Please use this identifier to cite or link to this item: https://ah.nccu.edu.tw/handle/140.119/122323


Title: 排球競賽即時記錄與分析之應用程式數據系統設計與開發
Designing an Analysis Application of Volleyball Team Performance in Competitions
Authors: 陳思宇
Chen, Si-yu
Contributors: 陳聖智
廖峻鋒

Chen, Sheng-Chih
Liao, Chun-Feng

陳思宇
Chen, Si-yu
Keywords: 運動資訊
表現分析
排球
數據分析
資訊視覺化
人機互動
使用者介面
使用者經驗
Sports information
Performance analysis
Volleyball
Data analysis
Infographic
Human-Computer interaction
User interface
User experience
UI
UX
Date: 2018
Issue Date: 2019-02-12 15:57:49 (UTC+8)
Abstract: 排球在國內是越來越普及化的一項運動,也深受許多人喜愛。全國各規模之排球競賽逐年增加,報名隊數也逐年上升,相對球技表現之競爭力也越漸提升。然而,能夠有效反應球隊表現之排球競賽記錄,目前幾乎仍是使用紙本形式記錄。排球記錄表有助於釐清球隊在競賽中遭遇的困境,以及各球員表現狀況與得失分原因。本研究希冀藉由科技導入,讓記錄分析的效用提升。妥善運用即時運算的特性,將數據資料在比賽中呈現給教練進行戰術調配決策。本研究開發設計一款排球競賽即時記錄與分析之應用程式數據系統,提升排球競賽數據的應用層面,進一步提升隊伍競賽表現。透過相關文獻探討:排球記錄分析、資訊視覺化、互動設計、介面設計、數據分析等面向,來進行研究之設計與開發,並以適用於即時記錄的介面為主軸進行設計。而後訪談六位專業教練,了解在比賽中會影響決策的關鍵因素為:得失分因素、重點球員、落點位置。系統設計主要分為兩大項目:比賽記錄與數據圖表呈現。在設計開發完成後,使用量表與訪談進行評估受測者對於系統之滿意度,分別使用了:績效量測法、SUS系統易用性量表、QUIS使用者互動滿意度量表、淨推薦分數NPS調查問卷、訪談與意見回饋等方式,來評估分析受測者之主觀感受以及系統成效。在比賽記錄與圖表呈現的回餽上,圖表呈現部分得到較佳表現與肯定;受測者在記錄比賽時受到較多挫折,與學習時間和介面熟悉度有關。不過受測者皆認同能透過練習與學習的方式熟悉操作,並有自信操作系統。本系統改變了傳統紙本的記錄方式,並且加速了比賽之數據計算的時間,提供更即時的分析數據給教練與球員參考。
In Taiwan, volleyball had become more and more popular. The number of volleyball team has increased year after year in every domestic competitions and the competitiveness has also increased. However, the way to record the performance of teams hasn’t changed so much. Teams record each skill’s points on papers. The Forms help teams to find out the key point of competition result and the performance of all players. However, paper forms need time to calculate the numbers and are hard to read in competition. In this study, we tried to enhance the way of recoding, which can influent the result of competitions. And we design an application, which can get in-time calculated information for coaches to match tactics in games. In order to design a better system for in-time use, we study papers about volleyball performance analysis, infographic, human-computer interaction, user interface, and analysis system to design and develop this analysis application. After interviewing 6 professional coaches, we found out the key points to adjust their tactical decisions are: winning and losing factors, key players, and the ball’s falling position. This system has two main functions: recording and information presenting. We used performance measurement, System Usability Scale (SUS), The Questionnaire For User Interaction Satisfaction (QUIS), Net Promoter Score (NPS) and interviews to assess the subjective feelings of the subjects and the system effectiveness. The result is that information presenting got better performance and affirmation. Subjects were more frustrated when recording competitions, related to less learning time and low interface familiarity. However, the subjects have confident to operate the system by themself after practicing and learning. This system changed the way of recording the performance of teams in competitions, which enhances the time of calculating data and provides in-time analysis for coaches or players to reference.
Reference: 永信杯全國排球錦標賽官方網站。(2017年9月15日)。【官方網站】。取自
http://vbg.yungshingroup.com/vbg/Idea.aspx

吳忠政、許壬榮(2004)。排球接發球訓練之探討。中華體育季刊,18(2),1-8。

吳美玉(2006)。世界女子排球大獎賽比賽得分技術表現與比賽成績表現之關聯
研究。2007國際排球教練暨訓練科學研討會論文集,46-63。台北:國
立台灣師範大學運動競技學系。

