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Research On The Construction And Evaluation Of The Spatio-temporal Classification Model Of The World's High-level Badminton Men's Singles Catch-and-kill Model

Posted on:2021-11-25Degree:MasterType:Thesis
Country:ChinaCandidate:Y Y JiangFull Text:PDF
GTID:2517306191490704Subject:Physical Education and Training
Abstract/Summary:PDF Full Text Request
Nowadays,the attack of badminton men's singles is more and more sharp,and the conversion of attack and defense is obviously accelerated.Smash is the main technique of scoring in badminton.In badminton singles match,the key link is to change from defense to attack,even to create scoring opportunities.Therefore,it is an important subject of badminton game analysis to study catch and smash.In order to explore the objective law of attack and defense conversion in badminton competition,this paper divides badminton court into 96 areas,makes a statistical classification of the flight path of the ball,and then makes a statistical analysis of the technology,the line and the hitting effect according to the three-dimensional data of 1639 strokes of 7 world top athletes in 15 competitions.Because badminton is an activity in which players of both sides play in an orderly way in space,this paper constructs a temporal and spatial classification model of catching and smashing based on the hitting point of catching and smashing.Through the division of batting space and science,it not only ensures the spatial characteristics of badminton movement,but also establishes the time connection of racket technique and tactics before and after the smash.Compared with the previous studies,this paper has the following innovations:(1)The spatiotemporal classification model provides a new research perspective for badminton technology and tactics.According to the characteristics of badminton's batting space and the distribution of batting points,this paper links up the up and down strokes according to the time series.It can not only make a detailed study of the information in the space,but also link the space information of the front and back strokes with the technical and tactical information,which greatly broadens the research perspective.At the same time,the model is based on the characteristics of the players in the process of the game,so the study of badminton technology and tactics through the model is more in line with the actual rules of badminton,and can more truly restore the process of the game.(2)The data of the research is from the real game,and the data is objective and comprehensive.This paper makes a comprehensive statistical analysis of the three-dimensional information such as the line,height and landing point of each shot in 15 games.According to the quantitative research of the three-dimensional data of the butt Smash,it is the first time in China.In addition,the data of this study all come from the real competition,so the research conclusion is more close to the actual combat.(3)This paper redefines the badminton circuit(straight line,oblique line).First of all,it decomposes the badminton stroke path horizontally and vertically,then analyzes the decomposed path,objectively determines the type of badminton stroke path: straight line / diagonal line,avoids the fuzziness of artificial observation,improves the efficiency of analysis,and more conforms to the characteristics of badminton movement.(4)A comprehensive evaluation and analysis of the effect of butt smashing is made.The results of the batting are not only counted,but also the distance between the opponent's movement,the speed of the opponent's movement,the skill of catching the opponent,the skill of hitting the ball,and our batting skill are analyzed statistically,and the effect of catching the ball is evaluated comprehensively,so as to find out the badminton attack.The striking characteristics of the defensive switch.The main conclusions are as follows:(1)In the process of catching and defending,the players focus on the middle and back field area,which is conducive to finishing high-quality catch and block will creating opportunities for scoring.(2)The use of slash is more able to get rid of the passive attack.The use rate of slash should be increased in the process of the game.(3)Although the high arc catch and pick-up has time advantage,it is difficult to get rid of the continuous attack of the smash player.It is suggested to reduce the use of catch and pick-up as much as possible during the game.(4)Although the flying arc of catch and block is low,it can mobilize the athletes to run a longer distance,especially the catch and block diagonal can mobilize the opponent to move a longer distance at a faster speed.It is recommended to use catch and block more when catch and smash.(5)The first time to force the smash player to play the high ball is conducive to get rid of the passive attack;and when the second racket technique is smash,the catcher gets rid of the passive attack and completes the conversion of attack and defense.(6)When the skill of the smash player is smash,the catcher is not only unable to get rid of the passivity,but also the situation is more difficult,and it is difficult to reverse the situation of passive attack.
Keywords/Search Tags:Catch and block, Attack defense conversion, Hitting point, Line, Moving distance
PDF Full Text Request
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