To see the other types of publications on this topic, follow the link: Game zone.

Journal articles on the topic 'Game zone'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Game zone.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Irsyada, Roas. "Development of Media Strike Zone for Pitching Learning Process on Softball." Journal of Physical Education Health and Sport 6, no. 1 (August 11, 2019): 23–26. http://dx.doi.org/10.15294/jpehs.v6i1.20108.

Full text
Abstract:
Softball games are one form of small ball games learned at school. In the softball game there is strike zone, which is an imaginary field between the elbow and the knee of a batter, and is above the home base. Students find it difficult to find the strike zone so that when throwing pitchers always “ball”. when the game takes place students have difficulty determining between “strike” and “ball”. The need for learning media that can provide a real form of strike zone for students. This research is a development research that uses the stages of development of Borg and Gall. Based on product testing, the target media strike zone is very suitable with the softball game and can effectively provide information about the real shape of the strike zone in the softball game, as well as helping students to set targets and throw accuracy.
APA, Harvard, Vancouver, ISO, and other styles
2

Laporta, Lorenzo, Beatriz Valongo, José Afonso, and Isabel Mesquita. "Game-Centred Study Using Eigenvector Centrality in High-Level Women’s Volleyball: Play Efficacy is Independent of Game Patterns… Or is it?" Montenegrin Journal of Sports Science and Medicine 10, no. 1 (March 1, 2021): 19–24. http://dx.doi.org/10.26773/mjssm.210303.

Full text
Abstract:
In sports, it is often assumed that distinct game patterns may influence the outcome of the play differently. However, a few articles about men’s volleyball have suggested that play efficacy may rely more on the quality of individual attack actions, and not on game patterns. Therefore, the goal of this paper was to scrutinize if and how game patterns influence play efficacy in high-level women’s volleyball. Eigenvector Centrality was assessed to integrate direct and indirect relationships between games actions. Thirteen matches from the women’s World Grand Prix’2015 were analysed (46 sets; 2,016 plays). Actions were categorized according to game complex (K0 to KV) and three levels of the efficacy of each play: error, continuity, and point. The results showed that play efficacy was independent of game patterns (the central pattern was non-ideal setting conditions in all complexes and preference for using slow attacks in the extremities of the net). There were, however, some regularities for each game complex. For example, while in KI to KIII, Zone 4 was the most used attack zone, in KIV and KV there was a complete inversion to Zone 2. Moreover, results revealed that women’s volleyball games are more predictable in relation to the play space (attack zones) while increasing the risk through enhanced game speed (attack tempo), in comparison with what studies in men’s volleyball have shown. Future studies should consider situational variables (e.g., match status, home vs away matches), and individual players’ actions should be considered in order to understand their relationships with team patterns better.
APA, Harvard, Vancouver, ISO, and other styles
3

You, Li, Maximilian Knobloch, Teresa Lopez, Vanessa Peschen, Sidney Radcliffe, Praveen Koshy Sam, Frank Thuijsman, Kateřina Staňková, and Joel Brown. "Including Blood Vasculature into a Game-Theoretic Model of Cancer Dynamics." Games 10, no. 1 (March 11, 2019): 13. http://dx.doi.org/10.3390/g10010013.

Full text
Abstract:
For cancer, we develop a 2-D agent-based continuous-space game-theoretical model that considers cancer cells’ proximity to a blood vessel. Based on castrate resistant metastatic prostate cancer (mCRPC), the model considers the density and frequency (eco-evolutionary) dynamics of three cancer cell types: those that require exogenous testosterone ( T + ), those producing testosterone ( T P ), and those independent of testosterone ( T - ). We model proximity to a blood vessel by imagining four zones around the vessel. Zone 0 is the blood vessel. As rings, zones 1–3 are successively farther from the blood vessel and have successively lower carrying capacities. Zone 4 represents the space too far from the blood vessel and too poor in nutrients for cancer cell proliferation. Within the other three zones that are closer to the blood vessel, the cells’ proliferation probabilities are determined by zone-specific payoff matrices. We analyzed how zone width, dispersal, interactions across zone boundaries, and blood vessel dynamics influence the eco-evolutionary dynamics of cell types within zones and across the entire cancer cell population. At equilibrium, zone 3’s composition deviates from its evolutionary stable strategy (ESS) towards that of zone 2. Zone 2 sees deviations from its ESS because of dispersal from zones 1 and 3; however, its composition begins to resemble zone 1’s more so than zone 3’s. Frequency-dependent interactions between cells across zone boundaries have little effect on zone 2’s and zone 3’s composition but have decisive effects on zone 1. The composition of zone 1 diverges dramatically from both its own ESS, but also that of zone 2. That is because T + cells (highest frequency in zone 1) benefit from interacting with T P cells (highest frequency in zone 2). Zone 1 T + cells interacting with cells in zone 2 experience a higher likelihood of encountering a T P cell than when restricted to their own zone. As expected, increasing the width of zones decreases these impacts of cross-boundary dispersal and interactions. Increasing zone widths increases the persistence likelihood of the cancer subpopulation in the face of blood vessel dynamics, where the vessel may die or become occluded resulting in the “birth” of another blood vessel elsewhere in the space. With small zone widths, the cancer cell subpopulations cannot persist. With large zone widths, blood vessel dynamics create cancer cell subpopulations that resemble the ESS of zone 3 as the larger area of zone 3 and its contribution to cells within the necrotic zone 4 mean that zones 3 and 4 provide the likeliest colonizers for the new blood vessel. In conclusion, our model provides an alternative modeling approach for considering density-dependent, frequency-dependent, and dispersal dynamics into cancer models with spatial gradients around blood vessels. Additionally, our model can consider the occurrence of circulating tumor cells (cells that disperse into the blood vessel from zone 1) and the presence of live cancer cells within the necrotic regions of a tumor.
APA, Harvard, Vancouver, ISO, and other styles
4

Xiong, Shuo, and Hiroyuki Iida. "Attractiveness of real time strategy games." Computer Science and Information Systems 12, no. 4 (2015): 1217–34. http://dx.doi.org/10.2298/csis141101054x.

Full text
Abstract:
Game refinement idea is a unique theory that has been proposed based on the uncertainty of game outcome. A game refinement measure was derived from the game information progress model and has been applied in the domains such as board games and sports games. The present challenge is to apply the game refinement theory in the domain of RTS games. To do so, we use StarCraft II as a testbed and introduce a concept of strategy tree in order to construct a game tree of a RTS game. Then, game refinement values are calculated and compared with other type of games. It is found that StarCraft II has a zone value of game refinement.
APA, Harvard, Vancouver, ISO, and other styles
5

Wilhelmsson, Ulf, Tarja Susi, and Niklas Torstensson. "Merging the Analogue and the Digital: Combining Opposite Activities in a Mixed Media Game." Media and Communication 9, no. 1 (January 6, 2021): 17–27. http://dx.doi.org/10.17645/mac.v9i1.3203.

Full text
Abstract:
While much of the games research field for the last two decades has focused on digital games, this article draws attention to the benefits of combining analogue and digital game components to cater for a serious but fun game experience. In this case, the game design provides a set of game rules for players, where the goal is to win by finding another player’s hidden treasure. But, the game also includes deceptive characters, initially unknown to the players, whose goal is to lure the players to reveal information, which will make a player lose the game. Hence, the players and the unknown characters are involved in opposite but intertwined activities. To describe the differing activities we use the activity system model found in Activity Theory. The theoretical conceptualisation, the game design and the play situation create what we term a <em>zone of experience</em> where young players can experience the consequences of sharing too much information. The game design mimics real world online interactions, but under safe off-line conditions. The zone of experience also creates the foundation for an ensuing activity that fits well within the concept of the zone of proximal development: A follow-up conversation under adult guidance of game experiences aimed at raising children’s online risk awareness.
APA, Harvard, Vancouver, ISO, and other styles
6

Pradhan, S., K. Gregory, D. Alton, R. Chachad, and E. E. Flynn-Evans. "0174 Examining Circadian Disadvantages in the National Basketball Association’s Playoffs." Sleep 43, Supplement_1 (April 2020): A69. http://dx.doi.org/10.1093/sleep/zsaa056.172.

