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Article Information Sciences Others Psychology and Education Sociology
Clarifying the Sharpened network diversity in French flair rugby
- Koh Sasaki
- Mitsuyuki Nakayama
- Eiji Kutsuki
- Kensuke Iwabuchi
- Takumi Yamamoto
- Ichiro Watanabe
- Hironobu Shimozono
- Jun Murakami
- Takashi Katsuta
- Takuo Furukawa
- Ichiro Kono
This study aimed that open rugby, known as flair rugby, drives the modern game by analyzing the 2022-2023 international test matches of France representative team. We examined the superiority of a spatial tactic called French flair rugby. First, the advantage of creating a relatively large number of networks was demonstrated. From the transitivity analysis of the network (CUG test; Conditional Uniform Graph test), the cooperation occurs at a higher level than in other networks. The network graph structure showed which players functioned centrally at which time of match as unusual positions, i.e., multi-position and multi-skill. In this study, we operationally defined this diversity as the sum of the standardized eigenvector centralities. We found that the increase in the time-series score balance tended to reduce and sharpened the diversity. As a result of examining a scale-free model in network theory, Sharpening the diversity (central and transitive role players) tended of the network power law scaling.
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- 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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Article Clinical Medicine General Medicine Social Medicine
- Togo Onishi
- Daiki Fujiwara
- Takafumi Abe
- Ryo Miyazaki
The Nintendo Ring Fit Adventure (RFA) (Nintendo, Kyoto, Japan) is a novel exergame that combines exercise and video game elements. Although previous RFA intervention studies have reported the health effects of the RFA, exercise intensity among older adults has not yet been documented. We hypothesized that the exercise intensity of older adults in the current RFA setting may be low. This preliminary study developed a range of prototype RFA intensity conditions and to evaluate exercise intensity among older adults. Six older adults (1 male/5 females, mean age 75.2±10.3 years old) participated in this study. Three RFA conditions were developed: "LOW" (the ‘default’ load. Older individual input actual gender and age), "MODERATE" (as defined by the American College of Sports Medicine [ACSM]: 40%-59% heart rate reserve [HRR]), and "HIGH" (highest exercise intensity that older individuals could set in the game). Exercise intensity was assessed using the %HRR. The results show that the %HRR values for the conditions were 34.9%±4.1% (LOW), 40.0%±2.9% (MODERATE), and 52.3%±3.1% (HIGH). In conclusion, this preliminary study showed that, among the three prototype RFA conditions, both MODERATE and HIGH conditions generally attain moderate or greater intensity for older adults when assessed using the heart rate.
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Technical Article Life Sciences and Basic Medicine
- Ryousuke Furukado
- Goichi Hagiwara
- Hiroyuki Inagaki
This study aimed to determine the effects of glucose (Ramune candy) ingestion on cognitive function during esports mediation and concentration during gameplay. The participants were 20 healthy male students who did not play games usually (mean age ± 19.85, standard deviation = 0.96). The experimental design was a randomized, double-blind, placebo-controlled crossover study. The results showed that the ingestion of Ramune candy significantly improved cognitive test scores before and after gameplay. During the esports gameplay, the power percentage of sensorimotor rhythm (SMR, 10-11.75 Hz) waves was significantly higher in the Ramune candy condition than in the placebo condition at 25 to approximately 28 min after the ingestion. These results indicate that the ingestion of Ramune candy effectively maintains a relaxed yet concentrated state during cognitively loaded esports gameplay.
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Article Biology Environmental Sciences General Medicine Life Sciences and Basic Medicine Social Medicine
- Takehira Nakao
- Takahiro Adachi
- Hiromasa Okumura
- Hidetsugu Nishizono
- Iwao Hara
- Haruhiko Yasukouchi
- Hiromi Muratani
The present study examined the relationship between taking physical education and health-related courses in the first year of university and the acquisition and maintenance of exercise habits and physical and mental health in the student’s second year. The study population consisted of university students was 2,483 in FY2017 and 2,352 in FY2018. Of these, the 2,293 students (1,744 men, 18.5 ± 1.0 years old; 549 women, 18.6 ± 1.0 years old) who responded to the self-administered questionnaire survey on daily living habits in both years were included in the analysis. The results showed that taking physical education and health-related courses in the first year was significantly related to exercise habits the following spring. The results also suggested that these courses were more strongly related to mental health than physical health. In addition, men were significantly more likely to acquire a new exercise habit and had more improved mental health. In the future, it is necessary to clarify the causal relationship between taking physical education and health-related courses and exercise habits and the maintenance and acquisition of physical and mental health, in addition to developing effective support methods for students who dislike gender differences and exercise.
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- Koh Sasaki
- Mitsuyuki Nakayama
- Kensuke Iwabuch
- Takumi Yamamoto
- Ichiro Watanabe
- Hironobu Shimozono
- Jun Murakami
- Takashi Katsuta
- Ichiro Kono
The aim of this study was to clarify the attack-defence performances of rugby sevens in 2010-2020 seasons, 4,074 matches. Firstly, averaged try scoring rate and try conceding rate of every teams were drawn in two-dimensions space. Hypothesis 1 was that the achievement values of the upper teams could be clarified. Receiver-Operator-Curve analysis was used to understand how attack-defence indicators correctly diagnose the world rankings. Secondly, the 22m entry attack-defence indicators were drawn in two-dimensional space. Clustering analysis of ranking teams was executed using try scoring rate, try conceding rate, 22m attack-defence indicators. Hypothesis 2 was that the clustering characteristics of upper teams can be clarified by these indexes. Thirdly, network analysis was executed to clarify what kind of characteristic in relationship among the ranking, team performance, and individual performance. The ROC analysis showed the specific achievement level of the top-ranking teams with high accuracy (hypothesis 1). Cluster analysis extracted 4 groups. The gradual attack defence standard values were obtained (hypothesis 2). Network analysis showed the relationship structure among the ranking, the team performance, and the individual performance with some interesting results concerned the dependence tendency changing on the ranking stage (hypothesis 3).