27 resultados para Nintendo Wii video games


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The aim of this study was to determine whether high blood pressure (HBP) is associated with sedentary behavior in young people even after controlling for potential confounders (gender, age, socioeconomic level, tobacco, alcohol, obesity and physical activity). In this epidemiological study, 1231 adolescents were evaluated. Blood pressure was measured with an oscillometric device and waist circumference with an inextensible tape. Sedentary behavior (watching television, computer use and playing video games) and physical activity were assessed by a questionnaire. We used mean and standard deviation to describe the statistical analysis, and the association between HBP and sedentary behavior was assessed by the chi-squared test. Binary logistic regression was used to observe the magnitude of association and cluster analyses (sedentary behavior and abdominal obesity; sedentary behavior and physical inactivity). HBP was associated with sedentary behaviors [odds ratio (OR) = 2.21, 95% confidence interval (CI) = 1.41-3.96], even after controlling for various confounders (OR = 1.68, CI = 1.03-2.75). In cluster analysis the combination of sedentary behavior and elevated abdominal obesity contributed significantly to an increased likelihood of having HBP (OR = 13.51, CI 7.21-23.97). Sedentary behavior was associated with HBP, and excess fat in the abdominal region contributed to the modulation of this association.

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To analyse the associations between high screen time and overweight, poor dietary habits and physical activity in adolescents according to sex. The study comprised 515 boys and 716 girls aged 14-17 years from Londrina, Brazil. Nutritional status (normal weight or overweight/obese) was assessed by calculating the body mass index. Eating habits and time spent in physical activity were reported using a questionnaire. The measurement of screen time considered the time spent watching television, using a computer and playing video games during a normal week. Associations between high screen time and dependent variables (nutritional status, eating habits and physical activity levels) were assessed by binary logistic regression, adjusted for sociodemographic and lifestyle variables. Most adolescents (93.8% of boys and 87.2% of girls) spent more than 2 hours per day in screen-time activities. After adjustments, an increasing trend in the prevalence of overweight and physical inactivity with increasing time spent on screen activities was observed for both sexes. Screen times of >4 hours/day compared with <2 hours/day were associated with physical inactivity, low consumption of vegetables and high consumption of sweets only in girls and the consumption of soft drinks in both sexes. The frequency of overweight and physical inactivity increased with increasing screen time in a trending manner and independently of the main confounders. The relationship between high screen time and poor eating habits was particularly relevant for adolescent girls.

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Virtual Reality it's present in our personal and professional daily life. Currently it comes been tested in many parameters. An example is, as an intervention mode related to healthy and rehabilitation field ( since phobias to physical problems ) due to dynamic interactive between human being and virtual reality, was able to be designed by a hardware and software integrated system. His appearance was in 1950s, through NASA's flight simulators in order to train astronauts in epoch (TORI et al.,2006).Subsequently, this began to expand to entertainment industry, where due to consumerism, only increasing his capacity to become so much more realist and reliable with the real environment. Because of this, beyond of your capacity be accessible which is low-cost, was used in scientific researches (motor area, physical aptitudes, cognitive, health, among others). The projected interactivity in this system type, in general, seek act according to people answers about the elements of virtual reality. Using the capacity that the reality is able to act of integrated way for human being. Following these concepts about virtual reality, the present study of literature revision, it comes as an purpose see humanity development. Since its birth, going on that point until your actuation and direct and indirect interplay in today's society from maturational form. Taking the concept of researchers' theory like Piaget. Following this line, the study will analyse how virtual reality might come to modify and act in social construction of society nowadays

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Pós-graduação em Educação - IBRC

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The ideal proposed by Decree No. 4901 of 26 November 2003 establishing the Brazilian System of Digital Television (SBTVD) still seems more remote from reality as possible in 2003, where it was believed more in digital inclusion (and social) through access Digital TV via internet than to the development of specifi c products for this media. The reality still shows up differently and it is possible to believe that there was an innocent vision and too optimistic a project that did not meet even the demands of society: SBTVD. The problem to be solved is to get Digital TV adds value to the needs of today’s consumers of content, space has been occupied quickly by computers and devices connected to the internet and even the informal trade of DVDs and video games.

