158 resultados para antinuclear movement


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How – and why – do things move? How do we describe how they move? This chapter looks at ideas and activities concerning movement and force. It deals with two major issues: firstly, ideas children have about motion and the strategies for teaching about motion in the primary school program. This will include some discussion of the different contexts in which movement and force can be studied. Secondly, it looks at the wider context of studying movement and force, linking it with technology and science as a human endeavour.

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Participants were required to balance on a seesaw while reading texts in the mirror. They read forward, backward, upside-down and mirror texts while seated. They also crouched, twisted and stretched to read texts from floor to ceiling.

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Neural Networks have been used successfully for recognition of human gestures in many applications including analysis of motion capture data. This paper investigates the potential for using the same methods for both recognition and synthesising responses in relation to movement contained in motion capture sequences.

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The aim of this study was to assess the feasibility, acceptability and potential efficacy of a physical activity program for preschool children. A 20-week, 2-arm parallel cluster randomized controlled pilot trial was conducted. The intervention comprised structured activities for children and professional development for staff. The control group participated in usual care activities, which included designated inside and outside playtime. Primary outcomes were movement skill development and objectively measured physical activity. At follow-up, compared with children in the control group, children in the intervention group showed greater improvements in movement skill proficiency, with this improvement statically significant for overall movement skill development (adjust diff. = 2.08, 95% CI 0.76, 3.40; Cohen’s d = 0.47) and significantly greater increases in objectively measured physical activity (counts per minute) during the preschool day (adjust diff. = 110.5, 95% CI 33.6, 187.3; Cohen’s d = 0.46). This study demonstrates that a physical activity program implemented by staff within a preschool setting is feasible, acceptable and potentially efficacious.

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In this paper we discuss combining incremental learning and incremental recognition to classify patterns consisting of multiple objects, each represented by multiple spatio-temporal features. Importantly the technique allows for ambiguity in terms of the positions of the start and finish of the pattern. This involves a progressive classification which considers the data at each time instance in the query and thus provides a probable answer before all the query information becomes available. We present two methods that combine incremental learning and incremental recognition: a time instance method and an overall best match method.

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Directly modeling the inherent hierarchy and shared structures of human behaviors, we present an application of the hierarchical hidden Markov model (HHMM) for the problem of activity recognition. We argue that to robustly model and recognize complex human activities, it is crucial to exploit both the natural hierarchical decomposition and shared semantics embedded in the movement trajectories. To this end, we propose the use of the HHMM, a rich stochastic model that has been recently extended to handle shared structures, for representing and recognizing a set of complex indoor activities. Furthermore, in the need of real-time recognition, we propose a Rao-Blackwellised particle filter (RBPF) that efficiently computes the filtering distribution at a constant time complexity for each new observation arrival. The main contributions of this paper lie in the application of the shared-structure HHMM, the estimation of the model's parameters at all levels simultaneously, and a construction of an RBPF approximate inference scheme. The experimental results in a real-world environment have confirmed our belief that directly modeling shared structures not only reduces computational cost, but also improves recognition accuracy when compared with the tree HHMM and the flat HMM.

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In surveillance systems for monitoring people behaviours, it is important to build systems that can adapt to the signatures of people's tasks and movements in the environment. At the same time, it is important to cope with noisy observations produced by a set of cameras with possibly different characteristics. In previous work, we have implemented a distributed surveillance system designed for complex indoor environments [1]. The system uses the Abstract Hidden Markov mEmory Model (AHMEM) for modelling and specifying complex human behaviours that can take place in the environment. Given a sequence of observations from a set of cameras, the system employs approximate probabilistic inference to compute the likelihood of different possible behaviours in real-time. This paper describes the techniques that can be used to learn the different camera noise models and the human movement models to be used in this system. The system is able to monitor and classify people behaviours as data is being gathered, and we provide classification results showing the system is able to identify behaviours of people from their movement signatures.

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The Transition Town (TT) movement has grown to become a global phenomenon aimed at assisting towns and communities to envision sustainable and self-reliant futures post peak oil. Arguably, this movement offers an exciting alternative to traditional notions of growth and development. This paper explores the rise of the TT movement focusing particularly on the processes involved in establishing a ‘TT’ raising questions pertaining to governance and to notions of participatory democracy within the movement.

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This study investigated the positional movement patterns in elite junior Australian Football (AF). Thirty players (17.1 ± 0.9 years) participating in this study were tracked over seven home games of the regular 2006 Victorian junior (Under 18) league season. Using lapsed-time video analysis, each position for an entire match was videotaped on three separate occasions over the course of the season. Data analysed included the number of individual efforts, duration and frequency of efforts; distance and percentage time for the classifications of standing, walking jogging, running and sprinting. Results showed that the midfield position travelled the greatest distance (4173 ± 238 m per quarter; p < 0.05; ES = .94) whilst the full forward/full back travelled the least (2605 ± 348 m per quarter, p < 0.05, ES = 1.21). For all positions, walking or jogging accounted for the greatest number of efforts (45-55%), conversely running and sprinting accounted for 5-13% of match efforts. The majority of efforts across all classifications were between 0-3.99 s. The data from this study provides further evidence that AF is an intermittent sport characterised by high intensity movements separated by low intensity movements at a ratio of one high intensity effort every 12-40 s. However, careful interpretation of the data is required when training junior AF players for specific positions, given the specific group studied.

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This study explored the physical movement patterns associated with an elite Under 18 Australian Football (AF) team. Five field positions were selected with observations recording the number and relative per cent of "working" efforts (jogging, running, and sprinting), "resting" efforts (walking) and the total distances associated with "working" or "resting" efforts. Intra-observer reliability, using test- retest method, showed correlations were r = 0.98 or greater. The Wing position covered 11,877 m, the greatest total distance during an entire game, whilst the HBF and Centre positions both recorded 11,545 m and 11,537 m respectively and the Ruck position covered 9,203 m. The HBF recorded the greatest frequency of 'working' and 'resting' efforts (180 and 182 respectively), whilst the Wing (166 and 158), Centre (162 and 149) and Ruck (161 and 166) showed similarities in their results. The Wing position recorded the longest average distance per 'working' effort (58 m) whilst the Centre position recorded the longest average distance per 'resting' effort (17 m). Results also show the completion of less total efforts and smaller total distances, in Under 18 players, recorded compared to professional senior AF data. The results from this study suggest that further in-depth research is required into movement patterns and game activity demands in this AF playing group.

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This study investigated associations between pre-school children's time spent playing electronic games and their fundamental movement skills. In 2009, 53 children had physical activity (Actigraph accelerometer counts per minute), parent proxy-report of child's time in interactive and non-interactive electronic games (min./week), and movement skill (Test of Gross Motor Development–2) assessed. Hierarchical linear regression, adjusting for age (range = 3–6 years), sex (Step 1), and physical activity (cpm; M = 687, SD = 175.42; Step 2), examined the relationship between time in (a) non-interactive and (b) interactive electronic games and locomotor and object control skill. More than half (59%, n = 31) of the children were female. Adjusted time in interactive game use was associated with object control but not locomotor skill. Adjusted time in non-interactive game use had no association with object control or locomotor skill. Greater time spent playing interactive electronic games is associated with higher object control skill proficiency in these young children. Longitudinal and experimental research is required to determine if playing these games improves object control skills or if children with greater object control skill proficiency prefer and play these games.