FIELD: sports.
SUBSTANCE: subject reaction is evaluated by a software and hardware complex containing a video camera, a computer and a light emitter, which is used to present a mobile light mark to the subject on the playing field; the mark moves at a given speed along a straight line at a preset distance from the subject. The subject directs an implement to the mark, after which the result is calculated - implement center deviation from the mark center; test is performed with simultaneous testing of two partners under conditions close to the real game. The subjects are introduced into the artificial game state by forced displacements along the playing field with performance of technical and tactical actions within the limits of predetermined individual unpredictably moving and/or changing in shape and/or area light zones. At that, the light mark of the given shape and area passes at a given distance between the test partners a predetermined number of times. Each subject, with or without an implement, being in the center of the light-dynamic zone, follows it without going beyond the limits of his permitted zone, simultaneously monitors the movement of his partner and light mark movement. A subject with the implement passes it to the partner, so that the implement gets into the image of the mark passing between them, and then into the zone of the test partner to receive the implement. After a predetermined time, movement of the mark with the image resumes at a predetermined rate in the same or opposite direction. The subjects, zones images and marks are removed with a video camera, the video image is transferred to the hardware and software complex, which fixes the moments of tested partners exit from the light zones, implement hitting the mark image and the partner zone or missing it. The software and hardware complex calculates and records the individual results of the tested subjects: the distance of anticipation or lag from the implement center to the mark center when the implement traverses the mark and enters the zone where the implement is received. The described procedure is repeated a predetermined number of times, after which the arithmetic mean value of the delay errors and the arithmetic mean value of the anticipation errors are calculated, the comparison of the calculated arithmetic mean values gives an idea of the subject reaction, the relationship between excitation and inhibition processes in the cerebral cortex.
EFFECT: method allows to increase the efficiency of testing the athlete reaction to a moving object by creating test conditions that are most corresponding to a real game.
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Authors
Dates
2017-06-29—Published
2016-06-06—Filed