353 resultados para swd: Inhaltsanalyse
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The competitive industrial context compels companies to speed-up every new product design. In order to keep designing products that meet the needs of the end user, a human centered concurrent product design methodology has been proposed. Its setting up is complicated by the difficulties of collaboration between experts involved inthe design process. In order to ease this collaboration, we propose the use of virtual reality as an intermediate design representation in the form of light and specialized immersive convergence support applications. In this paper, we present the As Soon As Possible (ASAP) methodology making possible the development of these tools while ensuring their usefulness and usability. The relevance oft his approach is validated by an industrial use case through the design of an ergonomic-style convergence support tool.
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We present in this paper several contributions on the collision detection optimization centered on hardware performance. We focus on the broad phase which is the first step of the collision detection process and propose three new ways of parallelization of the well-known Sweep and Prune algorithm. We first developed a multi-core model takes into account the number of available cores. Multi-core architecture enables us to distribute geometric computations with use of multi-threading. Critical writing section and threads idling have been minimized by introducing new data structures for each thread. Programming with directives, like OpenMP, appears to be a good compromise for code portability. We then proposed a new GPU-based algorithm also based on the "Sweep and Prune" that has been adapted to multi-GPU architectures. Our technique is based on a spatial subdivision method used to distribute computations among GPUs. Results show that significant speed-up can be obtained by passing from 1 to 4 GPUs in a large-scale environment.
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Recent developments in the area of interactive entertainment have suggested to combine stereoscopic visualization with multi-touch displays, which has the potential to open up new vistas for natural interaction with interactive three-dimensional (3D) applications. However, the question arises how the user interfaces for system control in such 3D setups should be designed in order to provide an effective user experience. In this article we introduce 3D GUI widgets for interaction with stereoscopic touch displays. The design of the widgets was inspired to skeuomorphism and affordances in such a way that the user should be able to operate the virtual objects in the same way as their real-world equivalents. We evaluate the developed widgets and compared them with their 2D counterparts in the scope of an example application in order to analyze the usability of and user behavior with the widgets. The results reveal differences in user behavior with and without stereoscopic display during touch interaction, and show that the developed 2D as well as 3D GUI widgets can be used effectively in different applications.
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This manuscript details a technique for estimating gesture accuracy within the context of motion-based health video games using the MICROSOFT KINECT. We created a physical therapy game that requires players to imitate clinically significant reference gestures. Player performance is represented by the degree of similarity between the performed and reference gestures and is quantified by collecting the Euler angles of the player's gestures, converting them to a three-dimensional vector, and comparing the magnitude between the vectors. Lower difference values represent greater gestural correspondence and therefore greater player performance. A group of thirty-one subjects was tested. Subjects achieved gestural correspondence sufficient to complete the game's objectives while also improving their ability to perform reference gestures accurately.
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Wind and warmth sensations proved to be able to enhance users' state of presence in Virtual Reality applications. Still, only few projects deal with their detailed effect on the user and general ways of implementing such stimuli. This work tries to fill this gap: After analyzing requirements for hardware and software concerning wind and warmth simulations, a hardware and also a software setup for the application in a CAVE environment is proposed. The setup is evaluated with regard to technical details and requirements, but also - in the form of a pilot study - in view of user experience and presence. Our setup proved to comply with the requirements and leads to satisfactory results. To our knowledge, the low cost simulation system (approx. 2200 Euro) presented here is one of the most extensive, most flexible and best evaluated systems for creating wind and warmth stimuli in CAVE-based VR applications.
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Skin segmentation is a challenging task due to several influences such as unknown lighting conditions, skin colored background, and camera limitations. A lot of skin segmentation approaches were proposed in the past including adaptive (in the sense of updating the skin color online) and non-adaptive approaches. In this paper, we compare three skin segmentation approaches that are promising to work well for hand tracking, which is our main motivation for this work. Hand tracking can widely be used in VR/AR e.g. navigation and object manipulation. The first skin segmentation approach is a well-known non-adaptive approach. It is based on a simple, pre-computed skin color distribution. Methods two and three adaptively estimate the skin color in each frame utilizing clustering algorithms. The second approach uses a hierarchical clustering for a simultaneous image and color space segmentation, while the third approach is a pure color space clustering, but with a more sophisticated clustering approach. For evaluation, we compared the segmentation results of the approaches against a ground truth dataset. To obtain the ground truth dataset, we labeled about 500 images captured under various conditions.
