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Smart sports exercises: Offensive decision-making in volleyball

(Smarte Bewegungen im Sport: Entscheidungsverhalten im Angriff im Volleyball)

The use of technology in sports is becoming more widespread, from video analyses, smart wearables or smart textiles, all kinds of technology is being used to help athletes perform optimal in their sport. A new emerging technology for training purposes is the interactive sport-training games technology, it uses interactive sport-training games for training exercises. What distinguishes these exercises from "standard" interactive sport exercises is the use of gamification to increase engagement. This thesis project is concerned with the development of an interactive sport-training games system that focuses on training the subdomain offensive decision-making in volleyball through an interactive pressure-sensitive floor. The developed system aims to provide an addition to the traditional volleyball training, to achieve this goal thethesis project was divided into three phases: the theory phase, constructive phase, and evaluation phase. The theory and constructive phase provided an answer to the firstresearch question: "How can wedevelop an interactive sport-training games system that trains the multidimensional construct of a volleyball exercise subdomain by using an interactive floor?" and the evaluation phase provided an answer to the second research question: "How is interaction technology viewed in general by trainers and players" and the third research question: "Are the developed suite-of-games exercises suitable for training the attacking subdomain in volleyball when using an interactive floor?". When designing the system, a suite-of-games approach was chosen to train the multidimensional construct of the subdomain because it provides the flexibility and versatility needed for training. The research done on this approach shows that a suite-of-games approach is not as straight forward as initially thought, but the first steps have been taken. Therefore, it is thought that this thesis offers an illustration of how one could design for multidimensional sports constructions.The evaluation phase consisted out of a user study with nine participants combining quantitative measurements and qualitative interviews to provide an answer for the secondand thirdresearch question.The results of the evaluation show that the participants are open to integrating the developed system in their own training. The use of interaction technology in sports is positively viewed and the developed exercises were found suitable for training the subdomain. To make the exercises suitable for higher-level playing teams, some refinements, such as the difficulty and dynamics of the exercises, will be necessary.
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Bibliographische Detailangaben
Schlagworte:
Notationen:Spielsportarten Naturwissenschaften und Technik
Tagging:Interaktion
Sprache:Englisch
Veröffentlicht: Twente University Twente 2021
Online-Zugang:http://essay.utwente.nl/86171/1/Engbers_MA_EEMCS.pdf
Seiten:77
Dokumentenarten:Master-Arbeit
Level:hoch