Full text
Abstract:
Abstract Introduction Prior research on travel in the National Basketball Association’s (NBA) regular season has shown that teams journeying west relative to their home base face circadian disadvantages for evening games, while those traveling east have advantages. The current study extends previous research by examining these effects within the NBA playoffs. We hypothesized that teams would have a greater circadian advantage during eastward compared to westward travel. Methods In 2013, the NBA implemented a 7-game series playoff structure, in which teams play an alternating home/away 2-2-1-1-1 format. Data for all 499 postseason games played during the 2013–14 to 2018–2019 seasons were collected from Basketball-Reference and FiveThirtyEight. We investigated the impact of direction of travel based on home base city (same time zone, westward, eastward) and time zones traveled on game outcomes, Elo rating differences (i.e., a team quality metric based on wins and losses), win probability, and team scoring. Results Teams had lower win probabilities following 3-hour westward than same time zone and all eastward travel, while 3-hour eastward travel related to higher probabilities of winning compared to same time and all westward travel (p &lt; .001, d &gt; .95). Teams travelling westward with 2-hour time changes lost significantly more games than those experiencing 1-hour westward (p = .04, OR = 2.45), 1-hour eastward (p = .05, OR = 2.34), and 3-hour eastward changes (p = .02, OR = 4.68). Scoring was significantly higher following eastward travel compared to both westward (p = .001, d = 0.60) and same time zone travel (p = .003, d = 0.44). There were no differences in team quality based on direction of travel or number of time zones traveled, and game outcomes based on overall direction of travel (p &gt; .05). Conclusion Direction and magnitude of travel were related to win probability, team scoring, and game outcomes, whereby teams travelling eastward and within the same time zone gained an advantage over those travelling westward. Adjustment to travel and time changes appear to influence in-game performances and outcomes in the NBA playoffs. Support None
APA, Harvard, Vancouver, ISO, and other styles
7

Nutting, Andrew W., and Joseph Price. "Time Zones, Game Start Times, and Team Performance." Journal of Sports Economics 18, no. 5 (June 2, 2015): 471–78. http://dx.doi.org/10.1177/1527002515588136.

Full text
Abstract:
Research has found that, controlling for team quality, National Basketball Association visiting teams win more often when playing to the east of their home time zones and less often when playing to the west. We reaffirm this finding for 1991-2002. We find that only these seasons’ day games, and not their far more frequent night games, featured a significant relationship between time zone and visiting team win probability. We hypothesize that some of these day-game effects were biological in origin. The 2002-2013 seasons featured no significant relationship between time zones and visiting team win probability for either day or night games.
APA, Harvard, Vancouver, ISO, and other styles
8

Gómez, Miguel-Ángel, Miguel Prieto, Javier Pérez, and Jaime Sampaio. "Ball Possession Effectiveness in Men’s Elite Floorball According to Quality of Opposition and Game Period." Journal of Human Kinetics 38 (September 1, 2013): 227–37. http://dx.doi.org/10.2478/hukin-2013-0062.

Full text
Abstract:
Abstract The aim of the present study was to identify the importance of floorball tactical variables to predict ball possession effectiveness, when controlling quality of opposition and game periods. The sample was composed by 1500 ball possessions, corresponding to 14 games randomly selected from the International Championships played during 2008 and 2010 (World Championship, Four nations tournament and classificatory phases for World Championship) by teams from different competition levels (HIGH, INTERMEDIATE and LOW). The effects of the predictor variables on successful ball possessions according to the three game contexts (HIGH vs. HIGH; HIGH vs. LOW; LOW vs. LOW games) were analyzed using Binomial Logistic Regressions. The results showed no interaction with the game period. In HIGH vs. HIGH games, quality of opposition showed an association with ball possession effectiveness with ending zone, offensive system, possession duration, height of shooting and defensive pressures previous to the shot. In HIGH vs. LOW games the important factors were the starting zone, possession duration, defensive pressure previous to the last pass and to the shot, technique of shooting and the number players involved in each ball possession. Finally, in LOW vs. LOW games, the results emphasized the importance of starting and ending zones, the number of passes used and the technique of shooting. In conclusion, elite floorball performance is mainly affected by quality of opposition showing different game patterns in each context that should be considered by coaches when preparing practices and competitions.
APA, Harvard, Vancouver, ISO, and other styles
9

SHINAR, JOSEF, VALERY Y. GLIZER, and VLADIMIR TURETSKY. "COMPLETE SOLUTION OF A PURSUIT–EVASION DIFFERENTIAL GAME WITH HYBRID EVADER DYNAMICS." International Game Theory Review 14, no. 03 (September 2012): 1250014. http://dx.doi.org/10.1142/s0219198912500144.

Full text
Abstract:
A pursuit–evasion differential game of prescribed duration with bounded controls is considered. The evader has two possible dynamics, while the pursuer dynamics is fixed. The evader can change its dynamics once during the game and its initial lateral acceleration is nonzero. The pursuer knows the possible dynamics of the evader, but not the actual one. Due to the different information sets of the players the game is not zero-sum. The robust capture zone of the pursuer and the robust escape zone of the evader are constructed and analyzed. Since the game is not zero-sum the robust capture/escape zones do not complement each other. Illustrative examples are presented.
APA, Harvard, Vancouver, ISO, and other styles
10

Tan, Kiam Lam, Chen Kim Lim, and Abdullah Zawawi bin Haji Talib. "Mobile Virtual Heritage Exploration with Heritage Hunt with a Case Study of George Town, Penang, Malaysia." International Journal of E-Entrepreneurship and Innovation 2, no. 4 (October 2011): 74–86. http://dx.doi.org/10.4018/jeei.2011100106.

Full text
Abstract:
Computer games with fully intensive graphics are very common in desktop computers or game console, but the development of mobile games with intensive graphics are fairly new. With the advancement in mobile phone technology, it is possible to create a mobile game incorporates integrate the virtual reality techniques. In this paper, the authors present a virtual heritage application called M-Heritage Hunt that integrates virtual reality and game for mobile platforms. M-Heritage Hunt provides panoramic views of the heritage sites and a game background that is customized for the core of heritage zone of George Town, Penang in Malaysia. M-Heritage Hunt was evaluated and examined by letting the respondents to play the game in its proposed setting.
APA, Harvard, Vancouver, ISO, and other styles
11

Vencúrik, Tomáš. "Porovnanie úspešnosti basketbalovej streľby vzhľadom na rôznu intenzitu zápasového zaťaženia." Studia sportiva 6, no. 1 (July 9, 2012): 153–62. http://dx.doi.org/10.5817/sts2012-1-18.

Full text
Abstract:
This article compares successfulness of shooting in relation to the diff erent intensity of game load in girl’s basketball team. To determine the heart rate’s range in fi ve bioenergetics’ zones the fi gures for maximum heart rate from endurance shuttle run test were used. Each player’s heart rate during the shooting attempt in the game was monitored by telemetric device. Th e highest number of shooting attempts were recorded in the 4th (23,08 %) and the 5th (44,23 %) zone, which shows high physiological demands during the game. Th e successfulness of shooting varied in each bioenergetics’ zone. Th e lowest successfulness of shooting was reached in the 2nd (25 %) zone, during light aerobic workout and the highest successfulness in 3rd (66,66 %) during intensive aerobic workout. In 4th and 5th zone the successfulness was 41,65 % and 43,5 %, where the energy for muscle activity is released in aerobic-anaerobic or anaerobic manner.
APA, Harvard, Vancouver, ISO, and other styles
12

Carfì, David. "A game Pareto complete analysis in n-dimensions: a general applicative study case." Journal of Mathematical Economics and Finance 3, no. 1 (August 25, 2017): 23. http://dx.doi.org/10.14505//jmef.v3.1(4).02.

Full text
Abstract:
The study proposed here considers an applicable game model, in a specific non-linear interfering scenario, with n possible interacting elements. We find the Pareto maximal boundary by using the Carfì’s payoff analysis method for differentiable games. The core section of the paper studies the game by finding the critical zone of the game in its Cartesian form. At this aim, we need to prove an intricate theorem and a technical lemma about the Jacobian determinant of the examined n-game.
APA, Harvard, Vancouver, ISO, and other styles
13

Gao, Bin, Zhi Long Zhao, and Miao Miao Zhang. "The Application of Basketball Zone Defense Tactics." Advanced Materials Research 989-994 (July 2014): 5193–96. http://dx.doi.org/10.4028/www.scientific.net/amr.989-994.5193.

Full text
Abstract:
In basketball, you want to win the game not only have sharp offense, but more impregnable fortress-like defense. With the development of basketball, individual technical ability in the game is growing, shooting is more and more accurate, offensive means are more and more rich, together with the positive moves of the players in the game, facing the complex and changing field conditions, if just blindly individual defense, it is difficult to obtain significant results. Zone defense, with variability and flexibility, can effectively limit the player with strong individual ability and come through the defense to win the game, and therefore zone defense tactics attract more teams’ attention.
APA, Harvard, Vancouver, ISO, and other styles
14

Gamonales, José M., Jesús Muñoz-Jiménez, Kiko León, and Sergio J. Ibáñez. "Differences between Championships of Football 5-a-Side for Blind People." Applied Sciences 11, no. 19 (September 25, 2021): 8933. http://dx.doi.org/10.3390/app11198933.

