table tennis
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2022 ◽  
Vol 223 ◽  
pp. 103501
Author(s):  
Sabine Schaefer ◽  
Gianluca Amico
Keyword(s):  

Author(s):  
Xiaoni Wei

With the rapidly developing of the scientific research in the field of sports, big data analytics and information science are used to carry out technical and tactical statistical analysis of competition or training videos. The table tennis is a skill oriented sport. The technique and tactics in table tennis are the core factors to win the game. With the endlessly emerging innovative playing techniques and tactics, the players have their own competition styles. According to the competition events among athletes, the athletes’ competition relationship network is constructed and the players’ ranking is established. The ranking can be used to help table tennis players improve daily training and understand their ability. In this paper, the table tennis players’ ranking is established their competition videos and their prestige scores in the table tennis players’ competition relationship network.


2022 ◽  
Vol 3 ◽  
Author(s):  
Chisa Aoyama ◽  
Ryoma Goya ◽  
Naofumi Suematsu ◽  
Koji Kadota ◽  
Yuji Yamamoto ◽  
...  

In a table tennis rally, players perform interceptive actions on a moving ball continuously in a short time, such that the acquisition process of visual information is an important determinant of the performance of the action. However, because it is technically hard to measure gaze movement in a real game, little is known about how gaze behavior is conducted during the continuous visuomotor actions and contributes to the performance. To examine these points, we constructed a novel psychophysical experiment model enabling a continuous visuomotor task without spatial movement of any body parts, including the arm and head, and recorded the movement of the gaze and effector simultaneously at high spatiotemporal resolution. In the task, Gabor patches (target) moved one after another at a constant speed from right to left at random vertical positions on an LC display. Participants hit the target with a cursor moving vertically on the left side of the display by controlling their prehensile force on a force sensor. Participants hit the target with the cursor using a rapid-approaching movement (rapid cursor approach, RCA). Their gaze also showed rapid saccadic approaching movement (saccadic eye approach, SEA), reaching the predicted arrival point of the target earlier than the cursor. The RCA reached in or near the Hit zone in the successful (Hit) trial, but ended up away from it in the unsuccessful (Miss) trial, suggesting the spatial accuracy of the RCA determines the task's success. The SEA in the Hit trial ended nearer the target than the Miss trial. The spatial accuracy of the RCA diminished when the target disappeared 100 ms just after the end of the SEA, suggesting that visual information acquired after the saccade acted as feedback information to correct the cursor movement online for the cursor to reach the target. There was a target speed condition that the target disappearance did not compromise RCA's spatial accuracy, implying the possible RCA correction based on the post-saccadic gaze location information. These experiments clarified that gaze behavior conducted during fast continuous visuomotor actions enables online correction of the ongoing interceptive movement of an effector, improving visuomotor performance.


Author(s):  
Xingdong Zhou

Abstract Background The rules of attack in table tennis tactics have been discovered by the coaches and researchers of the Chinese table tennis team (CTTT) through long-term practice. However, they are only empirical judgements and have not been objectively verified. Methods The software "Table Tennis Master" has been used to analyse 200 matches of top players of CTTT against various opponents in recent years to obtain detailed statistics by analysing the effect of attack in the end line (AIEL) and attack out of the end line (AOEL). Results (1) The scoring rate of the players was high after AIEL but very low after AOEL (p < 0.05); (2) the round of service (serve/receive) and level of skills had little influence on the effect of AIEL and AOEL; and (3) the timing of attack had a great influence on the effect of AIEL and AOEL (r > 0.9). Conclusions In the high-level table tennis match, the rules of AIEL and AOEL are scientific. In accordance with the rules, the complex tactics can be simplified to the two concepts, AIEL and AOEL.


2022 ◽  
Vol 27 ◽  
pp. 680-686
Author(s):  
Hongbing Chen

During the Tokyo 2020 Olympic Games, Sina Weibo, as a high-frequency platform, has a wide range of topics and a large number of participants, and is the main channel for Internet users to obtain information. "People's Daily" is the media with high influence on social hot events in the wave microblog, from the opening day of the 2020 Tokyo Olympic Games to the end of the closing ceremony, among all the Olympic Games-related topics released by People's Daily, there were 343 topics with more than 50,000 likes, and 343 topics were used as hot topics for research. Among the 343 hot topics, 64 were table tennis-related topics, and table tennis was the sport with the highest attention among the hot topics. The social network method was used to quantify the People's Daily hot topics, establish a 2-mode network, study social actors as well as social structure from the perspective of relationships, and explain the structure of the 2-mode network and the influence of the macro-level structure on actors.


