56 resultados para repeated game


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BACKGROUND: Previous studies suggested that some interactive video games induce cardiovascular responses. However, some different styles of video games have not been investigated. OBJECTIVE: We aimed to evaluate cardiovascular responses induced by video game boxing performance in healthy women. METHOD: We evaluated ten female sedentary volunteers, aged 20.9 ± 1.4 years, weight 58.7 ± 8.0 kg, height 163.2 ± 5.4cm. All subjects were weighed and measured. Their heart rate, blood pressure and lactate levels were recorded before and after video game performance. The volunteers played a Sony video game (Nintendo® Wii) by using the boxing method, in which all volunteers played for 10 minutes without interruption. At the end of the game the volunteers were reassessed using the same parameters mentioned above. RESULTS: At the end of the video game boxing performance we observed highly significant increases of lactate production (p < 0.0035) and the double product (heart rate vs. systolic blood pressure) was also higher (p < 0.0001). Both parameters indicate that the performance increased demands of the cardiovascular system. CONCLUSION: We conclude that a ten-minute video game boxing performance induces cardiovascular responses similar to aerobic exercise. This may be a practical form of exercise, but care should be exercised concerning subjects with cardiovascular disorders.

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Introduction: The elderly population has increased, and the aging process is responsible for physical and metabolic changes in the body. For the elderly remain independent, with a better quality of life, preventing and treating diseases responsible for this increased of mortality should remain physically active. Objective: To investigate the influence of two types of exercise intervention on physical fitness and physical activity levels in older practitioners of Rio Claro-SP. Method: The study included 18 older adults with mean age 65.8 years (± 2.88) divided into two groups, Program in Physical Exercises Health Unit (PEFUS, n = 9) and Adapted Volleyball (n = 9). Classes of PEFUS were held twice a week lasting 60 min with strength, aerobic endurance, agility, coordination and balance exercises. Classes of Volleyball Adapted were performed 2 times per week lasting 120 minutes, divided into volleyball fundamental exercises and game. For evaluation of physical skills (strength, agility, coordination and flexibility), was performed the AAHPERD test battery. All participants were assessed at the baseline and after 3 months of interventions. The statistical analysis used was the repeated measures ANOVA, through the SPSS version 17.0 and significance level p <0.05. Result: After the interventions there was an increase of leisure time from 362.2 ± 214.9 min / week and 16.7 ± 28.3 min / week to 541.7 ± 137.2 and 44.4 ± 44.8 min / week to Adapted Volleyball and PEFUS, respectively. The variable coordination showed significant improvements after the interventions, decreasing from 12.1 ± 0.7 to 10.8 ± 0.5 sec for Volleyball Adapted and from 14.8 ± 0.9 to 12.1 ± 0, 9 sec for PEFUS (p <0.05). For the variable strength it was observed a group-moment interaction (p <0.05). Conclusion: The interventions showed positive results... (Complete abstract click electronic access below)

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With the technology advancement, mobile devices have become increasingly more powerful and have started to have functions beyond of making phone calls. New applications, which perform these new functions, have been launched. The digital entertainment market has become one of the most benefited with this, once the games have become one of the most used applications for various types of users. This monograph presents the development of a game for Android OS, considering concepts like: physics, scenarios/views and character animation

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This work has the aim of evince compositional tools used in the development of musical scores for role-playing videogames through the analysis of Yasunori Mitsuda’s music for Chrono Cross (1999). This research is divided in two main parts: the first traces a historic path of the RPG genre on videogame consoles, since its birth as a tabletop game in the decade of 1970 until its consolidation on 3D game machines released in the 1990’s. The focus of this historical study concentrates on the aesthetics of this kind of game and on the multiple relations it settles with sound throughout the years. The second part is an analytical work on an assortment of pieces by Mitsuda for the aforementioned game, bringing up the most interesting aspects of the connections established between these compositions and the whole game.

