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  • *Hidehiko Okada, Shota Nioka
    SCIS & ISIS
    2010年 2010 巻 SA-E5-1
    発行日: 2010年
    公開日: 2012/03/28
    会議録・要旨集 フリー
    The authors propose an augmented reality application system for Mahjong. The idea of this application is that visual augmentation by means of the AR method will help a Mahjong beginner play games, learn rules from his/her game experiences under the support of the system, and thus become an experienced player who can play without any support. The system captures Mahjong tiles via a USB camera, recognize the current state, and visually augment tiles to guide the user perform desirable actions. Our implementation and evaluation of the system are reported in this paper.
  • Ryuta Koyanagi
    Football Science
    2019年 16 巻 10-15
    発行日: 2019年
    公開日: 2023/03/30
    ジャーナル フリー

    The purpose of this study was to quantitatively and qualitatively evaluate the use of punts in top-level rugby games to clarify their practical use by

    winning
    teams. Subjects were punts (n=4737) in the Japan Rugby Top League 2016–2017 season. Punts were first categorized into Time, Area, Start of Possession, R/Ms (Rucks and Mauls) and Position. They were then classified qualitatively into “Effective” or “Ineffective”.

    Results reveal that punts achieved greater statistical significance in

    winning
    teams in Half Way to Opp 22 (t=5.17, p<.01) , Opp 22 to TRY Line (t=5.18, p<.01) , TURNOVER (t=3.30, p<.01) , RESTART (t=6.91, p<.01) , and 1 R/Ms (t=2.89, p<.01) than in losing teams. They have a better point from the qualitative perspective. Results suggest that the use of punts in these situations is effective from the quantitative and qualitative viewpoints; and it is expected that this research will contribute to rugby in that it focuses on top-level rugby games and is based on a significant number of punts.

  • Miho Akiyama, Hiroshi Ninomiya, Takuya Saito
    Journal of Robotics and Mechatronics
    2023年 35 巻 1 号 194-205
    発行日: 2023/02/20
    公開日: 2023/02/20
    ジャーナル オープンアクセス

    A structure is proposed for high-speed

    goal
    recognition by SSD MobileNet using the Coral USB Accelerator. It was confirmed that the
    goal
    recognition rate from a long distance is equal to or better than that of conventional methods. Using this method, two CanSat contests were won. The aim of the CanSat competitions is to guide the CanSat to a distance of 0 m from the
    goal
    . It is initially guided by GPS but must eventually employ an image recognition model to identify the nearby
    goal
    . Zero-meter guidance to the
    goal
    was achieved in the Tanegashima Rocket Contest 2018 using a method that recognized the color of the
    goal
    by the color of the image, but it was vulnerable to changes in lighting conditions, such as weather changes. Therefore, a deep-learning method for CanSat
    goal
    recognition was applied for the first time at ARLISS 2019, and the zero-distance
    goal
    was achieved,
    winning
    the competition. However, it took more than 10 s for recognition owing to the CPU calculations, making it time consuming to reach the
    goal
    . The conventional method uses image classification to recognize the location of a
    goal
    by preparing multiple regions of interest (ROIs) in the image and repeating the recognition operations for each ROI. However, this method has a complex algorithm and requires the recognition of more ROIs to recognize goals over long distances, which is computationally time consuming. Object detection is an effective method to identify the location of the target object in an image. However, even if the lightest SSD MobileNet V1 and V2 and a hardware accelerator are used, the computation time may not be short enough because the computer is a Raspberry Pi Zero, the weakest class of Linux computers. In addition, if SSD MobileNet V1 and V2 do not have a sufficiently high recognition rate at long distances from the
    goal
    compared with conventional methods, it will be difficult to adapt them to a CanSat. To clarify this, SSD MobileNet V1 and V2 were applied to a Raspberry Pi Zero connected to a Coral USB Accelerator, and the recognition rate and recognition time were investigated at long distances from the
    goal
    . It was found that the recognition rate was equivalent to or better than that of the conventional method, even at long distances from the
    goal
    , and that the recognition time was sufficiently short (approximately 0.2 s). The effectiveness of the proposed method was evaluated at the Noshiro Space Event 2021 and Asagiri CanSat Drop Test (ACTS) 2021, and the 0-m
    goal
    was achieved at both events.

