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Developed by The Football Link, F-Cube is the world’s first intelligent and interactive device for football and fitness training, skill assessment, cognitive development and practice

At the Zinc Football academy, the revolutionary F-Cube software is used to monitor and enhance performance of the players. F-Cube is a technology-driven holistic sports, health and fitness platform which was built to analyse the six basic skills required in football — dribbling, passing, heading, shooting, trapping and tackling.

F-Cube has a customised training curriculum under which every player’s response time, endurance, hand-eye coordination, communication, physical classification, foot-eye coordination, memory, agility, accuracy, among others, is reviewed and recorded.

Unlike traditional training methods, F-Cube focuses on digital engagement with photos, videos and games for effective communication. It is an attractive medium that draws the attention of children of all age groups and backgrounds.

F-Cube also acts as a video coaching platform that encourages children to take up football in schools. It helps in creating a standardized test to identify talented children while developing players’ mental and physical attributes.

The F-Cube machine continuously evaluates a player’s skillset and adjusts the difficulty level to make the game interesting. The game feels very real as it involves intense physical activity for short spells. For instance, in a five-minute game, a player can utilise 400 body muscles and burn more than 100 calories.

By using this highly advanced technology, two kinds of assessment reports can be generated — quantitative and qualitative. While a quantitative report is generated automatically by the device that indicates at the areas where a player excels and where he can improve, a qualitative report is created by the player’s coach based on the video generated by the F-Cube machine.

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F-CUBE ANALYSIS REPORT

The F-Cube Analysis Report is the report generated for various defined parameters post a game on the F-Cube Machine.

  • CUBE SCORE: Total Score accumulated by a player based on his/her performance during the course of an F-Cube game.
  • NO. OF ATTEMPTS: Total number of shots attempted by the player on the Screen during the course of an F-Cube game.
  • HIT %: Percentage of shots which hit the target against the total shots which hit the screen.
  • BULLSEYE %: Percentage of shots which hit the centre of the target against the shots which hit the target.
  • PEAK LEVEL: Peak Level is the maximum level reached by the player during an F-Cube game.
  • RESPONSE TIME: Average Time taken by the player between two consecutive hits on the screen.
  • SHOT SPEED: Speed with which player shoots the ball on the screen.
  • ACCURACY: Average distance of hit from the centre of the target.
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MATCH ANALYSIS REPORT

The Match Analysis Report is the report generated based on points given by an Evaluator for various defined parameters during the course of a Football game.

  • PASSING: Accuracy & Technique applied to pass the ball.
  • RECEIVING: Technique applied to receive/trap the ball
  • HEADING: Accuracy & Technique applied to head the ball.
  • DRIBBLE/RWTB: Technique applied to maneuver the ball.
  • SHOOTING: Technique applied to attempt a shot.
  • COVER: Tactical understanding during defensive cover.
  • TACKLING: Technique applied to tackle an opponent.
  • STAMINA: Longevity of peak performance during game.
  • STRENGTH: Physical Strength displayed during game.
  • SPEED: Longevity of peak performance during game.
  • MOBILITY: Freedom of movement displayed by player.
  • DECISION MAKING: Ability to make correct decisions.
  • LEADERSHIP: Leadership qualities exhibited during game.
  • WORK RATE: Intensity exhibited for duration of game.
  • CREATIVITY: Ability to use different skills during game.
  • COMPOSURE: Ability to maintain calm under pressure.

VIDEO ANALYSIS REPORT

The Video Analysis Report is the report generated post a game based on inputs received from the video recording the player’s performance.

  • BALL CONTROL: Ability to control/trap the ball when faced with bouncing/grounded/high ball.
  • DRIBBLING: Ability to manuever the ball through obstacles.
  • SHOOTING: Technique applied to kick the ball for a shot at the target.
  • ORIENTATION: Ability to quickly find the best possible position or reposition to shoot the ball.
  • ENDURANCE: Ability to shoot consistently for a signifcant duration.
  • AGILITY: Quickness in movement of the legs and upper body to trap the ball.
  • BALANCE: Ability to maintain body position when weight is distributed during play.
  • WORK RATE: Ability to continuously exhibit quickness in movement or when pressured.
  • COMPOSURE: Ability to maintain calm and collect self when faced with a pressure situation.
  • IMPROVISATION: Ability to create an opportunity by utilising a different technique than convention.

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FITNESS, PERSONALITY & EDUCATION ANALYSIS REPORT

The Fitness, Personality & Education Analysis Report is the report generated for the overall holistic development of the child outside of conventional training parameters.

  • STRENGTH: Physical Musculature of the player.
  • SPEED: Quickness of the player.
  • BALANCE: Maintaining body position under pressure.
  • AGILITY: Reorienting appendages to varying stimuli.
  • TEAM WORK: Willingness to contribute to team.
  • DISCIPLINE: Regularity and timeliness.
  • ENDURANCE: Maintaining intensity during action.
  • BEHAVIOR: General Behavior towards Peers and Teachers.
  • LEADERSHIP: Willingness to take initiative.
  • COMMUNICATION: Getting messages across clearly.
  • CONFIDENCE: Undertaking task steadfastly.
  • INTELLIGENCE: Quickness in understanding a given task.
  • ACADEMICS: Scores achieved for various students.
  • MEMORY: Remembering patterns and generating recall.

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