17 resultados para World Cup 2014

em Consorci de Serveis Universitaris de Catalunya (CSUC), Spain


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In soccer, dead-ball moves are those in which the ball is returned to play from a stationary position following an interruption of play. The aim of this study was to analyse the effectiveness of one such dead-ball move, namely corner kicks, and to identify the key variables that determine the success of a shot or header following a corner, thereby enabling a model of successful corner kicks to be proposed. We recorded 554 corner kicks performed during the 2010 World Cup in South Africa and carried out a univariate, bivariate and multivariate analysis of the data. The results indicated that corners were of limited effectiveness in terms of the success of subsequent shots or headers. The analysis also revealed a series of variables that were significantly related to one another, and this enabled us to propose an explanatory model. Although this model had limited explanatory power, it nonetheless helps to understand the execution of corner kicks in practical terms.

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This research compared knowledge representation of a female rugby player and her coach concerning decision-making of the fly half in attack from second phase play. The current female England fly half and the England Women’s Rugby head coach analysed, from the fly half perspective, 15 sequences of the England v Spain match played during the 2002 Women’s Rugby World Cup in Barcelona. Protocol analysis of subjects’ verbal reports revealed that the player generated more overall concepts than the coach. The player’s analysis was based on condition-action statements related to goals. In contrast, the knowledge representation of the coach centred on conditions related to actions. Both subjects generated regulatory and do concepts in a similar way, with a majority of positive feedbacks. Knowledge structure of the player appeared to be more complex, but sophistication of concepts was similar for both subjects. Critical analysis of complete sequences viewed revealed a more severe self-assessment of the player compared with that of her coach. In conclusion, and despite the differences found between subjects, the player and her coach demonstrated possession of a similar pattern of decision-making strategies that could be due to a successful transmission of knowledge from the coach to his player

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The theoretical context of this study is related with the observational methodology in the context of group games and sports studies, specifically Handball. Thus, this study intends to analyze the performance of the pivot player in the World Cup 2007 - Germany, European 2008 - Norway 2008 and China OG 2008 in a qualitative dimension. Our purpose was to get as much information as possible about the whole activity of the pivot player, by identifying sequential patterns of behaviour or conduct of the player/game, by using the sequential analysis. The observation instrument used to meet the main purpose of this work consists of a combination of format fields (FF) and systems of categories (SC). The codifications undertaken occurred in several handball games. Using this instrument we have shown that it provides support for the purposes for which it was developed, allowing more research into the offensive process of handball. Besides this, it makes possible the analysis of aspects of the game through perspective and contextual sequences, which we consider to be more accurate, to fit the "reality" of a game such as handball.

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Los grandes eventos deportivos se han utilizado con fines promocionales para los territorios desde el siglo XIX. En este sentido, la Copa del Mundo de la FIFA de 2022, que se celebrará en Qatar, deviene una excusa ideal para el gobierno de la nación para legitimar su posicionamiento internacional, así como para participar activamente en el negocio mundial del fútbol. Además, desde 2011, Qatar Foundation (QF) ejecuta un acuerdo de patrocinio con el FC Barcelona, último campeón de la UEFA Champions League (ECL) y del Mundial de Clubes de la FIFA (2011), que le permitirá desarrollar proyectos sociales vinculados a la marca Barça en todo el mundo. Este artículo tiene el objetivo de analizar el posicionamiento internacional de Qatar, canalizado mediante un proceso de construcción de marca protagonizado por el deporte y proyectado a través de los medios de comunicación qataríes (AlJazzera) y los propios de los territorios donde el gobierno qatarí invierte, como es el caso de Cataluña.

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World Of Wars es un videojuego de acción para plataformas Android basándose en los estilos shoot em¿up arcades antiguos pero adaptándolos a los nuevos tiempos y nuevas formas de juego que existen en la actualidad. Se ha utilizado la librería Cocos2D-x, así como el lenguaje de programación C++ para el desarrollo de el.

