Dear Editor,This letter addresses the impulse game problem for a general scope of deterministic,multi-player,nonzero-sum differential games wherein all participants adopt impulse controls.Our objective is to formulate...Dear Editor,This letter addresses the impulse game problem for a general scope of deterministic,multi-player,nonzero-sum differential games wherein all participants adopt impulse controls.Our objective is to formulate this impulse game problem with the modified objective function including interaction costs among the players in a discontinuous fashion,and subsequently,to derive a verification theorem for identifying the feedback Nash equilibrium strategy.展开更多
Background In light of growing concern over eating disorders among young athletes amid cultural and social pressures,this study aimed to assess the prevalence of orthorexia nervosa(ON)risk and evaluate body image perc...Background In light of growing concern over eating disorders among young athletes amid cultural and social pressures,this study aimed to assess the prevalence of orthorexia nervosa(ON)risk and evaluate body image perception and its predictive factors among young football players from Poland and Türkiye.Methods The study involved 171 players aged 15–18 years,recruited from football academies in Poland and Türkiye.The Polish and Turkish versions of the Body-Esteem Scale for Adolescents and Adults(BESAA)were administered to assess body image perception,while the Düsseldorf Orthorexia Scale(DOS)was used to measure ON risk.Anthropometric measurements were taken to calculate Body Mass Index(BMI),which was then referenced to centile charts to determine nutritional status.Results Results indicated that 13%of participants exhibited characteristics of ON,with an additional 26%classified as at elevated risk.Comparative analysis revealed no significant differences in ON prevalence between Polish and Turkish players(p=0.938)and no age-related differences(p=0.694).Among Polish players,a significant positive association emerged between BMI(relative to centile charts)and overall appearance evaluation(BE-Appearance)(p=0.008,partialη^(2)=0.10).This relationship was not observed in Turkish players.Moreover,analysis of ON risk predictors—including age,nationality,nutritional status,and body image—did not identify any single variable as a definitive predictor(all p-values>0.05),with a low predictive capacity(McFadden’s R^(2)=0.03).Conclusion The study revealed a significant risk of ON among young footballers with no clear predictors.展开更多
This study examines on badminton players following anterior cruciate ligament(ACL)surgery.It analyses the risk factors in badminton that may cause re-injury to the knee joint,such as sports postures and exercise inten...This study examines on badminton players following anterior cruciate ligament(ACL)surgery.It analyses the risk factors in badminton that may cause re-injury to the knee joint,such as sports postures and exercise intensity.Scientific and reasonable sports protection measures and training plans are formulated,including correcting sports postures and reasonably controlling exercise intensity and frequency.Rehabilitation training is carried out in stages,and the training intensity and frequency are gradually adjusted according to the recovery situation.Through scientific protection and training,the risk of re-injury to athletes can be reduced,and they can be helped to restore their best sports conditions.At the same time,future research directions are prospected,covering personalized rehabilitation programs,application of new technologies,and research on psychological factors.展开更多
Objectives:Recently,the global esports industry has experienced remarkable growth,leading to an expansion in the scale and influence of professional player communities.However,despite this outward growth,systems to pr...Objectives:Recently,the global esports industry has experienced remarkable growth,leading to an expansion in the scale and influence of professional player communities.However,despite this outward growth,systems to protect players’mental health remain inadequate.Comprehensive analysis of structural risk factors,including performance pressure,public evaluation,and career instability,remains insufficient.This study,aimed to explore stressors encountered by esports athletes,coping strategies,and the role of social support systems in safeguarding mental health.Using the