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Digital Technology in Sports and Physical Activity

Concept:
A various digital technologies are being used in the research field of sports and physical activity. Digital technologies help to make sports education more effective, to improve athletes' performance more efficiently, and to make physical activity safer. They are also used in rehabilitation, eSports, and other settings. In this special issue, we invite a wide range of pioneering and unique researches on the use of digital technology in sports and physical activities, introduce them, and discuss future research opportunities.
  • Special Issue

    Preface to the Special Issue

    Hirohisa Isogai

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  • Special Issue Education Psychology and Education

    Japanese elementary teachers’ problem-based learning through online professional development on teaching Japanese language learners in physical education  

    Takahiro Sato
    Chie Kataoka
    Ryan T. Miller
    Takafumi Tomura
    Yu Furuta
    Hirotaka Kizuka

    Public schools in Japan have become increasingly linguistically, ethnically, culturally, and religiously diverse (Furuta et al., 2022). In rural regions, the number of Japanese-national students is declining in schools, and education services are shrinking (Mantanle, 2014) because of the aging population and low birth rate. This has led to serious economic concerns such as a smaller workforce and fewer taxpayers. This means that school districts in Japan will need new immigrant residents who can contribute to the sustainable future of education in Japan. However, in order to adequately serve this new population, Japanese teachers will need to receive training and demonstrate pedagogical knowledge and skills in relation to social justice and diversity, and facilitate inclusive and effective learning opportunities for all students. Our research team conducted two exploratory studies focusing on (a) Japanese elementary school teachers’ positioning in teaching physical education to Japanese language learners (Furuta et al., 2022) and (b) Japanese elementary classroom teachers’ experiences with the involvement of immigrant parents regarding physical education (Tomura et al., 2024a). Based on the findings of these studies, our research team developed online professional development modules for teachers using a problem-solving approach as part of a project funded by the Japan Society for the Promotion of Science.

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  • Special Issue Others

    A case study of the use of match video analysis tools in Judo: Attempts of visualizing the competition realities of an athlete

    Ryosuke Ozaki
    Yuji Ozawa

    In this study, we analyzed match videos of a university Judo Player (Player A) utilizing the SPLYZA TEAMS matched video analysis tool. This is the first case study of Judo match analysis using the SPLYZA TEAMS software. A total of 13 matches involving Player A were analyzed in this study. Prior to the analysis, Player A formulated three hypotheses for the matching implementation. The analysis rejected two of the three hypotheses established at the beginning of the study. However, a notable trend emerged, revealing a proclivity for the Kumite situation for initiating Nage-waza from disadvantaged positions in matches that resulted in a loss. This novel finding was obtained by analyzing the data using the SPLYZA TEAMS software.

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  • Special Issue Environmental Sciences Psychology and Education Sociology

    The Effects of Positive and Negative Ions on esports Performance and Arousal Levels Part 2 -Testing Higher Ion Density-

    Goichi Hagiwara
    Hirokazu Funamori
    Masaru Matsumoto
    Seiji Takami
    Hiroaki Okano
    Daisuke Akiyama

    The purpose of this study was to investigate the psychological effects of higher positive and negative ion conditions on the arousal levels of esports players during a racing game. Participants (10 males) from a collegiate esports team were the participants in the study. The effects of higher concentrations of positive and negative ions were evaluated in a randomized crossover. Each participant performed two experiments four weeks apart; two experimental environments were used: positive and negative ions filling the atmosphere (PNI) condition and a control (CON) condition. A car racing game was employed as the performance task. Arousal was measured by the two-dimensional mood scale (TDMS) and electroencephalogram (EEG). EEG was used to measure arousal. The results showed that the level of arousal in the subjective assessment and the level of arousal in the EEG were significantly higher in the CON condition for PNI. In addition, PNI performed significantly better on the game task than in the CON condition. The present study demonstrated in positive and negative ion environments with higher concentrations than in the previous study, and the results showed higher arousal levels in subjective assessments, indicating that higher concentrations of ionic environments are beneficial for esports players.