吳苑瑜、曾奕霖、余秉學、白乃遠(2016)。Unity跨平台2D遊戲設計不設
限:從入門、網頁到手機遊戲的快速實戰。台北市:基峰。

李函潔(2001)。排球比賽得分結構的差異性探討。大專排球研究論集,7,
131-138。

李黛芬、蔡芬卿(2000)。Mosston教學光譜之互惠式在排球校隊訓練上的應用
與探討。大專體育,51,83-89。

周陟(2013)。UI進化論:行動裝置使用者介面設計(第三版)。台北市:
上奇資訊。

施惠方(2006)。2006年世界女子排球錦標賽中華台北之比賽得分技術與比賽
成績關聯研究。2007國際排球教練暨訓練科學研討會論文集,145-162。
台北:國立台灣師範大學運動競技學系。

洪沛然(譯)(2011)。Designing the iPhone User Experience 簡單法則(原
作者:S. Ginsburg)台灣:碁峰。(原著出版年:2011)

盃賽網官方網站。(2017年9月23日)。【官方網站】取自http://www.bsaila.
com.tw


胡為君(譯)(2014)。資訊視覺圖表:讓資料變好看的大數據時代資料表達
術。(原作者:R. Krum)。台灣:碁峰。(原著出版年:2013)。

徐仁輝(2004)。績效評估與績效預算。國家政策季刊,3(2),21-36頁。

張智傑、洪聰敏(2006)。運動情報的搜集與分析。國際體育季刊,35(3),
41-42。

莊曜聰(2017年10月18日)。華宗盃排球賽 314隊競技創新高。中國時報。
取自http://www.chinatimes.com/newspapers/20171018000624-260107

陳亦苓(譯)(2013)。智慧型手機APP UI/UX設計鐵則。(原作者:池田拓司)
台北市:旗標。(原著出版年:2013)。

陳志成、柯彥惠(2005)。排球得分技術績效之探討與標竿分析法之應用:以2004
奧運資格女子排球錦標賽亞洲參賽國為例。大學體育專刊,7(1),169-177。

陳景清(2016年3月27日)。王和家 創辦和家杯排球賽一甲子。南方生活報。
取自http://www.southjournal.com.tw/treasure-island/201603-01/

黃邱倫(2017年8月30日)。世大運銷售奇蹟 總票房超過八成七。中時電子
報。取自http://www.chinatimes.com/realtimenews/20170830004690
-260403

楊仁和(譯)(2016)。UX從新手開始:使用者體驗的100堂必修課(原作
者:J. Marsh)。台灣:歐萊禮。(原著出版年:2015)

楊宗訓(譯)(2012)。設計的邏輯:INFOGRAPHICS 深入人心的視覺法則(原
作者:木村博之)。台北市:旗標。(原著出版年:2010)。

楊昌陸(2006)。2005年世界青少女排球錦標賽參賽球隊得分結構之分析。淡
江體育,9,135-143。

楊總成(2007)。探討排球比賽資料收集的原則及方法。排球教練科學,9,
18-24。

溫卓謀(2006)。國家級與國際級頂尖羽球雙打運動員競賽表現之標記分
析。屏東:睿煜出版社。

劉宗德、楊總成(2001)。2001年津津盃亞洲男子排球四強邀請賽我國扣球進
攻能力分析。淡江體育,4,140-143。

劉建華、陳芳(2002)。男子排球比賽接發球進攻系統現實狀態分析與評價。中
國體育科技,38(5),24-26。

劉惠琴(2018年2月24日)。果粉真的變心了?市調數據分析:Android 用戶
全球市佔增多。自由時報。取自http://3c.ltn.com.tw/news/33067

鄭巧玉(譯)(2014)。行動介面設計模式圖鑑(原作者:T. Neil)。台灣:歐
萊禮。(原著出版年:2014)。

藜玉東、廖正訓(2001)。清華大學排球隊參加八十九學年度大專排球聯賽得分
結構之分析,大專體育,57,113-117。

蘇榮泉(2016年10月15日)。全國媽祖盃排球錦標賽 北港朝天宮一連展開四
天賽程。台灣好新聞。取自http://www.taiwanhot.net/?p=383657

Ackoff, R. L. (1989). From data to wisdom. Journal of applied systems analysis,
16(1), 3-9.

Aven, T. (2013). A conceptual framework for linking risk and the elements of the
data information–knowledge–wisdom (DIKW) hierarchy. Reliability Engineering & System Safety, 111, 30-36.

Awad, E. M. & Ghaziri, H. M. (2004). Knowledge management, 2004. ed:
Prentice-Hall, Upper Saddle River, New Jersey.