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Immersive virtual environments (IVEs) have the potential to afford natural interaction in the three-dimensional (3D) space around a user. However, interaction performance in 3D mid-air is often reduced and depends on a variety of ergonomics factors, the user's endurance, muscular strength, as well as fitness. In particular, in contrast to traditional desktop-based setups, users often cannot rest their arms in a comfortable pose during the interaction. In this article we analyze the impact of comfort on 3D selection tasks in an immersive desktop setup. First, in a pre-study we identified how comfortable or uncomfortable specific interaction positions and poses are for users who are standing upright. Then, we investigated differences in 3D selection task performance when users interact with their hands in a comfortable or uncomfortable body pose, while sitting on a chair in front of a table while the VE was displayed on a headmounted display (HMD). We conducted a Fitts' Law experiment to evaluate selection performance in different poses. The results suggest that users achieve a significantly higher performance in a comfortable pose when they rest their elbow on the table.
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Human behavior is a major factor modulating the consequences of road tunnel accidents. We investigated the effect of information and instruction on drivers' behavior as well as the usability of virtual environments to simulate such emergency situations. Tunnel safety knowledge of the general population was assessed using an online questionnaire, and tunnel safety behavior was investigated in a virtual reality experiment. Forty-four participants completed three drives through a virtual road tunnel and were confronted with a traffic jam, no event, and an accident blocking the road. Participants were randomly assigned to a control group (no intervention), an informed group who read a brochure containing safety information prior to the tunnel drives, or an informed and instructed group who read the same brochure and received additional instructions during the emergency situation. Informed participants showed better and quicker safety behavior than the control group. Self-reports of anxiety were assessed three times during each drive. Anxiety was elevated during and after the emergency situation. The findings demonstrate problematic safety behavior in the control group and that knowledge of safety information fosters adequate behavior in tunnel emergencies. Enhanced anxiety ratings during the emergency situation indicate external validity of the virtual environment.
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In order to display a homogeneous image using multiple projectors, differences in the projected intensities must be compensated. In this paper, we present novel approaches to combine and extend existing techniques for edge blending and luminance harmonization to achieve a detailed luminance control. Furthermore, we apply techniques for improving the contrast ratio of multi-segmented displays also to the black offset correction. We also present a simple scheme to involve the displayed context in the correction process to dynamically improve the contrast in brighter images. In addition, we present a metric to evaluate the different methods and their influence on the visual quality.