transactional model of stress and coping,the job demands–resources model,and social support theory,the study adopts an integrated perspective to examine challenges faced by athletes in the competitive esports environment.Methods:A qualitative case study was conducted involving in-depth interviews and nonparticipant observations with 11 esports athletes who competed at national or international levels,as well as two team managers.Thematic analysis identified recurring patterns in the data,and credibility was ensured through triangulation and cross-review among researchers.Results:Esports athletes experience multiple interacting stressors,including performance demands,emotional strain duringmatches,and continuous evaluation on socialmedia.In response,they employed coping strategies—problem-focused,emotion-focused,and avoidance-based,which provided temporary relief but often led to burnout and self-regulation failure owing to absence of support systems.Social support networks had ambivalent effects:while offering comfort,they also intensified pressure through negative feedback and high expectations from fans and online communities.Conclusion:The findings show that mental health issues among esports athletes are not only related to individual factors but are closely linked to performance-driven structures,competitive environments,and social relationships.This study integrates the transactional model of stress and coping,the JobDemands–Resourcesmodel,and social support theoryto provide comprehensive analysis.It also offers practical recommendations,including psychological counseling,emotional labor programs,and improved communication with families and fan communities.展开更多
Evaluating and selecting players to suit football clubs and decision-makers (coaches, managers, technical, and medical staff) is a difficult process from a managerial-financial and sporting perspective. Football is a ...Evaluating and selecting players to suit football clubs and decision-makers (coaches, managers, technical, and medical staff) is a difficult process from a managerial-financial and sporting perspective. Football is a highly competitive sport where sponsors and fans are attracted by success. The most successful players, based on their characteristics (criteria and sub-criteria), can influence the outcome of a football game at any given time. Consequently, the D-day of selection should employ a more appropriate approach to human resource management. To effectively address this issue, a detailed study and analysis of the available literature are needed to assist practitioners and professionals in making decisions about football player selection and hiring. Peer-reviewed journals were selected for collecting published papers between 2018 and 2023. A total of 66 relevant articles (journal articles, conference articles, book sections, and review articles) were selected for evaluation and analysis. The purpose of the study is to present a systematic literature review (SLR) on how to solve this problem and organize the published research papers that answer our four research questions.展开更多
It is well established that Nash equilibrium exists within the framework of mixed strategies in strategic-form non-cooperative games. However, finding the Nash equilibrium generally belongs to the class of problems kn...It is well established that Nash equilibrium exists within the framework of mixed strategies in strategic-form non-cooperative games. However, finding the Nash equilibrium generally belongs to the class of problems known as PPAD (Polynomial Parity Argument on Directed graphs), for which no polynomial-time solution methods are known, even for two-player games. This paper demonstrates that in fixed-sum two-player games (including zero-sum games), the Nash equilibrium forms a convex set, and has a unique expected payoff. Furthermore, these equilibria are Pareto optimal. Additionally, it is shown that the Nash equilibrium of fixed-sum two-player games can theoretically be found in polynomial time using the principal-dual interior point method, a solution method of linear programming.展开更多
