Afon'shin V.E., Rozhentsov V.V. —
Technology for measuring the critical flicker frequency
// Cybernetics and programming. – 2018. – ¹ 4.
– P. 60 - 67.
DOI: 10.25136/2644-5522.2018.4.19991
URL: https://en.e-notabene.ru/kp/article_19991.html
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Abstract: The critical flicker frequency is the frequency at which a flickering light source is subjectively perceived by a person as luminous. It is shown that the critical flicker frequency method is used for diagnostic purposes when solving various scientific and applied problems. The subject of research is the conditions for using the method of critical flicker frequency. Their limitations are due to the need: a distraction from the work to be performed to measure the critical flicker frequency, to perform measurements in stationary conditions. The aim of the work is to expand the functional capabilities of the critical flicker frequency method by using augmented reality technology. To measure critical flicker frequency, light flashes with varying frequency are formed by a mobile device in the form of augmented reality. The novelty of the proposed technology is: 1) to increase the reliability of diagnostics by the method of critical flicker frequency due to its measurement in the course of the work performed; 2) carrying out diagnostics not only in stationary ground conditions, but also during ground, water or flight movements of the subject, which was previously difficult or impossible.
Rozhentsov V.V., Afon'shin V.E. —
Technology of the technical and tactical training in team sports
// Cybernetics and programming. – 2014. – ¹ 3.
– P. 103 - 109.
DOI: 10.7256/2306-4196.2014.3.12048
URL: https://en.e-notabene.ru/kp/article_12048.html
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Abstract: The article studies features of technical and tactical training in team sports using information technology. The main arguments in favor of such learning technologies are demonstrativeness, interactivity, use of combined forms of presenting the information and implementation of self-directed learning that affects the quality of learning process. These features make it possible to create such conditions of the training process by which athletes can much quicker learn the patterns of movements with complex coordination structure unavailable in conventional organization of technical and tactical training. Technology of the technical and tactical training is implemented on the playing field with controlled light light-backlit defining the light zones. Some zones, highlighted, are forbidden for the athlete; they can be static or move around simulating opponents. Such zones prevent the movement of the athlete, simulating game situations. The athlete assess the simulated situation, predicts its development, chooses a rational path and moves along it with the ball to the free zone or passes the ball through the free zone to the opponent’s area or to another member of the team. Depending on the athlete's personal level the coach chooses a program that specifies the training mode and level of complexity. The technical and tactical training level of the athlete can be judged by the number of hits into the forbidden highlighted zone, by the ability to evaluate simulated game situation and predict its development, by the ability to use own technical and tactical skills. The technology can be used in technical and tactical training of teams in varying sports, specializing in football, hockey, handball, rugby, basketball and other team sports.
Rozhentsov V.V., Afon'shin V.E. —
// Software systems and computational methods. – 2013. – ¹ 3.
– P. 10 - 10.
DOI: 10.7256/2454-0714.2013.3.8904
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