and session perceived effort (sRPE) were assessed. SSGs were as effective as IT in maintaining the aerobic fitness in elite young soccer players during the last weeks of the season. Players in the SSG group declared a greater physical enjoyment than IT (P = 0.006; ES = 1.86 +/- 1.07). Coaches could use SSG training during the last weeks of the season as an option without fear of losing aerobic fitness while promoting high physical enjoyment.

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Recent player tracking technology provides new information about basketball game performance. The aim of this study was to (i) compare the game performances of all-star and non all-star basketball players from the National Basketball Association (NBA), and (ii) describe the different basketball game performance profiles based on the different game roles. Archival data were obtained from all 2013-2014 regular season games (n = 1230). The variables analyzed included the points per game, minutes played and the game actions recorded by the player tracking system. To accomplish the first aim, the performance per minute of play was analyzed using a descriptive discriminant analysis to identify which variables best predict the all-star and non all-star playing categories. The all-star players showed slower velocities in defense and performed better in elbow touches, defensive rebounds, close touches, close points and pull-up points, possibly due to optimized attention processes that are key for perceiving the required appropriate environmental information. The second aim was addressed using a k-means cluster analysis, with the aim of creating maximal different performance profile groupings. Afterwards, a descriptive discriminant analysis identified which variables best predict the different playing clusters. The results identified different playing profile of performers, particularly related to the game roles of scoring, passing, defensive and all-round game behavior. Coaching staffs may apply this information to different players, while accounting for individual differences and functional variability, to optimize practice planning and, consequently, the game performances of individuals and teams.

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Drift appears to be crucial to study the stability properties of Nash equilibria in a component specifying different out-of-equilibrium behaviour. We propose a new microeconomic model of drift to be added to the learning process by which agents find their way to equilibrium. A key feature of the model is the sensitivity of the noisy agent to the proportion of agents in his player population playing the same strategy as his current one. We show that, 1. Perturbed Payoff-Positive and PayoffMonotone selection dynamics are capable of stabilizing pure non strict Nash equilibria in either singleton or nonsingleton component of equilibria; 2. The model is relevant to understand the role of drift in the behaviour observed in the laboratory for the Ultimatum Game and for predicting outcomes that can be experimentally tested. Hence, the selection dynamics model perturbed with the proposed drift may be seen as well as a new learning tool to understand observed behaviour.

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[ES] Cada vez más el deporte-espectáculo se está abriendo paso como objeto de estudio en los centros de investigación avanzada, como consecuencia de la necesidad de gestionar los altos presupuestos de las entidades deportivas.

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[ES] China ha irrumpido como actor principal del escenario global al haber protagonizado, durante las tres últimas décadas, un proceso de transformación económica y social de gran magnitud. Ahora bien, vender productos –sobre todo, del sector de alimentación– de origen occidental en China es, con diferencia, el reto más complicado al que deben enfrentarse las compañías de deciden entrar a operar en este mercado.

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This paper provides a new model of network formation that bridges the gap between the two benchmark models by Bala and Goyal, the one-way flow model, and the two-way flow model, and includes both as particular extreme cases. As in both benchmark models, in what we call an "asymmetric flow" network a link can be initiated unilaterally by any player with any other, and the flow through a link towards the player who supports it is perfect. Unlike those models, in the opposite direction there is friction or decay. When this decay is complete there is no flow and this corresponds to the one-way flow model. The limit case when the decay in the opposite direction (and asymmetry) disappears, corresponds to the two-way flow model. We characterize stable and strictly stable architectures for the whole range of parameters of this "intermediate" and more general model. We also prove the convergence of Bala and Goyal's dynamic model in this context.

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We assume that 2 x 2 matrix games are publicly known and that players perceive a dichotomous characteristic on their opponents which defines two types for each player. In turn, each type has beliefs concerning her opponent's types, and payoffs are assumed to be type-independent. We analyze whether the mere possibility of different types playing different strategies generates discriminatory equilibria. Given a specific information structure we find that in equilibrium a player discriminates between her types if and only if her opponent does so. We also find that for dominant solvable 2x2 games no discriminatory equilibrium exists, while under different conditions of concordance between players' beliefs discrimination appears for coordination and for competitive games. A complete characterization of the set of Bayesian equilibria is provided.