  • Masayuki HAMAGUCHI, Ikue HAMAGUCHI, Daisuke MATSUMOTO
    教育医学
    2021年 64 巻 3 号 215-225
    発行日: 2021年
    公開日: 2021/10/01
    ジャーナル オープンアクセス
    本研究では,競技と食生活の関連についての報告例がみられない剣道競技者を対象者とし,ス ポーツ選手の食生活が目標志向性に及ぼす影響について研究を行った.その結果,朝食摂取頻度 においては,高い関係性がみられた.また,食事量や食事バランスなどにおいても目標志向性と の間に高い関係性がみられた.以上のことから,スポーツ選手の食生活は,目標志向性に影響を 及ぼすことが明らかとなった.  しかし,これまで食生活は家庭教育に頼る部分が大きいとされてきたが,近年では家庭の教育 力が低下していることが指摘されている.朝食の重要性を含めた食育については,大学をはじめ とする高等教育機関としても,その重要性を認識し,学生の朝食摂取を支援する対策が必要であ ることが明らかとなった.さらに,剣道における目標志向性を向上させるためには,剣道競技者 に対しても,食生活の重要性を認識させる食育が重要であると示唆された.
  • Miho Akiyama, Takuya Saito
    Journal of Robotics and Mechatronics
    2021年 33 巻 6 号 1359-1372
    発行日: 2021/12/20
    公開日: 2021/12/20
    ジャーナル オープンアクセス

    In this study, we propose a method for CanSat to recognize and guide a

    goal
    using deep learning image classification even 10 m away from the
    goal
    , and describe the results of demonstrative evaluation to confirm the effectiveness of the method. We applied deep learning image classification to
    goal
    recognition in CanSat for the first time at ARLISS 2019, and succeeded in guiding it almost all the way to the
    goal
    in all three races,
    winning
    the first place as overall winner. However, the conventional method has a drawback in that the
    goal
    recognition rate drops significantly when the CanSat is more than 6–7 m away from the
    goal
    , making it difficult to guide the CanSat to the
    goal
    when it moves away from the
    goal
    because of various factors. To enable
    goal
    recognition from a distance of 10 m from the
    goal
    , we investigated the number of horizontal regions of interest divisions and the method of vertical shifts during image recognition, and clarified the effective number of divisions and recognition rate using experiments. Although object detection is commonly used to detect the position of an object from an image by deep learning, we confirmed that the proposed method has a higher recognition rate at long distances and a shorter computation time than SSD MobileNet V1. In addition, we participated in the CanSat contest ACTS 2020 to evaluate the effectiveness of the proposed method and achieved the zero-distance
    goal
    in all three competitions, demonstrating its effectiveness by
    winning
    first place in the comeback category.

  • ―「予祝」という考えを手がかりに―
    前村 かおり, 三浦 健, 金高 宏文
    コーチング学研究
    2023年 36 巻 2 号 127-143
    発行日: 2023/03/20
    公開日: 2023/03/31
    ジャーナル フリー

     The author has been coaching the women's basketball club in high school for 11 years. In this study, we report on my efforts to relieve myself from the pressure of “not losing”, which was a turning point for me as a coach. It happened in the fourth year when I became the head coach of the high school in M prefecture that have made it to the national tournament many times and have won national championships. I was almost overwhelmed by the pressure of “what if I could not lead the team to the national tournament” before the prefectural tournament. At that time, I came across a book “MAEIWAI NO HOUSOKU” and I started “YOSYUKU (Preliminary celebration)”. “YOSYUKU” is to have a concrete image of “when and after

    winning
    ” before heading to the match, and to enjoy the mood. As a result, the
    goal
    of the coaching was no longer a vague “
    winning
    the national championship” but a clear and feasible
    goal
    “I want to experience the happiness of myself and the people around me after achieving the
    goal
    of
    winning
    the national championship. Therefore, my approach of coaching changed from “traditional inheritance and coach-centered” coaching to “player-centered” coaching. I did not think about “when I lost” and I was not afraid to lose. Through such efforts, the vague
    goal
    of both the author and the members was “I am dying to achieve”, and the practice and games became “fun”. As a result, the team's performance improved.