Full text
Abstract:
Research on Football 5-a-side for blind people is usually informative and does not often consider sports performance analysis. This study aimed to verify the existing differences between the 2014 World Championship of Fa5 and the 2016 Paralympic Games, analyzing the action for an effective game, the throws to the goal. For this purpose, a total of 52 matches were analyzed and the statistical analysis unit was all the throws made to the goal during the game (n = 2.227). A descriptive and differential analysis was made between the variables proposed in the study considering the type of competition. The results show the existence of differences between the championships, analyzed explicitly through the variables: Championship phases, Throwing moment, Match status, Starting zone, and Throwing result, as well as the variables Progression type, Throwing zone, Striking situation, Corporal zone, and Striking type. These results highlighted that teams played differently but also set game trends and styles for future competitions.
APA, Harvard, Vancouver, ISO, and other styles
15

Battistini, Simone. "A Stochastic Characterization of the Capture Zone in Pursuit-Evasion Games." Games 11, no. 4 (November 20, 2020): 54. http://dx.doi.org/10.3390/g11040054.

Full text
Abstract:
Pursuit-evasion games are used to define guidance strategies for multi-agent planning problems. Although optimal strategies exist for deterministic scenarios, in the case when information about the opponent players is imperfect, it is important to evaluate the effect of uncertainties on the estimated variables. This paper proposes a method to characterize the game space of a pursuit-evasion game under a stochastic perspective. The Mahalanobis distance is used as a metric to determine the levels of confidence in the estimation of the Zero Effort Miss across the capture zone. This information can be used to gain an insight into the guidance strategy. A simulation is carried out to provide numerical results.
APA, Harvard, Vancouver, ISO, and other styles
16

Costa, Gustavo De Conti Teixeira, Mariana Pereira Maia, Juliano Capuzzo, Breno Ferreira de Britto Evangelista, Auro Barreiros Freire, Fernanda Grazielle da Silva Azevedo Nora, Mário Hebling Campos, and Herbert Ugrinowitsch. "Estruturação ofensiva no voleibol masculino de alto nível: análise em função da zona do ataque." Brazilian Journal of Kinanthropometry and Human Performance 18, no. 5 (December 20, 2016): 611. http://dx.doi.org/10.5007/10.5007/1980-0037.2016v18n5p611.

Full text
Abstract:
DOI: http://dx.doi.org/10.5007/1980-0037.2016v18n5p611 The aim of the present study was to analyze the association between variables of the game on the offensive structure from the zone in which attack is performed in high-level Men’s volleyball. The sample was composed by 12 teams, with the analysis of 142 games, which totalized 19,545 reception, set and attack actions. Data analyses were run with descriptive statistic and the qui-quadratic test for searching association between the variables. The results showed association between tempo of attack and attack effect, type of attack and attack zone and attack zone and tempo of attack and attack effect. It was concluded that Brazilian teams underuse backcourt attacks, and the offensive structure accomplished through the faster game, which is mainly important on attacks carried out in positions 2, 3 and 4. Furthermore, the reception quality proved to be the precursor factor in the construction of attack. It was also observed that there was no 1st tempo of attacks from the backcourt, indicating that it is necessary to change the type of game, specifically with the increment of the speed of sets conducted by the backcourt.
APA, Harvard, Vancouver, ISO, and other styles
17

Costa, Gustavo De Conti Teixeira, Mariana Pereira Maia, Juliano Capuzzo, Breno Ferreira de Britto Evangelista, Auro Barreiros Freire, Fernanda Grazielle da Silva Azevedo Nora, Mário Hebling Campos, and Herbert Ugrinowitsch. "Estruturação ofensiva no voleibol masculino de alto nível: análise em função da zona do ataque." Brazilian Journal of Kinanthropometry and Human Performance 18, no. 5 (December 20, 2016): 611–19. http://dx.doi.org/10.5007/1980-0037.2016v18n5p611.

Full text
Abstract:
The aim of the present study was to analyze the association between variables of the game on the offensive structure from the zone in which attack is performed in high-level Men’s volleyball. The sample was composed by 12 teams, with the analysis of 142 games, which totalized 19,545 reception, set and attack actions. Data analyses were run with descriptive statistic and the qui-quadratic test for searching association between the variables. The results showed association between tempo of attack and attack effect, type of attack and attack zone and attack zone and tempo of attack and attack effect. It was concluded that Brazilian teams underuse backcourt attacks, and the offensive structure accomplished through the faster game, which is mainly important on attacks carried out in positions 2, 3 and 4. Furthermore, the reception quality proved to be the precursor factor in the construction of attack. It was also observed that there was no 1st tempo of attacks from the backcourt, indicating that it is necessary to change the type of game, specifically with the increment of the speed of sets conducted by the backcourt.
APA, Harvard, Vancouver, ISO, and other styles
18

Henderson, Lyn, Yoram Eshet-Alkalai, and Joel Klemes. "Digital Gaming: A Comparative International Study of Youth Culture in a Peaceful and War Zone Country." Eludamos: Journal for Computer Game Culture 2, no. 1 (February 29, 2008): 73–103. http://dx.doi.org/10.7557/23.5973.

Full text
Abstract:
This paper reports an exploratory survey in Australia and Israel of the leisure habits, attitudes and preferences of 716 teenagers aged 13-14 years who are part of the international digital games culture. The rationale was threefold: (a) this age group is not singled out in other surveys; (b) examination of gaming across five platforms would contribute new insights; and (c) the premise that a comparison between eGamers in a war zone and a peaceful country would produce striking contrasts. Virtually all participants played digital games for an average of 10-12 hours per week, the majority using all gaming platforms daily. Notable country differences were identified, particularly game genre preferences but there was also commonality as digital gamers. Digital games remain “boys’ games”, with males devoting more time to playing across five game platforms than did the females who, however, demonstrated a narrowing gap. Isolation and unfitness due to digital gaming proved contrary to popular media reports even though playing digital games was one of two top-rated leisure activities across country and gender.
APA, Harvard, Vancouver, ISO, and other styles
19

Suhendra, Agito Fredi, Yohaness Tauvan Juni Samodra, and Uray Gustian. "PENGEMBANGAN PEMANASAN DENGAN GAME BAGI SISWA SMP." Journal RESPECS 3, no. 2 (July 25, 2021): 32–44. http://dx.doi.org/10.31949/respecs.v3i2.1037.

Full text
Abstract:
ABSTRACT: The aim of this research is to develop warm-up games for junior high school students. The method used in this research is Reaserch and Development (RnD), with the development stage of problem analysis, heating design, heating testing, design revision, retrying, and final product. The instrument in this study used a pulse measurement test and a questionnaire. The data analysis used the eligibility formula for judges assessment, ANOVA analysis calculation, T Test and DN max calculation, namely 220 - age for student and student data. Subjects in the study, students as a small-scale trial amounted to 10 out of 9 boys and 1 girl with an average age of 20 years, the two junior high school students as a large-scale trial totaling 31 of 14 boys and 17 girls. From the three judges, the three games are 98% eligibility, which means that the assessment of the heating design is “Very Worthy” to try out. The results of the development of Game game modifications have three levels, namely the easy level of fun games, moderate levels of small games and difficult levels of big games and each level has a different intensity. The results of the first trial study students scored 60% to 75% in increasing their pulse rate to enter the Training Zone. The second trial of students scored a 60% to 75% increase in pulse rate to enter the Training Zone. That way, warming up with games can be used as an alternative to warming up before doing sports activities.
APA, Harvard, Vancouver, ISO, and other styles
20

Parničan, Silvio, Pavol Peráček, and Igor Tóth. "Selected Goal – Scoring Characteristics in the National Hockey League." Acta Facultatis Educationis Physicae Universitatis Comenianae 61, no. 2 (October 30, 2021): 228–37. http://dx.doi.org/10.2478/afepuc-2021-0019.

Full text
Abstract:
Summary The variables impacting the efficiency of the offensive phase of the game in ice hockey may be determining factor for both the training process and game strategies. The research aimed to acquire and expand the knowledge about selected goal-scoring characteristics in the National Hockey League. A total of 511 even-strength goals were recorded in 129 randomly selected games in a regular-season 2020/2021 by indirect observation. Goals were differentiated by selected variable dimensions: location of the offensive team’s puck possession gain before scoring a goal, game situation preceding a goal, and the number of passes of the offensive team preceding a goal. Data were analyzed by performing a one–way ANOVA. Post hoc multiple comparisons were performed using the Tukey HSD test. The significance level of p ≤ 0.05 was used. Significant differences were found within all variable dimensions (p= 0.00001). In terms of the puck possession gain location, zone 1 (along the boards in the offensive zone) was the zone with the significantly highest mean score (p= 0.00305). Offensive zone play was significantly the game situation preceding most of the goals (p= 0.00000). The interval of the passes that preceded most of the recorded goals was the interval of 1 – 2 passes (p= 0.00000). Acquired results point out the dominance of particular variables and may help coaches to determine the content of the training process and game strategies. Based on the assumption of the realization of similar research in different environments in terms of the quality and age category, if the analogy would be found between the results of the present study and the results of potential studies, we can state the trends applicable to youth training.
APA, Harvard, Vancouver, ISO, and other styles
21

Chen, Feifan, Haifeng Liang, Yajing Gao, Yongchun Yang, and Yuxuan Chen. "Research on Double-Layer Optimal Scheduling Model of Integrated Energy Park Based on Non-Cooperative Game." Energies 12, no. 16 (August 16, 2019): 3164. http://dx.doi.org/10.3390/en12163164.