Vision-based player recognition is critical in sports applications.Accuracy,efficiency,and Low memory utilization is alluring for ongoing errands,for example,astute communicates and occasion classification.We develope...Vision-based player recognition is critical in sports applications.Accuracy,efficiency,and Low memory utilization is alluring for ongoing errands,for example,astute communicates and occasion classification.We developed an algorithm that tracks the movements of different players from a video of a basketball game.With their position tracked,we then proceed to map the position of these players onto an image of a basketball court.The purpose of tracking player is to provide the maximum amount of information to basketball coaches and organizations,so that they can better design mechanisms of defence and attack.Overall,our model has a high degree of identification and tracking of the players in the court.We directed investigations on soccer,basketball,ice hockey and pedestrian datasets.The trial comes about an exhibit that our technique can precisely recognize players under testing conditions.Contrasted and CNNs that are adjusted from general question identification systems,for example,Faster-RCNN,our approach accomplishes cutting edge exactness on three sorts of recreations(basketball,soccer and ice hockey)with 1000×fewer parameters.The all-inclusive statement of our technique is additionally shown on a standard passer-by recognition dataset in which our strategy accomplishes aggressive execution contrasted and cutting-edge methods.展开更多
Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data deri...Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data derived from the interaction of a player’s behavior within the game as well as the player’s experience with the game.Player behavior focuses on dynamic and static information gathered at the time of gameplay.Player experience concerns the association of the human player during gameplay,which is based on cognitive and affective physiological measurements collected from sensors mounted on the player’s body or in the player’s surroundings.In this paper,player experience modeling is studied based on the board puzzle game“Candy Crush Saga”using cognitive data of players accessed by physiological and peripheral devices.Long Short-Term Memory-based Deep Neural Network(LSTM-DNN)is used to predict players’effective states in terms of valence,arousal,dominance,and liking by employing the concept of transfer learning.Transfer learning focuses on gaining knowledge while solving one problem and using the same knowledge to solve different but related problems.The homogeneous transfer learning approach has not been implemented in the game domain before,and this novel study opens a new research area for the game industry where the main challenge is predicting the significance of innovative games for entertainment and players’engagement.Relevant not only from a player’s point of view,it is also a benchmark study for game developers who have been facing problems of“cold start”for innovative games that strengthen the game industrial economy.展开更多
The athletic component in football is nowadays one of the most important factor to determinate the performance. This consideration is part of our study, which aims to evaluate and quantify the difference between the w...The athletic component in football is nowadays one of the most important factor to determinate the performance. This consideration is part of our study, which aims to evaluate and quantify the difference between the workload of an amateur footballer and an elite one. All this is allowed by match analysis made by GPS evaluation method for amateur and video tracking for elite. The examined teams were playing in 7th Italian league, and we used 10 GPS to track 6 games, 5 for each team. For every team and every game were analysed a forward, a central midfielder, a wide midfielder, a central defender and a full back (Age 25.3 + 4.2, Weight 74.5 Kg a: 5.3, Height 1.76 cm + 5.2). In our study, we used a 20 Hz GPS (thanks to Advanced Research Group in Sport, School of Health and Sport Science with K-Sport Universal, Italy) to detect performance data, and then we compared the outcome with matches performance data from elite players gather from scientific literature. Data analysis shows that elite players reach higher values in almost all parameters taken into account. In particular, they obtained higher value in meters per minutes, High Speed Distance (〉 16 Km/h), High Metabolic Power Distance (〉 20 W/Kg) and in high and very high and acceleration (2 m/s, 3 m/s, 〉 3 m/s) and deceleration (-2 m/s, -3 m/s, 〉 -3 m/s). This study can be useful to select and catalogue player performance model, in order to better understand the real value of a player, and to help coaches and teams to identify talent, at least in physical values.展开更多
