Academic literature on the topic 'Peak-game characteristics'

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Journal articles on the topic "Peak-game characteristics"

1

McGown, Riley B., Nick B. Ball, Jan S. Legg, and Jocelyn K. Mara. "The perceptual, heart rate and technical-tactical characteristics of 3 × 3 basketball." International Journal of Sports Science & Coaching 15, no. 5-6 (June 14, 2020): 772–82. http://dx.doi.org/10.1177/1747954120930916.

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The aim of this study was to investigate the perceptual, heart rate and technical-tactical characteristics of elite male and female 3 × 3 basketball games. Eleven male and twenty-two female elite basketball players were monitored using heart rate telemetry, Ratings of Perceived Exertion (RPE) and video analysis across three 3 × 3 basketball tournaments. Linear mixed models were performed to determine the influence of round (pool game, quarter-final, semi-final, final, classification game) and sex on all dependent variables (alpha = 0.05). There was no difference between sexes for heart rate variables (p = 0.53 - 0.85). The greatest percentage (56.9 ± 20.1%) of game time was spent in heart rate zone 5 (90-100% peak heart rate). Overall RPE was higher in semi-finals (7.2 ± 1.5, p ≤ 0.001, ES: 1.27) and finals (7.7 ± 1.6 p ≤ 0.001, ES: 1.67) compared to pool games (5.1 ± 1.5). An analysis of the technical-tactical actions revealed that there were less steals in semi-finals (p = 0.01, ES = 0.56) and finals (p = 0.01, ES = 0.71) compared to pool games, with no sex-related differences present (p = 0.06 - 0.97). Players generally spent one minute on the bench for every three minutes on the court, creating a 3:1 work to rest ratio. Physical preparation programs for elite 3 × 3 basketball athletes should include exposure to high-intensity activity in which heart rates ≥80% of peak heart rate are reached for periods of time similar to that experienced during gameplay. A 3:1 work-to-rest ratio may be beneficial during conditioning training for this population.
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2

Montgomery, Paul G., and Brendan D. Maloney. "3×3 Basketball: Performance Characteristics and Changes During Elite Tournament Competition." International Journal of Sports Physiology and Performance 13, no. 10 (November 1, 2018): 1349–56. http://dx.doi.org/10.1123/ijspp.2018-0011.

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Purpose: To determine the changes in game performance during tournament play of elite 3×3 basketball. Methods: A total of 361 men and 208 women competing in selected international tournaments had game demands assessed by wearable technology (global positioning system, inertial sensor, and heart rate) along with postgame blood lactate and perceived responses. Differences in the means for selected variables between games were compared using magnitude-based inferences and reported with effect size and associated confidence limits (CL), along with the percentage difference (ES; ±90% CL, %difference) of log-transformed data. Results: No clear differences were seen over a tournament period in PlayerLoad™ or PlayerLoad·minute−1. Tournament competition elicits variable changes between games for all inertial measures. Average peak heart rate was 198 (10) and 198 (9) beats·min−1, and average game heart rate was 164 (12) and 165 (18) beats·min−1 for men and women, respectively, with no change between games. Average game lactate was 6.3 (2.4) and 6.1 (2.2) mmol·L−1 for men and women, respectively. Average game ratings of perceived exertion were 5.7 (2.1) and 5.4 (2.0) AU for men and women, respectively. Although lactate and ratings of perceived exertion were variable between games, there was no difference over a tournament. Conclusions: The physical and physiological demands of elite 3×3 games over the duration of a tournament are similar regardless of pool or championship rounds. This may imply that maintaining technical and strategic aspects leads to success rather than minimizing fatigue through superior physical preparation. However, the physiological responses are high; caution is warranted in being underprepared for these demands in tournament play.
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Cui, Wenya, and Guangnian Xiao. "Tripartite Dynamic Game among Government, Bike-Sharing Enterprises, and Consumers under the Influence of Seasons and Quota." Sustainability 13, no. 20 (October 12, 2021): 11221. http://dx.doi.org/10.3390/su132011221.