Full text
Abstract:
As the realization form of integrated energy system, integrated energy park is the key research object in the field of energy. Actual integrated energy parks are often partitioned internally. In order to take into account the interests of each zone in the optimal scheduling of integrated energy parks, a double-layer optimal scheduling model of integrated energy parks based on non-cooperative game theory is proposed. First, according to the operation of the integrated energy park, the output and cost model of the park is established. Second, with the minimum daily cost as the upper layer objective and the highest energy efficiency of the cogeneration system as the lower layer objective, a double-layer optimal scheduling model is established. Then based on non-cooperative game, the optimal operation strategy of each zone is obtained through the game among all the zones. An integrated energy park is taken as an example, the results show that the proposed model can make zones adjust their operation strategies more reasonably, thus helping to reduce the cost of the park and improve energy efficiency.
APA, Harvard, Vancouver, ISO, and other styles
22

Stanula, Arkadiusz, and Robert Roczniok. "Game Intensity Analysis of Elite Adolescent Ice Hockey Players." Journal of Human Kinetics 44, no. 1 (December 1, 2014): 211–21. http://dx.doi.org/10.2478/hukin-2014-0126.

Full text
Abstract:
Abstract The purpose of this study was to determine ice-hockey players’ playing intensity based on their heart rates (HRs) recorded during a game and on the outcomes of an incremental maximum oxygen uptake test. Twenty ice-hockey players, members of the Polish junior national team (U18), performed an incremental test to assess their maximal oxygen uptake (V̇ O2max) in the two week’s period preceding 5 games they played at the World Championships. Players’ HRs at the first and second ventilatory thresholds obtained during the test were utilized to determine intensity zones (low, moderate, and high) that were subsequently used to classify HR values recorded during each of the games. For individual intensity zones, the following HRs expressed as mean values and as percentages of the maximal heart rate (HRmax) were obtained: forwards 148-158 b⋅min-1 (79.5-84.8% HRmax), 159-178 b⋅min-1 (85.4-95.6% HRmax), 179-186 b⋅min-1 (96.1-100.0% HRmax); defensemen 149-153 b⋅min-1 (80.0-82.1% HRmax), 154-175 b⋅min-1 (82.6- 94.0% HRmax), 176-186 b⋅min-1 (94.5-100.0% HRmax). The amount of time the forwards and defensemen spent in the three intensity zones expressed as percentages of the total time of the game were: 54.91 vs. 55.62% (low), 26.40 vs. 22.38% (moderate) and 18.68 vs. 22.00% (high). The forwards spent more time in the low intensity zone than the defensemen, however, the difference was not statistically significant. The results of the study indicate that using aerobic and anaerobic metabolism variables to determine intensity zones can significantly improve the reliability of evaluation of the physiological demands of the game, and can be a useful tool for coaches in managing the training process.
APA, Harvard, Vancouver, ISO, and other styles
23

Kravtsov, G. G., and E. E. Kravtsova. "The Game as a Zone of Immediate Development of Preschool Children." Psychological-Educational Studies 11, no. 4 (2019): 5–21. http://dx.doi.org/10.17759/psyedu.2019110401.

Full text
Abstract:
In the article, developing preschool education is considered in the logic of game activity. The authors followed L.S. Vygotsky is considered an imaginary situation as the criterion for the game and distinguishes two-positional nature as its essential characteristic. The article proves that the game in cultural-historical psychology has characteristics similar to the zone of proximal development. Developing preschool education is considered from the point of view of creating conditions for the formation and development of bi-subjectivity. According to the authors, developing preschool education should solve three problems - the task of forming psychological readiness for playing activity, the task of learning the game, and the task of using the game as a learning tool. There are two patterns that determine the developmental nature of learning at preschool age - this is the creation of situations in which the child should realize a strong-willed effort and purposeful development of a central psychological neoplasm.
APA, Harvard, Vancouver, ISO, and other styles
24

Fubara-Manuel, Irene. "Scaping the border: On black migrant geographic agency in gamescapes." Journal of Gaming & Virtual Worlds 12, no. 1 (March 1, 2020): 69–90. http://dx.doi.org/10.1386/jgvw_00005_1.

Full text
Abstract:
Biometric technologies deployed at the border virtualize this space in such a manner that frontiers and their lines of demarcation are inscribed onto bodies of migrants. This disappearance of the border as a geographic zone, as addressed in critical border studies, has incited multiple theories. Among these is the theory of borderscapes in which, the suffix ‘-scape’, meaning ‘to shape’, accounts for the hegemonic and counter-hegemonic processes of building national frontiers. This article addresses gamescapes ‐ the designed virtual environment of video games ‐ as a zone in which migrants can perform artistic interventions and enact their mobility within borders. The author positions her walking simulator game Dreams of Disguise: Errantry (2018) as one of such gamescapes. Through the analysis of the game, this article addresses the implications of purposeful movement through the virtual border for black migrants.
APA, Harvard, Vancouver, ISO, and other styles
25

Petrova, E. M., and N. I. Alekseeva. "CAESIUM-137 AND STRONTIUM-90 CONCENTRATION IN PINE FOREST MEAT IN DIFFERENT ECOLOGICAL ZONES OF THE REPUBLIC OF SAKHA (YAKUTIA)." Bulletin of NSAU (Novosibirsk State Agrarian University), no. 4 (December 29, 2019): 79–84. http://dx.doi.org/10.31677/2072-6724-2019-53-4-79-84.

Full text
Abstract:
The article discussesthe current problem of food quality control, the content ofstrontium-90 and cesium - 137 in the body of wild game birds-wild game inhabiting the territory of the Republic of Sakha (Yakutia). The object for research were carcasses of wild game 3 species: black grouse; partridge; grouse. Radiation safety of wild game as a food product was determined by its compliance with permissible levels of specific activity of radionuclides, in particular 137Cs and 90Sr. These indicators are regulated by TR CU 021/2011 “on food safety”. According to the long-term (2013-2017) results of our studies 137Cs and 90Sr in carcasses of wild game, Northern, Central, Vilyuisk and southern ecological zones of the Republic of Sakha (Yakutia) was not found to exceed the permissible concentration. As a result of our research, the following results were obtained: the content of 137Cs and 90Sr in grouse carcasses: southern - 70.54±0.71 and 26.43±2.54; Central-64.81±0.18 and 20.89±1.95; Vilyuiskaya - 73.12±0.01 and 28.48±1.18. Black grouse does not live in the Northern ecological zone. The results of the study of partridges are as follows: South-69.04±2.95 and 28.17±0.05; Central - 58,69±2,18 19,87 and±0,39; Vilyui - 70,84±1.55 and 27,87±0,04; North - 28,17±0.05 and of 10.83±0,50. In the study of grouse is established: the content of radionuclides in the southern zone - 71,24±1,95; Central was 60.05±0.01 and of 21.11±1,95; Vilyui - 71,11±0.55 and of 11.47±0,32. According to the results of our studies, the data of exceeding the maximum concentration of 137Cs and 90Sr in the carcasses of wild game in all ecological zones of Yakutia were not established.
APA, Harvard, Vancouver, ISO, and other styles
26

Stankovic, Mladen, Guillermo Ruiz-Llamas, Dušan Perić, and Miriam E. Quiroga-Escudero. "Service evaluation under rules tested at Volleyball Men’s Under 23 World Championship (Evaluación del saque en función de las reglas probadas en el Campeonato del Mundo de Voleibol Masculino sub-23)." Retos, no. 33 (September 15, 2017): 20–26. http://dx.doi.org/10.47197/retos.v0i33.51512.

