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    <title>Ergebnis für Versionen - 4091036</title>
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    <item>
      <title>Virtuelle Realität vs. reale Welt: 3D-Bewegungsanalyse im Tischtennis</title>
      <pubDate>Mon, 01 Jan 2024 04:00:04 +0100</pubDate>
      <link>https://sponet.de/sponet/Record/4091036</link>
      <guid>https://sponet.de/sponet/Record/4091036</guid>
      <author>Škopek, M.</author>
      <author>Hnízdil, J.</author>
      <author>Ševcovic, J.</author>
      <author>Heidler, J.</author>
      <author>Ptácek, M.</author>
      <dc:format>Artikel</dc:format>
      <dc:subject>Wettkampf</dc:subject>
      <dc:subject>Analyse</dc:subject>
      <dc:subject>Fußball</dc:subject>
      <dc:subject>Europa</dc:subject>
      <dc:subject>Spielhandlung</dc:subject>
      <dc:subject>Parameter</dc:subject>
      <dc:subject>Tracking</dc:subject>
      <dc:subject>Prognose</dc:subject>
      <dc:format>Artikel</dc:format>
      <dc:creator>Škopek, M.</dc:creator>
      <dc:creator>Hnízdil, J.</dc:creator>
      <dc:creator>Ševcovic, J.</dc:creator>
      <dc:creator>Heidler, J.</dc:creator>
      <dc:creator>Ptácek, M.</dc:creator>
      <content:encoded><![CDATA[Introduction
This study conducts a comparative analysis of packing rate key performance indicators across top football leagues in South Africa, England, Spain, Germany and the UEFA Champions League. Packing rate, a novel metric developed by Impect GmbH measures the effectiveness of player actions in bypassing opponent players, offering a deeper insight into the game into the match`s dynamics (Goes, 2019). The research aimed to evaluate its comparative applicability across different leagues using packing rate metrics. 

Methods
A large dataset of secondary data containing packing variables for 6310 matches were analysed. This quantitative study employed principal component analysis to reduce the datasets dimensions followed by analysis of variance (ANOVA) and a Turkey post-hoc tests to identify significant differences in packing rates across the leagues in all principal components analyzed.

Results
Based on the output, four out of the initial ten components were retained accounting for 74.184% of the total variance. The dimensions were organised into categories in which PC1 can be labelled as attacking efficiency, PC2 can be labelled as ball retention, PC3 can be labelled as defensive efficiency, and PC4 can be thought of in terms of adding or reducing the number of defenders. South African leagues packing statistics were significantly different from those in European leagues. Especially with regards to the adding and reducing the number of defenders. 

Conclusion
These statistically significant variations underline the need for league-specific approach when employing packing rate as a predictive tool for football match analysis. The study suggests that while packing rate analysis can differentiate between leagues, it necessitates adjustment specific to each league to be effective. This research opens avenues for further exploration into backing rate analysis, emphasising its potential as an innovative and factual tool for football analytics and match outcome predictions.]]></content:encoded>
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    <item>
      <title>Virtuelle Realität vs. reale Welt: 3D-Bewegungsanalyse im Tischtennis</title>
      <pubDate>Mon, 01 Jan 2024 04:00:04 +0100</pubDate>
      <link>https://sponet.de/sponet/Record/4091039</link>
      <guid>https://sponet.de/sponet/Record/4091039</guid>
      <author>Škopek, M.</author>
      <author>Hnízdil, J.</author>
      <author>Ševcovic, J.</author>
      <author>Heidler, J.</author>
      <author>Ptácek, M.</author>
      <dc:format>Artikel</dc:format>
      <dc:subject>Tischtennis</dc:subject>
      <dc:subject>Wahrnehmung</dc:subject>
      <dc:subject>Visualisierung</dc:subject>
      <dc:subject>Analyse</dc:subject>
      <dc:subject>Leistung</dc:subject>
      <dc:subject>Geschwindigkeit</dc:subject>
      <dc:subject>Spielhandlung</dc:subject>
      <dc:tag>virtuelle Realität</dc:tag>
      <dc:tag>Kinematik</dc:tag>
      <dc:tag>Schlag</dc:tag>
      <dc:format>Artikel</dc:format>
      <dc:creator>Škopek, M.</dc:creator>
      <dc:creator>Hnízdil, J.</dc:creator>
      <dc:creator>Ševcovic, J.</dc:creator>
      <dc:creator>Heidler, J.</dc:creator>
      <dc:creator>Ptácek, M.</dc:creator>
      <content:encoded><![CDATA[Introduction/Purpose
This study aims to compare the kinematics of movement during the execution of selected strokes in table tennis in both conventional and virtual reality environments (Michalski at al., 2019). Specifically, it focuses on comparing the motion patterns of players when performing forehand and backhand topspin strokes in regular and virtual settings using 3D motion analysis. 

Methods
Ten high-level table tennis players (sex: 8 male 2 female, age: 29,3 ± 5,7 yr, 10 years of racing experience at the level of the 1st and 2nd leagues in the Czech republic) participated in the study, utilizing Xsens MVN Awinda motion capture technology, VR goggles (Eleven table tennis) and a ball playback robot (He at al., 2020). They performed forehand and backhand topspin strokes in both real and virtual environments. Upper and lower limb kinematic data were collected and analyzed using Python. Selected data were compared between environments using the Wilcoxon test and substantive significance was expressed using the CLES parameter (Yang at al., 2021). 

Results
When performing forehand and backhand topspin strokes, statistically significant differences (p < 0.05) were observed in the kinematics of lower and upper limb movements between real and virtual environments. Statistical differences were found in all types of strikes and related to the following monitored variables: range of motion, angle at the beginning and end of the strike phase, maximum velocity, maximum angular velocity. Specifically, the study found different movement patterns in the two environments, suggesting that virtual reality changes the way players perform these movements. 

Conclusion
Based on the obtained results, we believe that there is no kinematic movement consistency in the movement of the upper and lower limbs between playing topspin shots in a regular and virtual table tennis environment. Therefore, we cannot recommend the use of virtual reality to competitive table tennis players as a suitable training tool for improving their technical level.]]></content:encoded>
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