针对PowerPoint在音、视频方面无法添加多个曲目和有效控制其播放的局限性,通过对PowerPoint提供的VBA和Windows Media Player控件的深入研究,利用Windows Media Player控件的特性,运用简单的编程和界面设计,给出了在PowerPoint2007中...针对PowerPoint在音、视频方面无法添加多个曲目和有效控制其播放的局限性,通过对PowerPoint提供的VBA和Windows Media Player控件的深入研究,利用Windows Media Player控件的特性,运用简单的编程和界面设计,给出了在PowerPoint2007中对音、视频实现曲目灵活播放和控制的方法。展开更多
多媒体播放器是人们平时娱乐的一个重要内容。随着时代的进步,信息化逐渐变得越来越重要。如何管理好用户平时娱乐收藏的媒体文件,从而达到娱乐、工作两不误,已经成为日常生活中的一个大问题。在这种情况下,拥有一个可以规范化、现代化...多媒体播放器是人们平时娱乐的一个重要内容。随着时代的进步,信息化逐渐变得越来越重要。如何管理好用户平时娱乐收藏的媒体文件,从而达到娱乐、工作两不误,已经成为日常生活中的一个大问题。在这种情况下,拥有一个可以规范化、现代化、多样化的多媒体播放器就显得非常必要。虽然目前国内外关于多媒体播放器的软件很多,但其种类都比较繁杂,而且多数都致力于专门的一种功能,并不能满足用户的实际需求,缺乏一定的多样性。下面介绍的Neusoft Media Player可以很好地解决以上问题,本系统具有音频播放、视频播放和图片播放三种基本功能,综合了三种媒体播放器,从本质上实现了播放器的多样性,另外,除了基本功能之外,还具备最近播放列表、用户自定义列表、显示媒体文件详细信息、按照不同信息对媒体文件排序等功能,而且进一步完善了三种播放模式之间的互相转换。这不仅取代了传统的媒体播放器的单一性,而且更加符合用户的实际生活需求,给用户的日常生活及娱乐活动带来前所未有的方便。系统采用Microsoft Visual Studio 2010作为前端开发工具,SQL Server 2005作为后台的数据库开发平台。连接数据库采用的是比较流行的ADO技术,主要功能通过各种函数和控件进行实现。展开更多
基金supported in part by the National Natural Science Foundation of China(62173051)the Fundamental Research Funds for the Central Universities(2024CDJCGJ012,2023CDJXY-010)+1 种基金the Chongqing Technology Innovation and Application Development Special Key Project(CSTB2022TIADCUX0015,CSTB2022TIAD-KPX0162)the China Postdoctoral Science Foundation(2024M763865)
文摘Dear Editor,This letter addresses the impulse game problem for a general scope of deterministic,multi-player,nonzero-sum differential games wherein all participants adopt impulse controls.Our objective is to formulate this impulse game problem with the modified objective function including interaction costs among the players in a discontinuous fashion,and subsequently,to derive a verification theorem for identifying the feedback Nash equilibrium strategy.
文摘Background In light of growing concern over eating disorders among young athletes amid cultural and social pressures,this study aimed to assess the prevalence of orthorexia nervosa(ON)risk and evaluate body image perception and its predictive factors among young football players from Poland and Türkiye.Methods The study involved 171 players aged 15–18 years,recruited from football academies in Poland and Türkiye.The Polish and Turkish versions of the Body-Esteem Scale for Adolescents and Adults(BESAA)were administered to assess body image perception,while the Düsseldorf Orthorexia Scale(DOS)was used to measure ON risk.Anthropometric measurements were taken to calculate Body Mass Index(BMI),which was then referenced to centile charts to determine nutritional status.Results Results indicated that 13%of participants exhibited characteristics of ON,with an additional 26%classified as at elevated risk.Comparative analysis revealed no significant differences in ON prevalence between Polish and Turkish players(p=0.938)and no age-related differences(p=0.694).Among Polish players,a significant positive association emerged between BMI(relative to centile charts)and overall appearance evaluation(BE-Appearance)(p=0.008,partialη^(2)=0.10).This relationship was not observed in Turkish players.Moreover,analysis of ON risk predictors—including age,nationality,nutritional status,and body image—did not identify any single variable as a definitive predictor(all p-values>0.05),with a low predictive capacity(McFadden’s R^(2)=0.03).Conclusion The study revealed a significant risk of ON among young footballers with no clear predictors.
文摘This study examines on badminton players following anterior cruciate ligament(ACL)surgery.It analyses the risk factors in badminton that may cause re-injury to the knee joint,such as sports postures and exercise intensity.Scientific and reasonable sports protection measures and training plans are formulated,including correcting sports postures and reasonably controlling exercise intensity and frequency.Rehabilitation training is carried out in stages,and the training intensity and frequency are gradually adjusted according to the recovery situation.Through scientific protection and training,the risk of re-injury to athletes can be reduced,and they can be helped to restore their best sports conditions.At the same time,future research directions are prospected,covering personalized rehabilitation programs,application of new technologies,and research on psychological factors.
