995 resultados para team ball sports
Resumo:
This paper describes and evaluates the novel utility of network methods for understanding human interpersonal interactions within social neurobiological systems such as sports teams. We show how collective system networks are supported by the sum of interpersonal interactions that emerge from the activity of system agents (such as players in a sports team). To test this idea we trialled the methodology in analyses of intra-team collective behaviours in the team sport of water polo. We observed that the number of interactions between team members resulted in varied intra-team coordination patterns of play, differentiating between successful and unsuccessful performance outcomes. Future research on small-world networks methodologies needs to formalize measures of node connections in analyses of collective behaviours in sports teams, to verify whether a high frequency of interactions is needed between players in order to achieve competitive performance outcomes.
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The role of sport-specific practice in the development of decision-making expertise in the sports of field hockey, netball, and basketball was examined. Fifteen expert decision-makers and 13 experienced non-expert athletes provided detailed information about the quantity and type of sport-specific and other related practice activities they had undertaken throughout their careers. Experts accumulated more hours of sport-specific practice from age 12 years onwards than did non-experts, spending on average some 13 years and 4,000 hours on concentrated sport-specific practice before reaching international standard. A significant negative correlation existed between the number of additional activities undertaken and the hours of sportspecific training required before attaining expertise, suggesting a functional role for activities other than sport-specific training in the development of expert decision-making.
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Issue addressed: To describe the demographic and health-related characteristics (physical activity, self-reported health status, quality of life and falls history) of older people who enroll in a team-based game, Lifeball, and examine associations between continuation and participant characteristics. Reasons for stopping, participants' perceptions of the game and changes in health-related characteristics over 12 months were examined.
Methods: Telephone surveys were conducted with a cohort of Lifeball players at: baseline, soon after commencing playing and 12 months later.
Results: At baseline, participants were aged 40 to 96 years (mean 67). Most were female (84%), in good to excellent health (86%) and reported being sufficiently (>150 minutes per week) physically active (69%). Almost half (43%) were still playing 12 months later (continuers). Continuers were more likely to perceive Lifeball had helped them to: feel fitter and healthier (91%); improve their social life (73%); and be more active (53%). No significant changes in continuers' physical activity, self-reported health status and quality of life measures were reported. The main reason for stopping playing was illness/injury unrelated to Lifeball.
Conclusions: Lifeball mainly appealed to healthy, active older people.
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The aim of this study was to identify within-season differences in basketball players' game-related statistics according to team quality and playing time. The sample comprised 5309 records from 198 players in the Spanish professional basketball league (2007-2008). Factor analysis with principal components was applied to the game-related statistics gathered from the official box-scores, which limited the analysis to five factors (free-throws, 2-point field-goals, 3-point field-goals, passes, and errors) and two variables (defensive and offensive rebounds). A two-step cluster analysis classified the teams as stronger (69 ± 8 winning percentage), intermediate (43 ± 5 winning percentage), and weaker teams (32 ± 5 winning percentage); individual players were classified based on playing time as important players (28 ± 4 min) or less important players (16 ± 4 min). Seasonal variation was analysed monthly in eight periods. A mixed linear model was applied to identify the effects of team quality and playing time within the months of the season on the previously identified factors and game-related statistics. No significant effect of season period was observed. A team quality effect was identified, with stronger teams being superior in terms of 2-point field-goals and passes. The weaker teams were the worst at defensive rebounding (stronger teams: 0.17 ± 0.05; intermediate teams: 0.17 ± 0.06; weaker teams: 0.15 ± 0.03; P = 0.001). While playing time was significant in almost all variables, errors were the most important factor when contrasting important and less important players, with fewer errors being made by important players. The trends identified can help coaches and players to create performance profiles according to team quality and playing time. However, these performance profiles appear to be independent of season period.