  • Jun-Hyun KIM
    体育・スポーツ哲学研究
    2020年 42 巻 2 号 83-96
    発行日: 2020年
    公開日: 2021/08/11
    ジャーナル フリー

    In modern sports there are many phenomena which cannot be explained from the perspective of competition against others and the criteria that distinguish between victory and defeat. This paper will refer to these phenomena that require a philosophical explanation as 'victory in competition against oneself' (VICAO). Based on competition against oneself, this paper aims to identify VICAO by using the example of Son Yeon-Jae from three perspectives (what, how, why), which are the starting points of philosophy. This paper approaches the objective in the following manners: first, the concept of competition against oneself will be reviewed based on the works of Carolyn E. Thomas, John W. Loy, and Leslie A. Howe; second, based on the works of Paul Weiss, and Thomas, this paper identifies what records and performance are; third, this paper identifies what VICAO is based on Howe's first level of competition against oneself, which can apply to the concept of excellence; lastly, using a particular assumption, this paper identifies how one can achieve VICAO and why one counts oneself as having won a victory in VICAO. Through these processes, the following points are clarified:(1) records and performance can be considered excellence through a comparison with oneself based on self-improvement;(2) the victory by Son Yeon-Jae is VICAO defined by herself based on having achieved physical excellence;(3) for athletes, the necessary condition for VICAO is to affirm the process and means by obeying constitutive rules, and the reason why one can count oneself as having won a victory in VICAO is that they can affirm themself, based on the premise that they achieved excellence by obeying constitutive rules as an internal struggle. From the information stated above, this paper will suggest the significance of VICAO as a possible alternative to the inherent tendency in modern sports to win in competition against others at any cost.

  • Eiko Yamada, Hiroshi Aida, Hajime Fujimoto, Akira Nakagawa
    International Journal of Sport and Health Science
    2014年 12 巻 1-10
    発行日: 2014年
    公開日: 2014/03/18
    [早期公開] 公開日: 2014/01/30
    ジャーナル フリー
    The purpose of this study was to reveal the differences in game performance between
    winning
    and losing European teams, with special emphasis on a comparative analysis of shooting situations. The sample of games comprised 1111 scenes (losing team scenes: 559,
    winning
    team scenes: 552) played between the European women's national team and the data were processed using Fisher's exact test and the Mann-Whitney U test. The main results were as follows:
    1) Total attack efficiency and shot efficiency were significantly lower for the losing teams, but there was no difference in the occurrence rate of technical faults.
    2) The occurrence rate of fast breaks and shot efficiency in organized attacks were significantly lower for losing teams compared to
    winning
    teams.
    3) The occurrence rate and efficiency of 6-m shots were significantly lower for losing teams compared to
    winning
    teams.
    4) The efficiency for in-contact shots was significantly lower for losing teams compared to
    winning
    teams.
  • Mitsuharu Omine
    International Journal of Sport and Health Science
    2020年 18 巻 261-267
    発行日: 2020年
    公開日: 2021/05/21
    [早期公開] 公開日: 2020/12/22
    ジャーナル フリー

    The purpose of this study was to present a new perspective on the problem of attempting to lose a game on purpose through a consideration of whether doing so threatens the existence of sport. We began by hypothesizing the concept of “failed athletic contests”, which has been discussed in the field of sport philosophy, as jeopardizing the existence of this activity. We then examined the concept of “losing games on purpose” with reference to the “failed athletic contests” theory of Kawatani (2013). We examined 2 broad categories of “losing games on purpose”: one where defeat is clearly the

    goal
    , and the other where players deceive referees and spectators by behaving as though they want to win, while in fact actually trying to lose.