Full text
Abstract:
In a sample of 36 matches from the inaugural Volleyball Men’s Under 23 World Championship played using two experimental rules (set to 21 points, excluding the fifth set; 15 seconds between points), 4588 serves were analysed. Analysing 123 sets, the aim of the study was to determine the influence of the new rules on the serve in relation to in-game role, serve type, serve quality, serve trend by set phase, serve zone and placement zone. Pearson’s Chi-Square test was used for data analysis. Significant differences were observed in serve type by set phase (p = .000), serve quality of set Winner and set Loser teams (p = .000), serve zone by set Winner and set Loser teams (p = .000), placement zone by serve zone (p = .004), serve quality distribution by serve zone (p = .039), serve quality distribution by placement zone (p = .000), serve type distribution by in-game role (p = .000), serve quality distribution by in-game role (p = .000), and serve zone distribution by in-game role (p = .000). This study can help volleyball coaches organise their training programmes and match strategies and set appropriate physical preparation for serve requirements. It also provides insight for Fédération Internationale de Volleyball (FIVB) on the influence of the tested rules for further developments in this sport.En una muestra compuesta por 36 partidos del primer Campeonato del Mundo de Voleibol Masculino Sub-23, jugado probando dos reglas experimentales (el set a 21 puntos, sin incluir el quinto set; 15 segundos entre puntos), 4588 saques fueron analizados. El objetivo principal fue determinar la influencia de las nuevas reglas sobre el saque en relación a: rol del jugador, tipo de servicio, calidad del saque, tendencia del saque en función de la fase del set, zona desde la que se ejecuta el saque y zona a la que se dirige. Para el análisis de los datos se utilizó el test de Chi-Cuadrado de Pearson. Fueron observadas diferencias significativas en: el tipo de saque en función de la fase del set (p = .000), la calidad del saque en función del equipo ganador o del equipo perdedor del set (p = .000), la zona de saque en función del equipo ganador o perdedor del set (p = .000), la zona a la que se dirige el saque en función de la zona desde la que se ejecuta el saque (p = .004), la distribución de la calidad del saque en función de la zona desde la que se ejecuta el saque (p = .039), la distribución de la calidad del saque en función de la zona a la que se dirige el saque (p = .000), la distribución del tipo de saque en función del rol del jugador (p = .000), la distribución de la calidad del saque en función del rol del jugador (p = .000), y la distribución de la zona desde la que se saca en función del rol del jugador (p = .000). Este estudio puede ayudar a los entrenadores de voleibol en la organización de sus programas de entrenamiento y estrategias de competición y a la hora de establecer la preparación física apropiada a los requerimientos del saque. Además proporciona, a la FIVB, una visión de la influencia de las reglas probadas para el desarrollo de este deporte.
APA, Harvard, Vancouver, ISO, and other styles
27

Hunter, David J. "New metrics for evaluating home plate umpire consistency and accuracy." Journal of Quantitative Analysis in Sports 14, no. 4 (November 27, 2018): 159–72. http://dx.doi.org/10.1515/jqas-2018-0061.

Full text
Abstract:
Abstract The availability of pitch-tracking data has led to increased scrutiny of Major League Baseball umpires. While many studies have attempted to rate umpires based on their conformity to the rule book strike zone, players and managers tend to accept deviations from this zone, provided that umpires establish consistent zones within a game. Using tools from computational geometry, we propose new metrics for assessing the consistency and accuracy of an umpire’s ball and strike calls over the course of a game. We apply these metrics to pitch-tracking data on all ball and strike calls made during the 2017 MLB regular season, giving some characterizations of the variation in performance of MLB umpires. This analysis demonstrates that measures of consistency can complement current accuracy-based evaluations of umpires.
APA, Harvard, Vancouver, ISO, and other styles
28

Křiček, Jan. "Modifikace herních aktivit mezi zdravotně handicapovanými." Studia sportiva 10, no. 2 (December 12, 2016): 134–39. http://dx.doi.org/10.5817/sts2016-2-14.

Full text
Abstract:
Gaming activities are a popular zone, with wide application range. Those activities also occupy a significant position among the physical activity of disabilities. Application game activities demands in this special zone, a link to the health defect of the people, a range of didactic adaptations and modifications, especially of rules. Modification is monitored by utilization the full potential of games and their availability influence the attitudes of these people for active sport and the creation of a positive climate, assumptions as contributing to the quality of their lives.
APA, Harvard, Vancouver, ISO, and other styles
29

Charest, Jonathan, Charles Samuels, Célyne Bastien, Doug Lawson, and Michael Grandner. "294 Impacts of travel and time zone differences in the National Hockey League (NHL)." Sleep 44, Supplement_2 (May 1, 2021): A117—A118. http://dx.doi.org/10.1093/sleep/zsab072.293.

Full text
Abstract:
Abstract Introduction Elite athletes are at risk of poor sleep which can be exacerbated by frequent travel. The present exploratory study investigated the impact of travel on the winning percentage, number of goals scored in the 3rd period and the number of penalties in the 3rd period over the 2013–2020 seasons in the National Hockey League (NHL). Methods Data from away and home games from the 2013–2020 seasons in the NHL were included in this study. The outcomes were based on winning percentage with additional covariates including home and away games; timing of the game (afternoon/17:30 or earlier; evening/18:00 or later; number of time zones travelled (one, two or three); direction of the travel (eastward or westward); length of the game (regular, overtime or shootout). Additionally, data exclusively from the 3rd period were assessed for the number of penalties received and the number of goals scored for and against. Data were analyzed with logistic regressions to evaluate the effects of the aforementioned variables on winning percentage for both eastern and western conference teams. Results Regardless of the length of the game, results indicated no difference between eastern and western teams on winning percentage. However, there was a significant impact of home-ice on winning percentage for both conferences (p&lt;0.001). In addition, there was no difference on the winning percentage based on the travel direction and the number of time zones crossed (p = 0.747) or the time of the day (p=0.991). Moreover, visiting teams received significantly more 3rd period penalties than home teams (p&lt;0.001), regardless of travel and while travelling within the same time zone compared to eastward travel (p&lt;0.001) but not westward travel (p=0.078). Finally, there was an increased risk of being scored against when team travelled three time zones (p=0.03), regardless of the direction. Conclusion This 7-year investigation of data from the NHL demonstrates an unexplored aspect of the impact that travel and circadian factors may have on emotion regulation and performance. Translational application of this knowledge to enhance general public health and performance would be warranted. Support (if any):
APA, Harvard, Vancouver, ISO, and other styles
30

Schmalzer, Matthew. "The Ontology of Incremental Games: Thinking Like the Computer in Frank Lantz’s Universal Paperclips." Eludamos: Journal for Computer Game Culture 10, no. 1 (April 21, 2020): 91–108. http://dx.doi.org/10.7557/23.6174.

Full text
Abstract:
Incremental games merge the game's system and guise, casting the player in the role of a computer. This paper analyzes incremental games to show how the specific features of the genre cause the player to engage in machinic thinking. It begins with a brief overview of the incremental game genre. Then shifts to an analysis of one game in particular: Frank Lantz’s Universal Paperclips (2017). Universal Paperclips puts the player in the role of an AI tasked with producing paperclips, making it a perfect example to show how the player learns to think like the machine through the overlapping roles of the player and computer, which will be elaborated through a comparison of the ways both incremental games and slot machines encourage what Natasha Dow Schüll’s (2012) calls the “machine zone” in players. The study concludes by complicating these arguments with an examination of the ways in which, despite the machinic thinking that incremental games engender, the player and computer actually withdraw from each other which makes incremental games a critique of human computer interactions and a meta-game about the construction of videogames, instead of purely a speculative ontological representation of computers.
APA, Harvard, Vancouver, ISO, and other styles
31

Dlukha, Samsud, Sitti Wardiningsih, Yusi Febriani, Ray March Syahadat, and Priambudi Trie Putra. "PEMELIHARAAN HAZARD DI PADANG GOLF MATOA NASIONAL, JAKARTA SELATAN." BUANA SAINS 17, no. 2 (January 4, 2018): 115. http://dx.doi.org/10.33366/bs.v17i2.810.

Full text
Abstract:
Padang Golf Matoa Nasional is a 18 hole golf course that located in South Jakarta and designed with international standards. A game area of golf courses consist of several zones. The zones need to be maintained by form of ideal and maintenance activities. This study focuses on the maintenance of hazard zones (bunkers, water hazards, and rough) as important part of the golf game area. The purpose of this article provides recommendations on system maintenance hazard in Padang Golf Matoa Nasional so that the quality of the landscape and the game remains optimal. The results obtained in general maintenance hazard zone has been good. To realize optimal results, it is required labor ratios ranging from 1:0,1 to 1:0,3. Furthermore, it is needed to increase the number and renewing putty knife and hoe for effective use of maintenance process.
APA, Harvard, Vancouver, ISO, and other styles
32

Barabé, Denis, Christian Lacroix, and Bernard Jeune. "The game of numbers in homeotic flowers of Philodendron (Araceae)." Canadian Journal of Botany 82, no. 10 (October 1, 2004): 1459–67. http://dx.doi.org/10.1139/b04-115.

Full text
Abstract:
In Philodendron, pistillate flowers are initiated on the proximal portion of the inflorescence and staminate flowers are initiated on the distal portion. Between the staminate and pistillate flowers, there is a transition zone consisting of sterile male flowers adjacent to the male zone and a row of atypical bisexual flowers between the sterile male zone and the female zone. The portion of the atypical bisexual flower facing the male zone forms stamens, and the portion facing the female zone develops into an incomplete gynoecium with few carpels. The atypical bisexual flowers of Philodendron are believed to be a case of homeosis where carpels are replaced by sterile stamens on the same whorl. In Philodendron melinonii Brongniart ex Regel, Philodendron pedatum (Hooker) Kunth, Philodendron squamiferum Poeppig., and Philodendron solimoesense A.C. Smith, there is a significant quantitative relationship between the number of carpels and the number of staminodes involved in the homeotic transformation in atypical bisexual flowers. On the other hand, such a significant correlation does not exist in Philodendron fragrantissimum (Hooker) Kunth and Philodendron insigne Schott, and Philodendron callosum K. Krause. There is a one to one organ replacement in homeotic flowers in both P. pedatum and P. squamiferum whereas, in P. solimoesense, an average of 2.56 staminodes replace one carpel. The average number of organs developing on an atypical bisexual flower and the number of organs involved in a homeotic transformation appear to be two independent phenomena. The number of carpels in female flowers is correlated with the maximum total number of appendages (carpels and staminodes) that can develop in atypical bisexual flowers.Key words: development, inflorescence, gradient, position, information.
APA, Harvard, Vancouver, ISO, and other styles
33

Liu, Haiqing. "A Dynamic Traffic Zone Division Scheme Based on Game Theory." Journal of Information and Computational Science 10, no. 10 (July 1, 2013): 2961–69. http://dx.doi.org/10.12733/jics20101878.

