Simulation Training of E-Sports Players Based on Wireless Sensor Network
The application of wireless sensors in sports competitions is becoming more and more common. This research mainly discusses the simulation training of e-sports players based on a wireless sensor network. Under the same experimental conditions, in order to avoid mutual influence and interference betw...
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2021-01-01
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Series: | Wireless Communications and Mobile Computing |
Online Access: | http://dx.doi.org/10.1155/2021/9636951 |
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doaj-f6137bc634bf48e3ad44e45a72f5829a2021-08-30T00:00:35ZengHindawi-WileyWireless Communications and Mobile Computing1530-86772021-01-01202110.1155/2021/9636951Simulation Training of E-Sports Players Based on Wireless Sensor NetworkFeng Qian0Department of Physical EducationThe application of wireless sensors in sports competitions is becoming more and more common. This research mainly discusses the simulation training of e-sports players based on a wireless sensor network. Under the same experimental conditions, in order to avoid mutual influence and interference between the hand grip test and continuous endurance load, the exercise experiment for each subject was repeated twice. At the same time, the EMG signal collection and reaction time test during the endurance load are performed. All tests are data records before and after 40 minutes of the DOTA game competition. Before the start of each experimental test, the experimental equipment is calibrated and the parameters of the required indicators are set; the software was opened to run and checked whether it is normal; before the measurement, let the subjects perform simple preparation activities, train the subjects, and understand and be familiar with the action essentials required by the test to reduce the error. The original surface EMG signal recorded directly uses the built-in signal processing function in the MR-XP 1.08 master edition software to perform full-wave rectification and smoothing. Processing of original EMG data: firstly, the EMG signal during endurance contraction is intercepted. In order to exclude individual differences in sEMG indicators of different subjects, the starting point is the first rise of each subject to 60% MVC or 25% MVC. The arrival time is the end point. In e-sports, the reaction speed when the prompt is effective is significantly faster than when the prompt is invalid (p<0.05). At this time, the time interval between the cue prompt and the target stimulus is 500 ms. This study is helpful to improve the athletes’ technical and tactical level.http://dx.doi.org/10.1155/2021/9636951 |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Feng Qian |
spellingShingle |
Feng Qian Simulation Training of E-Sports Players Based on Wireless Sensor Network Wireless Communications and Mobile Computing |
author_facet |
Feng Qian |
author_sort |
Feng Qian |
title |
Simulation Training of E-Sports Players Based on Wireless Sensor Network |
title_short |
Simulation Training of E-Sports Players Based on Wireless Sensor Network |
title_full |
Simulation Training of E-Sports Players Based on Wireless Sensor Network |
title_fullStr |
Simulation Training of E-Sports Players Based on Wireless Sensor Network |
title_full_unstemmed |
Simulation Training of E-Sports Players Based on Wireless Sensor Network |
title_sort |
simulation training of e-sports players based on wireless sensor network |
publisher |
Hindawi-Wiley |
series |
Wireless Communications and Mobile Computing |
issn |
1530-8677 |
publishDate |
2021-01-01 |
description |
The application of wireless sensors in sports competitions is becoming more and more common. This research mainly discusses the simulation training of e-sports players based on a wireless sensor network. Under the same experimental conditions, in order to avoid mutual influence and interference between the hand grip test and continuous endurance load, the exercise experiment for each subject was repeated twice. At the same time, the EMG signal collection and reaction time test during the endurance load are performed. All tests are data records before and after 40 minutes of the DOTA game competition. Before the start of each experimental test, the experimental equipment is calibrated and the parameters of the required indicators are set; the software was opened to run and checked whether it is normal; before the measurement, let the subjects perform simple preparation activities, train the subjects, and understand and be familiar with the action essentials required by the test to reduce the error. The original surface EMG signal recorded directly uses the built-in signal processing function in the MR-XP 1.08 master edition software to perform full-wave rectification and smoothing. Processing of original EMG data: firstly, the EMG signal during endurance contraction is intercepted. In order to exclude individual differences in sEMG indicators of different subjects, the starting point is the first rise of each subject to 60% MVC or 25% MVC. The arrival time is the end point. In e-sports, the reaction speed when the prompt is effective is significantly faster than when the prompt is invalid (p<0.05). At this time, the time interval between the cue prompt and the target stimulus is 500 ms. This study is helpful to improve the athletes’ technical and tactical level. |
url |
http://dx.doi.org/10.1155/2021/9636951 |
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