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Einleitung Bei der Untersuchung von Ausschreitungen bei Fußballspielen sind kritische Situationen (KS) interessant, die sich durch eine erhöhte Spannung auszeichnen, aber nicht immer in Gewalt enden. Es stellt sich die Frage, an welchen Merkmalen eine KS in situ erkannt werden kann, und ob dies mit theoretischen Erklärungen verglichen werden kann, wie z.B. mit dem Aggravation and Mitigation Model (Hylander & Guvå, 2010). Methode Um Kriterien einer KS festzulegen, wurde eine Fokusgruppe (Bohnsack, 2007) mit fünf Experten für Zuschauergewalt durchgeführt: zwei Polizisten mit Leitungsfunktion, zwei Fanarbeiter sowie ein Fanverantwortlicher eines Fussballstadions. In der ersten Phase gestalteten die Teilnehmer die Diskussion nach einer offenen einleitenden Frage möglichst autonom. In der zweiten Phase stellte die Moderatorin Fragen zur Klärung früherer Aussagen und bisher nicht erwähnten Themen. Angesprochen wurden das Fanverhalten, Alkoholkonsum und das Verhalten der Polizei. Die ersten beiden Autoren führten unabhängig eine zusammenfassende qualitative Inhaltsanalyse (Mayring, 2008) des transkribierten Gesprächs durch, um die Aussagen zu strukturieren und zu kategorisieren. Ergebnisse und Diskussion Verschiedene Kriterien zur Identifizierung einer KS wurden gefunden, beispielsweise „fehlende Distanz zwischen Fans und Polizei“, „Vermummung der Fans“, „Zusammenrücken der Fangruppe“ sowie „Aktionen ausserhalb der Fanrituale“. Diese und weitere Kategorien lassen sich vier Überkategorien zuordnen und damit strukturieren. Es gelang, durch die Methode der Fokusgruppe, relevante und beobachtbare Faktoren zu identifizieren, um kritische Situationen im Kontext der Fußballzuschauer auch dann zu erkennen, wenn es nicht zu Ausschreitungen kommt. Dies ist eine wichtige Voraussetzung, um die Dynamik der Gewalteskalation oder Mitigation im Feld untersuchen zu können. Literatur Bohnsack, R. (2007). Gruppendiskussion. In U. Flick, E. von Kardorff & I. Steinke (Hrsg.), Qualitative For-schung: Ein Handbuch (5. Auflage) (S. 369-384). Reinbek bei Hamburg: Rowohlt. Hylander, I., & Guvå, G. (2010). Misunderstanding of out-group behaviour: Different interpretations of the same crowd events among police officers and demonstrators. Nordic Psychology, 62, 25-47. Mayring, P. (2008).Qualitative Inhaltsanalyse: Grundlagen und Techniken (10. Auflage). Weinheim und Basel: Beltz.
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In dieser Studie wurde der Einfluss der individuellen Mediennutzung auf Einstellungen gegenüber Atomkraft am Beispiel der im Jahr 2010 geplanten Laufzeitverlängerung deutscher Atomkraftwerke untersucht. Die Studie wurde im Zwei-Methoden-Design durchgeführt. In einer repräsentativen Telefonbefragung wurden die Einstellungen und das Mediennutzungsverhalten von n=551 Thüringern erhoben. Die Argumente in der Berichterstattung für bzw. gegen eine Laufzeitverlängerung wurden durch eine quantitative Inhaltsanalyse von n=480 Medienbeiträgen erfasst. Bei der Datenverknüpfung wurden Variablen zum individuellen Medieninput an Argumenten aus der Berichterstattung gebildet. Auf Basis dieser Variablen wurden dann Einstellungseffekte geprüft. Die Befunde zeigten, dass der individuelle Medieninput an Argumenten die Einstellungen gegenüber Atomkraft sowohl mittel- als auch langfristig beeinflusste. Deutlich wurde auch, dass sich Einstellungen gegenüber der Laufzeitverlängerung besser durch generelle Einstellungen zu Atomkraft, Energie und Politik vorhersagen ließen, als durch die individuelle Nutzung medialer Kommunikationsinhalte.
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Computerspiele sind ein religionswissenschaftlich relevanter Forschungsgegenstand. Durch ihre weite gesellschaftliche Verbreitung und die häufige Vermittlung religiöser Inhalte sind sie Beispiele der medialen Kommunikation über Religion sowie Agenten der religiösen Sozialisation. Bislang fehlen Methoden, um Computerspiele auf relevante Inhalte und deren Bedeutungen hin zu lesen. Auf der Grundlage der Zeichenlehre von Charles S. Peirce und der Theorie der Spielelemente nach Aki Järvinen wird eine Methode zur Feststellung und Analyse von religiösen Inhalten in Computerspielen vorgestellt und am Beispiel des erfolgreichen Strategiespiels Civilization V: Gods & Kings veranschaulicht. Der Beschreibung und Inhaltsanalyse folgt eine Interpretation in Anlehnung an medienspezifische Theorien und Beobachtungen.