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World of wars es un videojuego de acción para plataformas Android basándose en los estilos shoot 'em up arcade antiguos pero adaptándolos a los nuevos tiempos y nuevas formas de juego. Se ha utilizado la librería Cocos2d-x, así como el lenguaje de programación C++ para su desarrollo.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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El presente proyecto consiste en el desarrollo y la implantación en producción de un sitio web de soporte técnico para los proyectos SIDUNEA World de la Conferencia de la Naciones Unidas sobre Comercio y Desarrollo.

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The present paper advocates for the creation of a federated, hybrid database in the cloud, integrating law data from all available public sources in one single open access system - adding, in the process, relevant meta-data to the indexed documents, including the identification of social and semantic entities and the relationships between them, using linked open data techniques and standards such as RDF. Examples of potential benefits and applications of this approach are also provided, including, among others, experiences from of our previous research, in which data integration, graph databases and social and semantic networks analysis were used to identify power relations, litigation dynamics and cross-references patterns both intra and inter-institutionally, covering most of the World international economic courts.

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Extended abstract.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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L"edició del 2009 de la trobada de l"IFLA s"ha celebrat a Milà. La maquinària de l"organització va funcionar amb precisió per a aquest esdeveniment. Després d"anys de regularitat en les trobades per tot el món, l"IFLA funciona com un autòmat, una d"aquestes màquines perfectes, tant que podria continuar uncionant en les formes amb exemplar artifici. És un trobada singular, que aplega, a la vegada, la reunió de l"organització, un congrés mundial i una fira comercial; tot això amanit amb una ciutat diferent cada any i un finançament que depèn de la bona marxa de tot l"esdeveniment. En certa mesura, l"IFLA és un aparador de la professió, al qual assisteixen bibliotecaris de tot el món i de centenars d"institucions, amb tot el que suposa d"artificiositat en la representació d"entitats i promoció; un espai de reflexió, amb ponències i debats de molt variat interès que poden trobar-se, generalment, en altres esdeveniments; i una posada a punt dels treballs de tots els comitès, que tenen un complex desenvolupament previ i una àrdua tasca desenvolupada amb generositat per tots els participants.

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This paper aims to illustrate the dynamics of coal trade between Latin America and its main trade partners, i.e., the USA, Great Britain, and Germany, before and after the enormous disruption caused by the First World War. The coal trade was used as an indicator of modernization for Latin American countries, given that oil was at that time of secondary importance. Energy imports have determined the possibilities of each Latin American country in its process of development. Here, we address this question and place special emphasis on supply channels, concluding that the trade link with main suppliers was of key significance. Although this was very clear by the end of the period, the process had started well before the First World War, at least for the majority of LA&C countries. These points are developed through a gravity model applied to the bilateral coal trade. The importance of the market supplier share is addressed through cluster methodologies.

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The incorporation of the Spanish university system into the European Higher Education Areahas brought about a series of adaptations. Among the recommendations is the inclusion ofan external training period in a company, which has resulted in significant changes in thedegree syllabus in order to balance the theoretical and practical education required by thestudents. This new framework has been legally confirmed by the Spanish Government and, inthe case of the University of Barcelona, by the publication of internal guidelines. Takingadvantage of this new opportunity to adapt the Pharmacy degree to real-world problems inindustry, the Dean’s team of the Faculty of Pharmacy, with the support of the Facultyadministrative staff and the Students Advisory Service, have assumed the challenge ofincluding a new subject in the syllabus entitled Training in Companies.In parallel, a new activity has been set up to ensure that the students choose the mostsuitable company department/job for them and to help them pass the company interview.Under the name of Passport to a Profession, a series of ten explanatory talks has beenscheduled every academic year. These talks deal with a broad range of topics aimed atproviding the students with the basic tools they will need to make the most of a companytraining period and to make headway in the professional world when they finish theirdegree. In addition, three Faculty of Pharmacy-Pharmaceutical company workshops and tworound-table conferences have been held in the last two years in order to bring the universityand industry together. Notably, the project to provide students with company training isexpanding on an international level, with two to three undergraduate students contractedevery year by a United Kingdom-based multinational pharmaceutical company.The statistical data of the whole process has been analysed for a more in-depthunderstanding of the activity and to improve the programme.