文摘Objectives:Recently,the global esports industry has experienced remarkable growth,leading to an expansion in the scale and influence of professional player communities.However,despite this outward growth,systems to protect players’mental health remain inadequate.Comprehensive analysis of structural risk factors,including performance pressure,public evaluation,and career instability,remains insufficient.This study,aimed to explore stressors encountered by esports athletes,coping strategies,and the role of social support systems in safeguarding mental health.Using the transactional model of stress and coping,the job demands–resources model,and social support theory,the study adopts an integrated perspective to examine challenges faced by athletes in the competitive esports environment.Methods:A qualitative case study was conducted involving in-depth interviews and nonparticipant observations with 11 esports athletes who competed at national or international levels,as well as two team managers.Thematic analysis identified recurring patterns in the data,and credibility was ensured through triangulation and cross-review among researchers.Results:Esports athletes experience multiple interacting stressors,including performance demands,emotional strain duringmatches,and continuous evaluation on socialmedia.In response,they employed coping strategies—problem-focused,emotion-focused,and avoidance-based,which provided temporary relief but often led to burnout and self-regulation failure owing to absence of support systems.Social support networks had ambivalent effects:while offering comfort,they also intensified pressure through negative feedback and high expectations from fans and online communities.Conclusion:The findings show that mental health issues among esports athletes are not only related to individual factors but are closely linked to performance-driven structures,competitive environments,and social relationships.This study integrates the transactional model of stress and coping,the JobDemands–Resourcesmodel,and social support theoryto provide comprehensive analysis.It also offers practical recommendations,including psychological counseling,emotional labor programs,and improved communication with families and fan communities.
文摘Evaluating and selecting players to suit football clubs and decision-makers (coaches, managers, technical, and medical staff) is a difficult process from a managerial-financial and sporting perspective. Football is a highly competitive sport where sponsors and fans are attracted by success. The most successful players, based on their characteristics (criteria and sub-criteria), can influence the outcome of a football game at any given time. Consequently, the D-day of selection should employ a more appropriate approach to human resource management. To effectively address this issue, a detailed study and analysis of the available literature are needed to assist practitioners and professionals in making decisions about football player selection and hiring. Peer-reviewed journals were selected for collecting published papers between 2018 and 2023. A total of 66 relevant articles (journal articles, conference articles, book sections, and review articles) were selected for evaluation and analysis. The purpose of the study is to present a systematic literature review (SLR) on how to solve this problem and organize the published research papers that answer our four research questions.
文摘It is well established that Nash equilibrium exists within the framework of mixed strategies in strategic-form non-cooperative games. However, finding the Nash equilibrium generally belongs to the class of problems known as PPAD (Polynomial Parity Argument on Directed graphs), for which no polynomial-time solution methods are known, even for two-player games. This paper demonstrates that in fixed-sum two-player games (including zero-sum games), the Nash equilibrium forms a convex set, and has a unique expected payoff. Furthermore, these equilibria are Pareto optimal. Additionally, it is shown that the Nash equilibrium of fixed-sum two-player games can theoretically be found in polynomial time using the principal-dual interior point method, a solution method of linear programming.
文摘Vision-based player recognition is critical in sports applications.Accuracy,efficiency,and Low memory utilization is alluring for ongoing errands,for example,astute communicates and occasion classification.We developed an algorithm that tracks the movements of different players from a video of a basketball game.With their position tracked,we then proceed to map the position of these players onto an image of a basketball court.The purpose of tracking player is to provide the maximum amount of information to basketball coaches and organizations,so that they can better design mechanisms of defence and attack.Overall,our model has a high degree of identification and tracking of the players in the court.We directed investigations on soccer,basketball,ice hockey and pedestrian datasets.The trial comes about an exhibit that our technique can precisely recognize players under testing conditions.Contrasted and CNNs that are adjusted from general question identification systems,for example,Faster-RCNN,our approach accomplishes cutting edge exactness on three sorts of recreations(basketball,soccer and ice hockey)with 1000×fewer parameters.The all-inclusive statement of our technique is additionally shown on a standard passer-by recognition dataset in which our strategy accomplishes aggressive execution contrasted and cutting-edge methods.
基金This study was supported by the BK21 FOUR project(AI-driven Convergence Software Education Research Program)funded by the Ministry of Education,School of Computer Science and Engineering,Kyungpook National University,Korea(4199990214394).This work was also supported by the Institute of Information&communications Technology Planning&Evaluation(IITP)grant funded by the Korea Government(MSIT)under Grant 2017-0-00053(A Technology Development of Artificial Intelligence Doctors for Cardiovascular Disease).
