marți, 6 decembrie 2022

Data analytics transforming college basketball


 

Data analytics transforming college basketball



In basketball, back in the 1990s, no one considered the three-point shot as the best shot in this sport. The majority of players who controlled the game could not shoot from more than a few meters from the basket.


Even Michael Jordan, the best player in the history of the sport, was a mid-range specialist who attempted no more than two 3-pointers per game throughout his career, while the best players today try a lot of long shots per game, frequently choosing corner shots. What's changed? Analytics.


Adam Petway is the director of strength and conditioning for men's basketball at the University of Louisville. He has an MBA with a focus on sports administration, a PhD in sports science, and has previously worked on the coaching staffs of the NBA's Philadelphia 76ers and Washington Wizards. He just furthered his studies through MIT Professional Education's Applied Data Science Program (ADSP).


When he first started in the profession, data analysis was almost non-existent in training rooms, whereas today there is force platform technology, velocity-based training, GPS tracking during games and training, all to get a more objective analysis to help athletes, so data analysis has increased exponentially.


At MIT, Petway attended live online classes with other people from completely different specialties: lawyers, professors and business executives, him being the only strength and conditioning coach, but he believes that the focus on data gave him and his colleagues a common understanding of each other's work.


He learned two important aspects: learning to write code in Python and using unsupervised learning approaches to put data through artificial intelligence algorithms, considering that since sports teams generate a lot of data, coaches must be able to analyze this data using methods that produce practical insights.


Petway finds it very useful to have access to such high-level data science practitioners, as he is now able to create decision trees, data visualization and run principal component analysis, so he does all these things himself, instead of relying on third-party companies to come and tell him what to do, he takes that data and analyze the results himself, thus saving time and a lot of money.


According to Petway, analytics are advancing the area of strength and conditioning well beyond the time when coaches would only instruct players to complete a particular number of repetitions in the weight room. Wearable technology makes it easier to monitor an athlete's average speed and the amount of practice ground they traverse. 

Petway can assess the force with which basketball players jump and land, using data from a force platform, and even calculate how much force an athlete is producing with each leg and he's also able to measure how fast athletes are lifting weights by using a device known as a linear position transducer. He says the main goal is to develop training regimens that reduce the risk of injury while also increasing the performance of athletes.


Ultimately, Petway notes, coaches are primarily interested in just one data point: wins and losses. But as more sports professionals see that data science can lead to more wins, he says, analytics will continue to gain a foothold in the industry. 


duminică, 4 decembrie 2022

ARTIFICIAL INTELLIGENCE IN CHILD HEALTH CARE - AIBO


Vaccination of children is widely used as a medical procedure for health care. However, procedures and actions such as injections and immobilization cause pain and distress to children. Intense pain and distress in medical procedures are known to cause medical trauma and behavioral problems such as anxiety, depression, fear, and non-compliance with treatment in children and their families, and there is a need for interventions and support aimed at alleviating pain and distress from medical procedures in the pediatric field.

Distraction is one of the ways to alleviate pain in medical treatment.

A study was conducted to evaluate the effects of distraction by a humanoid robot programmed to interact with 57 children receiving the influenza vaccine during the vaccination process. The distraction effect was examined using a control group. The results showed that compared to the control group, the children in the intervention group did not stop crying but smiled more during vaccination. Other studies have reported that humanoid robots intervening during the procedure can distract children, help reduce anxiety, cope with stress, and improve behavior during the procedure. Such AI-based distraction, as a non-pharmacological method, can be widely applied in the field of pediatric medicine.

Study details:

One children's clinic in Mitaka City, Tokyo, which provides general pediatric care, was asked to cooperate in the study. A staff member (psychologist or physician) from the National Center for Child Health and Development (NCCHD) visited the clinic once a week as an observer and asked the caregivers and children for their cooperation while in a waiting room (small enough to accommodate 3 to 4 pairs of caregivers and children) exclusively for those scheduled for vaccination. Those who visited the clinic in odd-numbered months were assigned to the intervention group, and those who visited the clinic in even-numbered months were assigned to the control group. After obtaining the caregiver’s consent, children and their caregivers were asked to spend time with AIBO or a stuffed dog during the waiting time before and after the child's vaccination (about 5 min each) in a waiting room, and children’s behavior was observed by professional observers. The total survey time for each caregiver-child pair was about 15–20 min.

The dimensions of AIBO used in the intervention group were 180 × 293 × 305 mm and it weighed 2.2 kg. It was able to move freely around the waiting room. Its eyes were equipped with OLED displays, and it showed rich facial expressions as well as various voices and behaviors. It also responded to stimuli from touch sensors on its head, neck, and back with facial expressions and voices.

The stuffed dog used in the control group was a gray-haired stuffed animal measuring 130 × 320 × 330 mm in length. It could change the angle of its limbs and neck but it did not move spontaneously and was not equipped with any special functions, such as voice or behavior.

A total of 57 children were included in the study, of which 32 were in the intervention group and 25 were in the control group. The intervention group had a mean age of 4.41 years (3–12 years, median 3 years) and 10 boys (31%), whereas the control group had a mean age of 3.96 years (3–9 years, median 3 years) and 14 boys (56%).

In this study, children's pain behaviors were attenuated after the treatment by the interactive play intervention with the AIBO compared to the play intervention with the dog-shaped stuffed animal. After the intervention with a humanoid robot with interaction capabilities during a child vaccination procedure, it was found that the group in which the humanoid robot intervened was more likely to smile than the group in which it did not intervene, but the degree of crying did not change.

Specifications:

The robot dog model incorporates features of autonomy, object detection/recognition, tactile sensing, obstacle avoidance, wireless LAN, short-term memory, and communication through speech.

The researchers considered using the AIBO’s camera to recognize facial expressions and o infer emotional state.

                                                        

Bibliography:

https://capmh.biomedcentral.com/articles/10.1186/s13034-022-00519-1

https://academic.oup.com/jpepsy/article/41/1/86/2580213?login=false

https://us.aibo.com/

 

 


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