    Kawatani claims that games where an ethos (internal purpose) is not achieved, even though the contest is based on athletes playing according to the rules, constitute “failed athletic contests”. He found that player commitment to

    winning
    is necessary as a condition in achieving the ethos of the game, suggesting that “losing games on purpose” in either category constitutes a “failed athletic contest” in that athletes are not committed to victory and the ethos is not established. On the other hand, it was also clarified that there is a dilemma for players in athletic meets when a commitment to
    winning
    is called for, but when this is occasionally in conflict with the ethos of individual games.

    For the second category, it was also revealed that referees and spectators were not aware of the nature of such a defeat when it was concealed. This suggests that the second category of “losing games on purpose” is more problematic than the first.

  • Reijer Grimbergen, Hitoshi Matsubara
    人工知能学会論文誌
    2001年 16 巻 1 号 55-62
    発行日: 2001年
    公開日: 2002/02/28
    ジャーナル フリー
    In games where the average number of legal moves is too high, it is not possible to do full-width search to a depth sufficient for good play. A way to achieve deeper search is to reduce the number of moves to search. In this paper a new method for Plausible Move Generation (PMG)will be presented that considerably reduces the number of search candidates. This plausible move generation method will be applied to shogi. We will present different types of plausible move generators for different types of moves, based on the static evaluation of a shogi position. Test results show that in shogi this set of plausible move generators reduces the number of moves to search by 33.2% on average. Plausible move generation is still very accurate: 99.5% of all expert moves in 12097 test positions were generated by our method. Search based on plausible move generation has also been compared with search without plausible move generation. First, in 298 tactical shogi problems, using plausible move generation increased the number of solved problems with 34%. Second, in a self-play experiment a shogi program based on plausible move generation beat a shogi program based on full-width search in 80% of the games.
  • 徳永 幹雄
    体育学研究
    2001年 46 巻 1 号 1-17
    発行日: 2001/01/10
    公開日: 2017/09/27
    ジャーナル フリー
    スポーツ選手の心理的競技能力を診断する方法を開発する目的から,1983年以来,種々のスポーツ選手を対象に調査を行った.約15年間に5,334名のスポーツ選手に調査した.その後,スポーツ選手の諸特性との関係を統計的に分析するために,心理的競技能力の因子,下位尺度及び総合得点を算出し,妥当性や信頼性を検証した.その主な結果は,つぎのとおりである.1.スポーツ選手の心理的「特性」としての心理的競技能力を診断する方法として52(嘘尺度4項目を含む)の質問項目から構成され,12尺度及び5因子に分類される調査法である「心理的競技能力診断検査(DIPCA2)」を開発した.2.スポーツ選手の心理的「状態」として心理的競技能力を診断する方法として次の2つの方法を開発した.1)スポーツ選手の試合前の心理状態を診断する方法として20(嘘尺度2項目を含む)の質問項目で構成され,9尺度及び5因子に分類される調査法である「試合前の心理状態診断検査(DIPS-B.1)」を開発した.2)スポーツ選手の試合中の心理状態を診断する方法として10の質問項目から構成される調査法である「試合中の心理状態診断法(DIPS-D.2)」を開発した.3.スポーツ選手の心理面の指導のために3つの診断検査のシステム化を試みた.
  • Hanako Murase
    Journal of Health Psychology Research
    2018年 30 巻 Special_issue 号 217-227
    発行日: 2018/02/01
    公開日: 2018/02/23
    [早期公開] 公開日: 2017/12/18
    ジャーナル フリー

    While many people across the world enjoy gambling as a form of leisure, approximately 1–5% of the population struggles with gambling disorder. This rate is known to be even higher in Japan. Although a clinical diagnosis for gambling has long existed, not many clinicians are familiar with its etiology or treatment methods. Casino operation was recently legalized in Japan; while an economic boost is expected, an increase in gambling-related problems is also of concern. Because of the growing interest on the impact of gambling and gambling disorder in Japan, this paper aims to provide a comprehensive review of literature on gambling-related issues. Specifically, the following topics are discussed: 1) the prevalence and diagnostic classification, 2) etiological factors, and 3) interventions. Due to similarities between Japanese and American treatment environments, findings from the studies conducted in the U.S. are the primary focus of this paper. Recommendations to Japanese researchers, treatment providers, and other stakeholders are also provided.