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After the cast ban on bike-sharing was lifted, bike-sharing entered the quota period. This notion means that the management of bike-sharing began to change from the unified to the diversified government governance, including all sectors of society. This work creates a dynamic game model based on the tripartite interest relationship among the government, bike-sharing enterprises, and consumers, and introduces the government quota policy and seasonal characteristics of bike-sharing into the game model. This model explores the multi-stage dynamic game process among the government, bike-sharing enterprises, and consumers. We draw the following conclusions. The government’s quota policy was effective during peak demand for bike-sharing, but not before the off-peak season. Through the case studies, we verify the feasibility of the government to relax the regulation appropriately in the peak season. We also changed the punishment and reward intensity of bike-sharing enterprises to consumers in the case studies and analyzed the influence of regulation intensity of bike-sharing enterprises on consumer behaviors. The final suggestion is that the government should appropriately relax regulation during peak demand season to reduce costs and strengthen regulation before the off-season of bike-sharing demand. Bike-sharing enterprises should maintain a high level of regulation on consumers, and a low level of regulation has no constraint on consumer behaviors.
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4

Chen, Lingyun. "Complex Network Minority Game Model for the Financial Market Modeling and Simulation." Complexity 2020 (November 17, 2020): 1–11. http://dx.doi.org/10.1155/2020/8877886.

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This paper proposes a new financial market model based on the analysis of the minority game model. The agent in this model forms a network through information sharing, and the agent uses the minority game model to realize the evolution of the system. To better describe the financial market, we also adopt a prior connection strategy for the model. The network formed by the agent has the characteristics of a scale-free network, and as the initial network connection probability increases, the growth rate of the corresponding agent’s average connection degree increases and then decreases after reaching the peak.
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5

Xu, Nan, Bo Zhou, Jing Nie, Yan Song, and Zihao Zhao. "Research on the coordinated optimization operation method of Park Comprehensive Energy System Based on master-slave game." E3S Web of Conferences 245 (2021): 01044. http://dx.doi.org/10.1051/e3sconf/202124501044.

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With the transformation of the energy market from the traditional vertical integrated structure to the interactive competitive structure, the distributed characteristics of the energy system become more and more obvious, and the traditional centralized optimization method is difficult to reveal the interaction between the multi-agent. In this paper, a method based on master-slave game is proposed to optimize the operation of park integrated energy system. Firstly, user load model, user benefit model, operator revenue and cost model are established for park integrated energy system. Secondly, the Stackelberg master-slave game model of interactive optimization operation is established, and the peak cutting compensation price is adjusted. Both of them aim at maximizing their own interests until the game equilibrium is achieved. A distributed cooperative optimization model with one master and many slaves is established and solved by the combination of genetic algorithm and quadratic programming. Finally, an example is given to verify the effectiveness of the proposed method.
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6

Caswell, Shane V., Patricia M. Kelshaw, Andrew E. Lincoln, Daniel C. Herman, Lisa H. Hepburn, Heather K. Vincent, Reginald E. Dunn, and Nelson Cortes. "The Effects of Headgear in High School Girls’ Lacrosse." Orthopaedic Journal of Sports Medicine 8, no. 12 (December 1, 2020): 232596712096968. http://dx.doi.org/10.1177/2325967120969685.

