07390nam 22008895 450 991025501160332120200704020823.03-319-24560-010.1007/978-3-319-24560-7(CKB)3710000000484571(EBL)4068154(SSID)ssj0001584717(PQKBManifestationID)16263938(PQKBTitleCode)TC0001584717(PQKBWorkID)14864033(PQKB)10081251(DE-He213)978-3-319-24560-7(MiAaPQ)EBC4068154(PPN)190525223(EXLCZ)99371000000048457120151001d2016 u| 0engur|n|---|||||txtccrProceedings of the 10th International Symposium on Computer Science in Sports (ISCSS) /edited by Paul Chung, Andrea Soltoggio, Christian W. Dawson, Qinggang Meng, Matthew Pain1st ed. 2016.Cham :Springer International Publishing :Imprint: Springer,2016.1 online resource (264 p.)Advances in Intelligent Systems and Computing,2194-5357 ;392Description based upon print version of record.3-319-24558-9 Includes bibliographical references and index.Preface; Programme Committee; External Reviewers; Invited Keynote Speakers; Contents; Part I Image Processing in Sport; 1 Non-Invasive Performance Measurement in Combat Sports; 1 Introduction; 2 Methods; 2.2 Athlete Detection; 2.3 Tracking and Occlusion Handling; 2.4 Athletes Movement Analysis; 3 Results; 4 Conclusions; 5 Acknowledgments; References; 2 Comparison between Marker-less Kinect-based and Conventional 2D Motion Analysis System on Vertical Jump Kinematic Properties Measured from Sagittal View; 1 Introduction; 2 Method; 2.1 Subject; 2.2 Instrumentation2.3 Data collection and processing3 Results and Discussion; 4 Conclusion; Acknowledgment; References; 3 Test of ball speed in table tennis based on monocular camera; 1 Introduction; 2 Methods; 2.1 Participants; 2.2 Testing method of ball speed; 2.3 Experiment; 3 Results; 3.1 General features of striking speed of top female players; 3.2 Comparison of ball speed of forehand loop-drive in the Two to One practice; 3.3 Comparison of ball speed of backhand loop-drive in the Two to One practice; 3.4 Comparison of ball speed in forehand loop-drive against backspin practice3.5 Comparison of ball speeds in forehand moving loop-drive practice4 Conclusion; References; 4 Table tennis and computer vision: a monocular event classifier; 1 Introduction; 2 The proposed classifier; 2.1 Event states; 2.2 Event motion thresholds; 3 Classification results; 4 Conclusion; References; 5 3D reconstruction of ball trajectory from a single camera in the ball game; 1 Introduction; 2 Methods; 2.1 Camera Calibration; 2.2 3D reconstruction of ball trajectory; 2.3 Our improvement; 3 Experiment; 4 Conclusion; Acknowledgement; References; Part II It System for Sport6 Towards a Management Theory for the Introduction of IT Innovations in Top Level Sports1 Problem; 2 Theoretical concepts; 2.1 Product and innovation life cycle theory; 2.2 Innovation management theory; 2.3 Customer Relationship Management Theory; 3 Examples of Best Practice; 4 Conclusions; 5 References; 7 Information Systems for Top Level Football; 1 Introduction; 2 Problem definition; 3 Concept for software modelling; 3.1 Complex performance diagnostics (CPD); 3.2 Software selection; 3.3 Data collection; 4 Software modelling; 4.1 Status quo at the youth academies; 4.2 Software development4.3 Developing analyses4.4 User interface (UI); 5 Conclusions; References; 8 Frame by frame playback on the Internet video; 1 Where the problem is?; 2 Why the Internet videos can't perform frame-by-frame?; 3 The purpose of the article; 4 The implementation of frame-by-frame on Smart-method; 5 Applications of Smart-method; 5.1 For Sports video browsing; 5.2 Implementation of thumbnail; 5.3 Implementation for Editing; 5.4 The possibility for Sports analysis; References; Part III Ai in Sport; 9 Computational system for strategy design and match simulation in team sports; 1 Introduction2 MethodsThis book presents the main scientific results of the 10th International Symposium of Computer Science in Sport (IACSS/ISCSS 2015), sponsored by the International Association of Computer Science in Sport in collaboration with the International Society of Sport Psychology (ISSP), which took place between September 9-11, 2015 at Loughborough, UK. This proceedings aims to build a link between computer science and sport, and reports on results from applying computer science techniques to address a wide number of problems in sport and exercise sciences. It provides a good platform and opportunity for researchers in both computer science and sport to understand and discuss ideas and promote cross-disciplinary research. The strictly reviewed and carefully revised papers cover the following topics: Modelling and Analysis, Artificial Intelligence in Sport, Virtual Reality in Sport,  Neural Cognitive Training,  IT Systems for Sport, Sensing Technologies and Image Processing.Advances in Intelligent Systems and Computing,2194-5357 ;392Artificial intelligenceBiomedical engineeringComputational intelligenceSports medicineBiophysicsBiological physicsArtificial Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/I21000Biomedical Engineering and Bioengineeringhttps://scigraph.springernature.com/ontologies/product-market-codes/T2700XComputational Intelligencehttps://scigraph.springernature.com/ontologies/product-market-codes/T11014Sports Medicinehttps://scigraph.springernature.com/ontologies/product-market-codes/H58005Biological and Medical Physics, Biophysicshttps://scigraph.springernature.com/ontologies/product-market-codes/P27008Artificial intelligence.Biomedical engineering.Computational intelligence.Sports medicine.Biophysics.Biological physics.Artificial Intelligence.Biomedical Engineering and Bioengineering.Computational Intelligence.Sports Medicine.Biological and Medical Physics, Biophysics.613.71Chung Pauledthttp://id.loc.gov/vocabulary/relators/edtSoltoggio Andreaedthttp://id.loc.gov/vocabulary/relators/edtDawson Christian Wedthttp://id.loc.gov/vocabulary/relators/edtMeng Qinggangedthttp://id.loc.gov/vocabulary/relators/edtPain Matthewedthttp://id.loc.gov/vocabulary/relators/edtMiAaPQMiAaPQMiAaPQBOOK9910255011603321Proceedings of the 10th International Symposium on Computer Science in Sports (ISCSS)2089748UNINA