9 resultados para Table tennis performance

em Deakin Research Online - Australia


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Active video games (AVGs) may be useful for movement skill practice. This study examined children's skill execution while playing Xbox Kinect™ and during movement skill assessment. Nineteen children (10 boys, 9 girls; M age = 7.9 yr., SD = 1.4) had their skills assessed before AVG play and then were observed once a week for 6 wk. while playing AVGs for 50 min. While AVG play showed evidence of correct skill performance (at least 30-50% of the time when playing table tennis, tennis, and baseball), nearly all skills were more correctly performed during skill assessment (generally more than 50% of the time). This study may help researchers to better understand the role AVGs could play in enhancing real life movement skills.

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BACKGROUND: The neighbourhood environment such as the availability of parks are a key, but under-researched, influence on adolescents' physical activity. In addition to overall physical activity levels, park-based physical activity and park visitation is low in this age group. Thus, it is critical to identify park features that may encourage or discourage adolescents from visiting parks. This study used a novel methodology to identify key physical characteristics of parks that are perceived to be important for park visitation and park-based physical activity among adolescents.

METHODS: Four secondary schools located in low, mid and high socio-economic status areas of Victoria, Australia were recruited. Using a purpose-built computer application, students in years 8-10 were presented with 44 original photographic images of park features. Participants rated each image (range 1-10) on how likely the feature would be to encourage them to visit a park and to engage in park-based physical activity, and placed symbols ('thumbs up'/'thumbs down') on aspects of the image that had a positive or negative influence on their ratings.

RESULTS: Participants (n = 99) had a mean age of 13.3 years (SD = 0.87) and 53% were female. Overall, the top three rated images prompting park visitation by adolescents were: a long steep slide, a flying fox and a table tennis table. These first two features were also reported as being likely to promote physical activity in the park. Differences in ratings were observed for boys and girls. The images that received the greatest number of "thumbs-up" symbols included large swings and slides, table tennis tables, no-smoking signs, flying foxes and BMX tracks. The images that received the greatest number of "thumbs-down" symbols included signage about rules, graffiti, toilets, concrete steps, and skate bowls.

CONCLUSION: Physically challenging play equipment is likely to encourage adolescents to visit and be active in parks. Rules, graffiti, toilets and skate bowls may discourage visitation. It is important for park designers, planners and policy makers to consider adolescents' views of what park design features are important so that parks are created that support and encourage visitation and optimise levels of physical activity when in the park.

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In industry, the workload and utilization of shop floor operators is often misunderstood. In this paper, we will present several real case studies, using Discrete Event Simulation (DES) models, which allow us to better understand operators in a batch manufacturing environment. The first study investigates labour in a machining plant consisting of multiple identical CNC machines that batch produce parts. The second study investigates labour in an eight station, gravity die casting rotary table. The results from these studies have shown that there can be potential improvements made by the production planners in the current labour configuration. In the first case study, a matrix is produced that estimates what the operator's utilization levels will be for various configurations. From this, the preferred operator to machine ratio over a range of cycle times is presented. In the second study, the results have shown that by reducing the casting cycle time, the operator would be overloaded. A discrete event simulation of these two cases highlighted areas that were misunderstood by plant management, and provided them with a useful decision support tool for production planning.

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Observers judged TTC with computer-generated displays simulating an approaching object in three familiar-size conditions:

(i) Real-size (smaller, larger objects depicted as tennis, soccer balls respectively).
(ii) Off-size (smaller, larger objects depicted as soccer, tennis balls respectively).
(iii) Ambiguous-size (smaller, larger objects depicted as texture-less black balls of different size).

Displays simulated objects approaching observersí viewpoint from 24.96 m, and disappearing at 5.76 m. Manipulation of approach velocities (4.8-19.2 msec-1) produced viewing times from 1.0 to 4.0 sec, and delays between object disappearance and tau-based TTC ranging from 0.3 to 1.2 sec. Motion characteristics of smaller and larger objects in the three familiar-size conditions simulated those of approaching real-sized tennis and soccer balls respectively; that is, for each approach velocity, tau‚-based TTC was the same across the three conditions for smaller and larger objects.

Results showed that, consistent with the proposition of tau-determined TTC, TTC estimates in the real-size condition were uninfluenced by object size. This is contrary to previous reports that TTC for larger objects is underestimated relative to TTC for smaller objects. However, such size-dependent TTC differences were found in the ambiguous-size condition, with even larger differences in the off-size condition; TTCs for the ëlargerí tennis ball were much less than TTCs to the ësmallerí soccer ball compared to corresponding TTCs in the ambiguous-size condition. These results are problematic for the proposition that tau solely determines TTC. We discuss the role of perceptual learning in resolving this problem.

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The study proposes a method of interpretation, which gives the contemporary singer-actor and director a method of performance analysis considering both the visual and the auditory aspects of vocal performance. The analysis begins with an analysis of the structure, which maps out the key ideas and translates them into main states of mind. The text analysis is followed by an analysis of the musical treatment of the text, also scanning for extra dramatic meaning inherent in vocal line and musical accompaniment. The so isolated dramatic ideas in text and musical structure and content are finally discussed in terms of their physical aspects, using the system of gesture as practiced by actors and singers before, during and beyond the Baroque period. The method is exemplified by the obbligato recitative "In quali eccessi" from Donna Elvira’s scene in the second act of the opera "Don Giovanni" by L. Da Ponte and W. A. Mozart. The musical example includes gestural notation and a table gestural notation symbols.

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Within the four-day festival organised by Keane, j., Prohm, A. and Manning, E. called "The Proceeding Procedure: Festival of In/Confluence"there was an evening of performances, reading, improvisation and films curated by Alan Prohm and Mike Hornblow, I was invited to read from my current writing within this evening's program.

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What follows is an edited transcript of a conversation that took place on the topic of performance and technology at the Mechanics Institute, Brunswick, on Saturday 3 November 2013. The participants - Suzanne Kersten, David Pledger, Julian Rickert, Tamara Saulwick and Hellen Sky - are all practising artists who have engaged with various forms of everyday and extra-daily technologies in their creative work. Gorkem Acaroglu and Glenn D'Cruz facilitated and moderated the discussion.