文摘Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data derived from the interaction of a player’s behavior within the game as well as the player’s experience with the game.Player behavior focuses on dynamic and static information gathered at the time of gameplay.Player experience concerns the association of the human player during gameplay,which is based on cognitive and affective physiological measurements collected from sensors mounted on the player’s body or in the player’s surroundings.In this paper,player experience modeling is studied based on the board puzzle game“Candy Crush Saga”using cognitive data of players accessed by physiological and peripheral devices.Long Short-Term Memory-based Deep Neural Network(LSTM-DNN)is used to predict players’effective states in terms of valence,arousal,dominance,and liking by employing the concept of transfer learning.Transfer learning focuses on gaining knowledge while solving one problem and using the same knowledge to solve different but related problems.The homogeneous transfer learning approach has not been implemented in the game domain before,and this novel study opens a new research area for the game industry where the main challenge is predicting the significance of innovative games for entertainment and players’engagement.Relevant not only from a player’s point of view,it is also a benchmark study for game developers who have been facing problems of“cold start”for innovative games that strengthen the game industrial economy.
文摘The athletic component in football is nowadays one of the most important factor to determinate the performance. This consideration is part of our study, which aims to evaluate and quantify the difference between the workload of an amateur footballer and an elite one. All this is allowed by match analysis made by GPS evaluation method for amateur and video tracking for elite. The examined teams were playing in 7th Italian league, and we used 10 GPS to track 6 games, 5 for each team. For every team and every game were analysed a forward, a central midfielder, a wide midfielder, a central defender and a full back (Age 25.3 + 4.2, Weight 74.5 Kg a: 5.3, Height 1.76 cm + 5.2). In our study, we used a 20 Hz GPS (thanks to Advanced Research Group in Sport, School of Health and Sport Science with K-Sport Universal, Italy) to detect performance data, and then we compared the outcome with matches performance data from elite players gather from scientific literature. Data analysis shows that elite players reach higher values in almost all parameters taken into account. In particular, they obtained higher value in meters per minutes, High Speed Distance (〉 16 Km/h), High Metabolic Power Distance (〉 20 W/Kg) and in high and very high and acceleration (2 m/s, 3 m/s, 〉 3 m/s) and deceleration (-2 m/s, -3 m/s, 〉 -3 m/s). This study can be useful to select and catalogue player performance model, in order to better understand the real value of a player, and to help coaches and teams to identify talent, at least in physical values.
文摘针对PowerPoint在音、视频方面无法添加多个曲目和有效控制其播放的局限性,通过对PowerPoint提供的VBA和Windows Media Player控件的深入研究,利用Windows Media Player控件的特性,运用简单的编程和界面设计,给出了在PowerPoint2007中对音、视频实现曲目灵活播放和控制的方法。
文摘多媒体播放器是人们平时娱乐的一个重要内容。随着时代的进步,信息化逐渐变得越来越重要。如何管理好用户平时娱乐收藏的媒体文件,从而达到娱乐、工作两不误,已经成为日常生活中的一个大问题。在这种情况下,拥有一个可以规范化、现代化、多样化的多媒体播放器就显得非常必要。虽然目前国内外关于多媒体播放器的软件很多,但其种类都比较繁杂,而且多数都致力于专门的一种功能,并不能满足用户的实际需求,缺乏一定的多样性。下面介绍的Neusoft Media Player可以很好地解决以上问题,本系统具有音频播放、视频播放和图片播放三种基本功能,综合了三种媒体播放器,从本质上实现了播放器的多样性,另外,除了基本功能之外,还具备最近播放列表、用户自定义列表、显示媒体文件详细信息、按照不同信息对媒体文件排序等功能,而且进一步完善了三种播放模式之间的互相转换。这不仅取代了传统的媒体播放器的单一性,而且更加符合用户的实际生活需求,给用户的日常生活及娱乐活动带来前所未有的方便。系统采用Microsoft Visual Studio 2010作为前端开发工具,SQL Server 2005作为后台的数据库开发平台。连接数据库采用的是比较流行的ADO技术,主要功能通过各种函数和控件进行实现。