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  • Special Issue Psychology and Education

    Practical research on the use of digital pens in high school rugby club activities

    Katsuro Kitamura
    Yuichiro Matsuura
    Toru Nakajima

    Tactics play a crucial role in sports; however, coaching presents various challenges. This study examined the impact of utilizing practice notes created with a digital pen capable of simultaneously recording and playing back both audio and texts/drawings on tactical understanding. The participants were high school rugby team members and coaches. The results of a four-month practical investigation revealed that the learning experiences of tactical understanding in high school rugby teams manifested through four categories: awareness of the difficulty of tactical understanding, exploration of experiential facts, contemplation, and integration into practice. It is speculated that the utilization of the digital pen not only encouraged a deeper understanding of tactics through the formation of a meta-perspective but also led to learning strategies aimed at activating knowledge.

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  • Special Issue Psychology

    Transferability of Multiple Object Tracking Skill Training to Professional Baseball Players’ Hitting Performance

    Ryousuke Furukado
    Yoshiko Saito
    Toru Ichikawa
    Kei Morikawa
    Daiki Enokida
    Hirohisa Isogai

    This study aimed to determine the effects of multiple object tracking (MOT) skill training on elite baseball players. Baseball demands athletes to exhibit a high level of dynamic movement and quick and accurate situational judgment in multiple situations, including offense, defense, and base running. However, current research has not clarified whether the effects of MOT skills training are transferable to baseball performance. We investigated whether MOT skill training influenced baseball hitting performance before and after the intervention. Twelve players from a Japanese professional baseball team participated, and the intervention spanned approximately five months. The MOT skills of all players significantly improved (n=12). Additionally, we assessed the changes in hitting performance following MOT skill training. The results revealed a significant trend toward an improvement in the zone contact rate, zone swing strike rate, and outside swing strike rate in the breaking ball condition, such as the curveball and slider, indicating a large effect size (n=6). Further research across various competition levels is necessary to explore the transfer effects of MOT training on baseball-specific parameters.

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  • Special Issue Information Sciences

    Development of Video Switching System in Sport Fields

    Yoshimasa Umehara
    Wenyuan Jiang
    Yoshito Nishita
    Yuhei Yamamoto
    Takeshi Naruo
    Shigenori Tanaka
    Akira Yokomichi
    Norio Fujimoto
    Toshihiro Akagi
    Shingo Hakamata

    In Japan, the Sport Basic Plan was formulated in 2012, which mentions not only the development of highly qualified sports instructors but also new perspectives such as the provision of programs in which everyone can enjoy the value of sports together. Against this background, trials of new technologies utilizing the latest ICT equipment such as sensor devices are being made. However, in college sports, where financial resources are often limited, shooting with hand-held video cameras is the most common method, which may cause the manager to overlook important scenes of play depending on his or her skill level. This problem affects not only competitors but also spectators. To solve this problem, we develop a system for capturing video images of the entire field with multiple fixed video cameras so that the system can automatically switch from one to another video of the most appropriate camera for the respective scenes of play. The results of the demonstration experiments in basketball and futsal showed that the switching video of the proposed technology can be utilized for tactical analysis in sports.

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  • Special Issue Psychology and Education

    Visualization of Motion Image by Humanoid Input Device for Shooting Motion in Basketball and Its Effectiveness

    Katsuro Kitamura
    Yuichiro Matsuura

    The use of imagery is effective for the acquisition of sports movements. However, the details of recalled images have not yet been clarified. Therefore, the purpose of this study was to visualize the image of a basketball shooting motion using a humanoid input device. We also aimed to clarify the effects of such visualizations on the formation of the players’ movement images and the understanding of their movement skills. Six elite female athletes belonging to a professional team and six high-school female athletes who had participated in national tournaments were selected as participants, and motion images were created using a humanoid input device. The results of the analysis indicated that the detailed reproducibility of the motion images and the relationship between the individual movements and the whole movement differed according to the proficiency level of the shooting movement. In addition, it was suggested that in the acquisition of the shooting motion, the promotion of metacognitive activities for one's own motion enhances the analytical and individual sensory understanding of the motion, as well as the formation of an image that relates the whole motion.

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