Full text
APA, Harvard, Vancouver, ISO, and other styles
34

Brisola, Gabriel Motta Pinheiro, Elvis de Souza Malta, Paulo Roberto Pereira Santiago, Luiz Henrique Palucci Vieira, and Alessandro Moura Zagatto. "β-Alanine Supplementation’s Improvement of High-Intensity Game Activities in Water Polo." International Journal of Sports Physiology and Performance 13, no. 9 (October 1, 2018): 1208–14. http://dx.doi.org/10.1123/ijspp.2017-0636.

Full text
Abstract:
Objectives: To investigate whether 4 wk of β-alanine supplementation improves total distance covered, distance covered and time spent in different speed zones, and sprint numbers during a simulated water polo game. Design: Double-blind, parallel, and placebo controlled. A total of 11 male water polo players participated in the study, divided randomly into 2 homogeneous groups (placebo and β-alanine). Methods: The participants performed a simulated water polo game before and after the supplementation period (4 wk). They received 4.8 g·d−1 of dextrose or β-alanine on the first 10 d and 6.4 g·d−1 on the final 18 d. Results: Only the β-alanine group presented a significant improvement in total sprint numbers compared with the presupplementation moment (PRE = 7.8 [5.2] arbitrary units [a.u.]; POST = 20.2 [7.8] a.u.; P = .002). Furthermore, β-alanine supplementation presented a likely beneficial effect in improving total distance covered (83%) and total time spent (81%) in speed zone 4 (ie, speed ≥ 1.8 m·s−1). There was no significant interaction effect (group × time) for any variable. Conclusions: Four weeks of β-alanine supplementation slightly improved sprint numbers and had a likely beneficial effect on improving distance covered and time spent in speed zone 4 in a simulated water polo game.
APA, Harvard, Vancouver, ISO, and other styles
35

Ravier, Gilles, Claire Hassenfratz, and Romain Bouzigon. "Reproducibility of heart rate and perceptual demands of game-based training drills in handball players." Brazilian Journal of Kinanthropometry and Human Performance 19, no. 5 (December 8, 2017): 515. http://dx.doi.org/10.5007/1980-0037.2017v19n5p515.

Full text
Abstract:
Game-based training are popular in team-sports; however there is a lack of research specific to team handball. The aim of this study was to assess i) the test-retest reliability of heart rate (HR), time spent in HR zone intensities and rating of perceived exertion of a novel small-sided game, ii) and whether it is comparable to that of generic intermittent shuttle running and match play with team handball players. Fourteen elite male handball players completed each exercise comprising two periods of 10min interspersed with 2min recovery in separate occasions and repeated them one week apart. Exercises consisted of intermittent 30s-30s shuttle running (ISR), intermittent 30s-30s small-sided game (with 3-a-side field players, 3vs3) and match play (with 6-a-side field players, 6vs6). Mean HR demonstrated high level of reproducibility for the three drills (r = 0.86-0.89, TEM = 2.21-2.63 bpm, CV = 1.23-1.55%). For time spent in heart rate zones TEMs reached up 1.12, 1.40 and 2.48 min for ISR, 6vs6 and 3vs3, respectively. Specifically for HR zone higher than 90% of HRmax, CVs showed wide extent of scores with 9.73 (ISR), 27.39 (6vs6) and 108.29% (3vs3). Mean HR results suggest that physiological response was consistent between sessions. Because of the poor reproducibility for time spent in the target zone higher than 90% of HRmax, the efficiency of both 3vs3 and 6vs6 in improving aerobic power should be analysed with caution. The present results suggest that reproducibility of physiological demand of ball-drills should be considered before prescribing them as conditioning training.
APA, Harvard, Vancouver, ISO, and other styles
36

Li, Xinxing, Zhihong Peng, Wenzhong Zha, and Jie Chen. "Construction of Barrier in a Three-Player Pursuit-Evasion Game." Unmanned Systems 04, no. 01 (January 2016): 41–49. http://dx.doi.org/10.1142/s2301385016400057.

Full text
Abstract:
This paper addresses a particular pursuit-evasion game with two pursuers with slower speed but smaller minimum turning radius and a faster evader with bigger minimum turning radius. This is a game of kind, and what interests us is how to construct the barrier that separates the state zone into capture zone and escape zone, and what the optimal strategies for the players are on the barrier. Under some mild assumptions, we give the explicit form of the barrier near the BUP (i.e., the boundary of the usable part on the boundary of the target set) by using Isaacs’ method, and a procedure to construct the barrier when the retrogressive time is big enough by determining the optimal strategies for the players on the BUP. Then we prove that the optimal strategies remain unchanged near some special parts on the BUP, and we give two examples to illustrate these situations.
APA, Harvard, Vancouver, ISO, and other styles
37

Thelwell, Richard C., and Ian W. Maynard. "Anxiety-Performance Relationships in Cricketers: Testing the Zone of Optimal Functioning Hypothesis." Perceptual and Motor Skills 87, no. 2 (October 1998): 675–89. http://dx.doi.org/10.2466/pms.1998.87.2.675.

Full text
Abstract:
This study extended Hanin's 1980 Zone of Optimal Functioning hypothesis by assessing both intensity and direction components of competitive state anxiety. 20 volunteer semiprofessional cricketers responded to the modified Competitive State Anxiety Inventory-2 prior to ten matches. For each game, players' performances were intraindividually evaluated by three qualified cricket coaches using subjective criteria. Separate Cognitive Anxiety and Somatic Anxiety ‘below,’ ‘in,’ and ‘above’ zones for Intensity and Direction of state anxiety were identified via repeated empirical assessments. Two two-way analyses of variance were computed for Intensity and Direction of anxiety (Cognitive Anxiety Zone Level x Somatic Anxiety Zone Level) with standardized performance scores as the dependent variable. A significant interaction was found between the zone levels for Cognitive and Somatic Anxiety Direction and performance scores. Examination of the Zone of Optimal Functioning hypothesis that focuses on the interactions between Cognitive and Somatic Anxiety and in particular the directional elements of the modified inventory seems warranted.
APA, Harvard, Vancouver, ISO, and other styles
38

Woodman, Tim, John G. Albinson, and Lew Hardy. "An Investigation of the Zones of Optimal Functioning Hypothesis Within a Multidimensional Framework." Journal of Sport and Exercise Psychology 19, no. 2 (June 1997): 131–41. http://dx.doi.org/10.1123/jsep.19.2.131.

Full text
Abstract:
Hanin’s (1980) zones of optimal functioning (ZOF) hypothesis suggests that a person is most likely to attain peak performance within an individual, specific bandwidth of state anxiety. The present study investigated Hanin’s ZOF hypothesis within a multidimensional framework, whereby zones of optimal functioning were computed for cognitive and somatic anxiety. Participants (N = 25) were members of a competitive bowling league; they completed the CSAI- 2 prior to each league match over a period of 20 weeks. Performance was operationalized as each participant’s score in the first game of each match, and these scores were standardized within subjects. The analysis revealed a significant main effect for somatic anxiety zone level and a significant interaction between cognitive and somatic anxiety zone levels (below, in, and above zone) and subsequent performance. Results are discussed in terms of the theoretical implications for future researchers, specifically in relation to the cusp catastrophe model.
APA, Harvard, Vancouver, ISO, and other styles
39

Iglesias Pérez, María del Carmen, Enrique García Ordóñez, and Carlos Touriño González. "Game-Related Statistics in the Spanish Water Polo League: Differences between Seasons (Estadísticas de partido en la Liga Española de Waterpolo: Diferencias entre temporadas)." Retos, no. 33 (October 9, 2017): 228–32. http://dx.doi.org/10.47197/retos.v0i33.56007.

