任亚伟, 沈乐君, 杨刚, 柴慧敏. 2018: 羽毛球运动员在三维空间区域中的空间效用分析——以林丹与安赛龙的比赛为例. 体育科学, 38(3): 80-89,97. DOI: 10.16469/j.css.201803010
    引用本文: 任亚伟, 沈乐君, 杨刚, 柴慧敏. 2018: 羽毛球运动员在三维空间区域中的空间效用分析——以林丹与安赛龙的比赛为例. 体育科学, 38(3): 80-89,97. DOI: 10.16469/j.css.201803010
    REN Ya-wei, SHEN Le-jun, YANG Gang, CHAI Hui-min. 2018: The Spacial Utility of Badminton Players in 3D Space——Games between LIN Dan and Viktor Axelsen. China Sport Science, 38(3): 80-89,97. DOI: 10.16469/j.css.201803010
    Citation: REN Ya-wei, SHEN Le-jun, YANG Gang, CHAI Hui-min. 2018: The Spacial Utility of Badminton Players in 3D Space——Games between LIN Dan and Viktor Axelsen. China Sport Science, 38(3): 80-89,97. DOI: 10.16469/j.css.201803010

    羽毛球运动员在三维空间区域中的空间效用分析——以林丹与安赛龙的比赛为例

    The Spacial Utility of Badminton Players in 3D Space——Games between LIN Dan and Viktor Axelsen

    • 摘要: 利用单目视觉的技术路线得到羽毛球比赛的三维信息, 将羽毛球场空间重新划分为L (Low) 、M (Middle) 、H (High) 3层空间和更为详细的36-空间。通过L、M、H空间技术分布命名了全新的空间:防守空间、过渡空间和进攻空间。其次, 通过对击球结果的统计, 发现了运动员的“甜点空间”和击球“甜点位置”。最后以击球效果的统计分析为基础, 通过全新的空间效用对运动员的击球空间进行对比评估。研究结果表明, L空间的效用最低, 比赛的最终结果主要受H空间效用的影响。

       

      Abstract: In this paper, we cut 3 D space into three slices (L-M-H space) , and subsequently divide it into 36 sub-space (36-space) . The data convinces us to name L-M-H space as defense space, transition space and assault spaces respectively. We found the sweet space and dessert location in badminton game. Moreover, the player's decision can be evaluated by spacial utility in L-M-H space or 36-space. This utility function considers not only winning probability but also strike effect, such as initiative holding. The experimental result shows that the lowest utility space is L-space and H-space affects the final results.

       

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