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Im vorgestellten Projekt ging es darum, Lernprozesse und -inhalte im Praktikum anhand von Tagebüchern sichtbar zu machen. Im Rahmen einer größeren Befragung zum Thema "Lernen im Praktikum" führten 46 Studierende ein Lerntagebuch und berichteten insgesamt 620 Lernsituationen, welche mittels qualitativer Inhaltsanalyse ausgewertet wurden. Die Ergebnisse weisen auf eine Schwerpunktsetzung hinsichtlich des Erwerbs didaktischer Kompetenzen hin. Sowohl Praxislehrpersonen als auch Schüler gaben wesentliche Impulse für die Lernprozesse der Studierenden. Zentrale Einzelthemen bezogen sich auf die Einschätzung des Schwierigkeitsgrads, des Anspruchsniveaus von Anforderungen und Aufgaben und auf den Umgang mit Unterrichtsstörungen.
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Introduction: Verbunden mit den steigenden Mitgliederzahlen, fällt es Sportvereinen zunehmend schwer, die vielfältige Nachfrage zu bedienen und die hohen Erwartungen zu erfüllen. Viele Schweizer Sportvereine bekunden Probleme, insbesondere im Bereich der Gewinnung und Bindung von ehrenamtlichen Mitarbeitern (Lamprecht, Fischer & Stamm, 2012). Da ca. 90 % der Schweizer Sportvereine ehrenamtlich organisiert sind und die Erfüllung des Vereinszwecks direkt mit dem ehrenamtlichen Engagement der Vereinsmitglieder zusammenspielt, führt der Mangel an Ehrenamtlichen zu erheblichen Problemen. Sportvereine können diese skizzierten Herausforderungen aufgrund deren Komplexität und den eigenen begrenzten Ressourcen nicht mehr alleine bewältigen und sind deshalb auf Wissen von aussen angewiesen (Bette, 2009). Damit stellt sich zugleich die Frage, inwieweit von aussen an Sportvereine herangetragene Steuerungspraktiken und Beratungsprogramme (z.B. durch Sportverbände) in Bezug auf den Umgang mit personalen Problemlagen wirksam sind oder nicht. So lässt sich vielfach beobachten, dass standardisierte Beratungsinputs im Verein zu unterschiedlichen Konsequenzen führen. Demnach ist zu vermuten, dass externe Impulse vereinsintern in unterschiedlicher Art und Weise interpretiert und in Vereinsrealität übersetzt (programmiert) werden. Solche Prozesse sind in hohem Masse an die vereinsspezifischen Reproduktionsbedingungen, also Entscheidungsprozesse gebunden. Deshalb stellt sich die Frage: Welche organisationalen Entscheidungsprozesse im Allgemeinen und speziell in Zusammenhang mit externer Beratung sind in Sportvereinen zu beobachten? Methods: Die Daten zur Analyse der Entscheidungsprozesse wurden im Rahmen des Projekts „Mehr Freiwillige im Fussballverein“ (MFiF) in Kooperation mit dem Schweizerischen Fussballverband (SFV) in elf Fussballvereinen erhoben. Die Interventionsstudie umfasst vier Aspekte: (1) systematischer Ansatz, (2) Einbezug aller Vereinsmitglieder, (3) konsequente Implementation in den Fussballvereinen und (4) eine längerfristige Bindungsstrategie für ehrenamtliche Mitarbeiter. Die Daten wurden einerseits über Fragebogen zur Struktur des Vereins und den Ergebnissen des Projekts erhoben, andererseits wurden leitfadengestützte Interviews mit den führenden Vereinsvertretern in den Projektgruppen durchgeführt und anschliessend anhand qualitativer Inhaltsanalyse ausgewertet (Mayring, 2010). Results: Die Auswertung der Interviews zeigt auf, dass verschiedene Faktoren für eine erfolgreiche Umsetzung einer Gewinnungs- und Bindungsstrategie entscheidend sind. Einerseits wird die Rolle der zuständigen Personen unterschiedlich interpretiert und deshalb fällt das Engagement im Entscheidungsprozess unterschiedlich aus. Die Bandbreite reicht vom Informator über den Moderator bis hin zum aktiven Promotor. Mit Blick auf die externe Beratung lässt sich erkennen, dass die Fussballvereine die Unterstützung unterschiedlich einordnen. Dem traditionellen Beratungskonzept folgend anerkennen Vereine die externe Beratung als bewährte Musterlösung und verfolgen unreflektiert die vorgeschlagene Lösungsstrategie. Gleichzeitig lässt sich eine zweite Gruppe von Vereinen entsprechend dem systemischen Beratungskonzept durch die externe Beratung irritieren und hinterfragt die eigene Struktur und sucht nach eine passenden Lösungsstrategie. Discussion/Conclusion: Die Untersuchung zeigt auf, dass externe Vereinsberatung sowohl mimetisch, wie auch als systemische Beratung interpretiert zu Verbesserungen im Bereich des Ehrenamtmanagements in Sportvereinen führen kann. References: Bette, K.-H. (2009). Beratung von Sportorganisationen: Konzepte und Voraussetzungen. In C. Breuer & A. Thiel (Hrsg.), Handbuch Sportmanagement (2. Aufl., S. 139-155). Schorndorf: Hofmann. Lamprecht, M., Fischer, A., & Stamm, H.-P. (2012). Sportvereine in der Schweiz. Strukturen, Leistungen, Herausforderungen. Zürich: Seismo. Mayring, P. (2010). Qualitative Inhaltsanalyse: Grundlagen und Techniken (11. Aufl.). Hemsbach: Beltz.