Bangor, A., Kortum, P. , & Miller, J. (2009). Determining what individual SUS
scores mean: Adding an adjective rating scale. Journal of Usability Studies,
114-123.
Bertucci, B. & Hippolyte, R. (1984). Individual skill training. Championship
volleyball drills, 1, 9-83.

Brinkmann, S. (2014). Interview. In: Teo T. (eds) Encyclopedia of Critical
Psychology. Springer, New York, NY.

Brooke, J. (1986). SUS—A Quick and Dirty Usability Scale. Usability Evaluation in
Industry, 189-194.

Brooke, J. (2013) SUS: A Retrospective, Uxpajournal, 8 (2), 29-40.

Card, S. K., Mackinlay, J. D., & Shneiderman, B. (1999). Readings in information
visualization: Using vision to think. San Francisco, SF: Morgan Kaufmann Publishers Inc.

Cohen, D. & Crabtree, B. (2006). Qualitative Research Guidelines Project.
Retrieved from http://www.qualres.org/HomeSemi-3629.html

Cooper, P. (2014). Data, information, knowledge and wisdom. Anaesthesia &
Intensive Care Medicine, 15(1), 44-45.

Cyr, D., Head, M., & Ivanov, A. (2006). Design aesthetics leading to m-loyalty in
mobile commerce. Information and Management, 43(8), 950–963.

Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User Acceptance of Computer
Technology: a comparison of two theoretical models, Management Science, 35(8), 982-1003.

Eisenhardt, K. M. (1989). Building Theories from Case Study Research. Academy
of Management Review, 14(4), 23-550.

Extra Credits Team(2012).Tutorials 101 - How to Design a Good Game Tutorial
-Extra Credits. [Video]. Retrieved January 2, 2018, from http://www.youtube.com/watch?v=BCPcn-Q5nKE

Fekete, J. D., Wijk, J. V., Stasko, J., & North, C. (2008). The value of information
visualization. Lecture Notes in Computer Science, 4950, 1-18. Berlin Heidelberg, Germany: Spring-Verlag Berlin Heidelberg.

FIVB Volleyball Information System (VIS). [Website]. Retrieved December 20,
2017, from http://www.fivb.com/en/volleyball/vis

FIVB Volleyball Information System (VIS) User Manual. [Online manual].
Retrieved December 20, 2017, from https://cevadmin.cev.lu/
Administration/BeachVolley/EditorImages/547/fivb_vis_user_manual.pdf

Gershon, N. & Page, W. (2001). What storytelling can do for information
visualization. Communications of the ACM, 44(8), 31-37.

Ginsburg, S. (2011). Designing the iPhone User Experience: A User-Centered
Approach to Sketching and Prototyping iPhone Apps. Addison Wesley, USA.

Hand, D., Mannila, H., & Smyth, P. (2001). Principles of Data Mining, The MIT
Press, USA.


Heer, J., Bostock, M., & Ogievetskey, V. (2010). A Tour Through the Visualization
Zoo, Communication of the ACM 53, no.6, 59-V67. Retrieved from
http://queue.acm.org/detail.cfm?id=1805128.

Holmes, N. (1991). Designer’s Guide to Creating Charts & Diagrams.
Watson-Guptill.

Hughes, M. & Bartlett, R. (2002). The use of performance indicators in
performance analysis. Journal of Sports Sciences, 20, 739-754.

Humski, L. & Skocir, Z. (2011, June). Volleyball Information System, Advanced
Information Services and Systems, Proceedings of the 2011 11th
International Conference on Telecommunications. Graz, Austria:
IEEE, 117-124.

Janssen, C. (2010). Information Graphic. Retrieved December 26, 2017, from
http://www.techopedia.com/definition/27808/information-graphic-infographic

Keim, A. D., Mansmann, F., Schneidewind, J., & Ziegler, H. (2006). Challenges in
visual data analysis. IV’06 Proceedings of conference on Information Visualization, 9-16. Washington, DC: IEEE Computer Society.

Krum, R. (2013). Cool Infographics. Hoboken, NJ:WILEY.

Luarn, P. & Lin, H. H. (2005). Toward an understanding of the behavioral
intention to use mobile banking, Computers In Human Behavior, 21(6),
873-891.

Marsh, J. (2015). UX for Beginners: A Crash Course in 100 Short Lessons, O'Reilly
Media.

Maslow, A. H. (1966). The Psychology of Science, Richmond, CA: Maurice
Bassett.

Matthew, O. W., Georges, G., & Daniel, K. (2015). Interactive Data Visualization:
Foundations, Techniques, and Applications. A K Peters Ltd.