  • Ryuta Koyanagi
    Football Science
    2021年 18 巻 1-14
    発行日: 2021年
    公開日: 2023/03/30
    ジャーナル フリー

    The purpose of this study was to obtain qualitative knowledge regarding the effective punts in rugby union by using an embedded model of mixed methods. In previous research, punts in the last 20 min; punts past own team’s 22m area; punts in Turnover, Restart, and Quick tap; punts in 1 ruck/ mauls; and punts in Scrum Half were significantly different between the

    Winning
    Team and Losing Team. For better interpretation of these results and further analysis for this qualitative research, a semi-structured interview was conducted with two elite Japanese players. The systematic cause analysis technique was used to analyze the data.

    Our findings were as follows:

    Winning
    Team could use Area kick, Grubber kick, and Kick pass past their own 22m area.

    ・High accuracy of the Long kick is one of characteristics of players in the

    Winning
    Team.

    ・Punts by team tactics would be effective in the Restart situation.

    ・A dominance at an attacking gain line in the opponent’s area provides players an opportunity to use punts in Scrum Half.

    These findings contribute to the practical knowledge regarding punts and could be useful for players and coaches.

  • *Yung-Ling Lai, Shiao-Fan Chang, Ting-Chun Ko
    SCIS & ISIS
    2006年 2006 巻 SA-D2-4
    発行日: 2006年
    公開日: 2008/09/12
    会議録・要旨集 フリー
    Artificial intelligence a lgorithms have been applied on computer board games since 1953. Among all computer board games, because of its low branching property, Othello can easily defeat humans by designing with min-max search and alphs-beta pruning. Nowadays, the
    goal
    of computer Othello is no longer to challenge people but to compete against other computer programs. This paper improves the computer Othello's opening strategy, mid-game strategy, and end-game strategy. The opening strategy is enhanced by improving self-learning efficiency using pattern recognition. The evaluation function is designed by combining the Line-pattern evaluation with other evaluation functions and by using an improved genetic algorithm to optimize the parameters. Then implement dynamic programming in min-max search and alpha-beta pruning to make the searching engine more efficient and to improve the depth of perfect-searching.
  • Kazuya Yoshida
    工学教育
    2010年 58 巻 6 号 6_50-6_53
    発行日: 2010年
    公開日: 2010/12/16
    ジャーナル フリー
    Tohoku University has been offering a project-based hands-on program to the first year of graduate level (MSc) students. The program was initiated under the support from ministry of education, culture, sports, science and technology (MEXT), Japan in 2005, and designed so that the students can learn how to make a mechanical system work in a real world through the experience of a short-term project with a small size of group members. The
    goal
    of each project is, for example, to develop a model airplane that can fly autonomously, to develop an autonomous mobile robot that can travel and reach a given destination in outdoor field, or to develop a robot system for a world championship. In order to achieve their goals, the students experience a number of trials and errors. They also learn the importance of the communication among the members, the consequence of the scheduling and time management, the hardship of the troubleshooting, and finally the joy of the success. In this paper, the author describes some examples of such hands-on projects conducted both in domestic and international education programs.
  • Furferi Rocco, Gelli Maurizio
    Journal of Textile Engineering
    2010年 56 巻 5 号 159-161
    発行日: 2010/10/15
    公開日: 2011/01/04
    ジャーナル フリー
    This paper summarizes the main results of the Italian project “Comfort Tecnologico”, that was granted a subvention by the HI TEX pilot Program 2007/2008 managed by Tuscany regional authority Regione Toscana. The “Comfort Tecnologico” Project
    goal
    is to combine fine natural fibers (such as cashmere, alpaca, mohair and wool, pure or mixed) with different types of metals yarns to create new category of fabrics and garments with high comfort characteristics. Different tests have been performed on several samples of different materials and results have been compared. Copper and cashmere turned out as the most promising combination in terms of improved characteristics of the newly created yarns and textiles. At the end, some remarks and perspectives regarding future development have been addressed.
  • Masako HASEGAWA, Masahiro TODA, Kanehisa MORIMOTO
    Biomedical Research
    2008年 29 巻 1 号 43-46
    発行日: 2008年
    公開日: 2008/03/14
    ジャーナル フリー
    Using a representative table game popular in Japan known as shogi, or Japanese chess, we investigated the effects of
    winning
    and losing on saliva composition. The subjects were 90 healthy male university students who were members of a shogi club. Saliva samples were collected immediately before and after playing shogi, and again 30 min later. Salivary cortisol and testosterone levels in the samples were determined by ELISA and EIA, respectively. After finishing each game, the competitiveness of the game was evaluated using questionnaires. In the samples taken after playing shogi, there was an increase in the levels of salivary testosterone and cortisol, regardless of whether the subject won or lost, and the tendency was more pronounced in competitive games. There were no such changes in the control group, who did not play a game prior to providing the samples. Our results suggest that stress response is intimately linked with competition and could be used to determine which players are more capable of handing stress in a competitive environment.
  • Kazuki TERAOKA, Kohei HATANO, Eiji TAKIMOTO
    IEICE Transactions on Information and Systems
    2014年 E97.D 巻 3 号 392-398
    発行日: 2014/03/01
    公開日: 2014/03/01
    ジャーナル フリー
    We consider Monte Carlo tree search problem, a variant of Min-Max tree search problem where the score of each leaf is the expectation of some Bernoulli variables and not explicitly given but can be estimated through (random) playouts. The
    goal
    of this problem is, given a game tree and an oracle that returns an outcome of a playout, to find a child node of the root which attains an approximate min-max score. This problem arises in two player games such as computer Go. We propose a simple and efficient algorithm for Monte Carlo tree search problem.
  • Guangwei LI, Mingzhe JIN, Yasuko NAKAMURA
    PSYCHOLOGIA
    2023年 65 巻 2 号 273-283
    発行日: 2023年
    公開日: 2024/03/27
    [早期公開] 公開日: 2024/03/01
    ジャーナル フリー