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Introduction: Brands play an essential role in the organizational structure of snowboarding by sponsoring athletes, arranging events, contributing to product development and developing long-term partnerships with other key actors. However, the specialities of their role in scene sports, such as creating identities, networking and brand marketing strategies, have not been extensively researched. This study aims to provide an analysis of the function of brands within the snowboarding subculture by comparing how the sport is organized in Switzerland and New Zealand. Sociological theories of subcultures (Hitzler & Niederbacher, 2010) and social networks (Stegbauer, 2008) are used to defi ne the structures of the sport, whereas marketing and branding theories (Adjouri & Stastny, 2006) help to understand the role of the brands. Snowboarding will be defi ned as an alternative sports subculture based on characteristics such as aesthetics, adventure and new resources of performance (Schwier, 2006). Such a defi nition also begs for a novel form of analyzing its organization. Unlike more conventional structures, the organization of snowboarding allows a variety of actors to get involved in leading the sport. By portraying and encouraging differentiated identities and lifestyles, athletes provide a space for other actors to fi nd their place within the sport (Wheaton, 2005). According to Stegbauers network theory, individual actors are able to obtain high positions and defi ne their identity depending on their ties to actors and networks within the subculture (Stegbauer, 2008). For example, social capital, contacts within the sport and insider knowledge on subculture-related information enable actors to get closer to the core (Hitzler & Niederbacher, 2010). Actors who do not have close networks and allies within the subculture are less likely to engage successfully in the culture, whether as an individual or as a commercial actor (Thorpe, 2011). This study focuses on the organizational structure of snowboarding by comparing the development of the sport in Switzerland and New Zealand. An analysis of snowboarding in two nations with diverse cultures and economic systems allows a further defi nition of the structural organization of the sport and explains how brands play an important role in the sport. Methods: The structural organization of the sport will be analyzed through an ethnographic approach, using participant observation at various leading events in Switzerland (Freestyle.ch, European Open) and New Zealand (World Heli Challenge, New Zealand Open, New Zealand Winter Games). The data is analyzed using grounded theory (Glaser & Strauss 1967) and gives an overview of the actors that are playing an important role in the local development of snowboarding. Participant observation was also used as a tool to get inside the sport culture and opened up the possibility to make over 40 semi-structured qualitative expert interviews with international core actors from 11 countries. Obtaining access to one actor as a partner early on helped to get inside the local sport culture. The ‘snowball effect’ allowed the researcher to acquire access, build trust and conduct interviews with experts within the core scene. All the interviewed actors have a direct infl uence on the sport in one or both countries, which permit a cross-analysis. The data of the interviews was evaluated through content analysis (Mayring 2010). The two methods together provided suffi cient data to analyze the organizational structure and discuss the role of brand marketing within snowboarding. Results: An actors mapping by means of a center-periphery framework has identifi ed fi ve main core groups: athletes, media representatives, brand-marketing managers, resort managers and event organizers. In both countries the same grouping of actors were found. Despite possessing different and frequently multiple roles and responsibilities, core actors appear to have a strong common identifi cation as ‘snowboarders’, are considered to be part of the organizational elite of the sport and tend to advocate similar goals. The author has found that brands in Switzerland tend to have a larger impact on the broader snowboarding culture due to a number of factors discussed below. Due to a larger amount of snowboarders and stronger economic power in Europe, snowboarders are making attempts to differentiate themselves from other winter sports, while competing with each other to develop niche markets. In New Zealand, on the other hand, the smaller market enables more cooperation and mutual respect within snowboarders. Further they are