Academic literature on the topic 'Badminton (Game)'

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Journal articles on the topic "Badminton (Game)"

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Bai, YinHui, HuiFeng Li, and XiangWei Guan. "Performance Evaluation of Badminton Trajectory Error Based on Wireless Sensor Network." International Transactions on Electrical Energy Systems 2022 (September 7, 2022): 1–10. http://dx.doi.org/10.1155/2022/5684997.

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The successful holding of the Olympic Games has made the attention to sports continue to rise. China’s badminton has always been at the forefront of the world, and since badminton became an Olympic sport, it has been tasked with winning gold medals. Because the entry of badminton is simple, badminton has a solid mass foundation in China. Badminton has a very high fitness, confrontation, and fun, with speed as the core and stability, accuracy, ruthlessness, and liveliness as the main tactical style. In professional competitions, athlete’s prediction of badminton’s trajectory is of great significance to the performance of the game, so the prediction of badminton’s trajectory is very important. This paper aims to study the performance evaluation of badminton trajectory error analysis based on wireless sensor network. It is expected to predict the trajectory of badminton with the help of wireless sensor network technology, reduce the prediction error, and improve the game performance. Sensors in WSN communicate wirelessly, so network settings are flexible, device locations can be changed at any time, and wired or wireless connections to the Internet are possible. This paper analyzes and compares the commonly used dynamic target capture algorithms, compares the advantages and disadvantages of this wireless sensor network, combines the flight characteristics of badminton, and analyzes the error of its trajectory. Aiming at the vision system in badminton monitoring, the application research on the side detection, tracking, and trajectory prediction algorithm of flying badminton in the two-dimensional image plane video stream is completed. The experimental results of this paper show that the error of using the wireless sensor network is 2 cm and the trajectory error of not using the wireless sensor network is 8 cm. It can be seen that the trajectory extraction error using the wireless sensor network strategy is small.
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Manihuruk, FransFile, Sumaryanto Sumaryanto, Sigit Nugroho, Ahmad Nasrulloh, Sumarjo Sumarjo, and Sumaryanti Sumaryanti. "Exploration of The Traditional Game of Galah Hadang: Does it Effect The Concentration, Agility and Endurance of Early Age Badminton Players?" JOSSAE (Journal of Sport Science and Education) 8, no. 1 (June 30, 2023): 11–20. http://dx.doi.org/10.26740/jossae.v8n1.p11-20.

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This study aims to determine the effect of traditional galah hadang games on concentration, agility and endurance in early athletes aged 8-11 years. This study used an experimental method with a design of one group pre-test post-test. The population in this study was 20 badminton athletes at an early age PB (Badminton Union).PT. One asahan. The sample in this study was 20 badminton athletes PB (Badminton Union).PT. One Asahan with sampling using total sampling. The analytical technique used is quantitative descriptive which is analyzed by the Paired T Test. The results showed a sig value of p= 0.00 (< 0.05) so that it was concluded: There is an influence of the traditional game of galah hadang on increasing the concentration of early age badminton athletes, there is an influence of the traditional game of galah hadang on increasing the agility of early age badminton athletes, andthere is an influence of the traditional game of galah hadang on increasing the endurance of early age badminton athletes. With the results of this study, it is expected that there will be a new study that develops a traditional game training model of galah hadang applied to early age badminton athletes.
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Makian, Siti Faratasya, Anaktototy Jacob, and Wilhelmina Unmehopa. "Peningkatan Hasil Belajar Kaki Bulutangkis Melalui Metode Latihan Pada Siswa Kelas VIII SMPN 1 Kabupaten Buru." MANGGUREBE: Journal Physical Education, Health and Recreation 4, no. 2 (September 30, 2023): 48–54. http://dx.doi.org/10.30598/manggurebevol4no2page48-54.

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Increasing step learning outcomes to the Game of Badminton for Class VIII SMP Negeri 1 Kabupaten Buru. The Thesis of Physical Education Health and Recreation Program, in Faculty of Teacher Training and Education, Pattimura University. This research aims to improve the learning outcomes of back and forth movements in the game of badminton for class VIII SMP Negeri 1 Kabupaten Buru. This research uses a type of classroom action research where the data collection. The results explain that when the training method to learning the steps to change the badminton game, there is an increase in student learning outcomes. Suggestions for PJOK teachers that they can use the practice method, especially regarding the material on changing steps in the game of badminton at SMP Negeri 1 Kabupaten Buru.
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Liu, Yang. "Project Application in the Field of Composite Materials in Badminton." Applied Mechanics and Materials 644-650 (September 2014): 4802–4. http://dx.doi.org/10.4028/www.scientific.net/amm.644-650.4802.

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In this article, through the rapid development of badminton, detailed introduces the evolution process of badminton racket, through the use of the badminton racket composites badminton flying speed, also become more and more wonderful and exciting game.
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Sivamani, S., P. Kumar, and P. Kasthuri Thilagam. "The Basic Facts of Badminton Game: An Overview S. Sivamani1,." Asian Pacific Journal of Health Sciences 9, no. 4 (June 25, 2022): 100–102. http://dx.doi.org/10.21276/apjhs.2022.9.4s.45.

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Badminton is an individual and a team sport that consist of two or four people, respectively, with high intensity in a short-duration based on the tempo of the game. Badminton requires more technique, coordination among eye and hand, and general physical fitness. It is the most popular sport in the world. This study focuses on the Necessity of the game, the Psychological Needs of a player, Badminton Skills, and the Tactical of badminton. Tall and Lean Players with an athletic body will be able to cover that entires game with full capacity to play without fatigue. Players need to be very cautious which requires psychological training to control the game under high pressure from the opponents. Players have to be very quick in making decisions during competition. This review will help the future researcher to update and to cover the required data.
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Green, Ross, Andrew T. West, and Mark E. T. Willems. "Notational Analysis and Physiological and Metabolic Responses of Male Junior Badminton Match Play." Sports 11, no. 2 (February 1, 2023): 35. http://dx.doi.org/10.3390/sports11020035.

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We examined the game characteristics of badminton and the physiological and metabolic responses in highly trained male junior players. Players from a Badminton England accredited Performance Centre (n = 10, age: 14.0 ± 1.2 y, height: 1.69 ± 0.06 m, body mass: 59.1 ± 5.0 kg) completed a 20-m shuttle run test (V˙O2max: 64 ± 7 mL·kg−1·min−1) and a simulated ability-matched competitive singles badminton game consisting of two 12-min games with a 2-min break wearing the COSMED K5 metabolic system with notational analysis. In five games, 427 points were contested with a rally time of 5.7 ± 3.7 s, a rest time of 11.2 ± 5.9 s, shots per rally of 5.6 ± 3.6, work density of 0.50 ± 0.21, an effective playing time of 32.3 ± 8.4%, and shots frequency of 1.04 ± 0.29. During badminton play, heart rate was 151 ± 12 b·min−1 (82 ± 10% of maximum heart rate), oxygen uptake was 39.2 ± 3.9 mL·kg−1·min−1 (62 ± 7% of V˙O2max), and energy expenditure was 11.2 ± 1.1 kcal·min−1 with a post-game blood lactate of 3.33 ± 0.83 mmol·L−1. Compared to adult badminton play, the physiological responses of junior badminton are lower and may be due to the shorter rally durations. Male junior badminton players should be exposed to training methodologies which include rally durations in excess of what they encounter during match play so as to develop greater consistency. Our observations on game characteristics and physiological responses during junior badminton can be used to inform training practice.
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Muhammad Hashim Darya, Nisar Ahmed Khaskheli, and Javed Ali Soomro. "Effect of Democratic Coaching Style on the Game Strategy of Badminton Players, at Region, Sukkur-Sindh." sjesr 4, no. 1 (March 16, 2021): 398–404. http://dx.doi.org/10.36902/sjesr-vol4-iss1-2021(398-404).

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This examination study was done to recognize the effect of democratic coaching style on the game strategy of badminton players. It was basic to discover the effect of prevalent democratic coaching style inside the educational structured organizations for developing successful inter-collegiate, inter-department, and inter-varsity level Badminton players. The examination was ensured on two hundred players (boys) related to Badminton-game. The players studying in various degree programs of twenty concerned Colleges of division Sukkur, (N=100) and twenty various departments of teaching (N=100) of Shah Abdul Latif University Khairpur (SALU) took an active part in the examination. The Badminton players evaluated the efficacy of democratic coaches on their game strategy, utilizing the Coaching Efficacy Scale (C.E.S), a review poll. The frequency and percentage were diversely processed with the general means as; 2.37, 2.41, 2.49, 2.37, 2.34, 2.51, which were distinctive essentially from one another. The outcomes demonstrated that the popularity-based democratic coaching style positively affects the game strategy of players to contend in the competitions. Finally, the impact of democratic coaching style on players' game strategy was found to be higher. This data would add to set up between university and between department level badminton programs all the more successfully to chase ability eventually.
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Said, Hariadi. "Sosialisasi Teknik Dasar Pukulan pada Permainan Bulutangkis di SMK Negeri Kecamatan Biau." Jambura Arena Pengabdian 1, no. 1 (July 21, 2023): 1–6. http://dx.doi.org/10.37905/jardian.v1i1.21117.

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Badminton is a sport that uses racquets in a game that is played by two people or four people with positions in different fields of the field which are bounded by a net (net). Two people for the singles game category, and for four people for the doubles and mixed game categories. The aim of the game of badminton is to try to drop the shuttlecock in the opponent's playing area and try so that the opponent cannot hit the shuttlecock in the opponent's playing area and try so that the opponent cannot hit the shuttlecock and drop it in his own playing area. The basic techniques of badminton sports must be studied first so that when playing they can do the basic techniques well so that they can support athletes to win from the techniques they do. Because one of the determinants of victory in a match is determined by mastering the basic techniques of playing in badminton games.
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Harahap, Agustin Sastrawan. "OVERVIEW OF ATHLETE BADMINTON GAME PATTERNS." Jurnal Ilmiah STOK Bina Guna Medan 8, no. 1 (March 27, 2020): 37–42. http://dx.doi.org/10.55081/jsbg.v8i1.92.

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This study aims to determine the quality of badminton games with the right play patterns from professional players in the 2016 All England world championship with the formulation of a research problem that is how the shape of the badminton athlete's game pattern at the All England world championship. Research with a qualitative approach to the acquisition of data in the form of writings (typing) from the match notes, then the data is described to answer the problem formulation. The research activity is to analyze the development of world players to be able to learn and apply the pattern of the game to athletes. The results obtained that only 2 badminton game patterns are most used by athletes to win world championship, namely 1) defensive game patterns: lob-lob-chop-net-lob-smash-net-net (defen), 2) attacking game patterns : Lob-chop-net-lob-net-drive-lob-smash. The 2016 All England World Champion by Lin Dan, with the technique of the game trying to understand the opponent's game characters first at the beginning of the game and understand the opponent's weaknesses, then determine the right game pattern at the match.
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MOMOT, O., and S. NOVIK. "COURSE SOFTWARE «THEORY AND METHODS OF TEACHING BADMINTON»." Pedagogical Sciences, no. 81 (October 20, 2023): 81–84. http://dx.doi.org/10.33989/2524-2474.2023.81.289391.

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The article reveals the content and structure of the program of the academic discipline «Тheory and methods of teaching badminton», in accordance with the educational and professional training program for applicants of the first (bachelor's) level of higher education in the specialty 014 Secondary Education (Physical Culture), which is implemented in the educational process of the Faculty of Physical Education and Sports of the Poltava V. G. Korolenko National Pedagogical University, the goal is to form students' knowledge of the history, theory and methodology of badminton teaching, mastering the technical techniques and tactical actions of the game, acquiring the necessary knowledge, abilities and skills for independent pedagogical and organizational work in various branches of physical culture and sports activities.The content of the material from the educational discipline «Theory and methods of teaching badminton» includes both practical classes and theoretical sections aimed at the formation of physical culture of students of the first (bachelor) level of higher education, based on deep knowledge and beliefs, striving to achieve a harmonious unity of physical and spiritual in a person, the habit of independently taking care of one's health and physical improvement.The expected learning outcomes of the discipline are to reproduce badminton terminology; to know the history of the development of badminton in the world and in Ukraine; the main techniques and tactics of the game, the methodology of their training; game rules; types of working documentation during competitions, gestures of the judge; name the general provisions of the game, the names of the lines, the dimensions of the court; demonstrate the performance of basic technical techniques and tactical actions of badminton; apply in practice the main methods of technique and tactics; judge the game by showing referee gestures; evaluate the level of execution of technical elements and tactics in badminton. Scientific studies devoted to the problem of the development of the sport - badminton have been analyzed.
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Dissertations / Theses on the topic "Badminton (Game)"

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Currie, Gary. "Optimizing racquethead-shuttle interaction for an effective overhead forehand clear in badminton." Thesis, McGill University, 1989. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=59550.

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The purpose of this investigation was to determine, the difference in selected kinematic variables of the shuttle-racquet head interaction for players of different ability levels executing the badminton overhead forehand clear. These variables included, (1) resultant velocity of the racquet head at contact, and (2) time between peak velocity and contact. This study also examined the total horizontal displacement of the shuttle after contact, the angle of deviation of the shuttle, the time of flight of the shuttle, the angle of projection of the shuttle after contact, and the shuttle velocity after contact. Six volunteer male subjects were divided equally into three groups corresponding to their ability; novice, intermediate, and advanced. Data were collected using a high speed motion picture camera. The data did not establish significant differences between the three groups with respect to the racquet head velocity at contact, or for the time differences between peak velocity and contact time. However, it was found that the angle of projection of the shuttle as well as the flight time of the shuttle decreased with ability.
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Shanklin, Jennifer Rae. "The impact of accountability on student response rate in a secondary physical education badminton unit." Virtual Press, 2004. http://www.oregonpdf.org.

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Jones, Christopher M. T. "An evaluation of tactical transfer from volleyball to badminton using a games classification approach." Thesis, Federation University Australia, 1999. http://researchonline.federation.edu.au/vital/access/HandleResolver/1959.17/164823.

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Särnbrink, Björn. "Vad kan man när man kan spela badminton? : En kvalitativ studie av elitspelares uppfattning av sina egna förmågor." Thesis, Gymnastik- och idrottshögskolan, GIH, Institutionen för idrotts- och hälsovetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:gih:diva-5722.

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Abstract Aim. The aim of the study was to identify what abilities that elite players in badminton develop through playing. The purpose of doing this, was to get an insight into the most skillful player’s specific abilities. To investigate what you ”can do when you can do” is of great importance for teaching sports. Hopefully this study can contribute to developing methods for teaching net-, and wall games and in the larger perspective also other categories of sports. The research question is therefore: What does it mean to master badminton? Method. Four elite players in badminton, divided into two pairs, played a singles game against each other, over three sets. The match was video-recorded. The participants watched the recorded material and subsequently a semi-structured interview was carried out. At the interview both of the players, as well as the researcher participated. Data has been processed using a step-by-step method described by Tenenbaum & Driscoll (2005). Results. A total of seven categories of abilities were identified: - Abilty to assess the ball trajectory and impact point. - Ability to very quickly reevaluate your decision, during ongoing play. - Ability to assess risk versus opportunity during play, by assessing your own and the opponent’s abilities. - Ability to adjust movements with the purpose of changing one’s tactics. - Ability to perform actions that can give you a mental advantage. - Ability to evaluate and reevaluate one and several strokes ahead. - Ability to assess probabilities and responding by making desicions on the court. Conclusion. A clear emphasis, with the elite players, lies on tactic understanding based on experience ot the game. It gives us an indication that focus in training should lie on a game based approach that trains the complex abilities needed to play the game. Therefore one should be doing less of repetitive training and focus more on exercises based on the game’s tactical idea, so called idea based training and devote themselves a lot to playing the game in modified exercises, adapted to the participant’s level. Development happens in interplay continually with your opponent.
Sammanfattning Syfte och frågeställningar. Målet med studien var att identifiera vad det är för förmågor som Elitspelare i badminton besitter. Syftet med att göra detta, var att få en insikt i de duktigaste spelarnas specifika förmågor. Att utröna vad man ”kan när man kan” är av stor vikt för att utveckla metoder för undervisning i idrottslära. Förhoppningen är att denna studie skall bidra till att vidareutveckla metoder för undervisning i nätspel och i ett större perspektiv även andra kategorier av idrotter. Frågeställningen är därför: Vad kan en spelare som behärskar badminton? Metod. Fyra elitseriespelare i badminton, indelade i två par, har spelat en singelmatch mot varandra över tre set. Deltagarna har därefter fått se det filmade materialet och en semi-strukturerad intervju har genomförts. Vid intervjun var båda spelarna, samt intervjuforskaren deltagande. Data har bearbetats enligt stegvis metod beskriven av Tenenbaum & Driscoll (Tenenbaum & Driscoll 2005). Resultat. Totalt delförmågor identifierades: - Förmåga att bedöma bollens bana och nedslagsplats. - Förmåga att mycket snabbt omvärdera sitt beslut under pågående spel. - Förmåga till bedömning av risk kontra möjlighet under pågående spel, utifrån en bedömning av sina och motståndarens egenskaper. - Förmåga att anpassa sina rörelser med syfte att förändra sin taktik. - Förmåga att utföra handlingar som ger ett mentalt övertag. - Förmåga att värdera och omvärdera ett och flera slag framåt. - Förmåga till sannolikhetsbedömning och att omsätta denna i beslut på banan. Slutsats. Tydlig tonvikt, hos elitspelarna, ligger på taktisk förståelse baserad på erfarenhet av spelet. Det ger oss en indikation på att fokus i träningen bör ligga på spelliknande övningar som tränar de komplexa förmågor som krävs i spelet. Detta pekar mot att man bör minska på mängden repetitiv träning och fokusera mer på övningar som baseras på spelets taktiska idé, s.k. idébaserad träning och ägna sig mycket åt att spela spelet i modifierade övningar, anpassade efter utövarnas nivå. Utvecklingen sker i ständig växelverkan med din motståndare.
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WU, FANG-CHIEN, and 吳芳茜. "A case study of women’s doubles game in Badminton." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/68078049743368257917.

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碩士
國立體育大學
競技與教練科學研究所
105
The purpose of this study is to analyze the skills of women's doubles players during matches by Rasch measurement. The subjects were Wu and Chiang, a pair of women’s doubles from the national team. There are two steps of methods. First, record the tournament on site. Second, observe and analyze based on the statistics from the scorers. The tournament skills were separated into seven stages, including early serving stage, middle serving stage, late serving stages, early receiving stage, middle receiving stage, late receiving stage, and rally. There are three results of this study. First, from the players’ perspective, the Rasch reliability scale is 0.87 with homogeneity and normality test. This indicates that the actual measurement is effective with sample representation. Second, from the scorers’ perspective, there is a consistency of scores from five scorers with homogeneity. Both the information-weighted mean-square fit statistic and the outlier sensitive mean-square fit statistic fit this model. It also indicates that the scores are appropriate for Rasch measurement. Third, from the skill perspective, the Rasch reliability scale is 0.93. Homogeneity and normality test prove that the estimation is effective with sample representation. The conclusion is that multi-stages of Rasch measurement quantify the performance of badminton doubles games, as well as analyze the potential of the overall match and the ability of seven-stages match skills.
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Yuan, Yee Ming, and 茹明遠. "Malaysia’s Strategies for Elite Badminton Developmentin 2016 Olympic Game." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/b96m94.

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碩士
國立臺灣師範大學
運動休閒與餐旅管理研究所
105
This study based on Structural Functionalism, this study explores the process of 2016 Malaysian Olympic gold medal plan. First of all, through the literature analysis to understand the development of the Malaysian badminton, and then explore the relationship between the Malaysian badminton organization and Podium Programme. In this study, the semi-structured interview method, the conclusion is: First, the development of the Malaysian badminton mainly to the Badminton Association in Malaysia, fourteen state associations and seven organ associations to support the development. Second, the Brazil Olympic Games Malaysia won three silver medals, compared to the London Olympics, Malaysia has made great efforts in the development of sports. Third, the Malaysian Badminton Association in the funding, manpower and policies need to seek outside support. Fourth, is regarded as the national ball of Malaysia in the national identity on the recognition, but in the cultivation of talent but there is a fault phenomenon. Therefore, the proposal for the future gold plan is as follows: First, in the organization of the relationship between the network must be a substantial increase in funding and regular members of the General Assembly. Second, schools, associations, clubs must cooperate with each other three aspects. Third, let the athletes to sports as a career. Fourth, attention to the development of female athletes, so that women's sports has become a competitive. Fifth, pay attention to people and people know the link. For the academic recommendations: First, the use of structural functional theory as the theoretical basis for research. Second, Malaysia should focus on competitive management and humanities research. Third, the gold plan to be with the multi-party strategy, participation strategies and all-round resource integration.
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xin, cai zhong, and 蔡忠信. "The Possibility of Professionalizing Badminton Game in Taiwan-basing on employed personnel and athletes in badminton field." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/bzxp6h.

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碩士
國立臺東大學
體育學系碩士班
95
This research is going to study the badminton game development of latest status. It will review the possibility of professionalizing the badminton game policy by the theory of professionalizing and others related cases. In order to understand the strength and weakness of promotion the badminton game as professional activity, we have deep interviews with 10 badminton employed personnel. Also we use questionnaire to survey the intension of professionalizing badminton sport by sampling 250 A&B Group badminton athletes. 250 questionnaires were issued with 236 returned effectively. After the analyzing, we have below conclusions: 1.The performance of athletes in international games, population of badminton goers, Badminton arenas and economy increasing are advantages to professionalize the game. 2.Ineffective regular training and lack of ability compared to other counties’ athletes, the believe of economy inefficiency by private sector, unwell developed associates, and few address of athlete sport policy from public sector are disadvantages to professionalize the game. 3.The disadvantages of professionalizing the game can be turned around by the training of athlete, promotion activities and associates improvement and reinforcement of public sector policy. 4.The athletes of the game realize budget, marketing personnel, unwell developed associates are the major factors which dominate the badminton sport development; the professional sport administration and professionalizing are the main model and goal of current badminton game orgzination. 5.The athletes of the game realize the population of the game, badminton arena, and badminton athletes are advantages for professionalizing; promoting by associates, public sector policy and private sector companies are disadvantages; most needed improvement points are associates, public sector policy and athlete ability. 6.Half of badminton employed personnel and athletes want the game professionalized. However, considering the whole situation, there are lost situation needed to be refurnished. Professionalizing the game can be expected if the situation can be turned around.
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Ho, Shu-Jung, and 何淑榕. "A Study on the Badminton Game Integrated with Digital Motion Capture." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/wy6w99.

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碩士
吳鳳科技大學
應用數位媒體研究所
103
Recently, digital motion detection and interactive instruction are increasingly being used in assisted instructions. This study presents an example of implementing the instruction of Badminton game using digital motion detection and interactive instruction technologies. We compare two learning environments: (1) teaching supported with Wii digital motion detection and interactive instruction technologies, and (2) teaching without explicit support of digital motion detection and interactive instruction. The effects are compared the learning satisfaction between two learning environments. Participants are six classes of students who study Badminton game in a middle school. This study discusses both the practical and theoretical implications of supporting digital motion detection and interactive instruction in learning environments for teaching Badminton game.
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CAI, MING-JHE, and 蔡銘哲. "A Study of Badminton Player to Win Olympic Game Champion Strategy." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/59191821775361866050.

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碩士
聖約翰科技大學
工業工程與管理系碩士在職專班
104
Badminton is a sport that requires speed, strength and tactic varieties. It is very popular in our country. According to Sport Administrations estimation: here is over a million Badminton population. (Taiwan Senior Badminton ssociation website). In the last decade, our country's present players may have won the champion in different international tournaments occasionally, which shows a better record than before. But still, our overall performance is lower than other countries such as China, Korea, Japan, Indonesia, Malaysia and Denmark. Now our junior players are more competitive and better performing, they have won the champion in many different international championships. In order to assist our players on winning the champion in Rio Olympics, how we take this opportunity and strength to assistant our player will be the most important issue. In this paper, we will analyze strengths, weakness, opportunities and threats of our players. By using the four factor approach, we get 2X2 SWOT matrix which can lead us found the feasible strategy, hopefully it can be improving overall capability of our players and win the Champion in 2016 Rio Olympics' Badminton event successfully.
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曾彥博. "An Action Research of Game Sense on Elementary School Badminton Team Training." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/11513650966128758022.

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碩士
高雄師範大學
體育學系
99
Using action research, the purpose of this study was to explore the training effects of practicing Game Sense on cognition, emotion, skills and race scores of elementary school badminton team students. It also records the encountered problems and ways of dealing with them during the training process, seeks to understand deeply the opinions and feelings of the participated students and coaches. The participated students were a badminton team in an elementary school in Kaohsiung, including 17 boys and 8 girls (totally 25 students). A pre-test interview was adopted before the training. And after a semester of Game Sense training which was designed for badminton beginners, the students were then interviewed again. For quantitative data, the GPAI values for the class monthly placing race were analyzed using dependency sample T-test and independent sample T-test. For qualitative data, the daily training records and the pre and post-test data were collected and analyzed. The conclusions were stated as following. After the Game Sense training, first, it shows some advancement on the cognition and emotion of the tested students. Second, most students indicate that there is some progression on their professional skills. Third, most students express that they like the training and it makes them to have a more profound understanding for badminton races. Fourth, the coaches find that some training problems may be improved by implementing the results of the Game Sense training and action research. This study shows that the coaches and students have a positive and supportive attitude toward Game Sense training. Game Sense training advances the effects of badminton training. It also offers a new thinking on the training of future badminton teams.
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Books on the topic "Badminton (Game)"

1

Davis, Pat. Badminton. London: Blandford, 1993.

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Sports Council. Technical Unit for Sport. Badminton. London: Sports Council, 1987.

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Poole, James R. Badminton. 4th ed. Prospect Heights, Ill: Waveland Press, 1996.

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Talbot, Derek. Badminton. London: Queen Anne Press, 1989.

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Reznik, John W. Badminton. Scottsdale, Ariz: Gorsuch Scarisbrick, 1987.

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Bloss, Margaret Varner. Badminton. 6th ed. Dubuque, Iowa: Wm. C. Brown, 1990.

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Bloss, Margaret Varner. Badminton. 7th ed. Madison, Wis: WCB Brown & Benchmark, 1994.

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Bloss, Margaret Varner. Badminton. 5th ed. Dubuque, Iowa: W.C. Brown, 1987.

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Chafin, M. B. Badminton everyone. 2nd ed. Winston-Salem, N.C: Hunter Textbooks, 1988.

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Bochow, Wolfgang. Badminton optimieren. Ahrensburg bei Hamburg: I. Czwalina, 1989.

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Book chapters on the topic "Badminton (Game)"

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Koekoek, Jeroen, Ivo Dokman, and Wytse Walinga. "Badminton." In Game-Based Pedagogy in Physical Education and Sports, 254–70. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003155782-14.

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Matsuo, Keita, and Leonard Barolli. "Safety Assurance of Omnidirectional Wheelchair Robot for Playing Badminton Game." In Innovative Mobile and Internet Services in Ubiquitous Computing, 170–78. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-64766-6_17.

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Zhao, Guanzhe, Zaichao Duan, Chengbo Zhang, Zilong Jin, and Benjamin Kwapong Osibo. "Big Data from Collection to Use in Competitive Games—A Study Case on Badminton." In Communications in Computer and Information Science, 314–26. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-3150-4_27.

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Hsieh, Pei-Hsuan, Hong Yi Chuah, and Qi-Xian Huang. "Detecting Scoreboard Updates to Increase the Accuracy of ML Automatic Extraction of Highlights in Badminton Games." In Artificial Intelligence in HCI, 467–88. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-35894-4_35.

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"The Game." In Skills, Drills & Strategies for Badminton, 9–16. Routledge, 2017. http://dx.doi.org/10.4324/9781315212951-2.

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"Game performance and game understanding in badminton of Finnish primary school children." In Science and Racket Sports II, 287–92. Taylor & Francis, 2002. http://dx.doi.org/10.4324/9780203474617-48.

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Morgan, J. E. "The design and development of a shuttlecock hitting machine for training badminton players at all levels of the game." In The Engineering of Sport, 103–10. CRC Press, 2020. http://dx.doi.org/10.1201/9781003078098-17.

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Aburachid, Layla Maria Campos, Schelyne Ribas, Caio Corrêa Cortela, and Pablo Juan Greco. "Badminton Escolar: Intervenção Pedagógica Empregando o TGfU + Coordenação Motora Considerando Diferentes Distribuições de Prática." In Pedagogia do Esporte: Ensino, Vivência e Aprendizagem do Esporte na Educação Física Escolar, 326–41. EDITORA UNEMAT, 2022. http://dx.doi.org/10.29327/5194505.1-16.

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O presente texto veicula um relato de experiência da unidade temática de esportes de rede/quadra dividida ou parede de rebote no contexto da educação física escolar, além de expor o aprofundamento na aplicação prática de uma unidade didática de badminton em escolares iniciantes. O estudo investigou o desempenho das capacidades tático-técnicas de escolares pós-intervenção pedagógica, via método Teaching Games for Understanding (TGfU), agregando-se o conteúdo de coordenação motora específica para o badminton. Considerou-se também, a distribuição de prática de dois grupos: Grupo Experimental 1 (GE1) recebeu sessões de aulas geminadas, uma vez por semana; Grupo Experimental 2 (GE2) recebeu sessões de aulas isoladas, duas vezes por semana. Participaram da intervenção 27 escolares, com 12,37(±0,49) anos, de ambos os sexos, pertencentes ao 8° ano dos anos finais do ensino fundamental. Encontrou-se diferença estatística na evolução do nível de execução da habilidade e na performance do jogo, no entanto, não se encontrou melhoria no nível de tomada de decisão. Conclui-se que os escolares evoluíram na maioria dos aspectos tático-técnicos do Badminton, mas esta evolução não foi decorrente da forma de aplicação das aulas: geminada versus isolada.
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Conference papers on the topic "Badminton (Game)"

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Chieh Lee, Yuan, Meng-Cong Zheng, and Li-Jen Wang. "Exploring the impact of visualizing key factors in badminton tournaments on audience experience." In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1005377.

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The current statistical data in badminton event broadcasts primarily present score information for real-time match situations, offering limited insights into key events that influence the direction of the game. Additionally, past research has predominantly focused on providing post-game analysis for professionals, with a limited investigation into audiences' opinions on broadcasted statistical information. However, for both broadcasters and audiences, statistical data can aid in understanding the game content and enhance entertainment value. This study explores the evaluation of badminton event broadcasts by audiences with varying levels of experience and examines whether visualizing key events can enhance audience comprehension and enjoyment.This study consolidates international badminton event broadcast channels, selecting three channels based on event grades for testing. Through surveys, 30 participants were invited to participate in physical experiments, comprising 15 high-experience and 15 low-experience individuals (participants), and viewed simulated broadcast interfaces to assess their evaluations of the content. Two samples displayed scores for all games in badminton matches, while the third sample presented statistics for winning game points and the current game's score. Evaluation methods included: (1) participants are asked to explain and illustrate the game situation after watching the match; (2) participants respond to event-related questions regarding the broadcast interface, and complete the survey that included re-viewing intention, word of mouth, sport involvement, hedonic and utilitarian attitudes scales; (3) semi-structured interviews aimed at understanding participants' evaluations and suggestions for the viewing experience.Results revealed that (1) participants with high experience rated scales of re-viewing intention, word of mouth, sport involvement, hedonic and utilitarian attitudes significantly higher than low-experience participants; (2) 50% of participants accurately recorded scoreboard information, including winning player, final score, and game points. There are no significant differences between high and low-experience participants or different broadcast interfaces; (3) 80% of participants indicated that presenting scores for all games on the broadcast interface helped anticipate the match's overall direction; (4) 60% of participants preferred using the colour to highlight winning game points in the scoreboard for clearer identification of the ongoing game score; (5) 67% of participants believed trajectory information improved understanding the game; (6) 76% of participants suggested adding visual trajectory information to enhance understanding and enjoyment of the game, with 53% recommending providing this information during replays, as offering it during the game might disrupt the viewing experience. This study, by understanding audience evaluations of badminton event broadcast interfaces, provides relevant suggestions for future improvements in visualizing broadcast information to cater to fans with different levels of involvement.
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Ivanova, Rumyana. "COMPARISON OF PERFORMANCE EFFICIENCY IN THE DISCIPLINE WOMEN’S SINGLES BETWEEN BULGARIAN AND FOREIGN BADMINTON PLAYERS." In INTERNATIONAL SCIENTIFIC CONGRESS “APPLIED SPORTS SCIENCES”. Scientific Publishing House NSA Press, 2022. http://dx.doi.org/10.37393/icass2022/26.

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ABSTRACT The study aims to investigate the performance in the discipline Women’s Singles among Bulgarian and foreign badminton players. Thirty matches - semi-finals and finals of international tournaments and state championships in badminton in 2020 and 2021 were studied. The contingent of the study was 5 Bulgarian elite badminton players training at Badminton Club “Aneta Yaneva NSA”. In addition, the playing efficiency of 10 foreign badminton athletes in the top 10 of the World Ranking List for 2020 - 2021 was studied for reference and comparison. Using the author’s methodology, 15 game indicators (strokes) were separated into three groups: attacking, defensive, and neutral, as well as the technical elements: service, meeting, and the realization efficiency of each individual indicator are derived. The mathematical-statistical methods of variation and alternative analysis are applied to process the obtained data. The results show a statistically significant difference in the game efficiency of the attacking type of shots (77% for the world elite badminton players compared to 35% for the Bulgarian players); defensive, respectively 7% of won plays by the foreign players compared to 46% by the Bulgarian badminton players; in the case of the neutral type of shots there were no significant differences in the two groups studied.
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Sing Loong Teng and Raveendran Paramesran. "Detection of service activity in a badminton game." In TENCON 2011 - 2011 IEEE Region 10 Conference. IEEE, 2011. http://dx.doi.org/10.1109/tencon.2011.6129115.

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Widiastuti, Widiastuti, Imran Imran, and Karisdha Pradityana. "Improving Students` Badminton Smash Skill Through Game Modifications." In Proceedings of the 1st International Conference on Innovation in Education (ICoIE 2018). Paris, France: Atlantis Press, 2019. http://dx.doi.org/10.2991/icoie-18.2019.89.

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Yudhaprawira, Asrori, Moch Asmawi, and Firmansyah Dlis. "Game-Based Badminton Smash Training Model for Beginner." In 3rd International Scientific Meeting on Public Health and Sports (ISMOPHS 2021). Paris, France: Atlantis Press, 2022. http://dx.doi.org/10.2991/ahsr.k.220108.006.

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Anik, Md Ariful Islam, Mehedi Hassan, Hasan Mahmud, and Md Kamrul Hasan. "Activity recognition of a badminton game through accelerometer and gyroscope." In 2016 19th International Conference on Computer and Information Technology (ICCIT). IEEE, 2016. http://dx.doi.org/10.1109/iccitechn.2016.7860197.

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Devrilmez, Erhan. "Effects of Situated Game Teaching Through Set Plays on Badminton Tactical Knowledge and Game Performance." In 2024 AERA Annual Meeting. Washington DC: AERA, 2024. http://dx.doi.org/10.3102/2094507.

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Wibowo, Danang Arif, Agus Dwi Susworo Marhaendro, and Tomoliyus. "Engineering Short Services to Measure Shuttlecock Accuracy in the Badminton Game." In The 3rd Yogyakarta International Seminar on Health, Physical Education, and Sport Science (YISHPESS 2019) in conjunction with The 2nd Conference on Interdisciplinary Approach in Sports (CoIS 2019). SCITEPRESS - Science and Technology Publications, 2019. http://dx.doi.org/10.5220/0009785002910295.

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Maftei, Stefan, and Gloria Rata. "STUDY REGARDING THE SPECIFIC OF BADMINTON FOOTWORK, ON DIFFERENT LEVELS OF PERFORMANCE." In eLSE 2018. Carol I National Defence University Publishing House, 2018. http://dx.doi.org/10.12753/2066-026x-18-186.

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Abstract. Achieving performance in badminton without developing an efficient footwork is Utopian, considering the dynamics of the game. The hypothesis of the study: we believe that badminton footwork is substantially different between each level of players' performance. The purpose of the study is to determinate the time required for players to move from the center of the court to the key points of defense in order to cover the full court and also to identify the main differences of how players move on the court regarding each level of performance. The main research methods used in the study are: bibliographical method, measurement and evaluation method, mathematical-statistical method and the graphical method. The study is realized with participation of 24 players, spanning 3 age groups and different performance levels in the national championship. The results of the study will help to research the construction of an innovative electronic device, designed to improve reaction times, speed and to help players learn the specific paths of the badminton court. The electronic device uses eight motion sensors in order to detect the players when they reach their action areas. Four sensors are placed in the corners of the half court (in badminton each player moves in his half court) and other four are placed in the middle of the courts' lines. Each sensor has a visual signal (a colored led) which is turned off when an obstacle (the players' body) reaches its action area. The device uses a microcontroller which commands the visual signals according to the difficulty of the selected program.
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Maftei, Stefan. "STUDY REGARDING THE SPECIFIC OF BADMINTON FOOTWORK, ON DIFFERENT LEVELS OF PERFORMANCE." In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-197.

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Achieving performance in badminton without developing an efficient footwork is Utopian, considering the dynamics of the game. The hypothesis of the study: we believe that badminton footwork is substantially different between each level of players' performance. The purpose of the study is to determinate the time required for players to move from the center of the court to the key points of defense in order to cover the full court and also to identify the main differences of how players move on the court regarding each level of performance. The main research methods used in the study are: bibliographical method, measurement and evaluation method, mathematical-statistical method and the graphical method. The study is realized with participation of 24 players, spanning 3 age groups and different performance levels in the national championship. The results of the study will help to research the construction of an innovative electronic device, designed to improve reaction times, speed and to help players learn the specific paths of the badminton court. The electronic device uses eight motion sensors in order to detect the players when they reach their action areas. Four sensors are placed in the corners of the half court (in badminton each player moves in his half court) and other four are placed in the middle of the courts' lines. Each sensor has a visual signal (a colored led) which is turned off when an obstacle (the players' body) reaches its action area. The device uses a microcontroller which commands the visual signals according to the difficulty of the selected program.
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Reports on the topic "Badminton (Game)"

1

Mohamed, Amna. Towards Machine Learning Framework for Badminton Game Analysis Using TrackNet and YOLO Models. Ames (Iowa): Iowa State University, May 2023. http://dx.doi.org/10.31274/cc-20240624-1513.

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Abdulaziz, Hiba. Towards Machine Learning Framework for Badminton Game Analysis Using: Modified TrackNet FRCNN and MoveNet-RNN. Ames (Iowa): Iowa State University, August 2023. http://dx.doi.org/10.31274/cc-20240624-1514.

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