    According to the “prediction processing theory” in cognitive neuroscience, the human brain represents information by minimizing prediction errors through continuous model updates. However, it remains unclear how such cognitive features can be quantitatively captured within the realm of literary creative activities. In this study, we examined whether the contemporary Japanese novelist, Minae Mizumura, achieved her

    goal
    of creating modern literature. Comparative analysis was conducted by utilizing a diachronic corpus of modern Japanese novels. It was found that Mizumura’s novel The Light and Dark Continues, which she consciously wrote in the style of the novelist Soseki Natsume, closely aligns with her ideal of modern literature. Conversely, her subsequent works exhibit different tendencies. The results provide evidence that Mizumura intentionally employs the means of transformation to adapt to changes in the era and meet reader demands while inheriting the legacy of modern literature.

  • Mitsuharu Omine
    International Journal of Sport and Health Science
    2017年 15 巻 120-125
    発行日: 2017年
    公開日: 2018/03/23
    [早期公開] 公開日: 2017/09/05
    ジャーナル フリー
    This study investigated trash talk among soccer players, focusing on whether it actually disturbed playing performance and whether the ability to ignore such trash talk was an asset to the game. The “Laws of the Game” of soccer stipulate that any player who uses “offensive, insulting or abusive language and/or gestures” should be dismissed from the field. Therefore, any penalty imposed on players for such behavior can be interpreted as sanctions for prohibited act.
    Furthermore, any game in which offensive or insulting remark are used was considered by reference to Kawatani's opinion about excellence and “failed athletic contest”. When a referee penalizes a player appropriately for such behavior, it is suggested that the game has not “failed”. On the other hand, as such behavior is often difficult for a referee to notice, an appropriate penalty is sometimes not administered. Therefore, it is suggested that an offensive or insulting remark is an act that indirectly destroys the ethos of a game. I conclude that the ability to ignore trash talk is not an asset to the game in principle, but that such ability is practically necessary.
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