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Volleyball is a sport in which the laterality dominant limb shows superior strength and coordination because of its preferential use. Asymmetrical tendencies during the landing after the jump when striking or blocking actions are predominant for most part of game (ARRUDA; EDUARDO, 2008). Adaptations include imbalance of forces in static and dynamic motions at the knee joint, which increases risk for injury. Also, asymmetries in balance control during jumping and landing associate with a general postural instability that can be observed during static balance tasks. The purpose of this study was to investigate relationship between unequal lower limb strength (muscle imbalance) and postural stability levels in volleyball athletes and non-athletes. Nine female volleyball athletes and 10 active non-athletes participated in this study. Four encouters with participants were scheduled: three encounters in the bodybuilding gymnasium to collect anthropometric measures (weight, height for BMI, thigh circumference, which provided an initial diagnosis about asymmetry), and to perform the isometric strength test (i.e., leg press using a load cell and a force transducer to calculate uni an bilateral strength). The last encounter was in the laboratory where a balance test on a force platform was administered under five test conditions, with three repetitions each: baseline (natural standing position), one-leg standing, right side, with full vision (D_CV), and blindfolded (D_SV), one-leg standing, left side, with full vision (E_CV), and blindfolded (E_SV). The stability levels were evaluated using the path length parameters which was based on the total displacement of the center of pressure (DTCP). . Both groups shows asymmetric strength levels between legs, with better performance for the right leg. An ANOVA three way using the DTCP for the CV condition, legs (D x E), trials (3) with repeated measures for the first two factors and with a between (three)...

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The desert locust (Schistocerca gregaria) has been used as material for numerous cytogenetic studies. Its genome size is estimated to be 8.55 Gb of DNA comprised in 11 autosomes and the X chromosome. Its X0/XX sex chromosome determinism therefore results in females having 24 chromosomes whereas males have 23. Surprisingly, little is known about the DNA content of this locust's huge chromosomes. Here, we use the Feulgen Image Analysis Densitometry and C-banding techniques to respectively estimate the DNA quantity and heterochromatin content of each chromosome. We also identify three satellite DNAs using both restriction endonucleases and next-generation sequencing. We then use fluorescent in situ hybridization to determine the chromosomal location of these satellite DNAs as well as that of six tandem repeat DNA gene families. The combination of the results obtained in this work allows distinguishing between the different chromosomes not only by size, but also by the kind of repetitive DNAs that they contain. The recent publication of the draft genome of the migratory locust (Locusta migratoria), the largest animal genome hitherto sequenced, invites for sequencing even larger genomes. S. gregaria is a pest that causes high economic losses. It is thus among the primary candidates for genome sequencing. But this species genome is about 50 % larger than that of L. migratoria, and although next-generation sequencing currently allows sequencing large genomes, sequencing it would mean a greater challenge. The chromosome sizes and markers provided here should not only help planning the sequencing project and guide the assembly but would also facilitate assigning assembled linkage groups to actual chromosomes.

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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In this work a Nonzero-Sum NASH game related to the H2 and H∞ control problems is formulated in the context of convex optimization theory. The variables of the game are limiting bounds for the H2 and H∞ norms, and the final controller is obtained as an equilibrium solution, which minimizes the `sensitivity of each norm' with respect to the other. The state feedback problem is considered and illustrated by numerical examples.

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Anaerobic efforts are commonly required through repeated sprint during efforts in many sports, making the anaerobic pathway a target of training. Nevertheless, to identify improvements on such energetic way it is necessary to assess anaerobic capacity or power, which is usually complex. For this purpose, authors have postulated the use of short running performances to anaerobic ability assessment. Thus, the aim of this study was to find a relationship between running performances on anaerobic power, anaerobic capacity or repeated sprint ability. Methods Thirteen military performed maximal running of 50 (P50), 100 (P100) and 300 (P300) m on track, beyond of running-based anaerobic sprint test (RAST; RSA and anaerobic power test), maximal anaerobic running test (MART; RSA and anaerobic capacity test) and the W′ from critical power model (anaerobic capacity test). Results By RAST variables, peak and average power (absolute and relative) and maximum velocity were significantly correlated with P50 (r = −0.68, p = 0.03 and −0.76, p = 0.01; −0.83, p < 0.01 and −0.83, p < 0.01; and −0.78, p < 0.01), respectively. The maximum intensity of MART was negatively and significantly correlated with P100 (r = −0.59) and W′ was not statistically correlated with any of the performances. Conclusion MART and W′ were not correlated with short running performances, having a weak performance predicting probably due to its longer duration in relation to assessed performances. Observing RAST outcomes, we postulated that such a protocol can be used during daily training as short running performance predictor.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)