Full text
Abstract:
The aim of this study was to identify the differences between seasons in men´s water polo regular competition by analysing the changes of game-related statistics. The sample comprised 88 games from the Spanish Professional Water Polo League (2011-2014). The game-related statistics were clustered into five groups: attacks in relation to the different playing situations, shots in relation to the different playing situations, attacks outcome, origin of shots and technical execution of shots. Univariate (ANOVA, Kruskal-Wallis and Generalized Linear Model tests) and multivariate (Discriminant) analyses were used to compare seasons, and statistical significance and effect sizes of the differences between seasons were calculated for the game-related statistics. The data were compositional data, therefore the variables were modified with additive log-ratio transformation. During the 2011-2012 season, the teams had significantly higher averages in even attacks (p<.01) and shots from zone 3 (p<.05). In the 2013-2014 season, teams had significantly higher averages in counterattack (p<.001), counterattack shots (p<.01), shots from zone 6 (p<.05) and 4 (p<.05). The variables that best distinguished between seasons were counterattack shots, counterattack, shots from zone 6 and 3, and even attacks. The group that best discriminated among seasons was “Origin of shots” (46.5% original sample and 42.3% cross-validation). The increase in counterattacks and in zone 6 shots seems to indicate a trend towards faster games and greater relevance of the centre forward. These findings can contribute to a better understanding of the evolution of water polo performance indicators, helping the coaches to prepare the players accordingly.Resumen: El objetivo de este estudio fue identificar las diferencias entre temporadas para las estadísticas de juego en waterpolo masculino. La muestra consistió en 88 partidos de la Liga Española de Waterpolo (2011-2014). Las estadísticas de juego fueron agrupadas en cinco grupos: ataques según las diferentes situaciones de juego, lanzamientos según las situaciones de juego, resultado del ataque, origen de lanzamiento y ejecución técnica de lanzamiento. Se aplicaron varios métodos estadísticos, univariantes (ANOVA, Kruskal-Wallis y Modelo Lineal Generalizado) y multivariantes (análisis discriminante) para comparar las estadísticas entre las diferentes temporadas, calculándose diferencias significativas y tamaños del efecto. Debido a la existencia de datos composicionales, las variables fueron transformadas utilizando la función log-cociente aditiva. Se observó que durante la temporada 2011-2012 los equipos realizaron más ataques en igualdad (p<.01) y lanzamientos desde zona 3 (p<.05). En la temporada 2013-2014, realizaron más contraataques (p<.001), lanzamientos en contraataque (p<.01) y lanzamientos desde zona 6 (p<.05) y 4 (p<.05). Las variables que mejor discriminaron entre temporadas fueron los contrataques, lanzamientos en contrataque, lanzamientos de zona 6 y 3, y ataques en igualdad. El grupo que mejor discriminó entre temporadas fue “Origen de lanzamiento” (46,5% muestra original y 42,3% validación cruzada). El aumento de contraataques y lanzamientos de zona 6 parecen indicar una tendencia hacia juegos más rápidos y mayor relevancia del boya. Estos hallazgos pueden contribuir a mejorar el conocimiento de la evolución de los indicadores de rendimiento en waterpolo, ayudando a los entrenadores para preparar a sus jugadores de acuerdo a estos cambios.
APA, Harvard, Vancouver, ISO, and other styles
40

Aboolian, Robert, Yi Sun, and Jack Leu. "Deploying a Zone-Based Massively Multiplayer Online Game on a Congested Network." International Journal of Information Systems and Supply Chain Management 5, no. 1 (January 2012): 38–57. http://dx.doi.org/10.4018/jisscm.2012010103.

Full text
Abstract:
A massively multiplayer online game often deploys dozens or hundreds of servers to support millions of players around the world. A slow response time stemming from an ill-designed network infrastructure could render the game noncompetitive. To establish an efficient infrastructure, the authors focus on selecting host facilities on backbone network nodes, assigning client clusters to these facilities, and determining the required capacity for each host site. An exact solution approach is obtained from solving a minimum cost set-covering problem. The efficiency of the solution approach, in comparison with a greedy heuristic, is also reported.
APA, Harvard, Vancouver, ISO, and other styles
41

López-Fernández, Jorge, Javier Sánchez-Sánchez, Jorge García-Unanue, Enrique Hernando, and Leonor Gallardo. "Physical and Physiological Responses of U-14, U-16, and U-18 Soccer Players on Different Small-Sided Games." Sports 8, no. 5 (May 18, 2020): 66. http://dx.doi.org/10.3390/sports8050066.

Full text
Abstract:
As most existing studies in youth academies are focused on top players, the objective of this research is to analyze the physical and physiological demands of various small-sided games (SSGs) on different age categories within a sub-elite soccer academy. We evaluated 63 young players from a Spanish sub-elite academy (under 14 = 21; under 16 = 21; under 18 = 21). Players performed four different small-side games focused on possession game (3-a-side; 4-a-side; 5-a-side; 6-a-side). The global indicators of performance and high-intensity actions were recorded through global positioning systems, whereas the heart rate responses were measured using heart rate monitors. Results: Under 16 ran a greater distance at high-intensity velocity than under 14 in the small side games 3v3 and 6v6. Furthermore, under 16 also ran a greater distance at high-intensity velocity than under 18 in the small side game 3v3 (p < 0.01). Under 14 showed greater acceleration at the highest intensity (> 2.75 m/s2) than the other age groups, under 16 and U18 (p < 0.01; ES (effect size) > 1). According to the physiological load, SSG 3v3 presented lower outcomes in Zone 6 (> 95% HRmax) than the small side game 4v4 and the small side game 5v5, in both under 14 and under 16. The workload of SSGs varies depending on the number of players, but also depending on the players’ ages. Therefore, when designing the SSGs it is important to consider both the players’ ages and the workload that want to be achieved.
APA, Harvard, Vancouver, ISO, and other styles
42

O'Connor, Thomas J., Rory A. Cooper, Shirley G. Fitzgerald, Michael J. Dvorznak, Michael L. Boninger, David P. VanSickle, and Lisa Glass. "Evaluation of a Manual Wheelchair Interface to Computer Games." Neurorehabilitation and Neural Repair 14, no. 1 (March 2000): 21–31. http://dx.doi.org/10.1177/154596830001400103.

Full text
Abstract:
The sedentary lifestyle of many people with spinal cord injury (SCI) has lead to cardiovascular diseases being a major health concern. A suitable exercise program may help improve the SCI individual's cardiovascular fitness level. GAMEWheels is an in terface between a custom wheelchair roller system and a computer that enables an individual to control computer video games by driving his or her wheelchair. The purpose of Phase 1 was to evaluate the design of the GAMEwhccls system and to determine the type of computer video game that is likely to motivate wheelchair users to exercise. Phase 2 included physiologic testing of wheelchair users and the GAMEWheels system to investigate whether the system elicits an exercise training re sponse. Thirty-five subjects were recruited to evaluate the GAME Wheels by playing three commercial computer games (Phase 1) and to identify the computer game that they would prefer to use when exercising. The feedback from Phase 1 was used with test subjects to verify that the GAMEWheels system elicits an exercise training effect (Phase 2). Phase 2 included 10 subjects using the GAMEWheels system to play Need for Speed II. During game play, physiologic data were collected and the subjects' oxy gen consumption and heart rate were analyzed. Analysis showed that the GAMEWheels system induced nine subjects to reach their training zone, defined as 50% and 60% of their maximum oxygen consumption and heart rate, respectively. This study demon strates that the GAMEWheels system elicits an exercise training response. Keywords: Wheelchair—Exercise—Computer games—Fitness—Design.
APA, Harvard, Vancouver, ISO, and other styles
43

Peters, T. R., and K. A. Poehling. "Influenza Vaccine in the Red Zone Defense: A Game-Day Player." Journal of Infectious Diseases 210, no. 5 (March 26, 2014): 671–73. http://dx.doi.org/10.1093/infdis/jiu187.

Full text
APA, Harvard, Vancouver, ISO, and other styles
44

Olson, Carl P. "Outplayed: Regaining Strategic Initiative in The Gray Zone." DttP: Documents to the People 49, no. 2 (June 15, 2021): 5–6. http://dx.doi.org/10.5860/dttp.v49i2.7600.

Full text
Abstract:
This report is one of the first of a series on the gray zone, a “carrier concept” for hostile action, preceded by a long game of diplomacy, threats, and propaganda to achieve warlike aims without full-scale warfare. It owes a good deal to the British Royal Army’s General Rupert Smith, author of a 2005 best-seller, The Utility of Force: The Art of War in the Modern World.
APA, Harvard, Vancouver, ISO, and other styles
45

Dulibskyy, Andriy, Ihor Оgirko, and Andriі Dulibskyy. "Tactical and strategic orientation sports selection of attacking flange defenders-laterals in football." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 8(139) (August 20, 2021): 47–57. http://dx.doi.org/10.31392/npu-nc.series15.2021.8(139).08.

