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  • Special Issue Others

    A case study of the use of match video analysis tools in Judo: Attempts of visualizing the competition realities of an athlete

    Ryosuke Ozaki

    In this study, we analyzed match videos of a university Judo Player (Player A) utilizing the SPLYZA TEAMS matched video analysis tool. This is the first case study of Judo match analysis using the SPLYZA TEAMS software. A total of 13 matches involving Player A were analyzed in this study. Prior to the analysis, Player A formulated three hypotheses for the matching implementation. The analysis rejected two of the three hypotheses established at the beginning of the study. However, a notable trend emerged, revealing a proclivity for the Kumite situation for initiating Nage-waza from disadvantaged positions in matches that resulted in a loss. This novel finding was obtained by analyzing the data using the SPLYZA TEAMS software.

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  • Special Issue Environmental Sciences Psychology and Education Sociology

    The Effects of Positive and Negative Ions on esports Performance and Arousal Levels Part 2 -Testing Higher Ion Density-

    Goichi Hagiwara

    The purpose of this study was to investigate the psychological effects of higher positive and negative ion conditions on the arousal levels of esports players during a racing game. Participants (10 males) from a collegiate esports team were the participants in the study. The effects of higher concentrations of positive and negative ions were evaluated in a randomized crossover. Each participant performed two experiments four weeks apart; two experimental environments were used: positive and negative ions filling the atmosphere (PNI) condition and a control (CON) condition. A car racing game was employed as the performance task. Arousal was measured by the two-dimensional mood scale (TDMS) and electroencephalogram (EEG). EEG was used to measure arousal. The results showed that the level of arousal in the subjective assessment and the level of arousal in the EEG were significantly higher in the CON condition for PNI. In addition, PNI performed significantly better on the game task than in the CON condition. The present study demonstrated in positive and negative ion environments with higher concentrations than in the previous study, and the results showed higher arousal levels in subjective assessments, indicating that higher concentrations of ionic environments are beneficial for esports players.

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  • Special Issue Psychology and Education

    Practical research on the use of digital pens in high school rugby club activities

    Katsuro Kitamura

    Tactics play a crucial role in sports; however, coaching presents various challenges. This study examined the impact of utilizing practice notes created with a digital pen capable of simultaneously recording and playing back both audio and texts/drawings on tactical understanding. The participants were high school rugby team members and coaches. The results of a four-month practical investigation revealed that the learning experiences of tactical understanding in high school rugby teams manifested through four categories: awareness of the difficulty of tactical understanding, exploration of experiential facts, contemplation, and integration into practice. It is speculated that the utilization of the digital pen not only encouraged a deeper understanding of tactics through the formation of a meta-perspective but also led to learning strategies aimed at activating knowledge.

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  • Special Issue Psychology

    Transferability of Multiple Object Tracking Skill Training to Professional Baseball Players’ Hitting Performance

    Ryousuke Furukado

    This study aimed to determine the effects of multiple object tracking (MOT) skill training on elite baseball players. Baseball demands athletes to exhibit a high level of dynamic movement and quick and accurate situational judgment in multiple situations, including offense, defense, and base running. However, current research has not clarified whether the effects of MOT skills training are transferable to baseball performance. We investigated whether MOT skill training influenced baseball hitting performance before and after the intervention. Twelve players from a Japanese professional baseball team participated, and the intervention spanned approximately five months. The MOT skills of all players significantly improved (n=12). Additionally, we assessed the changes in hitting performance following MOT skill training. The results revealed a significant trend toward an improvement in the zone contact rate, zone swing strike rate, and outside swing strike rate in the breaking ball condition, such as the curveball and slider, indicating a large effect size (n=6). Further research across various competition levels is necessary to explore the transfer effects of MOT training on baseball-specific parameters.

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  • Special Issue Information Sciences

    Development of Video Switching Systemin Sport Fields

    Yoshimasa Umehara
    Wenyuan Jiang

    In Japan, the Sport Basic Plan was formulated in 2012, which mentions not only the development of highly qualified sports instructors but also new perspectives such as the provision of programs in which everyone can enjoy the value of sports together. Against this background, trials of new technologies utilizing the latest ICT equipment such as sensor devices are being made. However, in college sports, where financial resources are often limited, shooting with hand-held video cameras is the most common method, which may cause the manager to overlook important scenes of play depending on his or her skill level. This problem affects not only competitors but also spectators. To solve this problem, we develop a system for capturing video images of the entire field with multiple fixed video cameras so that the system can automatically switch from one to another video of the most appropriate camera for the respective scenes of play. The results of the demonstration experiments in basketball and futsal showed that the switching video of the proposed technology can be utilized for tactical analysis in sports.

