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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 林維真(Wei-Jane Lin) | |
dc.contributor.author | Han-Yang Shih | en |
dc.contributor.author | 史瀚陽 | zh_TW |
dc.date.accessioned | 2021-06-08T02:09:05Z | - |
dc.date.copyright | 2020-09-16 | |
dc.date.issued | 2020 | |
dc.date.submitted | 2020-08-19 | |
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dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/19621 | - |
dc.description.abstract | 在資通訊技術高度發達的現代社會中,利用資通訊科技輔助運動訓練,在過去十年有蓬勃發展,特別是運用各式各樣的影音媒體以及影片形式更受到矚目。排球作為全世界參與國家數最多的球類運動,以及其高度動態的特性,過去即有相關研究探討影像媒體在排球上的應用,其中在訓練影片仍以事前提供球員有關客觀空間、位置與動作影像等作為前線索,輔助運動訓練為主,多數研究僅呈現對手的動作影像,而缺少選手對於自身動作以及外部環境的感知等有關意象訓練的研究。因此,基於意象訓練作為運動輔助訓練方法,本研究目的在探討透過不同影片形式的意象訓練對於排球運動技能表現之影響,並進一步比較不同視野與觀看角度,以及運動員本身技巧能力的差異,希望提出能有效協助大專運動員在現實運動場域以外,具有較高效率且個人化的訓練素材與影片形式。 本研究採用準實驗法,招募36位大專排球運動員為實驗對象,隨機分成三組,接受包括全視角360°沉浸式影片、第三人稱視角平面影片以及第一人稱視角影片等三種不同影片形式之意象訓練。每位參與者僅觀看一種影片形式,但在一週內進行兩次的意象訓練,每次意象訓練結束後均測量其動作意象能力與媒體使用態度,以了解其訓練成效。研究結果發現,整體而言影片形式之意象訓練能提升大專排球運動員之運動意象能力,不論是第一人稱視角、第三人稱視角或是全視角360°影片,都能使大專排球運動員的整體運動意象能力提升。但若進一步由外部意象、內部意象與動作意象等三大類之運動意象能力進行比較,雖然使用360°影片對運動員提升外部視覺意象的效果最佳,但統計結果並未顯示顯著差異。此外,研究結果也支持,受試者對影片形式的偏好與接受度,不會影響他們的意象訓練成效,都會獲得良好的學習效果。 基於研究結果與發現,本研究提供排球運動意象訓練的實證研究證據,證明專項運動的意象訓練內容除了身體控制之外,也需要包括運動技術、戰術的認知訓練。 | zh_TW |
dc.description.abstract | The role of information and communication technologies as assisted training methods in sport has received significant attention for the past decade. Various forms of streaming media and audio/video presentation, including point-of-view (POV) shot, third-person shot, and 360° VR video, also develop rapidly. In the past, studies on the effect of video-assisted training in college volleyball player mainly focused on the accuracy of prediction of opponents’ setting and spiking tactics on court after watching a pre-cueing video. However, there were few research discussing players’ recognition of self body movement and external environment with relation to imagery training. Several studies have proven that imagery training is an effective assisted training technique. The main purpose of this study is to evaluate the effect of imagery training through video on volleyball performance. By comparing video in different vision and angle and disparity in overall abilities between players, our study aims to provide efficient and personalized training materials and film form for college athletes outside actual volleyball court. Quasi-experimental method is adopted in this study. 36 college volleyball team players were randomly assigned to three groups: 360° VR video, third-person shot, and point-of-view (POV) shot. Each group consisted of 12 participants. Each member watched the imagery training video according to their assigned group twice in a week. Pre- and post- measurements were conducted with an adapted version of Vividness of Movement imagery Questionnaire-2 (VMIQ-2), Media Acceptability Questionnaire and individual information form. The result indicated that:(1)Video-assisted imagery training improved the imagery ability of college volleyball players. (2)There was no significant deviation between different type of movement imagery ability in college volleyball players. (3)Little correlation was shown between the efficacy of imagery training and the media acceptability of participants. | en |
dc.description.provenance | Made available in DSpace on 2021-06-08T02:09:05Z (GMT). No. of bitstreams: 1 U0001-1608202004582700.pdf: 1805465 bytes, checksum: c646a613a58e582904922a249281e4e9 (MD5) Previous issue date: 2020 | en |
dc.description.tableofcontents | 誌謝 i 摘要 ii Abstract iv 目錄 vi 圖次 vii 表次 viii 第壹章 緒論 1 第一節 研究背景與動機 2 第二節 研究目的與問題 5 第三節 名詞解釋 6 第四節 研究限制 7 第貳章 文獻探討 8 第一節 意象訓練對於運動訓練的效用 8 第二節 知覺訓練在意象訓練與運動成效間的作用 12 第三節 不同影像形式的意象訓練對運動表現之影響 17 第四節 動作意象生動度量表 19 第參章 研究方法 21 第一節 研究設計 21 第二節 研究工具 23 第三節 實驗實施流程與步驟 29 第四節 資料蒐集與分析 30 第肆章 研究結果 32 第一節 受試者背景與經驗 32 第二節 不同影片形式之意象訓練成效 38 第三節 綜合分析 45 第伍章 結論與建議 47 第一節 研究結論 47 第二節 未來研究與實務建議 49 參考文獻 51 中文文獻 51 英文文獻 53 附錄 62 附錄一 動作意象生動度問卷(VMIQ-2)改編量表_專家意見 63 附錄二 動作意象生動度量表改編版(排球專項)_前測問卷 65 附錄三 動作意象生動度量表改編版(排球專項)_後測問卷 73 | |
dc.language.iso | zh-TW | |
dc.title | 不同影片形式之意象訓練對大專排球運動員訓練成效之影響 | zh_TW |
dc.title | How Different Imagery Use Affects Performance of College Volleyball Players | en |
dc.type | Thesis | |
dc.date.schoolyear | 108-2 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 岳修平(Hsiu-Ping Yueh),蔡秀華(Hsiu-Hua Tsai),胡林煥(Lin-Huan Hu) | |
dc.subject.keyword | 意象訓練,影片形式,媒體接受度,動作意象生動度問卷改編版,大專排球運動員, | zh_TW |
dc.subject.keyword | imagery training,film form,media acceptability,Vividness of Movement imagery Questionnaire-2 (VMIQ-2),college volleyball team players, | en |
dc.relation.page | 81 | |
dc.identifier.doi | 10.6342/NTU202003560 | |
dc.rights.note | 未授權 | |
dc.date.accepted | 2020-08-19 | |
dc.contributor.author-college | 文學院 | zh_TW |
dc.contributor.author-dept | 圖書資訊學研究所 | zh_TW |
顯示於系所單位: | 圖書資訊學系 |
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