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Fifty of the 52 games of the competition were analysed from buy fifa 15 coins video tape, using specifically designed software on an IBM XT Microcomputer that enabled each piece of information relating to crossing opportunities to be recorded and stored. The program recorded the time at which all actions took place during the match, for extracting visual examples post-analysis, in addition to the usual descriptive detail about the matches, i.e. venue, teams and so on. A second program was written to transform and download these data into dBASE III +. After this, the database was queried to reveal selected results. The authors summarized their results by considering what they termed ‘key factors’, these being the opportunity to cross the ball, the nature of the cross, the actions of the target players, the supporting players, the position from which the cross is made and the aims of the crossing player. Partridge and Franks related their results to the design of practices to aid players understand their roles in the successful performance of crossing in soccer.
These systems are now updated to enable a graphical user interface to input the data, thus eliminating the need for the concept keyboard or digitization pad. These systems use on-screen graphics that are controlled and interfaced by means of the computer mouse. They have been used recently to investigate the effect of the changes in the rules of soccer in Premier Division matches in England, in the 1992/93 season. It was found that the time-wasting of goalkeepers was significantly reduced, that the midfield was more congested as a result of fewer back passes, and that although there were more errors in defence, there were not any more goals or goal-scoring possibilities. It was felt that more research on the changes in patterns should be continued through the following seasons, to assess how the players adjust to the new rules.
The use of digitization pads has considerably eased some of the problems of data entry, but one of the more recent innovations in input is the introduction of voice entry of data into the computer. It has been demonstrated that this type of system can be used by the computer ‘non- expert’ for notation systems, and that, as prices come down and hardware efficiency and flexibility improve, this method of data entry will be the future of interfacing sports data with computers.
Data input has moved from the use of difficult QWERTY keyboards and complex learning skill problems, through special keyboards specifically task- designed, concept keyboards, digitization pads, voice interactive systems and graphical user interfaces in the attempt to simplify the task and make it more accurate. As the technology improves, the easier it will become to access the computer and all the vast potential it offers to the athlete, coach and sports scientist.
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