4 resultados para Gemstone Team F.I.T.N.E.S.S. (Fun Interactive Techniques for New Exercise and Sport Styles)

em Repositório Científico da Universidade de Évora - Portugal


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The amount of data collected from an individual player during a football match has increased significantly in recent years, following technological evolution in positional tracking. However, given the short time that separates competitions, the common analysis of these data focuses on the magnitude of actions of each player, while considering either technical or physical perform- ance. This focus leads to a considerable amount of information not being taken into account in performance optimization, particularly while considering a sequence of different matches of the same team. In this presentation, we will present a tactical performance indicator that considers players’ overall positioning and their level of coordination during the match. This performance indicator will be applied in different time scales, with a particular focus on possible practical applications.

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Recent technological development has enabled research- ers to gather data from different performance scenarios while considering players positioning and action events within a specific time frame. This technology varies from global positioning systems to radio frequency devices and computer vision tracking, to name the most common, and aims to collect players’ time motion data and enable the dynamical analysis of performance. Team sports—and in particular, invasion games—present a complex dynamic by nature based on the interaction between 2 opposing sides trying to outperform 1 another. During match and training situations, players’ actions are coupled to their performance context at different interaction levels. As expected, ball, teammates’, and opponents’ positioning play an important role in this interaction process. But other factors, such as final score, teams’ development level, and players’ expertise, seem to affect the match dynamics. In this symposium, we will focus on how different constraints affect invasion games dynamics during both match and training situations. This relation will be established while underpinning the importance of these effects to game teaching and performance optimization. Regarding the match, different performance indicators based on spatial-temporal relations between players and teams will be presented to reveal the interaction processes that form the crucial component of game analysis. Considering the training, this symposium will address the relationship of small-sided games with full- sized matches and will present how players’ dynamical interaction affects different performance indicators.

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This paper will focus on the issue of training future literary reading mediators or promoters. It will propose a practical exercise on playing with intertextuality with the aid of two children literature classics and masterpieces—The Adventures of Alice in Wonderland by Lewis Carroll (1865) and The Very Hungry Caterpillar by Eric Carle (1969). This exercise is not designed to be a pedagogical or didactic tool used with children (that could alternatively be done with the same corpora), but it is designed to focus on issues of literary studies and contemporary culture. The aim of this practical exercise with future reading promoters is to enable graduate students or trainees to be able to recognize that literary reading can be a team game. However, before arriving at the agan stage, where the rules get simplified and attainable by young readers, hard and solitary work of the mediator is required. The rules of this solitary game of preparing the reading of classical texts are not always evident. On the other hand, the reason why literary reading could be (and perhaps should be) defined as a new team game in our contemporary and globalized world derives directly from the fact that we now live in a world where mass culture is definitely installed. We should be pragmatic on evaluating the conditions of communication between people (not only young adults or children) and we should look the way people read the signs on everyday life and consequently behave in contemporary society, and then apply the same rules or procedures to introduce old players such as the classical books in the game. We are talking about adult mediators and native digital readers. In the contemporary democratic social context, cultural producers and consumers are two very important elements (as the book itself) of the literary polissystem. So, teaching literature is more than ever to be aware that the literary reader meaning of a text does not reside only in the text and in its solitary relationship with the quiet and comfortably installed reader. Meaning is produced by the reader in relation both to the text in question and to the complex network of texts invoked in the reading process and plural connections provided by the world of a new media environment.

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The aim of this study was to identify how pitch area-restrictions affects the tactical behavior, physical and physiological performances of players during soccer large-sided games. A 10 vs. 9 large-sided game was performed under three experimental conditions: (i) restricted-spacing, the pitch was divided into specific areas where players were assigned and they should not leave it; (ii) contiguous-spacing, the pitch was divided into specific areas where the players were only allowed to move to a neighboring one; (iii) free-spacing, the players had no restrictions in space occupation. The positional data were used to compute players’ spatial exploration index and also the distance, coefficient of variation, approximate entropy and frequency of near-in-phase displacements synchronization of players’ dyads formed by the outfield teammates. Players’ physical and physiological performances were assessed by the distance covered at different speed categories, game pace and heart rate. Most likely higher values were found in players’ spatial exploration index under free-spacing conditions. The synchronization between dyads’ displacements showed higher values for contiguous-spacing and free-spacing conditions. In contrast, for the jogging and running intensity zones, restricted-spacing demanded a moderate effect and most likely decrease compared to other scenarios (~20-50% to jogging and ~60-90% to running). Overall, the effects of limiting players’ spatial exploration greatly impaired the co-adaptation between teammates’ positioning while decreasing the physical and physiological performances. These results allow for a better understanding of players’ decision-making process according to specific task rules and can be relevant to enrich practice task design, such that coaches acknowledge the differential effect by using specific pitch-position areas restrictions.