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Background: Children engage in various physical activities that pose different injury risks. However, the lack of adequate data on exposure has meant that these risks have not been quantified or compared in young children aged 5-12 years. Objectives: To measure exposure to popular activities among Australian primary school children and to quantify the associated injury risks. Method: The Childhood Injury Prevention Study prospectively followed up a cohort of randomly selected Australian primary and preschool children aged 5-12 years. Time (min) engaged in various physical activities was measured using a parent-completed 7-day diary. All injuries over 12 months were reported to the study. All data on exposure and injuries were coded using the International classification of external causes of injury. Injury rates per 1000 h of exposure were calculated for the most popular activities. Results: Complete diaries and data on injuries were available for 744 children. Over 12 months, 314 injuries relating to physical activity outside of school were reported. The highest injury risks per exposure time occurred for tackle-style football (2.18/1000 h), wheeled activities (1.72/1000 h) and tennis (1.19/1000 h). Overall, boys were injured more often than girls; however, the differences were non-significant or reversed for some activities including soccer, trampolining and team ball sports. Conclusion: Although the overall injury rate was low in this prospective cohort, the safety of some popular childhood activities can be improved so that the benefits may be enjoyed with fewer negative consequences.
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Team games conceptualized as dynamical systems engender a view of emergent decision-making behaviour under constraints, although specific effects of instructional and body-scaling constraints have yet to be verified empirically. For this purpose, we studied the effects of task and individual constraints on decision-making processes in basketball. Eleven experienced female players performed 350 trials in 1 vs. 1 sub-phases of basketball in which an attacker tried to perturb the stable state of a dyad formed with a defender (i.e. break the symmetry). In Experiment 1, specific instructions (neutral, risk taking or conservative) were manipulated to observe effects on emergent behaviour of the dyadic system. When attacking players were given conservative instructions, time to cross court mid-line and variability of the attacker's trajectory were significantly greater. In Experiment 2, body-scaling of participants was manipulated by creating dyads with different height relations. When attackers were considerably taller than defenders, there were fewer occurrences of symmetry-breaking. When attackers were considerably shorter than defenders, time to cross court mid-line was significantly shorter than when dyads were composed of athletes of similar height or when attackers were considerably taller than defenders. The data exemplify how interacting task and individual constraints can influence emergent decision-making processes in team ball games.
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Increasing physical activity amongst seniors is important for public health, yet guidance is needed to minimise injury risks. To describe the incidence of falls/injuries in a walking team ball game (Lifeball) designed for seniors, a prospective cohort study was undertaken amongst community dwelling Lifeball participants in Australia. Players completed a telephone survey soon after commencing Lifeball (2004) and 12 months later (2005). Attendance and incident records were audited for the period. Subjects joined a Lifeball group with opportunity to play at least once per week. Baseline was completed by 284 players aged between 40 and 96 years (mean 67 years), with most (83.8%, 238/284) female. Of 263 followed up, the average attendances was 25, with 19.3% attending on fewer than 4 occasions and 14.3% attending 52 or more times. Most (93.9%) reported no injuries requiring medical attention. However, 16 (6.1%) had injuries requiring medical attention and their 27 injuries represent an injury rate of 3.3 per 1000 hours of participation. Twenty participants (7.6%) had a Lifeball fall equating to a fall rate of 2.8 per 1000 hours of participation. Falls in Lifeball were not associated with measured predictors (age, gender, falls history, perceived falls risk or hours played). Incident records showed a trip/stumble involving rushing, walking backwards, or overextending (all against rules) as common falling causes. Lifeball is not ‘risk free’ however due to a lack of comparative data it is difficult to compare injury rate to relevant activities. Prevention of injury should concentrate on enforcing safety rules.
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Use of ball projection machines in the acquisition of interceptive skill has recently been questioned. The use of projection machines in developmental and elite fast ball sports programmes is not a trivial issue, since they play a crucial role in reducing injury incidence in players and coaches. A compelling challenge for sports science is to provide theoretical principles to guide how and when projection machines might be used for acquisition of ball skills and preparation for competition in developmental and elite sport performance programmes. Here, we propose how principles from an ecological dynamics theoretical framework could be adopted by sports scientists, pedagogues and coaches to underpin the design of interventions, practice and training tasks, including the use of hybrid video-projection technologies. The assessment of representative learning design during practice may provide ways to optimize developmental programmes in fast ball sports and inform the principled use of ball projection machines.