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We report the findings of an experiment designed to study how people learn and make decisions in network games. Network games offer new opportunities to identify learning rules, since on networks (compared to e.g. random matching) more rules differ in terms of their information requirements. Our experimental design enables us to observe both which actions participants choose and which information they consult before making their choices. We use this information to estimate learning types using maximum likelihood methods. There is substantial heterogeneity in learning types. However, the vast majority of our participants' decisions are best characterized by reinforcement learning or (myopic) best-response learning. The distribution of learning types seems fairly stable across contexts. Neither network topology nor the position of a player in the network seem to substantially affect the estimated distribution of learning types.

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Este trabajo ha recibido el “Primer Premio Delegación del Gobierno en Aragón a las buenas prácticas contra la delincuencia juvenil” (Convocatoria 2007).

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Automatización de los recorridos del robot en un sistema de exploración basado en comportamientos. Se muestran los resultados obtenidos en las simulaciones con Player/Stage de un sistema de exploración basado en comportamientos, donde la localización se realiza mediante los estadísticos de INCA.

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El Cine Digital es aquel que utiliza la tecnología digital para grabar, distribuir y proyectar películas. En los años 90, el cine comenzó un proceso de transición, del soporte fílmico a la tecnología digital. Pero el salto definitivo se dio con las grandes superproducciones de principios del 2000. Con este cambio de era y debido a la rápida difusión del digital y la proliferación de formatos se creo el DCI (Digital Cinema Initiative), para cambiar el modo en que las personas consumen cine. Trabajando junto con los miembros del comité SMPTE (Organización americana encargada de crear los estándares de la industria audiovisual formada por ingenieros, técnicos y fabricantes) publicó un sistema de especificaciones que han adoptado las mayores productoras estadounidenses. Mediante este acuerdo, aseguraban la calidad técnica de las producciones, la compatibilidad entre sistemas y como no, su hegemonía particular. Entre las especificaciones técnicas que suscribieron que son la base actual del DCI figuran la resolución de fotograma, el espacio de color, la compresión de imagen, la encriptación y el método de empaquetado de archivos. Y hoy en día son un estándar en la masterización, distribución y en la proyección final en las salas de cine. Una de las grandes esperanzas que hay puestas en la tecnología digital es la democratización en el mundo del cine y la supuesta abolición de las barreras económicas a la hora de realizar películas, dado lo barato que puede resultar la grabación digital y la posibilidad de pasar el material a video y editarlo en un ordenador domestico. Independientemente de los sistemas de edición que se utilicen, el formato de archivo o incluso el códec usado, los servidores de cine digital solo aceptan un tipo de archivo llamado DCP (Digital Cinema Package). Hay que aclarar que el DCP es abierto, documentado y que esta basado en los estándares SMPTE. Por lo tanto, existen en el mercado actual herramientas de software libre que permiten crear un DCP válido según las normas del DCI y compatible con los actuales servidores de cine digital. El propósito de este proyecto principalmente es documentar desde un punto de vista técnico la creación de un archivo DCP y analizar las diferentes herramientas existentes en el mercado para poder realizarlo: tanto las de uso comercial, como las de software libre. Como base se partirá de las aplicaciones creadas por la empresa alemana Fraunhofer (EasyDCP Creator, Player) - es el software utilizado en el estudio REC - y de otras herramientas más rudimentarias y escritas en C++ como (asdcplib) de Cinecert.

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Automatización de los recorridos del robot en un sistema de exploración basado en comportamientos. Se muestran los resultados obtenidos en las simulaciones con Player/Stage de un sistema de exploración basado en comportamientos, donde la localización se realiza mediante los estadísticos de INCA.