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  • Special Issue Psychology and Education

    Visualization of Motion Image by Humanoid Input Device for Shooting Motion in Basketball and Its Effectiveness

    Katsuro Kitamura
    Yuichiro Matsuura

    The use of imagery is effective for the acquisition of sports movements. However, the details of recalled images have not yet been clarified. Therefore, the purpose of this study was to visualize the image of a basketball shooting motion using a humanoid input device. We also aimed to clarify the effects of such visualizations on the formation of the players’ movement images and the understanding of their movement skills. Six elite female athletes belonging to a professional team and six high-school female athletes who had participated in national tournaments were selected as participants, and motion images were created using a humanoid input device. The results of the analysis indicated that the detailed reproducibility of the motion images and the relationship between the individual movements and the whole movement differed according to the proficiency level of the shooting movement. In addition, it was suggested that in the acquisition of the shooting motion, the promotion of metacognitive activities for one's own motion enhances the analytical and individual sensory understanding of the motion, as well as the formation of an image that relates the whole motion.

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  • Article Psychology

    Changing weight perception using augmented reality

    Ryo Watanabe
    Junki Inoue
    Kouki Yokoyama
    Takuma Umemori
    Tsuyoshi Ishikawa
    Takanobu Omata
    Takahiro Higuchi

    Augmented reality (AR) is a technology that renders computer-generated (CG) images onto the physical world in real time. To establish technology to alter weight perception using CG images in an AR environment, we investigated whether the size of virtual objects superimposed on a physical object would affect perceived heaviness. Participants (n = 22) wore a head-mounted display with a stereo camera and observed an object overlaid with a CG image. They lifted the object vertically and rated its subjective heaviness. We found that the virtually smaller object was perceived to be heavier than the virtually larger object among a large share of participants, indicating that a well-known phenomenon, the size-weight illusion (SWI), occurred. The SWI did not occur when the virtual size became larger or smaller after movement to reach the object was initiated. Our results suggest that presenting virtual objects in an AR environment effectively altered weight perception.

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  • Article Business & Management Economics Education Others Psychology

    The Effect of Auditory Stimulation on College Sports Team and University Identification of Media Spectators: Focusing on the Presence or Absence of Live Play-by-Play Announcements and Commentary

    Masaya Muneda
    Takahiro Kitamura
    Shinichi Kawamae
    Keisuke Matsuki

    This study aimed to determine how college sports team identifications and university identifications of college sports media viewers differ depending on the presence or absence of live play-by-play announcements and commentary. The participants in the experiment were 115 students from University A. A screening survey was conducted to confirm that these were essential attributes, resulting in 58 and 57 participants in the groups with commentary and without commentary, respectively. We conducted an Internet survey with these two groups of experimental participants before and after watching videos of the games. The results showed that only the group with commentary demonstrated improvements in the "public evaluation" of the college sports team and university identification (College sports team: F (1, 113) = 5.28, p < .05; University: F (1, 113) = 5.28, p < .05).

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  • Article Information Sciences

    Measurement of Motor-vehicle Traffic Volume Using Camera Images and Artificial Intelligence

    Ryuichi Imai
    Daisuke Kamiya
    Yuhei Yamamoto
    Wenyuan Jiang
    Masaya Nakahara
    Koki Nakahata
    Shigenori Tanaka

    In Japan, road traffic censuses are conducted to assess road traffic conditions. Recently, techniques for counting traffic volume from video images have been attracting considerable attention in order to improve work efficiency and save labor, and a large number of technologies have been developed. However, since traffic volume surveys are often conducted 24 hours a day, day and night, at various sites and under various weather conditions, existing technologies have yet to reach the counting accuracy required in practice. The authors aim to develop techniques for traffic volume surveys applicable in practice by applying artificial intelligence. This paper reports the results of a case study in which the proposed techniques were applied to the video taken during actual traffic volume surveys.

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  • Article Education Psychology

    Creating a scale for measuring non-cognitive abilities developed through sports for elementary school students

    Keita Kawazu
    Shunsuke Sakata
    Daisuke Miyamoto
    Yudai Ichikawa
    Hirohisa Isogai

    The purpose of this study was to create a scale to measure non-cognitive skills that can be developed through sport. To begin, a draft of a non-cognitive ability measurement scale was developed based on previous research. A preliminary survey of 346 elementary school students (318 males and 28 females, mean age 8.90 ± 1.76 years) was conducted, and a preliminary scale was created using exploratory factor analysis. A subsequent main survey was conducted with 1171 elementary school students (1025 males and 146 females, mean age 8.77 ± 1.73). In the present study, confirmatory factor analysis, reliability testing using cronbach's alpha, and structural validity of the entire scale were examined using structural analysis of covariance. Furthermore, theoretical interpretations were also taken into account, and finally, a non-cognitive ability measurement scale that can be developed through sports for elementary school students was created, consisting of 50 items with 5 factors: "self-management," "problem-solving," "cooperativeness," "leadership," and "greetings/polite".

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