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Background: Girls’ lacrosse headgear that met the ASTM International performance standard (ASTM F3137) became available in 2017. However, the effects of headgear use on impact forces during game play are unknown. Purpose: To evaluate potential differences in rates, magnitudes, and game-play characteristics associated with verified impacts among players with and without headgear during competition. Study Design: Cohort study; Level of evidence, 3. Methods: A total of 49 female high school participants (mean age, 16.2 ± 1.2 years; mean height, 1.66 ± 0.05 m; mean weight, 61.2 ± 6.4 kg) volunteered for this study, which took place during the 2016 (no headgear; 18 games) and 2017 (headgear; 15 games) seasons. Wearable sensors synchronized with video verification were used. Descriptive statistics, impact rates, and chi-square analyses described impacts and game-play characteristics among players with and without headgear. Differences in mean peak linear acceleration (PLA) and peak rotational velocity (PRV) between the no headgear and headgear conditions were evaluated using a linear generalized estimating equation regression model to control for repeated within-player measurements. Results: Overall, 649 sensor-instrumented player-games were recorded. A total of 204 impacts ≥20 g recorded by the wearable sensors were verified with video analysis (102 no headgear; 102 headgear). Most impacts were imparted to the player’s body (n = 152; 74.5%) rather than to the player’s head (n = 52; 25.5%). Impact rates per player-game did not vary between the no headgear and headgear conditions (0.30 vs 0.34, respectively; impact rate ratio, 0.88 [95% CI, 0.37-2.08]). There was no association between impact frequency by mechanism or penalties administered between the no headgear and headgear conditions for overall or direct head impacts. The generalized estimating equation model estimated a significant reduction in mean impact magnitudes overall (PLA: –7.9 g [95% CI, –13.3 to –2.5]; PRV: –212 deg/s [95% CI, –359 to –64]) with headgear relative to no headgear. No game-related concussions were reported during this study. Conclusion: Lacrosse headgear use was associated with a reduction in the magnitude of overall impacts but not a significant change in the rate of impacts, how they occur, or how penalties were administered for impacts sustained during competition. Further research is needed with a larger sample and different levels of play to evaluate the consequences of headgear use in girls’ lacrosse.
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Song, Yuhui, Zhanhua Pan, Baike Chen, and Zhaoxia Jing. "Research on Basic Characteristics and Bidding Strategy of Thermal Power Units in Fujian Spot Market." E3S Web of Conferences 252 (2021): 02005. http://dx.doi.org/10.1051/e3sconf/202125202005.

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In the electricity market environment, thermal power units have changed from the executors of power production under the monopoly mechanism to the decision-makers of production and operation under the competitive environment. The merits and demerits of bidding schemes for thermal power units are directly related to self-interest of themselves. The bidding decisions of power plants are not only affected by economic factors, but also by technical factors peculiar to the power system and the electric generator. In recent years, research on bidding strategies of thermal power units based on the power market environment has been paid more and more attention in the field of electric market. This paper first introduces the basic peak regulation and frequency modulation technical characteristics of thermal power units and cost calculation. Then, from the angle of quotation, paper analyzes characteristics of quotation mechanism of units in Fujian Electric Power day-ahead, real-time and peak regulation auxiliary service market. Furthermore, the research status of bidding strategies of thermal power units participating in electricity market at home and abroad in cost analysis, market clearing price prediction, game theory and so on are summarized. Finally, the bidding strategy for units in Fujian Spot Market is put forward.
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8

Jackson, Joel, Gary Snydmiller, Alex Game, Pierre Gervais, and Gordon Bell. "Investigation of Positional Differences in Fitness of Male University Ice Hockey Players and the Frequency, Time Spent and Heart Rate of Movement Patterns during Competition." International Journal of Kinesiology and Sports Science 5, no. 3 (July 31, 2017): 6. http://dx.doi.org/10.7575/aiac.ijkss.v.5n.3p.6.