2022 ◽  
Vol 3 (01) ◽  
pp. 79-92
Author(s):  
Samsuddin Siregar ◽  
Juli Rachmadani Hasibuan ◽  
Cindy Anggraini ◽  
Aidil Arifin Marpaung ◽  
Yohana Dede Br Marbun

The  purpose  of  the study. Through the application of the TPACK - based PBL model , it can improve learning outcomes in the aspect of table tennis service material skills for junior high school students. Materials and methods. The method used is the Action Research Class method with two cycles, each cycle through the stages of planning, action, observation and reflection. The research subjects were 25 students. The data of this research is the result of learning table tennis service and analyzed by using the percentage technique of Sugiyono's theory. Results. Student learning outcomes in the aspect of skills have increased from cycle one to cycle two. aspects of service learning outcomes at the implementation stage the percentage obtained in the first cycle was only 74.3%, an increase in the second cycle to 97.7%. Likewise, at the final stage of cycle one, it was only 35%. students who complete have increased in the second cycle to 81%. Conclusions. The TPACK-based learning problem model makes learning more meaningful and the learning outcomes of Junior High School students experience classical mastery.


Nanomaterials ◽  
2021 ◽  
Vol 12 (1) ◽  
pp. 104
Author(s):  
Yongsheng Zhu ◽  
Fengxin Sun ◽  
Changjun Jia ◽  
Tianming Zhao ◽  
Yupeng Mao

Transparent stretchable wearable hybrid nano-generators present great opportunities in motion sensing, motion monitoring, and human-computer interaction. Herein, we report a piezoelectric-triboelectric sport sensor (PTSS) which is composed of TENG, PENG, and a flexible transparent stretchable self-healing hydrogel electrode. The piezoelectric effect and the triboelectric effect are coupled by a contact separation mode. According to this effect, the PTSS shows a wide monitoring range. It can be used to monitor human multi-dimensional motions such as bend, twist, and rotate motions, including the screw pull motion of table tennis and the 301C skill of diving. In addition, the flexible transparent stretchable self-healing hydrogel is used as the electrode, which can meet most of the motion and sensing requirements and presents the characteristics of high flexibility, high transparency, high stretchability, and self-healing behavior. The whole sensing system can transmit signals through Bluetooth devices. The flexible, transparent, and stretchable wearable hybrid nanogenerator can be used as a wearable motion monitoring sensor, which provides a new strategy for the sports field, motion monitoring, and human-computer interaction.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Chuan He ◽  
Xiaoquan Zhang ◽  
Yulong Gui ◽  
Yang Liu ◽  
Wei Zhang

Digital sports training based on digital video image processing promises to reduce the reliance on the experience of coaches in the table tennis training process and to achieve a more general physical education base. Based on this approach, this paper describes the specific forms of exercise content, movement characteristics, and skill levels in the table tennis framework and specifies the calculation methods of motion capture and movement characteristics suitable for table tennis. Meanwhile, to further improve the accuracy of the inertial motion capture system in restoring the position posture of the trainees, this paper improves the original inertial motion capture system from two aspects: contact judgment of both feet and correction of the position posture based on the contact position constraint. The simulation results show that the corrected human posture has good action smoothness. This paper first proposes a knowledge-based generic sports-assisted training framework based on generalizing the traditional sports training model. The framework contains four main modules: domain knowledge, trainees, sport evaluation, and controller. The domain knowledge module is a digital representation of the knowledge of the exercise content, improvement instructions, and skill indicators of the sport; the trainee module is the active response of the trainee to the exercise content and improvement instructions; the motion evaluation module uses motion capture technology to obtain the raw motion data of the trainee and further calculates the motion characteristics; the controller module proposes improvement instructions to the trainee or makes him/her practice new content based on the results of the motion evaluation. Based on the results of the motion evaluation, the controller module proposes improvement instructions or makes the trainee practice new content until the trainee achieves the desired goal.


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