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The purpose of this paper is to discuss the concept of e-sports (or electronic sports) in sports journalism in transmedia context. To achieve this goal are performed refl ections on the current concept of sport, the strong presence of game culture in contemporary society and their implications in the media ecosystem through the presentation of an on-line platform for electronic sports, called Twitch. Th is thread moves into a new media ecosystem created in interdisciplinary sphere that encompasses sports and media & technology. In this environment sports and video games seek merge into the concept of e-sport (electronic sport), a phenomenon of contemporary digital culture.

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Pós-graduação em Educação - FFC

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Sabe-se que o atletismo vem sendo pouco ensinado nas aulas de Educação Física das escolas brasileiras, dadas justificativas tais como: falta de materiais e de espaço, falta de interesse dos alunos ou o fato do professor não saber como ensiná-lo. Pensando em formas para motivar o ensino do atletismo na escola, verificamos a possibilidade de utilização de videogames, já que, desde os mais antigos, o atletismo tem aparecido com uma das modalidades esportivas que podem ser jogadas virtualmente. Nesse sentido, o objetivo dessa pesquisa foi identificar os jogos de videogames relacionados ao atletismo, analisando, em um deles, isto é, no Kinect Sports (Xbox 360), as proximidades e distanciamentos em relação à modalidade esportiva oficial, a fim de se verificar suas possibilidades pedagógicas. A análise deste videogame revelou que este possui características que podem ajudar o professor no ensino do atletismo, já que aborda algumas de suas regras e movimentos específicos, particularmente, da corrida de velocidade, lançamento do dardo, salto em distância, lançamento do disco e corrida com barreiras. Entretanto, o videogame apresenta fragilidades em relação as características antes apontadas, as quais merecem ser realçadas pelo professor de Educação Física em suas aulas. Conclui-se, portanto, que são várias as possibilidades pedagógicas deste jogo de videogame para o ensino do atletismo em aulas de Educação Física, desde que haja uma apropriação devida por parte do professor

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Dirigir é uma tarefa altamente complexa que requer sincronia entre informações adquiridas e comandos motores, sendo a visão fonte primordial de recursos para o controle do volante por parte do motorista, para que este possa fazer a manobra na quantidade correta e no momento apropriado. Simulações nem sempre preservam os aspectos relevantes do ambiente. O ponto tangente (PT), local mais interno da curva, é onde os motoristas olham em situações de curva ao conduzir um veículo durante contexto natural, e, de acordo com a literatura, este fenômeno também ocorre em situações experimentais com o uso de simuladores específicos de trânsito. Este estudo visa verificar se este comportamento se reproduz em situação simulada de videogame e como a experiência de dirigir naturalmente afeta o desempenho na simulação. Foram recrutados vinte participantes, divididos em dois grupos de dez pessoas cada, com e sem Carteira Nacional de Habilitação e todos com experiência em videogame. A tarefa foi conduzir um veículo em circuito gerado por um jogo de videogame, enquanto seus olhos, e seus respectivos movimentos, foram monitorados e gravados por sistema eye-tracker. Para análise dos dados, foi utilizado o vídeo da imagem gerada pelo videogame com a adição do cursor referente ao olhar do participante. Foram analisadas apenas as situações nas quais os participantes executavam a manobra de cada uma das onze curvas do percurso, utilizando o software ASL Results Plus (versão 1.8.2.18) para estabelecer Áreas de Interesse (AI) de 3º e 10º ao redor do ponto tangente da curva. As variáveis dependentes foram Número Total de Fixações (NF) e Duração Total das Fixações (DF). Os dados foram submetidos à análise de variância de medidas repetidas, tendo fatores grupo (HA ou NH), AI (outros 3º ou 10º) e curvas (onze curvas). Não houve efeito significativo de grupo para ambas as variáveis dependentes. Houve efeito principal de...

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