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Background: Men’s university ice hockey has received little scientific attention over the past 30 years, a time in which the traits of the players and the demands of the game have evolved. Objectives: This study compared the physiological characteristics of university ice hockey players and examined the frequency and duration of the different movement patterns and heart rate (HR) responses during competition. Methods: Twenty male ice hockey players from the same team ( age ± SD = 22±2 years) underwent a fitness evaluation and were filmed and HR monitored during regular season games. Results: Forwards and defense had similar fitness and only differed on % fatigue index and peak heart during on-ice sprinting (P<0.05). Defense stood, glided and skated backwards more than forwards and forwards skated at a moderate intensity and glided forward more than defense (P<0.05). All players spent the majority of game time gliding forward (60% of the time) followed by skating forward at a moderate intensity (17%) and standing with little movement (9%). Average HR during the game reached 96 and 92 % and peak HR was 100 and 96 % of maximum in forwards and defense, respectively. Conclusions: Male university hockey players present with a high level of physical fitness in a variety of categories with few differences between forwards and defense. Movement patterns during games suggest that players are performing low to moderate intensity on-ice activities the majority of the time. Paradoxically, HR continues to climb to near maximum during on ice shifts.
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Rock, Bianca Brigitte, and Thomas Blaine Hoshizaki. "Head impact analysis in elite football (soccer)." Neurology 91, no. 23 Supplement 1 (December 4, 2018): S2.1—S2. http://dx.doi.org/10.1212/01.wnl.0000550622.28386.5a.

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IntroductionTrauma related neuropathologies including recent reports involving chronic traumatic encephalopathy (CTE) in 8 soccer players have been concerning. Purposeful sub-concussive head impacts, known as headers, are an integral part of the game. The purpose of this study was to describe dynamic head response and brain tissue strains for front ball-to-head impacts in elite soccer.MethodsVideo analysis thirteen (13) Champion's League soccer footage was completed to establish reconstruction parameters of head impact events. Analysis of 5 (5) front ball-to-head events were reconstructed using a Hybrid III 50th percentile headform and a pneumatic linear impactor. The University College Dublin Brain Trauma Model was used to calculate maximum principal strain (MPS).Results and discussionRecorded head impact velocities during elite soccer game play were 3.5–23.0 m/s. Most purposeful head-to-ball impacts occurred on the front-temporal region of the head (66.4%) at 0–15 degrees of cervical flexion. There was an average of 1.5 unintentional head impacts and 62.2 headers per game; 49.6% of headers occurred at an inbound velocity below 10 m/s. The lowest velocity reconstructed was 4.7 m/s, yielding 12.8 g and 604 rad/s2 for peak resultant linear and rotational accelerations, respectively; the MPS for this impact was 0.09. Neurophysiologic changes and functional impairment have been reported in past research on sub-concussive impacts with 5%–15% strain. The mean 0.11 MPS yielded in this study reflects a potential for these changes in elite soccer athletes.ConclusionThe main objective of this analysis was to identify impact characteristics and quantify dynamic cerebral response and brain tissue deformation in elite soccer game play. Further research must include cervical muscle activation, the level of play and player position, inbound ball-to-head velocities during different game play events and appropriate impact characteristics to appropriately characterize risk of injury in the attempts of mitigating risk of head injury during soccer game play.
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10

Struzik, Artur, Bogdan Pietraszewski, and Jerzy Zawadzki. "Biomechanical Analysis of the Jump Shot in Basketball." Journal of Human Kinetics 42, no. 1 (October 1, 2014): 73–79. http://dx.doi.org/10.2478/hukin-2014-0062.

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Abstract Basketball players usually score points during the game using the jump shot. For this reason, the jump shot is considered to be the most important element of technique in basketball and requires a high level of performance. The aim of this study was to compare the biomechanical characteristics of the lower limbs during a jump shot without the ball and a countermovement jump without an arm swing. The differences between variables provide information about the potential that an athlete can utilise during a game when performing a jump shot. The study was conducted among 20 second-league basketball players by means of a Kistler force plate and the BTS SMART system for motion analysis. The variables measured included the take-off time, mean power, peak power, relative mean power, jump height, maximum landing force and calculated impact ratio. Surprisingly, more advantageous variables were found for the jump shot. This finding suggests a very high performance level in the jump shot in the studied group and a maximum utilisation of their motor abilities. Both types of jumps were characterised by high mean and peak power values and average heights. The high forces at landing, which result in considerable impact ratios, may have prompted the studied group to land softly. Use of the countermovement jump without an arm swing is recommended to assess and predict the progression of player’s jumping ability
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