Medina, J. (2009). Brain Rules: 12 Principles for Surviving and Thriving at Work,
Home, and School, Seattle: Pear Press.

Neil, T. (2014). Mobile Design Pattern Gallery: UI Patterns for Smartphone
Apps, O'Reilly Media.

Neville, C., Irwin, W., & Kriz, R. (2003). Visualising class cohesion with virtual
worlds, In Proceedings of the Asia-Pacific symposium on Information
visualization, 24, 89-97.

Nielsen, J. (1993). Usability Engineering. Boston, MA: Academic Press.

Nielsen, J. & Thomas K. L. (1993). A mathematical model of the
finding of usability problems, Proceedings of ACM INTERCHI'93 Conference, Amsterdam, The Netherlands, 206-213.

Norman, D. (1993). Things that make us smart: Defining human attributes in the
age of the machine. Boston, MA: Addison-Wesley.

Norman, D. (2004). Emotional designs: Why we love (or hate) everyday things.
New York: Basic Books.

Preece, J. (1998). Empathic communities: Reaching out across the
Web. Interactions, 2, 32-43.

Preece, J., Rogers, Y., & Sharp, H. (2002). Interaction design: Beyond
human-computer interaction. New York: John Wiley & Sons.

Preece, J., Sharp, H., & Rogers, Y. (2002). Interaction Design. John Wiley &
Sons, Inc. New York, NY, USA.


Prewitt, V. R. (2002). Wisdomin the workplace. Performance Improvement
Quarterly, 15(1), 84–98.

Reichheld, F. F. (2006). The ultimate question: Driving good profits and true
growth, Harvard Business School Press.

Rieber, P. L. (1995). A historical Review of visualization in human cognition.
ETR&D Educational Technology Research and Development, 43(1), 45-46.

Rowley, J. E. (2007). The wisdom hierarchy: representations of the DIKW
hierarchy. Journal of information science. 33(2), 163–180.

Sauro, J. (2011). Measuring U- measuring usability with the system usability
scale. [Website]. Retrieved August 30, 2018, from https://measuringu.com/sus/

Tarasewich, P. (2003). Designing mobile commerce applications, Communication
of ACM, 46(12), 57-60.

Taylor, S. & Todd, P. A. (1995). Understanding Information Technology Usage: a
test of competing models. Information System Research, 6(2), 144-176.

Tuffe, E. R. (2001). The Visual Display of Quantitative Information. Cheshire, CT:
Graphics Press LLC. Retrieved from http://www.edwardtufte.com/

Tullis, T. S. &Stetson, J. N. (2004). A Comparison of Questionnaires for Assessing
Website Usability, Proceedings of UPA 2004 Conference.

Van der Heijden, H., Verhagen, T., & Creemers, M. (2001). Predicting Online
Purchase Behavior: Replications and Test of Competing Models, System
Sciences, 2001. Proceedings of the 34th Annual Hawaii International Conference.


Vanian, J.(2016, July 12,). Why Data Is The New Oil. [Online News]. Retrieved
from http://fortune.com/2016/07/11/data-oil-brainstorm-tech/

Ward, M. O., Grinstein, G., & Keim, D. (2010). Interactive Data Visualization:
Foundations, Techniques, and Applications. A K Peters/CRC Press.

Williams, A. M. & Ericsson, K. A. (2005). Perceptual-cognitive expertise in sport:
Some considerations when applying the expert performance approach. Human Movement Science, 24, 283–307.

Winograd, T., & Wilson, C. (1997). The usability engineering framework for
product design and evaluation. In M. G. Helander, T. K. Landauer, and P. V.
Prabju (eds.) Handbook of Human-Computer Interaction. Amsterdam, Holland: Elsevier, 653-688.

Zeleny, M. (2005). Knowledge-information autopoietic cycle: towards the
wisdom systems. International Journal of Management and Decision Making, 7(1), 3-18.

Zins, C. (2007). Conceptual Approaches for Defining Data, Information, and
Knowledge. Journal of the American Society for Information Science and Technology. 58(4), 479-493.
Description: 碩士
國立政治大學
數位內容碩士學位學程
1034620031
Source URI: http://thesis.lib.nccu.edu.tw/record/#G1034620031
Data Type: thesis
Appears in Collections:[數位內容碩士學位學程] 學位論文
[數位內容碩士學位學程] 學位論文

Files in This Item:

File SizeFormat
003101.pdf11140KbAdobe PDF0View/Open


All items in 學術集成 are protected by copyright, with all rights reserved.


社群 sharing