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Due to their unobtrusive nature, vision-based approaches to tracking sports players have been preferred over wearable sensors as they do not require the players to be instrumented for each match. Unfortunately however, due to the heavy occlusion between players, variation in resolution and pose, in addition to fluctuating illumination conditions, tracking players continuously is still an unsolved vision problem. For tasks like clustering and retrieval, having noisy data (i.e. missing and false player detections) is problematic as it generates discontinuities in the input data stream. One method of circumventing this issue is to use an occupancy map, where the field is discretised into a series of zones and a count of player detections in each zone is obtained. A series of frames can then be concatenated to represent a set-play or example of team behaviour. A problem with this approach though is that the compressibility is low (i.e. the variability in the feature space is incredibly high). In this paper, we propose the use of a bilinear spatiotemporal basis model using a role representation to clean-up the noisy detections which operates in a low-dimensional space. To evaluate our approach, we used a fully instrumented field-hockey pitch with 8 fixed high-definition (HD) cameras and evaluated our approach on approximately 200,000 frames of data from a state-of-the-art real-time player detector and compare it to manually labeled data.
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O objetivo desse trabalho é compreender a ação humana nos jogos esportivos coletivos. Os jogos em questão são aqueles que são disputados em interações conduzidas pelos jogadores em ações simultâneas mutuamente referidas que envolvem o corpo em um mesmo ambiente ? geralmente esportes com bola, como o futebol, o basquetebol e o voleibol, entre outros. A perspectiva adotada nos conduziu no sentido de compreender a ação no curso da experiência de jogar, uma experiência comumente retratada por praticantes como uma experiência desafiadora, excitante, arrebatadora e autêntica. A realização da ação adequada à lógica dos eventos no sentido de propiciar o alcance das metas e objetivos propostos pelo jogo aos jogadores e à sua equipe, com uma organização e sentido de desafio, conduz e ordena todo o curso da experiência competitiva até o fim da partida ocasionando aquela experiência. Como isso é possível? Para tentar entender como ação e experiência se articulam em uma vivência singular, distinta das demais, na prática dos esportes coletivos, devemos compreender toda a ordem presente na própria constituição do desafio que caracteriza todo o jogo ? uma ordem prática que confere ao ser um impulso contínuo e arrebatador à ação. O jogo, desse modo, é apresentado aqui como um mundo a que corresponde toda uma ordem de existência. Esse mundo, em relação ao qual um modo agonistico de ser se alinha, é ordenado por um conjunto de regras que determina a forma lógica básica da prática competitiva. No modo como foi subjetivada e incorporada pelos jogadores em suas competências, essa forma ordena as interações permitindo que uma dinâmica competitiva real se desdobre fluentemente entre eles numa mesma corrente simultânea e sequencial de eventos que envolvem a todos, sendo vivenciada por cada um no mesmo tempo e no mesmo espaço de uma experiência competitiva nossa. Essa forma se apresenta como ordem de uma mesma realidade contínua, presente tanto numa dimensão predominante espacial e corporal da experiência, envolvendo objetos físicos, no tempo imediato; quanto numa dimensão predominantemente temporal, onde se situa um espaço relacional no qual segue se definindo quem está melhor ou pior e, ao final, o vencedor e o perdedor da partida. Nesse mundo dos jogos agonísticos, ambas as dimensões se mantêm articuladas por mecanismos de definição, acumulação e objetivação numérica dos eventos (como o placar) que são programados para funcionar de acordo com um princípio integrador de justiça, baseados em critérios de excelência e competitividade ? mecanismos cujas operações bem inter-relacionadas devem definir o melhor a cada partida, conferindo à realidade vivenciável nesse mundo um sentido de unidade e completude próprias de uma experiência singular.
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Superior recall of domain-specific patterns is well established as a defining attribute of expert performers. Recent studies on the developmental histories of expert team ball sport players (e.g. Baker, Côté, & Abernethy, 2003a) also suggest that experts characteristically receive exposure to a wide range of sports in their developing years and that this related sports experience may reduce the amount of sport-specific training needed to become an expert. This study examined whether the facilitation of expertise associated with other sport experience might arise from positive transfer of pattern recall skills from one sport to another. Expert netball, basketball and field hockey players and experienced non-experts performed a recall task for patterns of play derived from each of these sports. Experts from sports different to those shown in the presented pattern consistently outperformed non-experts in their recall of defensive player positions, suggesting some selective transfer of pattern recall skills may indeed be possible
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