6 resultados para applied sport psychology
em Acceda, el repositorio institucional de la Universidad de Las Palmas de Gran Canaria. España
Resumo:
[ES] Tradicionalmente, las investigaciones realizadas desde la psicología del deporte se interesan por variables personales que optimizan el rendimiento. No obstante, es sabido que el contexto deportivo influye tanto en el rendimiento profesional como personal. El objeto de esta investigación fue revisar la bibliografía publicada en relación a la influencia bidireccional de variables personales, contextuales y de rendimiento, en la faceta profesional y personal de jugadoras de baloncesto profesional. Los resultados ponen de manifiesto que la práctica totalidad de las investigaciones revisadas se interesan por la influencia de las variables psicológicas en el rendimiento de la deportista. Únicamente hemos encontrado dos estudios que aluden a la influencia del contexto como factor que afecta tanto en la faceta profesional como personal de las deportistas. [EN] Traditionally, sport psychology research is interested in personal variables that optimize the performance. Nevertheless, it is known that the sports context influences as much the professional performance as personal. The aim of this research is to review all published bibliography on mutual relations between personal, contextual and performance variables over both the personal and the professional life of elite women basketball playersl. Results show that practically all reviewed research has been interested in the influence of psychological variables on the sport performance. Only we have found two studies that allude to the influence of the context as factor that affects so much the professional as personal facet of the sportswomen.
Resumo:
[ES] In this paper we address the problem of inserting virtual content in a video sequence. The method we propose uses just image information. We perform primitive tracking, camera calibration, real and virtual camera synchronisation and finally rendering to insert the virtual content in the real video sequence. To simplify the calibration step we assume that cameras are mounted on a tripod (which is a common situation in practise). The primitive tracking procedure, which uses lines and circles as primitives, is performed by means of a CART (Classification and Regression Tree). Finally, the virtual and real camera synchronisation and rendering is performed using functions of OpenGL (Open Graphic Library). We have applied the method proposed to sport event scenarios, specifically, soccer matches. In order to illustrate its performance, it has been applied to real HD (High Definition) video sequences. The quality of the proposed method is validated by inserting virtual elements in such HD video sequence.