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초록· 키워드

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The purpose of this study was to make clear what affects the running speed of a player in a game. This research made the game of soccer of two games a research object. Two games of these were Japan versus UAE and Sanfrecce Hiroshima versus Yokohama Marinos. The method of calculating the amount of the activity used three dimensions DLT method. First of all, it takes a picture to install the entire pitch from the main stand rooftop in the competition site on each camera in two video cameras and this image is capture in PC every 1/3 seconds. And, the three?dimensional image analysis software was used, digitized, player's movement and the ball were converted into objective positional coordinates, and the amount of the activity was calculated on coordinate data.
The following results were obtained by analyzing these data.
In the J league game, the average speed of the ball was 6.04±6.26m/sec in the first half, and 6.23±5.52m/sec in the second half. In the game Japan versus UAE, the average speed of the ball was 6.11±6.29 in the first half, and 5.12±6.56 in the second half.
The change of the average running speed of the field players of a team was highly affected by the change of the ball speed from both 2games.

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Abstract
Ⅰ. Introduction
Ⅱ. Objective
Ⅲ. Methods
Ⅳ. Results
Ⅴ. Conclusion
References

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UCI(KEPA) : I410-ECN-0101-2010-692-002275228