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Real-Time Versus Post-Game Data

Dalam dokumen The Use of Applied Technology in Team Sport (Halaman 140-148)

The validity and reliability of devices is a crucial factor to guarantee high quality measures (Malone et al., 2017).

In this regard, the accuracy of EPTS (Bastida Castillo et al., 2018; Bastida-Castillo et al., 2019; Bastida-Castillo et al., 2019; Leser et al., 2014; Linke et al., 2018) and MEMS (Chambers et al., 2015; Cummins et al., 2013; Hausler et al., 2016) has been widely shown in the field of team sports performance. However, it seems that real-time data may differ from data downloaded after a session using EPTS (Aughey & Falloon, 2010; Weaving et al., 2017) and MEMS (Weaving et al., 2017). This has been compared using EPTS during Australian Football matches (Aughey

& Falloon, 2010) and with professional rugby league players (Weaving et al., 2017). Aughey and Falloon (2010) compared the signal (smallest meaningful difference [SMD]) to the noise (typical error [TE]) of real-time to post- session data, finding that whilst the signal exceeded the noise (SMD = 134.6 m; TE = 55.8 m) for total distance, this was reduced considerably during jogging (4.2 to 5.0 m·s−1; SMD = 33.5 m; TE = 30.1 m) and running (5.0 to 6.9 m·s−1; SMD = 31.9 m; TE = 31.3 m). In particular, the noise exceeded the signal during real-time collection for sprinting (SMD = 17.3 m; TE = 23.7 m). These findings showed that only total distance (SMD = 134.6 m; TE

= 55.8 m) demonstrated an acceptable signal:noise ratio, suggesting that real-time data possesses limited validity and applicability to practice. Similarly, Weaving et al. (2017) assessed this aspect using data derived from GPS.

Their study suggests that practitioners should be confident of making decisions in real-time regarding the accumulation of a player’s high-speed (5 to 7 m·s−1) distance. However, they should acknowledge the small error between post-session and real-time when quantifying very-high-speed (> 7.1 m·s−1) running exposure (Weaving et al., 2017). Therefore, at present, practitioners should not assume that the data they receive in real-time during the session is comparable to that which they use to inform the planning of training (e.g. post-session data).

Weaving et al. (2017) compared session data vs post-session data using MEMS with professional rugby league players. Using Catapult models (Minimax, Team Sport 2.0, Catapult Innovations) poorer agreement was found for very-high-speed running (i.e. > 7 m·s−1) compared to lower speeds. This is of interest for any team sports such as soccer, rugby, basketball, handball, futsal or American football where quantifying collision and accelerative-based activity during training and competition is an important aspect. Thus, monitoring accelerometer derived measures in real time is an attractive capability for practitioners. Weaving et al. (2017) found that whilst post-session PlayerLoad™ (the vector sum of accelerations in the three orthogonal axes) data has been found to be both reliable and valid in real-time, moderate errors were found when compared to the data downloaded directly from the device. It is unknown why real-time PlayerLoad™ data demonstrated greater errors compared to speed-derived methods. It is possible that differences in how the real-time receiver receives data from the 100Hz three-axial accelerometer compared to 10Hz GPS can explain the greater errors associated with real-time PlayerLoad™.

Therefore, practitioners should ideally refrain from interpreting real-time PlayerLoad™ during training and competition but should estimate post-session data from real-time data (Weaving et al., 2017).

Lessons Learned and Concluding Remarks

Real-time feedback could become a competitive advantage. Due to the technological development and federation permission such as FIFA’s, radio-frequency based technology has become very popular. Today, the development of WBAN has allowed the transmission of data in real time from devices to the PC, tablet or mobile, where the data are shown. However, each manufacturer has different characteristics and not all of them allow real-time feedback.

Until now, there has been debate about the accuracy of real-time data versus data downloaded after a session.

Today, caution is necessary in the interchangeability of data downloaded in real time or post session, especially, when high intensity variables are analysed. So, manufacturers should develop the technology to make their data more precise in real time.

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Part III

Data Processing

Performance Variables

9 Kinematical Variables

Pedro Reche-Soto Ortega, José Pino- and Luca Paolo Ardigò

Introduction

Micro-electromechanical systems (MEMS) have continuously improved over the last two decades. Presently, they are included in consumer products commonly referred to as “wearables” and offer data from sensor systems such as the Global Navigation Satellite System (GNSS) (Castellano et al., 2011), accelerometers (Montgomery et al., 2010), and heart rate monitoring sensors (Achten & Jeukendrup, 2003). This allows sports scientists to automate time–motion analysis and therefore replace error-prone and subjective qualitative with quantitative data-gathering procedures in team and individual sports (Lutz et al., 2019).

The quantification of team sports, in comparison to single-activity tracking, remains more complex as it evolves around the concept of two parties trying to outperform one another and win a competitive game sharing mutual objectives (Lames et al., 2010). This is emphasized by the fact that during a competition there is constant activity in the form of actions and reactions to the movements of every participant. The constant adaptation frames the whole contest as a product of dynamic interaction processes (Lames et al., 2010). Hence, it is also necessary to track the off- the-ball movements of players to capture every dimension of these interaction processes (Licciardi et al., 2020). This highly dynamic nature of contests arises by chance, non-linear actions, such as short sprints and high- intensity runs, and other stress factors, especially game climax (Coutts &

Duffield, 2010; Lames et al., 2010).

The recent state of wearables has enabled scientists to obtain more

objective, sophisticated, and instant quantification in team sports (Cunniffe

et al., 2009). The collected game data allow the analysis of physical (Boyd,

2011) as well as individual and team-tactical behavior (Memmert et al.,

2017). However, due to its complexity, scientific analyses of tactical

performance are still underrepresented (Sampaio & Maçãs, 2012; Sarmento

et al., 2014). Furthermore, the research focus remains on the area of

individual physical performance (Chambers et al., 2015). Other researchers

have recently begun to assess the performance of an individual as part of a

collective formation as well as trying to quantify team performance.

Dalam dokumen The Use of Applied Technology in Team Sport (Halaman 140-148)