Full text
Abstract:
An important role in the modern strategies of the game of highly qualified football teams belongs to the players who are "responsible" for the control of the playing space in the flank and semi-flank (adjacent to the flank) areas of the football field. Together with players of other roles, they express the creative game potential of the team's flank attack and defence. We are talking about flanking attacking defenders-laterals. The study of the analysis and implementation of sports selection of flank players through the prism of unity with tactical and strategic aspects is an important issue in the theory and practice of football. This also applies to the learning, education, training, improvement and development of the fastest and most correct game thinking and instant tactical and strategic response in the process of game actions of the attacking flank defender-lateral. The aim. Study of tactical and strategic orientation of sports selection of flank lateral defender in modern football strategies. The basic principle of our approach is that in football, as in other team games, the end result is much greater than the simple sum of the game's local actions and components. A methodical set of tools for training, coaching and improving attacking flank defenders-laterals, who are the bearers of the creative potential of team flank attack in modern football strategies, based on the principle of tactical and strategic control of the playing space in the flank areas of the football field. In the zone of defence of "their" goal, and in the zones of creation and completion of dangerous goal moments at the gate of the opposing team.
APA, Harvard, Vancouver, ISO, and other styles
46

Nagy, Nikolas, Miroslav Holienka, and Matej Babic. "Physiological Response of the Performance of Young Football Players During Small-Sided Games." Acta Facultatis Educationis Physicae Universitatis Comenianae 61, no. 2 (October 30, 2021): 188–202. http://dx.doi.org/10.2478/afepuc-2021-0016.

Full text
Abstract:
Summary The main aim of the present study was to examine the cardiovascular response, time-motion characteristics, game performance and rated of perceived exertion (RPE) during small-sided games (SSGs) with different number of players. The research group consisted of elite youth male soccer players (n = 18) (aged 16.5 ±0.71 years, maximum heart rate (HRmax) 196.42 ±5.31 beats.min−1) from the FC DAC 1904 Dunajská Streda U17 soccer club. Cardiovascular response measurements included heart rate (HR) expressed in minimum, mean and maximum values and time spent in different intensity zones. Total distance covered, high intensity running and the number of accelerations and decelerations were captured by GPS. Individual game performance and the number of technical-tactical actions were recorded during every SSGs. After the game time we collected the ratings of perceived exertion scores from each player. Results showed that SSG with small number of players (3 vs. 3) triggered the highest HR response with mean value 168.00 ±8.48 beats.min−1, players spent the most time in maximal intensity zone 0:09:06 minutes, of SSG duration. This format of SSG was the mostintense for the players´ cardiovascular system, but we can’t find statistically significant differences between the HR values in SSGs. External load was the most demanding in SSG1 too, like in internal load. The highest scores in individual game performance were recorded in SSG2. In RPE scores SSG1 was the most difficult from the players point of view. In conclusion, the present research demonstrates the effectiveness of SSG1 in training sessions. Therefore, the coaching staff has the possibility to choose between SSGs during training sessions according to their physical, technical, tactical and psychological objectives.
APA, Harvard, Vancouver, ISO, and other styles
47

Laporta, Lorenzo, Pantelis Nikolaidis, Luke Thomas, and José Afonso. "Attack Coverage in High-Level Men’s Volleyball: Organization on the Edge of Chaos?" Journal of Human Kinetics 47, no. 1 (September 1, 2015): 249–57. http://dx.doi.org/10.1515/hukin-2015-0080.

Full text
Abstract:
AbstractChange is pervasive, but emerging patterns are occasionally detectable through analysis of systemic behaviors. Match analysis uses these patterns in order to reduce the degree of improvisation and to optimize the training process. However, it is possible that certain game phases elude systematic patterning. In this vein, our aim was to analyze the case of attack coverage in men’s volleyball, as we suspected it would elude systematic patterning and has received negligible attention in scientific research. We analyzed the occurrence of attack coverage in 4544 plays of the 2011 Volleyball World League. A Chi-square test with residual adjusted values was applied to explore significant associations between variables. A Monte Carlo correction was applied, as some cells had n<5. Effect sizes were determined using Cramer’s V. Overall, attack coverage occurred in 3.89% of ball possessions, and 23 distinct structures emerged. These structures lacked significant associations with the game complex, setting zone, and effect of attack coverage. Conversely, attack coverage structures showed significant associations with the attack zone and tempo, with very strong effect sizes (V=0.472 and V=0.521, respectively). As certain attack zones are deeply associated with attack tempo, it is apparent that quicker attack plays affect attack coverage structuring, promoting the formation of less complex structures. Ultimately, attack coverage structures seem to depend on momentary constraints, thereby rendering rigid systematization impracticable. Still, we contended that a principle-based approach might be suitable. This invites researchers to rethink how to interpret game regularities.
APA, Harvard, Vancouver, ISO, and other styles
48

Carrero, Isabel, Carmen Fernández-Echeverría, Jara González-Silva, Manuel Conejero, and M. Perla Moreno. "Estudio predictivo de la eficacia de la recepción en voleibol juvenil masculino (Predictive study of reception efficacy in U-19 male volleyball)." Retos, no. 32 (March 13, 2017): 214–18. http://dx.doi.org/10.47197/retos.v0i32.56060.

Full text
Abstract:
El objetivo principal de la presente investigación fue conocer las variables, relativas a la recepción, que actúan como predictoras de la eficacia de la recepción. Se analizaron 1325 acciones de recepción, extraídas de un total de 21 equipos participantes en el Campeonato de España Masculino de Categoría Juvenil de 2012. La variable dependiente considerada en la investigación fue la eficacia de la recepción. Las variables independientes fueron: movimiento del receptor, función del receptor, tipo de recepción, zona de recepción-profundidad, zona de recepción-lateralidad. La regresión logística multinomial realizada mostró que las variables movimiento del receptor, tipo de recepción y zona de recepción-lateralidad, actuaron como predictoras de la eficacia de la recepción. Concretamente, la eficacia de la recepción aumentaba si el receptor realizaba un desplazamiento previo y conseguía contactar en posición estática, y si recibía en el pasillo de zona 6, y a través de una técnica de antebrazos o de dedos. Los resultados obtenidos pueden orientar el proceso de entrenamiento de la recepción del saque en voleibol de categoría juvenil. Abstract. The main objective of this research was to determine the variables, relatives of the reception that act as predictors of the reception efficacy. 1325 serve reception were analyzed, extracted from a total of 21 games played in the championship of Spain in U-19 male volleyball, in 2012. The variable dependent on the study was the reception efficacy. The variables independent from the study were: receiver movement, in-game role of the receiver, type of reception, depth reception zone, laterality reception zone. The multinomial logistic regression performed showed that the variables, receiver movement, type of reception and laterality reception zone predicted the reception efficacy. Specifically the reception efficacy could increase if the receiver takes a previous displacement and contact in static position also the realization of service reception in corridor zone 6 and a through of the forearm pass or overhand pass. These results can serve to guide the training process both in training and in the category of high-level.
APA, Harvard, Vancouver, ISO, and other styles
49

TURETSKY, VLADIMIR, and VALERY Y. GLIZER. "CONTINUOUS FEEDBACK CONTROL STRATEGY WITH MAXIMAL CAPTURE ZONE IN A CLASS OF PURSUIT GAMES." International Game Theory Review 07, no. 01 (March 2005): 1–24. http://dx.doi.org/10.1142/s0219198905000375.

Full text
Abstract:
An interception problem of a highly maneuverable target is considered using a linearized kinematical model with first order acceleration dynamics of the interceptor and the target. The problem is interpreted as a differential game of pursuit. An admissible pursuer (interceptor) feedback strategy, continuous with respect to the state variables and having a maximal capture zone, is constructed. This strategy is the saturated version of a linear feedback control, obtained from the solution of an auxiliary linear-quadratic differential game with cheap controls. This strategy is evaluated by Monte-Carlo simulation of the interception with noisy measurements.
APA, Harvard, Vancouver, ISO, and other styles
50

Çobanoğlu, Halil Orbay. "Analysis of Goal Scored on Russia World Cup 2018." Journal of Education and Training Studies 7, no. 2 (January 28, 2019): 184. http://dx.doi.org/10.11114/jets.v7i2.3998.

Full text
Abstract:
The aim of the research was to analyze the goals scored in Russia World Cup 2018.The sample of this research was composed of 64 games played and 169 goals scored in the 2018 Russia World Cup. No goals were scored only in one competition. Because of 12 goals scored were own goals, 157 goals scored were analyzed on eleven different ways. The research data were collected e-analysis soccer programme. Frequency, average, standard deviation which were descriptive statistics were used for analysis of the research data.Consequently it was observed that 61,14% of goals were scored in the 2nd half of the matches and most of goals in the last 15 minutes of the matches, 63,69% of goals were scored after organized attack (open play), 38,59% of goals were scored from penalty, 78,98% of goals were scored with foot shot, 72,61% of goals were scored with one touch, 84,71% of the goals were scored through the penalty zone and 60,50% of the goals were scored in 3rd zone which was determined in the penalty zone. Moreover, of the teams that scored first results showed that they won 71,42% of the matches. Scorer’s playing position was 32,48% striker. Asist player’s playing position was 44,03% midfielder. 11,92% of asist were passed from 9th zone which was determined outside the penalty zone.The work guided the coaches to design real competition-like trainings and tailor the game style to the match situation. Coaches can also use this information to set goals for players and teams that specifically refer to offense and defense games. It is advisable to coach to use the 3rd zone set in the penalty zone for more goals and to use the 3rd zone in the penalty zone for more effective defense for fewer goals.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography