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1

Fenner, Jonathan. "Talent identification using a game technical scoring chart within small-sided games in highly trained pre-pubertal soccer players." Thesis, Staffordshire University, 2015. http://eprints.staffs.ac.uk/2378/.

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Historically, research in talent identification has used a reductionist approach, whereby elements for successful soccer performance have been assessed as discrete components and their predictive power examined in isolation to match performance. To examine attributes that contribute to successful performance, a multidimensional represented task, such as small-sided games (SSG’s), may play a crucial role in achieving this objective. The game technical scoring chart’s (GTSC) reliability and validity was established. This thesis examined and designed an appropriate SSG by examining appropriate pitch size, game duration and surface. Reliability of the SSG design was also established. Utilising this SSG design, a 4 v 4 multiple SSG was used in an attempt to identify the most talented player. The results demonstrated that the more successful players in the SSG’s were rated highly by coaches and played the SSG’s at a higher speed and covered greater distances than their less successful peers. Consequently, multiple SSG’s could be used to identify talented pre-pubertal soccer players. A further study, attempted to examine a possession-based SSG model for talent identification. The results demonstrated highly rated player’s won the most amount of games. Possession-based SSG’s could also be used in a multidimensional represented task talent identification model to determine the most talented players. Finally, the thesis examined the influence of decision-making on player’s performance in both the traditional and possession-based SSG’s and found that there were no significant relationships between decision-making and success in both the traditional and possession-based SSG. In conclusion, this thesis has identified that both a traditional and possession-based SSG could be used within a talent identification model to successfully identify talented players through the recording of players win to loss ratio in multiple SSG’s. This talent identification model could be used to continually assess players’ ability throughout a season to evaluate player development.
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2

Berger, Ulrich, and Ansgar Grüne. "Evolutionary Stability of Indirect Reciprocity by Image Scoring." WU Vienna University of Economics and Business, 2014. http://epub.wu.ac.at/4087/1/wp168.pdf.

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Indirect reciprocity describes a class of reputation-based mechanisms which may explain the prevalence of cooperation in groups where partners meet only once. The first model for which this has analytically been shown was the binary image scoring mechanism, where one's reputation is only based on one's last action. But this mechanism is known to fail if errors in implementation occur. It has thus been claimed that for indirect reciprocity to stabilize cooperation, reputation assessments must be of higher order, i.e. contingent not only on past actions, but also on the reputations of the targets of these actions. We show here that this need not be the case. A simple image scoring mechanism where more than just one past action is observed provides ample possibilities for stable cooperation to emerge even under substantial rates of implementation errors. (authors' abstract)<br>Series: Department of Economics Working Paper Series
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3

Li, Yibei. "Dynamic Optimization for Agent-Based Systems and Inverse Optimal Control." Licentiate thesis, KTH, Optimeringslära och systemteori, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-252438.

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This dissertation is concerned with three problems within the field of optimization for agent--based systems. Firstly, the inverse optimal control problem is investigated for the single-agent system. Given a dynamic process, the goal is to recover the quadratic cost function from the observation of optimal control sequences. Such estimation could then help us develop a better understanding of the physical system and reproduce a similar optimal controller in other applications. Next, problems of optimization over networked systems are considered. A novel differential game approach is proposed for the optimal intrinsic formation control of multi-agent systems. As for the credit scoring problem, an optimal filtering framework is utilized to recursively improve the scoring accuracy based on dynamic network information. In paper A, the problem of finite horizon inverse optimal control problem is investigated, where the linear quadratic (LQ) cost function is required to be estimated from the optimal feedback controller. Although the infinite-horizon inverse LQ problem is well-studied with numerous results, the finite-horizon case is still an open problem. To the best of our knowledge, we propose the first complete result of the necessary and sufficient condition for the existence of corresponding LQ cost functions. Under feasible cases, the analytic expression of the whole solution space is derived and the equivalence of weighting matrices is discussed. For infeasible problems, an infinite dimensional convex problem is formulated to obtain a best-fit approximate solution with minimal control residual, where the optimality condition is solved under a static quadratic programming framework to facilitate the computation. In paper B, the optimal formation control problem of a multi-agent system is studied. The foraging behavior of N agents is modeled as a finite-horizon non-cooperative differential game under local information, and its Nash equilibrium is studied. The collaborative swarming behaviour derived from non-cooperative individual actions also sheds new light on understanding such phenomenon in the nature. The proposed framework has a tutorial meaning since a systematic approach for formation control is proposed, where the desired formation can be obtained by only intrinsically adjusting individual costs and network topology. In contrast to most of the existing methodologies based on regulating formation errors to the pre-defined pattern, the proposed method does not need to involve any information of the desired pattern beforehand. We refer to this type of formation control as intrinsic formation control. Patterns of regular polygons, antipodal formations and Platonic solids can be achieved as Nash equilibria of the game while inter-agent collisions are naturally avoided. Paper C considers the credit scoring problem by incorporating dynamic network information, where the advantages of such incorporation are investigated in two scenarios. Firstly, when the scoring publishment is merely individual--dependent, an optimal Bayesian filter is designed for risk prediction, where network observations are utilized to provide a reference for the bank on future financial decisions. Furthermore, a recursive Bayes estimator is proposed to improve the accuracy of score publishment by incorporating the dynamic network topology as well. It is shown that under the proposed evolution framework, the designed estimator has a higher precision than all the efficient estimators, and the mean square errors are strictly smaller than the Cramér-Rao lower bound for clients within a certain range of scores.<br>I denna avhandling behandlas tre problem inom optimering för agentbaserade system. Inledningsvis undersöks problemet rörande invers optimal styrning för ett system med en agent. Målet är att, givet en dynamisk process, återskapa den kvadratiska kostnadsfunktionen från observationer av sekvenser av optimal styrning. En sådan uppskattning kan ge ökad förståelse av det underliggande fysikaliska systemet, samt vara behjälplig vid konstruktion av en liknande optimal regulator för andra tillämpningar. Vidare betraktas problem rörande optimering över nätverkssystem. Ett nytt angreppssätt, baserat på differentialspel, föreslås för optimal intrinsisk formationsstyrning av system med fler agenter. För kreditutvärderingsproblemet utnyttjas ett filtreringsramverk för att rekursivt förbättra kreditvärderingens noggrannhet baserat på dynamisk nätverksinformation. I artikel A undersöks problemet med invers optimal styrning med ändlig tidshorisont, där den linjärkvadratiska (LQ) kostnadsfunktionen måste uppskattas från den optimala återkopplingsregulatorn. Trots att det inversa LQ-problemet med oändlig tidshorisont är välstuderat och med flertalet resultat, är fallet med ändlig tidshorisont fortfarande ett öppet problem. Så vitt vi vet presenterar vi det första kompletta resultatet med både tillräckliga och nödvändiga villkor för existens av en motsvarande LQ-kostnadsfunktion. I fallet med lösbara problem härleds ett analytiskt uttryck för hela lösningsrummet och frågan om ekvivalens med viktmatriser behandlas. För de olösbara problemen formuleras ett oändligtdimensionellt konvext optimeringsproblem för att hitta den bästa approximativa lösningen med den minsta styrresidualen. För att underlätta beräkningarna löses optimalitetsvillkoren i ett ramverk för statisk kvadratisk programmering. I artikel B studeras problemet rörande optimal formationsstyrning av ett multiagentsystem. Agenternas svärmbeteende modelleras som ett icke-kooperativt differentialspel med ändlig tidshorisont och enbart lokal information. Vi studerar detta spels Nashjämvikt. Att, ur icke-kooperativa individuella handlingar, härleda ett kollaborativt svärmbeteende kastar nytt ljus på vår förståelse av sådana, i naturen förekommande, fenomen. Det föreslagna ramverket är vägledande i den meningen att det är ett systematiskt tillvägagångssätt för formationsstyrning, där den önskade formeringen kan erhållas genom att endast inbördes justera individuella kostnader samt nätverkstopologin. I motstat till de flesta befintliga metoder, vilka baseras på att reglera felet i formeringen relativt det fördefinierade mönstret, så behöver den föreslagna metoden inte på förhand ta hänsyn till det önskade mönstret. Vi kallar denna typ av formationsstyrning för intrinsisk formationsstyrning. Mönster så som regelbundna polygoner, antipodala formeringar och Platonska kroppar kan uppnås som Nashjämvikter i spelet, samtidigt som kollisioner mellan agenter undviks på ett naturligt sätt. Artikel C behandlar kreditutvärderingsproblemet genom att lägga till dynamisk nätverksinformation. Fördelarna med en sådan integrering undersöks i två scenarier. Då kreditvärdigheten enbart är individberoende utformas ett optimalt Bayesiskt filter för riskvärdering, där observationer från nätverket används för att tillhandahålla en referens för banken på framtida finansiella beslut. Vidare föreslås en rekursiv Bayesisk estimator (stickprovsvariabel) för att förbättra noggrannheten på den skattade kreditvärdigheten genom att integrera även den dynamiska nätverkstopologin. Inom den föreslagna ramverket för tidsutveckling kan vi visa att, för kunder inom ett visst intervall av värderingar, har den utformade estimatorn högre precision än alla effektiva estimatorer och medelkvadrafelet är strikt mindre än den nedre gränsen från Cramér-Raos olikhet.<br><p>QC 20190603</p>
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4

Meyer, Steven J. "TIME, SPACE, POSITION INFORMATION UNIT MESSAGE STRUCTURE OVERVIEW." International Foundation for Telemetering, 2002. http://hdl.handle.net/10150/607515.

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International Telemetering Conference Proceedings / October 21, 2002 / Town & Country Hotel and Conference Center, San Diego, California<br>The Joint Advanced Missile Instrumentation (JAMI) program is developing a Time, Space, and Position Information (TSPI) unit for high dynamic missile platforms by employing the use of Global Position System (GPS) and inertial sensors. The GPS data is uncoupled from the inertial data. The output of the JAMI TSPI unit follows the packet telemetry protocol and is called the TSPI unit message structure (TUMS). The packet format allows the data stream to stand on its own, be integrated into a packet telemetry system or be an asynchronous data channel in a PCM data stream. On the ground, the JAMI data processor (JDP) Kalman filters the GPS and inertial data to provide a real time TSPI solution to the ranges for display. This paper gives an overview of the message format, the timing relationships between the GPS data and inertial data, and how TUMS is to be handled by the telemetry receiving site to hand it off to the JDP.
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Meyer, Steven J. "TELEMETRY GROUND STATION CONFIGURATION FOR THE JOINT ADVANCED MISSILE INSTRUMENTATION (JAMI) TIME SPACE POSITION INFORMATION (TSPI) UNIT (JTU)." International Foundation for Telemetering, 2005. http://hdl.handle.net/10150/604888.

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ITC/USA 2005 Conference Proceedings / The Forty-First Annual International Telemetering Conference and Technical Exhibition / October 24-27, 2005 / Riviera Hotel & Convention Center, Las Vegas, Nevada<br>The Joint Advance Missile Instrumentation (JAMI) program has developed a Time Space Position Information (TSPI) unit (JTU). The JTU employs a novel use of GPS technology and inertial measurement units (IMU) to provide a real time trajectory for high dynamic missile systems. The GPS system can function during high g maneuvers that an air-to-air missile might encounter. The IMU is decoupled from the GPS sensor. The IMU data is a secondary navigation source for the JTU and will provide platform attitude. The GPS data and IMU data are sent to the ground in a telemetry packet called TUMS (TSPI Unit Message Structure). The TUMS packet is sent to a computer that hosts the JAMI Data Processing (JDP) software, which performs a Kalmam filter on the GPS and IMU data to provide a real-time TSPI solution to the range displays. This paper focuses on the equipment and software needed at a telemetry ground station to display the real time TPSI solution on the range displays. It includes an overview of the system data flow. This overview should help a potential user of the system understand what is involved in running the JAMI system. The post mission tools to provide an accurate trajectory and end-game scoring will not be discussed in this paper.
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6

Meyer, Steven J. "INTEGRATING THE JOINT ADVANCED MISSILE INSTRUMENTATION (JAMI) TIME SPACE POSITION INFORMATION (TSPI) UNIT (JTU) INTO A TELEMETRY SYSTEM." International Foundation for Telemetering, 2005. http://hdl.handle.net/10150/605057.

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ITC/USA 2005 Conference Proceedings / The Forty-First Annual International Telemetering Conference and Technical Exhibition / October 24-27, 2005 / Riviera Hotel & Convention Center, Las Vegas, Nevada<br>The Joint Advance Missile Instrumentation (JAMI) program has developed a Time Space Position Information (TSPI) unit (JTU). The JTU employs a novel use of Global Positioning System (GPS) technology, and inertial measurement units (IMU) to provide a real time trajectory for high dynamic missile systems. The GPS system can function during high g maneuvers that an air-to-air missile might encounter. The IMU is decoupled from the GPS sensor. The IMU data is a secondary navigation source for the JTU and will provide platform attitude. The GPS data and IMU data are sent to the ground in telemetry packet called TSPI Unit Message Structure (TUMS). The TUMS packet is sent to a computer that hosts the JAMI Data Processing (JDP) software, which performs a Kalmam filter on the GPS and IMU data to provide a real time TSPI solution to the range displays. The packetized TUMS data is available in three different output formats: RS-232 serial data, 16-bit parallel and PCM. This paper focuses on how to integrate the JTU into a telemetry system, use it as a standalone system, and provides examples of possible uses.
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7

Berger, Ulrich, and Ansgar Grüne. "On the stability of cooperation under indirect reciprocity with first-order information." Elsevier, 2016. http://epub.wu.ac.at/5067/1/2016_GEB.pdf.

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Indirect reciprocity describes a class of reputation-based mechanisms which may explain the prevalence of cooperation in large groups where partners meet only once. The first model for which this has been demonstrated was the image scoring mechanism. But analytical work on the simplest possible case, the binary scoring model, has shown that even small errors in implementation destabilize any cooperative regime. It has thus been claimed that for indirect reciprocity to stabilize cooperation, assessments of reputation must be based on higher-order information. Is indirect reciprocity relying on frst-order information doomed to fail? We use a simple analytical model of image scoring to show that this need not be the case. Indeed, in the general image scoring model the introduction of implementation errors has just the opposite effect as in the binary scoring model: it may stabilize instead of destabilize cooperation.
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8

Grelck, John, Eldon Ehrsam, and James A. Means. "Space Tracking Systems/ Options Study." International Foundation for Telemetering, 1994. http://hdl.handle.net/10150/611727.

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International Telemetering Conference Proceedings / October 17-20, 1994 / Town & Country Hotel and Conference Center, San Diego, California<br>This paper presents the findings of the Space Tracking Systems/Options Study (STS/OS) and indicates its impact on the telemetering community. The STS/OS was commissioned by Air Force Test & Evaluation (AF/TE) to develop a long range plan (vision and roadmap) for the AF Test & Evaluation (T&E) community to ensure affordable capabilities (telemetry, tracking and commanding) for the future (2003-2008). The study was conducted by the Air Force Materiel Command (AFMC), Space & Missile Systems Center (SMC), Detachment 9, at Vandenberg AFB (VAFB), with support from the primary AFMC T&E centers, the Air Force Operational Test & Evaluation Command (AFOTEC), and the Air Force Space Command (AFSPC). Both "open air" aeronautical and astronautical test needs were considered. The study solicited requirements for existing and future programs, extrapolated existing and planned test capabilities out into the future, then compared the two to identify future shortfalls in capabilities and specific actions that are necessary to insure that the future program needs can be met. Three critical types of testing were identified that cannot be satisfied with existing or planned instrumentation. These are: large area testing (LAT), over the horizon testing (OTH), and space weapons testing (SWT). A major deficiency was also uncovered in end game scoring for air and space intercepts, where inadequate capability exists to perform the required vector miss-distance measurement. This paper is important to the telemetering community because it identifies the Global Positioning System (GPS) as the primary time space position information (TSPI) system for all future open air testing. GPS provides a passive capability that permits each vehicle to determine its own precise TSPI. Means must be provided, however, for the vehicle to relay its position to the appropriate range control center. The paper shows that the problems with down linking telemetry, aircraft buss data, digital audio, digital video, and TSPI collectively represent the need for a very capable datalink. Likewise, the need to uplink commands, synthetic targets, synthetic backgrounds, and target control information also represents the need for a very capable datalink. With its extensive expertise in RF linkages, the telemetering community is ideally suited to address this need for a robust datalink for the future of T&E.
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Qiu, Dongping. "Development of Scoring Algorithm for Karaoke Computer Games." Thesis, KTH, Signalbehandling, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-98757.

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In a Karaoke computer game, the users receive a score as a measure of their performance. A music recognition system estimates the underlying music notes the users have performed. Many developed approaches use deterministic signal processing. This thesis builds statistical hidden markov models (HMM) to be used in scoring. The HMM-based note models are based on the musical features pitch, accent, zero crossing rate and power. Gaussian mixture models (GMM) are used to determine the probability distributions of the features. A singing database is constructed by an amateur singer who is well-trained in the area of music. During the training stage, an intra-note model is trained using the HTK toolbox. The intra-note model describes the statistical behavior of model states inside a note. Then, a group of note models, covering a wide range of pitch, is built upon the trained intra-note model. Also a recognition network is constructed. During the recognition stage, the test data are decoded with the aid of thecnote models and the recognition network. An experiment compares the proposed approach with the framed-based and note-based approaches. The results show that our approach provides promising results over deterministic approaches.
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Kouassi, Komlan Prosper. "Adaptation des techniques actuelles de scoring aux besoins d'une institution de crédit : le CFCAL-Banque." Thesis, Strasbourg, 2013. http://www.theses.fr/2013STRAB004.

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Les institutions financières sont, dans l’exercice de leurs fonctions, confrontées à divers risques, entre autres le risque de crédit, le risque de marché et le risque opérationnel. L’instabilité de ces facteurs fragilise ces institutions et les rend vulnérables aux risques financiers qu’elles doivent, pour leur survie, être à même d’identifier, analyser, quantifier et gérer convenablement. Parmi ces risques, celui lié au crédit est le plus redouté par les banques compte tenu de sa capacité à générer une crise systémique. La probabilité de passage d’un individu d’un état non risqué à un état risqué est ainsi au cœur de nombreuses questions économiques. Dans les institutions de crédit, cette problématique se traduit par la probabilité qu’un emprunteur passe d’un état de "bon risque" à un état de "mauvais risque". Pour cette quantification, les institutions de crédit recourent de plus en plus à des modèles de credit-scoring. Cette thèse porte sur les techniques actuelles de credit-scoring adaptées aux besoins d’une institution de crédit, le CFCAL-banque, spécialisé dans les prêts garantis par hypothèques. Nous présentons en particulier deux modèles non paramétriques (SVM et GAM) dont nous comparons les performances en termes de classification avec celles du modèle logit traditionnellement utilisé dans les banques. Nos résultats montrent que les SVM sont plus performants si l’on s’intéresse uniquement à la capacité de prévision globale. Ils exhibent toutefois des sensibilités inférieures à celles des modèles logit et GAM. En d’autres termes, ils prévoient moins bien les emprunteurs défaillants. Dans l’état actuel de nos recherches, nous préconisons les modèles GAM qui ont certes une capacité de prévision globale moindre que les SVM, mais qui donnent des sensibilités, des spécificités et des performances de prévision plus équilibrées. En mettant en lumière des modèles ciblés de scoring de crédit, en les appliquant sur des données réelles de crédits hypothécaires, et en les confrontant au travers de leurs performances de classification, cette thèse apporte une contribution empirique à la recherche relative aux modèles de credit-scoring<br>Financial institutions face in their functions a variety of risks such as credit, market and operational risk. These risks are not only related to the nature of the activities they perform, but also depend on predictable external factors. The instability of these factors makes them vulnerable to financial risks that they must appropriately identify, analyze, quantify and manage. Among these risks, credit risk is the most prominent due to its ability to generate a systemic crisis. The probability for an individual to switch from a risked to a riskless state is thus a central point to many economic issues. In credit institution, this problem is reflected in the probability for a borrower to switch from a state of “good risk” to a state of “bad risk”. For this quantification, banks increasingly rely on credit-scoring models. This thesis focuses on the current credit-scoring techniques tailored to the needs of a credit institution: the CFCAL-banque specialized in mortgage credits. We particularly present two nonparametric models (SVM and GAM) and compare their performance in terms of classification to those of logit model traditionally used in banks. Our results show that SVM are more effective if we only focus on the global prediction performance of the models. However, SVM models give lower sensitivities than logit and GAM models. In other words the predictions of SVM models on defaulted borrowers are not satisfactory as those of logit or GAM models. In the present state of our research, even GAM models have lower global prediction capabilities, we recommend these models that give more balanced sensitivities, specificities and performance prediction. This thesis is not completely exhaustive about the scoring techniques for credit risk management. By trying to highlight targeted credit scoring models, adapt and apply them on real mortgage data, and compare their performance through classification, this thesis provides an empirical and methodological contribution to research on scoring models for credit risk management
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Du, Toit Jan Valentine. "Automated construction of generalized additive neural networks for predictive data mining / Jan Valentine du Toit." Thesis, North-West University, 2006. http://hdl.handle.net/10394/128.

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In this thesis Generalized Additive Neural Networks (GANNs) are studied in the context of predictive Data Mining. A GANN is a novel neural network implementation of a Generalized Additive Model. Originally GANNs were constructed interactively by considering partial residual plots. This methodology involves subjective human judgment, is time consuming, and can result in suboptimal results. The newly developed automated construction algorithm solves these difficulties by performing model selection based on an objective model selection criterion. Partial residual plots are only utilized after the best model is found to gain insight into the relationships between inputs and the target. Models are organized in a search tree with a greedy search procedure that identifies good models in a relatively short time. The automated construction algorithm, implemented in the powerful SAS® language, is nontrivial, effective, and comparable to other model selection methodologies found in the literature. This implementation, which is called AutoGANN, has a simple, intuitive, and user-friendly interface. The AutoGANN system is further extended with an approximation to Bayesian Model Averaging. This technique accounts for uncertainty about the variables that must be included in the model and uncertainty about the model structure. Model averaging utilizes in-sample model selection criteria and creates a combined model with better predictive ability than using any single model. In the field of Credit Scoring, the standard theory of scorecard building is not tampered with, but a pre-processing step is introduced to arrive at a more accurate scorecard that discriminates better between good and bad applicants. The pre-processing step exploits GANN models to achieve significant reductions in marginal and cumulative bad rates. The time it takes to develop a scorecard may be reduced by utilizing the automated construction algorithm.<br>Thesis (Ph.D. (Computer Science))--North-West University, Potchefstroom Campus, 2006.
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Lee, Chun-I., and 李俊逸. "Studies on the Scoring System of Game." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/hrq4zd.

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博士<br>國立交通大學<br>應用藝術研究所<br>105<br>Advances in mobile platforms and the internet have enormously increased the gaming population, and people have significantly more opportunities to come into contact with electronic games. With the vast gaming population and intense competition in game products, game designers must deal with the satisfaction of game players. Among the various mechanisms in games, scoring systems are an indispensable feedback mechanism that greatly influences game player satisfaction. Scoring systems motivate game players and influence their every action in the game. Poor score feedback designs are bound to affect their satisfaction, so with this in mind, we conducted an in-depth investigation of the design concepts of scoring systems in games to understand the connection between scoring systems and game players. We first examined the design aspects of scoring systems to identify their various functions. Via questionnaire survey and discussion with experts, we analyzed our data using multidimensional scaling (MDS) to identify the core design aspects of scoring systems. The final results indicated that the core design dimensions of scoring systems are perceivability, controllability, and relation to achievement. We then studied the correlation between game scores and gameplay satisfaction. Using a questionnaire survey, we gather statistics regarding various games that bring great satisfaction to game players and analyzed the relationship between scoring systems and gaming satisfaction. The results revealed that the scoring systems of shooting, puzzle, sports, and rhythm-based games have higher perceivability and relation to achievement; those of role-playing and strategy games display higher controllability; those of fighting, simulation, and adventure games have lower perceivability and only moderate controllability and relation to achievement. Next, we conducted a semi-structured interview in which game players shared their experiences regarding emergent behavior. In this manner, we attempted to divulge the connection between the emergent gaming behavior of game players and the scoring systems of games from the perspective of game players and understand what unpredictable actions game players may actually take on scoring systems aside from passively accepting the score feedback. The results revealed that game players are sensitive to any type of numerical feedback and display emergent gaming behavior to manipulate these numbers. Thus, game designers can try providing game players with numerical feedback mechanisms to produce more emergent gaming behavior and make the game more fun. Finally, we employed action research to investigate Eleanor of Ayer, an alternate reality game developed by the researcher. After numerous reviews and adjustments, we found that the use of scoring mechanisms can make up for many shortcomings in alternate reality games. Moreover, alternate reality games are hotbeds for emergent gaming behavior. If the emergent gaming behavior of game players could be quantified into scores in the game, it would greatly increase the fun of gameplay. At the end, we put forward some suggestions for developing emergent game scoring systems, which can facilitate the development of scoring system in which game players can make their scoring rules and give scores new meaning.
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Huang, Chun-Sheng, and 黃俊勝. "Study of Scoring Contents of Female Wrestling Competitions in 2016 Rio Olympic Game." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/c5u58v.

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碩士<br>國立嘉義大學<br>體育與健康休閒學系研究所<br>106<br>Asian female wrestlers have been doing well on international competitions in recent years, which indicates that study in women wrestling can be significant in Taiwan. Understanding and utilizing the rules can be important elements that help win a competition. Wrestling techniques have been analyzed and studied at different levels of competition, except for Olympic wrestling. Therefore, this study mainly focused on analyzing Female Freestyle Wrestling at the 2016 Rio Olympic Game: 1. Comparisons of effective points given by each play and effective scoring plays between different weight classes. 2. Comparisons of effective points given by each play and effective scoring plays between all periods. 3. Comparisons of effective points given by each play and effective scoring plays between preliminary matches and final matches. The research is based on 277 Female Freestyle Wrestling matches at the 2016 Rio Olympic Game, including 112 athletes, 209 preliminary matches, and 18 finals at all six weight classes. After analyzing points given and scoring plays by videos, research results showed that: 1. “two-point plays” have occurred the most at every weight class, and followed by “one-point penalties”. Generally, the distributions are not much different between every weight class. 2. The scoring patterns are similar in all periods. 3. The scoring patterns are similar in preliminary matches and finals; “two-point plays” occurred the most, and followed by “one-point penalties”. The research is done with the highest level of Olympic games’ technique analyze, and provides information for coaches and athletes’ reference.
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Hwang, Shao-Wen, and 黃少文. "The Research Of Rugby Game Scoring Within Australia, New Zealand, and South Africa In 2003." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/79728100362802769570.

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碩士<br>國立臺灣體育學院<br>體育研究所<br>92<br>ABSTRACT   This research focused on the 2003 Three Nations Rugby Match, including six matches. Correlating the results to obtained scoring by different positions, different time period, different sections, different ways , different resources , and finally to dominate the ball of different group before to get points. This research used “one-way ANOVA” and “α=.05” to operate. The results obtained as follows: 1.A notable difference was observed for scoring in different positions, the points which stand-off got were more than others. 2.About getting points at different time will not notable in the results of the games obviously. 3.Getting points on different sections was not notable . (Compared with Try, Conversion Goal, Penalty Goal, and Drop Goal to get points)It was easy for us to find out the times of try on the right, the middle, and the left, are fourteen, nine, and seven; nine try on the middle and eight successful conversion goals are not only superior to seven try on the right and four successful conversion goals but also fourteen try on the left and successful conversion goals; Additionally the successful penalty goals on the middle are more than the right and the left. 4.To compare with different ways to get points; the discrimination between try and drop goal was notable, and the differences among penalty goal ,conversion goal, and drop goal were also notable ;between penalty goal and try scoring was not notable . 5.About the resources of getting points was not notable . 6.After comparing , we find out within Ruck, Maul, Scrum, and Line Out those ways to dominate the ball were notable in the game, but among Mual, Scrum, and LineOut were not notable .
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LIN, MING-HSUAN, and 林銘軒. "THE ANALYSIS OF GAME RESULTS AND SCORING CONTENTS IN FREESTYLE OF BEACH WRESTLING IN 2014 CITIZENS GAMES OF REPUBLIC OF CHINA." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/88796007083991181518.

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碩士<br>國立臺灣體育運動大學<br>競技運動學系碩士班<br>103<br>Abstract The purpose of this research is to compile the statistic on the scoring contents and actions of wrestlers in Freestyle of beach wrestling in 2014 Citizens Games of Republic of China. Two groups were divided, elite groups and general groups, to compare the difference between each other. This research is based on the manner of film-observation to proceed with data editing and processing, and then descriptive statistics was used to analyze different scoring contents and actions. The scoring contents was estimated and compared through Independent t Test to both elite groups and general groups. The results of this research shows below: A.Regarding to the distribution of the medals, the wrestling were concentrated and well-developed in the cities where full-time professional wrestling coaches are hired. B.To compare with the scoring contents between the two groups, the elite groups are greater than general groups in all aspects. C.To compare with the technique actions, the elite groups are greater than general groups in 2-points action one-arm Fall, as well as 1-point action Reversal, one-leg Reversal and Out-of-Bound. D.To compare the scoring contents and actions within the elite groups, there were no obvious differences in categories of scoring contents. However, in the comparison of different scoring actions, male wrestlers were obviously greater than female wrestlers in 2-points action sideway Exposure and 1-point action Out-of-Bound. On the other hand, female wrestlers were clearly greater than male wrestlers in 1-point action Reversal. Full-time professional wrestling coaches play an important role in competing sports as well as leisure popularizing sports. Beach wrestling is not only categorized by weight, but also going to be categorized by age. Besides, beach wrestling could appear its multiple sides to the society through setting up the standard to regulate the actions and having more people attending seminars, competitions or summer camps hold by the association. To sum up, it is important to increase the numbers of people and raise their professionality in this sport.
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Hsiao-Hung, Lee, and 李曉虹. "ThE ANALYSIS OF SCORING AND STRATEGIES OF FENALE JUDO PLAYERS IN THE 2004 ATHENS OLYMPIC GAME." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/39790837156829343646.

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碩士<br>國立臺灣體育學院<br>體育研究所<br>96<br>The purpose of this study was to analyze the factors related to scoring and strategies of female judo players in the 2004 Athens Olympic Game. The performance of players ranking from one to five place of each weight level in the game was video typed. Players’ locations of the grip, time of score, technique to score, level of score, location where scored, and game strategies were quantified and analyzed. Results showed that, a. Locations of the grip were a function of the interaction of personal and situational factors, no differences were found among weight levels; b. The first three minutes of the match was the critical time period for scoring, especially during 2-3 minutes; c. Foot as well as hand skills were most used techniques, especially the Osoto-gari; d. majority of the match were decided by Ippon; e. E zone was the most used area on the match turf; f. Speedy, fast-paced game plans and quick, explosive movements were utilized by players of lighter weight levels. Players of heavier weight levels, on the other hand, used mostly strength and subtle skills to make their opponents off-balanced to get advantage. Game strategies of players of medium weight levels were various.
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Sen-Fa, Chang, and 張森發. "STUDIES OF TECHNOLOGY PATTERNS OF WOMEN'S DOUBLES SOFT TENNIS ON SCORING ~ FOCUS TO FIRST EIGHT RANKS IN WOMEN'S DOUBLES SOFT TENNIS GAME OF NATIONAL GAMES,96~." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/64748357923936264249.

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碩士<br>國立臺灣體育學院<br>體育研究所<br>96<br>The purpose of this research is to tvaluate the influence of the technical scoring, scoring and missing formation, and the line area on the ranking and the scoring of front and rear guard in female soft type tennis doubles match. The vidio record of first eight ranking teams in the women's doubles soft tennis on scoring focus to first eight ranks in women's doubles soft tennis game of national games, 2007 were collected. The data was analyzed with the statistic tools such as percentage, description statistics, T-Test, and single factor variance. The main findings are as below: 1. In 2007 National Athletic Games, female soft type tennis doubles match, the “forehand hitting” is the most effective scoring technique, accounting for a percentage of 37%. There were significant difference (p<.05) on the rear and front guard. “Receiving” takes 15% scoring, “Forehand Smashing”, 13%, and “Serving”, 11%. The scoring techniques for the first four places were different. The rear guard applied the strategies of “Forehand,” “Receiving”, “Serving”, and “Reserve”; however, the fore guard employed the techniques of “Forehand smashing”, “Forehand”, “Forehand Volley” and “Reverse Volley.” 2. On the Whole Scoring formation, the statistic data presented that “Opposite angle Up-and Back Formation” takes 27% of 118 points; “Counter Opposite angle Up-and Back Formation” takes 21% of 91 points; Double Bottom Line takes 16% out of 66 points; Right Straight Up-and Back Formation takes 11% out of 47 points, and Left Straight Up-and Back Formation takes 10% out of 44 points. The rear guards of the first four places scoring mainly on the “Opposite angle Up-and Back Formation” taking 41points, a 25% share; “Counter Opposite angle Up-and Back Formation” taking 39points, 24%; Double Bottom Line taking 66 points, 11%; and Left Straight Up-and Back Formation taking 17 points, 10%. These strategies decisively influenced the results. The fore guards of the first four places scoring mainly on the “Opposite angle Up-and Back Formation” taking 44points, a 28% share; “Counter Opposite angle Up-and Back Formation” taking 35 points, 22%; Double Bottom Line taking 35 points, 22%; and Left Straight Up-and Back Formation taking 13 points, 8%. These strategies decisively influenced the results. These tactics are very decisive to the rankings; therefore, the mutual interaction, communication, and cooperation of the partners are actually an important formation, which should be fostered in the training process. 3. As a whole, the main receiving lines of the front and rear guards were focused on the middle line of the 5th zone and the 8th zone, and the bottom line of the 7th zone. The whole lines were respective on : 1 area 4%, 2 area 2%, 3 area 2%, 4 area 12%, 5 area 20%, 6 area 11%, 7 area 15%, 8 area 17%, 9 area 11%, 10 area vanguards attack ball 6%. Receiving lines of the first four group concentrate in the 5th zone, the 8th zone, and the 7th zone. There was significant difference(p<.05)on the serving zone of the first four places and the last four places. This presented a positive relation between ranking and the serving zone 4. The formation of losing points were mainly on the “Opposite angle Up-and Back Formation”, taking a 33% share with a 139 loses; “Counter Opposite angle Up-and Back Formation” taking 27%, 133 times. The losing percentage was 66%. Second was Right Straight Up-and Back Formation taking 14%; Left up and back formation, 14%, accounting for a total 88%. These four formations are the key to losing points. The opposite angle formation and the counter angle formation contribute to the most losing points, which is similar to the result of the formation to scoring. Collectively,to nin ant avvid losing point, these two formations were the most critical strategies.They play an important role on the winning.
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Tseng, Hua-Yu, and 曾華鈺. "Analysis of relationship between scoring skills and scores in the model of Asians Game Women's Volleyball in 2006 and 2014." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/28839336424330887262.

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碩士<br>國立臺灣師範大學<br>運動競技學系<br>103<br>The purpose of this study is to analyze the winning rates and individual technical scoring techniques from the 2006 and 2014 volleyball women Asian games. The study is based on Grey relational analysis to analyze association between four scoring skills and winning percentage. From the primary study data, the R values of 2006 Chinese Taipei women’s volleyball games including spike (r1 = 0.86), opponent error (r4 = 0.83 ) , block (r2 = 0.73), serve (r3 = 0.57) were more than 0.5. However, the winning rates and the scores from all the games during 2014 volleyball women Asian games were spike (r1 = 0.70), opponent error (r4 = 0.62 ) , block (r2 = 0.47), serve (r3 = 0.58). From results of the study, block and serve were the lowest among the four scoring skills both in the 2006 and 2014 games. In order to balance Chinese Taipei Women’s volleyball scoring techniques. As a result, in order to increase winning percentage, priority should strengthen the block height and diverse serving techniques, as well as stability of basic skills to decrease occurrence of errors.
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Berndt, Axel. "Musik für interaktive Medien: Arrangement- und Interpretationstechniken." 2011. https://slub.qucosa.de/id/qucosa%3A36228.

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Musik kommt bei der Vertonung interaktiver Medien in vielerlei Weise zum Einsatz. Dabei stellt die interaktive Beeinflussung der Musik die größte Herausforderung dar. Dieser sogenannten nichtlinearen Musik wird eine flexible Wandelbarkeit abverlangt, sogar noch während sie spielt. Die vorliegende Arbeit geht auf einige medientheoretische Fragestellungen ein und stellt technische Lösungen vor. Es werden die unterschiedlichen Erscheinungsformen und Aufgaben der Musik in interaktiven Medien behandelt. Die technischen Herangehensweisen an nichtlineare Musik werden systematisiert und zwei Lösungsansätze vorgestellt, der Echtzeit-Arrangeur und das reaktive Orchester. Diese arbeiten auf der Ebene des Arrangements und der ausdrucksvollen Interpretation. Es werden Modelle zur Beschreibung interpretatorischer Merkmale entwickelt, die auch musikwissenschaftliche und musikpsychologische Relevanz und Anwendungen haben.<br>Music is applied in manifold ways in scoring interactive media. The biggest challenge in this respect is posed by the interactive manipulation of music. This so-called nonlinear music must provide for flexible mutability even while it is playing. The following research study addresses some media-theoretical issues and presents technical approaches. The different manifestations and functions of music in interactive media are treated. The technical approaches to nonlinear music are systematized, and two solutions to the problem of flexible mutability are elaborated: the Realtime Arranger and the Reactive Orchestra. These are shown to operate at the level of arrangement and expressive performance. Models are developed for the description of the performance features. These models are of relevance and have applications in the fields of musicology and music psychology.
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CHENG-HUI, SU, and 舒正慧. "An Analysis Of Scoring Structure On Beach Handball Game-As The 2016 Sport For All Women’s Beach Handball Championship For Example." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/89870548039018909885.

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碩士<br>正修科技大學<br>休閒與運動管理所<br>105<br>Research background: beach handball is a combination of "take, pass, hair, shot, fill position" and other multi-career movement, in the offensive and defensive tactics with the need to focus on personal basic action of the solid, and the team's tacit understanding and tactics Application must be repeated training with, in order to play in the field when the effective display. Beach handball is one of the eighth World Games events held in Kaohsiung in 2009 and is a ball game worthy of being strongly recommended by the people. Purpose: To understand the correlation between the team and the team in the 2016 National Games Women's Beach Handball Championship, the relationship between the team and the team in the scoring time and scoring method. Method: Through the live field video 2016 National Games Women's Beach Handball Championship fifteen games, through the record analysis to obtain the structure of the scores to describe the statistical analysis of the winning team and the team in the score score percentage of the score, The difference between the winning team and the team in the scoring structure, and the correlation between the scoring structure and the result of the game by Pearson product difference correlation. Results: First, the total score in the total score and 6-10 minutes, 11-15 minutes, 16-20 minutes significant positive correlation. There was a significant positive correlation between the total score and 0-5 min, 6-10 min, 11-15 min and 16-20 min. There is a significant positive correlation between the negative and the total number of shots, and the number of free throws is significantly positively correlated with the total number of shots. There is a significant negative correlation between the winner and the 1-shot in the rotation. Third, winning or losing with 0-5 minutes, 6-10 minutes, 11-15 minutes, 16-20 minutes and the total score was significantly related. Conclusion: In the 2016 National Games women's beach handball championship, the winning team and the team in the scoring time, scoring method, attack activity, different scoring time, scoring method score and total score, with a significant positive correlation.
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CHENG, SHUN-LUNG, and 鄭順隆. "An Analysis of Scoring Structure on Beach Handball Game ~ As the 2010 and 2014 Sport for All Women’s Beach Handball Championship for Example ~." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/37h4vr.

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碩士<br>國立臺灣體育運動大學<br>體育研究所<br>104<br>The aim of the research is to explore the relationships of scoring between the winning teams and the losing ones in the 2010 and 2014 National Games for Women’s Beach Handball Championship. The relationships include the scoring of every scoring structure, the divergence of score, and the result of the competitions. The study hopes to serve as references for coaches and players during training and competitions. The samples were the eleven competitions of the 2014 National Games for Women’s Beach Handball videotaped on the spot. The study used descriptive statistics to analyze the percentage of every scoring structure between the winning teams and the losing ones, one-wayANOVA to analyze the divergence of average score, and Pearson product-moment correlation to analyze the correlation of every scoring structure and the results. The findings are as follows. 1.Time of scoring During the four scoring time intervals, scoring from high to low is respectively 11-15minute,0-5minute,6-10minute, and 16-20 minute. The top two scoring of time interval 0-5 and 11-15 took up 61.67% of score. The winning teams got significantly higher average score than the losing ones in all of the four scoring time intervals. 2.Area of attackIn nine competitions out of eleven, more scores were made in area B, which lies between 69.39% and 36.07%.The winning teams got significantly higher average score than the losing ones in area A, B, and C. 3.Ways of shooting Among the eleven competitions, four competitions had better score in normal goal shooting and in-flight shooting. The scoring rate was between 86.89% and 64.91%. Six competitions had better score in in-flight shooting and goalkeeper shooting, and the rate was 69.39% to 91.43%, which revealed the importance of goalkeeper shooting scoring. The winning teams scored significantly higher than the losing teams in-flight shooting, goalkeeper shooting. 4.Among the chosen twelve attack activities, 0-5 minute, 11-15 minute, attack area C, in-flight shooting, and airborne relay shooting all had significant positive correlation.
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Vallam, Rohith Dwarakanath. "Game-Theoretic Analysis of Strategic Behaviour in Networks, Crowds and Classrooms." Thesis, 2014. http://hdl.handle.net/2005/2955.

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Over the past decade, the explosive growth of the Internet has led to a surge of interest to understand and predict aggregate behavior of large number of people or agents, particularly when they are connected through an underlying network structure. Numerous Internet-based applications have emerged that are as diverse as getting micro-tasks executed through online labor markets (also known as crowd sourcing) to acquiring new skills through massively open online courses (also known as MOOCs). However, there has been a major inadequacy in existing studies with respect to evaluating the impact of strategic behavior of the agents participating in such networks, crowds, and classrooms. The primary focus of this doctoral work is to understand the equilibrium behaviour emerging from these real-world, strategic environments by blending ideas from the areas of game theory, graph theory, and optimization, to derive novel solutions to these new-age economic models. In particular, we investigate the following three research challenges: (1) How do strategic agents form connections with one another? Will it ever happen that strategically stable networks are social welfare maximizing as well? (2) How do we design mechanisms for eliciting truthful feedback about an object (perhaps a new product or service or person) from a crowd of strategic raters? What can we tell about these mechanisms when the raters are connected through a social network? (3) How do we incentivize better participation of instructors and students in online edu-cation forums? Can we recommend optimal strategies to students and instructors to get the best out of these forums?
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Hung, Jung-min, and 黃榮銘. "Comparison and Analysis of Scoring in Year 2006 and2010 World Cup Soccer Games." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/28086995928284399251.

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碩士<br>國立臺南大學<br>體育學系碩士班<br>101<br>In 2006 World Cup football will race a total of 32 teams Contestants 64 games, scoring 143 balls with the nineteenth World Cup Football Club 2010, a total of 32 teams participating race season 64 games 143 score of the game ball attack score strategies, and its purpose is to understand: First, the 2006 World Cup the differences not at the same time the Goal in the score. Second, the 2006 World Cup shot goal score differences between different areas. Third, the 2006 World Cup shot scoring the differences in the different parts of the body. Fourth, the 2010 World Cup in the differences not scoring segment shot. 2010 World Cup shot goal score differences between different areas. 2010 World Cup shot scoring the differences in the different parts of the body. In this study, in order to watch the World Cup in 2006 and 2010, a total of 128 games DVD, analysis the 286 score the ball evolution of the case, statistical processing and analysis of the discussion, the following results were obtained: First, do not the segment score a goal difference situation (A) 2006, the second half goals respectively 67 and 76, 2010, the second half, scoring 58 and 85 respectively, the two second half goals in World Cup number 都 apparently higher than the characteristics of the first half. (B) in overall scoring speaking peak are in a period of 76 to 90 minutes, which is 15 minutes before the end of the game. Not score a goal difference situation with regional (A) 2006: penalty area goal area outside the penalty area; 2010: the penalty area> goal area> outside the penalty area. This point of view the future to see the close relationship between the amount of two World Cup scoring goal area. (B) Overall speaking, the penalty area is still the main scoring area for each team compete for the chance to score the highest zone. Goals in three different parts of the body the difference between the case of the score (A) 2006, body parts goal to score the number of overall order: foot inside> Instep> head> Instep> outside of the foot> other. Pick of 2010 the number of body parts score a goal in order: feet inside> Instep> head> Instep outside of the foot = other. Thus, the point of view of view show significant differences in the two World Cup soccer tournament in goal scoring situations in different parts of the body. (B) On the whole, Instep, inside of foot, instep the medial and head shot way players often use the shot site, it is retaining its position as the top four of the throne, the outside of the foot and other parts of the less players use, so the ranking bring up the rear.
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Lee, Chao-chun, and 李兆浚. "Comparison and Analysis of Scoring in Year 2002 and 2006 World Cup Soccer Games." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/27976359918789947814.

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碩士<br>國立臺南大學<br>體育學系教學碩士班<br>98<br>In Year 2002 World Cup Soccer Game held in Korea and Japan, there had 32 teams, 64 games, scoring 158 goals, and in Year 2006 World Cup Soccer Game held in Germany, it was 32 teams, 64 games, scoring 144 goals. The purpose of this study is to compare scoring attack tactics in Year 2002 World Cup Soccer Game with those in Year 2006 World Cup Soccer Game and understand that︰ one, the scoring differences between different times of the case; two, the scoring differences between different regions of the situation; three, differences between different ways to score a goal. The way of this study is analyzing the evolution of the 302 scoring goals in the two Games by watching DVD of Year 2002 and 2006 World Cup Soccer Games. The results are as follows: 1、The scoring differences between different times of the case. (A) In the two Games, scoring goals at different times have no significant difference except of the two intervals, 46-60 minute and 61-75 minute. (B) In the two Games, scoring goals at different times show the same regularity. Scoring peak is at 75 ~ 90 minutes time, that is, 15 minutes before end. 2、 The scoring differences between different regions of the situation. (A) In the two Games, goals scored in the different regions have no significant difference. (B) In the two Games, scoring goals in different regions show some kind of regular arrangement, the amount of different regions goals is: the penalty area> goal area> outside the penalty area. Overall, the penalty area is the most vulnerable area and the highest scoring opportunity zone. 3、 Differences between different ways to score a goal. (A) There is no significant difference between different ways to score a goal in the two Games. (B) In the two Games, scoring goals in different ways show some kind of regular arrangement, as a whole, the main way to score is direct goal shooting. Known as the "third leg" of head goal shooting has become an important skill of three-dimensional and high altitude attack in modern soccer.
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Ling, Chuang-i., and 林全一. "Comparison and Analysis of Scoring in Year 2006 and 2010 World Cup Soccer Games." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/27972927001789709406.

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碩士<br>國立臺南大學<br>體育學系碩士班<br>101<br>This study focus on every goal scenario of the FIFA World Cup in 2006 and 2010, examine each of the final tournament games played, to keep track of every goal then analyze them in order to have a crystal understanding in:1. the goals scenario 2. comparing the difference between this two final tournaments. There we earn the conclusions as below: 1. The number of the goals in the 2006 FIFA World Cup final tournament games differ in different game time-slice and the ways of scoring. 2. The number of the goals in the 2010 FIFA World Cup final tournament games differ in the ways of scoring ,but game time-slice. 3. The most goals in the time-slice is the very 76 to 90 minutes section in the 2006 and 2010 FIFA World Cup final tournament games. 4. In the ways of scoring in both the 2006 and 2010 FIFA World Cup final tournament games, it showed like this, Direct Spots>InDirect Spots>Headers>Dribblings and Feints>Penalty kick>Free kick. It reveals that the trend of the offence strategy has changed slightly. 5. In the time-slice of the very 76 to 90 minutes section in the 2006 and 2010 FIFA World Cup final tournament games, most of the goals scenario have been made out of the immediate shot at a goal, the less time remains, the more consensus it takes.
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麥彥浩. "Analysis of scoring technique in women's beach volleyball finals based on 2007:national athletic games as the example." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/99155505142842446284.

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CHEN, WEI-HONG, and 陳威宏. "ANALYSIS ON THE SCORING TECHNIQUE OF WRESTLING MATCH: TAKING THE 2017 NATIONAL GAMES MEN'S FREESTYLE CLASS V AS AN EXAMPLE." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/9ah6bz.

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碩士<br>國立臺灣體育運動大學<br>競技運動學系碩士班<br>107<br>The main purpose of this study is to analyze the scoring technique scored by the men's freestyle fifth-class contestants at the 2017 National Games, and to discuss the effective attack scoring technique, effective attack scoring time and the winning method of the player. Research methods: using the contents of the competition process to shoot video, the use of video (video) video observation, through SPSS statistical software using the number of dependent sample single-factor variation to all the match quantified data for statistical analysis. At the same time, the Games men's wrestling freestyle fifth class a total of 10 players, a total of 11 games as the research object. Results: First, effective attack scoring technology, with back control as the most, followed by rolling bridge, dangerous state, and other, and the least movement technology for the big action, the test did not reach a significant difference. Second, effective attack scoring time, in the 0-1' point in time as the main effective attack score the most times of the time, because the angle is anaerobic exercise, the player will be in the first round of physical condition is better, take the initiative to take active attack to obtain technical points, to obtain the advantage of the game, verified to achieve a significant difference of three, the way the player won, The main winning style of this event is the most "suppressed victory". The secondary way to win is "win difference" and "big win difference". None of the significant differences were reached.
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Cheng, Chih-kun, and 鄭至坤. "The Analysis and Examination of the scoring techniques in the San Shou Matches.-----Examples from the 2002 Bosun Asian Games." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/jv2mk9.

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碩士<br>國立臺灣師範大學<br>體育學系在職進修碩士班<br>96<br>The Analysis and Examination of the scoring techniques in the San Shou Matches.-----Examples from the 2002 Bosun Asian Games. Chih-kun Cheng National Taiwan Normal University. Abstract In Taiwan, San Shou, or San Da is also called “Chinese Boxing Stage”, “Bare-Handed Match”, or“Challenge Fight Between Two Boxers”. In order to make Martial Art competitive game and toward globalization, the rules of the game, the contest system must be established more concrete and safer. Whether the process of judgment is done carefully and exactly by the umpires will affect the result of the game and the development of the sport. Ten matches from the San Shou game held in 2002 Bosun Asian Game were analyzed through the edited videos. Eight national level (A) umpires served as the participants who were asked to record scores in two ways for the same 10 matches. The results show that 1, the consistency ratios between the 2 scoring techniques from the umpires was significantly smaller than 0.9 using the one sample t-test, demonstrating the unequal results from the 2 different scoring techniques. Secondly, examining the recorded differences between the opponents, it was found that when the differences were small, the results of the 2 techniques tended to be different whereas the 2 techniques only shared the same results when the differences between the opponents were large. Thirdly, the descriptive statistics from the scoring records showed that the techniques that were ranked at the top three places were 1. boxing technique, 2. throwing technique, and 3. kicking technique. The findings of the study could provide information about the scoring techniques in the San Shou matches to the relevant personnel and organization, hoping to contribute to promoting the sport toward an international level. Keywords:San Shou ,Chinese Boxing Stage, Bare-Handed Match, Chinese Martial Art, National Level Umpire.
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LIN, HSIN-HUNG, and 林信宏. "Analysis of scoring system in different weight classes of wrestling: An example of Greco-Roman wrestling in the National Games Taipei 2013." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/tmu533.

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碩士<br>國立臺灣體育運動大學<br>體育研究所<br>104<br>The aim of this study is to analyze and discuss the valid scoring action, and the time of scoring action in different weight classes in men Greco-Roman wrestling in the National Games Taipei 2013. The subjects were 77 athletes in 7 weight classes; 96 matches were recorded and replayed on TV to analyze the related competitions. The data was quantified for analysis and discussion. Results: the analysis of valid scoring action; the highest point was 2 and the lowest point was 5. 2-point technical scoring included back control and action on the mat. 5-point technical scoring included takedown of a grand amplitude which was higher than the shoulder. Both were statistically significant. In addition, the scoring accomplished by action peaked in 0 to 30 seconds and 30 to 60 seconds after the competition began. The athletes were exploring in the first 30 seconds. The athletes attempted to obtain the technical advantage before the competitor physically focused in the competition. Valid scoring reduced after 120 seconds. The leading athletes who obtained technical score would change the strategy to defense in order to keep the lead. It was statistically significant. Most of the victory condition was win by technical superiority; win by decision and other victory condition were fewer (8 times for both conditions). It was statistically significant. It showed the importance of continuous action on the mat in a short period of time to accomplish 2-point technical score.
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Hsin, Chien Yi, and 簡億鑫. "Study on the actions of Different Electronic Protector Scoring Systems (PSS) in the Taekwondo athletes in the 2012 London Olympics and the 2014 Incheon Asian Games as an example." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/2cft7m.

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碩士<br>國立體育大學<br>競技與教練科學研究所<br>103<br>The purpose of this study is to investigate the difference in Elite Taekwondo players on how they perform in different electronic protector scoring system(PSS) according to their attacking movement patterns. Analysis of movements will be conducted with athletes from London Olympic Games male category 1 and 2 and female category 1.2.3.4 will be conducted form Inchon Asian Games. The use of video recording system will be played and analyzed with the top four best players, in order to describe the movement attack to identify the scoring percentage relationship of the scoring point gathered in the match. The statistics and frequency percentage of the recording of the resulting data will be put in MS-EXCEL computer program software. The conclusion of the analysis are as follow 1. Daedo and electronic protector system and KP&P, main scoring technique is the rear leg round house kick, the second major kick for scoring the Daedo body protector is the front leg side kick(pushing kick), for KP&P it would be front leg round house kick, 3rd major kick for Daedo would be front leg round house kick while for KP&P it would be front leg side kick(pushing kick), the less likely for the two protector in scoring is the 360 degree round house kick and 360 degree back kick. 2. Electronic protective gear of Daedo and KP&P electronic protector systems are more suitable for the use of offensive skill. This correlates with the WTF Rules, in favour with the engagement of attack in the competition. 3. In a offensive teachnique in Daedo it is easier to score point with rear leg round house kick, front leg side kick(pushing kick) front leg round house kick. For KP&P body protector it is with rear leg round house kick, front leg round house kick, front leg side kick(pushing kick). With defensive attack in Daedo body protector it is more likely to score point withear leg round house kick, front leg round house kick, front leg side kick(pushing kick).KP&P defensive technique it is easier to score points with front leg round house kick, rear leg round house kick, front leg side kick(pushing kick). Keyword:Taekwondo、electronic scoring system、attack pattern、 attack movment
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CHIANG-TA-CHENG and 江大成. "The study mainly investigated the table tennis strategy of Taiwanese high school table tennis players by three stage skill analysis. The study analysed players who are from the quarter final in the 2014 National High School Athletic Games(all about Fu Cheng Senior High School players). Games were recorded by video and record those players’ gripping mode from preliminaries to the final game. The gripped mode, three stage skill, and strategy were recorded by 3 A-level coaches. By this way, we can analse high school students’ skill in actual situation. Moreover, we can review the advantage and disadvantage for future training, and enhance their level of skill.The scoring rates of Three-Part Skill are as follow:No.1234 player 48.9%、39.1%、12%, No.1235 player 40.6%、28.1%、31.3%,and No.1240 player 33.1%、35%、32%. The usage rates of Three-Part Skill are as follow:No.1234 player 42.6%、43.3%、14.1%, No.1235 player 38.4%、33.2%、28.2%,and No.1240 player 28.2%、35.1%、36.6%.The overall average of usage rate showed that Three-Part Skill is used more in the section of attack after serve part and attack on return serve part. Conclusion: The research shows that players of Kaohsiung Municipal Fu Cheng Senior High School mainly use quick attack combining top spin and top spin combining quick attack. If they could participate more national events,and train themselves to strengthen their advantages and improve shortcomings. Someday, they can greatly enhance their personal achievement." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/94996991702015980304.

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Abstract:
碩士<br>國立臺東大學<br>體育教學碩士在職專班<br>104<br>The study mainly investigated the table tennis strategy of Taiwanese high school table tennis players by three stage skill analysis. The study analysed players who are from the quarter final in the 2014 National High School Athletic Games(all about Fu Cheng Senior High School players). Games were recorded by video and record those players’ gripping mode from preliminaries to the final game. The gripped mode, three stage skill, and strategy were recorded by 3 A-level coaches. By this way, we can analse high school students’ skill in actual situation. Moreover, we can review the advantage and disadvantage for future training, and enhance their level of skill. The scoring rates of Three-Part Skill are as follow:No.1234 player 48.9%、39.1%、12%, No.1235 player 40.6%、28.1%、31.3%,and No.1240 player 33.1%、35%、32%. The usage rates of Three-Part Skill are as follow:No.1234 player 42.6%、43.3%、14.1%, No.1235 player 38.4%、33.2%、28.2%,and No.1240 player 28.2%、35.1%、36.6%.The overall average of usage rate showed that Three-Part Skill is used more in the section of attack after serve part and attack on return serve part. Conclusion: The research shows that players of Kaohsiung Municipal Fu Cheng Senior High School mainly use quick attack combining top spin and top spin combining quick attack. If they could participate more national events,and train themselves to strengthen their advantages and improve shortcomings. Someday, they can greatly enhance their personal achievement.
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