more closely linked to other winter sports and are satisfi ed with being lumped together. In both countries, brands have taken up the role of supporting young athletes, organizing competitions and feeding media with subculture-related content. Brands build their image and identity through the collaboration with particular athletes who can represent the values of the brand. Local and global communities with similar lifestyles and interests are being built around brands that share a common vision of the sport. The dominance of brands in snowboarding has enabled them with the power to organize and rule the sport through its fan base and supporters. Brands were defi ned by interviewees as independent institutions led by insiders who know the codes and symbols of the sport and were given trust and credibility. The brands identify themselves as the engines of the sport by providing the equipment, opportunities for athletes to get exposure, allowing media to get exclusive information on activities, events and sport-related stories. Differences between the two countries are more related to the economic system. While Switzerland is well integrated in the broader European market, New Zealand’s geographical isolation and close proximity to Australia tends to limit its market. Further, due to different cultural lifestyles, access to resorts and seasonal restrictions, to name a few, the amount of people practicing winter sports in New Zealand is much smaller than in Switzerland. However, this also presents numerous advantages. For example, the short southern hemisphere winter season in New Zealand enables them to attract international sports athletes, brands and representatives in a period when Europe and North America is in summer. Further, the unique snow conditions in New Zealand and majestic landscape is popular for attracting world renowned photo- and cinematographers. Another advantage is the less populated network as it provides the opportunity for individuals to gain easier access to the core of the sport, obtain diverse positions and form a unique identity and market. In Switzerland, on the other hand, the snowboarding network is dense with few positions available for the taking. Homegrown brands with core recognition are found in both countries. It was found that the Swiss brands tend to have a larger impact on the market, whereas in New Zealand, the sport is more dependent on import products by foreign brands. Further, athletes, events and resorts in New Zealand are often dependent on large brand sponsorships from abroad such as from brand headquarters in the Unites States. Thus, due to its location in the centre of Europe, Swiss brands can take advantage of brands which are closer in proximity and culture to sponsor athletes and events. In terms of media coverage, winter sports in New Zealand tend to have a minor coverage and tradition in local mass media, which leads to less exposure, recognition and investment into the sport. This is also related to how snowboarding is more integrated into other winter sports in New Zealand. Another difference is the accessibility of the ski resort by the population. While in Switzerland the resorts are mostly being visited by day-travelers, ‘weekend warriors’ and holiday makers, the location of the resorts in New Zealand make it diffi cult to visit for one day. This is in part due to the fact that Swiss ski resorts and villages are usually the same location and are accessible through public transportation, while the ski resorts in New Zealand have been built separately from the villages. Further, the villages have not been built to accommodate to high tourist arrivals. Thus, accommodation and food facilities are limited and there is a lack of public transportation to the resorts. Discussion: The fi ndings show that networks and social relations combined with specifi c knowledge on scene-related attributes are crucial in obtaining opportunities within the sport. Partnerships as well as competition between these different actors are necessary for core acceptance, peer credibility and successful commercial interests. Brands need to maintain effective marketing strategies and identities which incorporate subcultural forms of behavior and communication. In order to sustain credibility from its fans, athletes and other snowboarding actors, brands need to maintain their insider status through social networks and commercial branding strategies. The interaction between all actors is a reciprocated process, where social capital, networks and identities are being shared. While the overall structure of snowboard subcultures in Europe and New Zealand are similar, there are some distinct characteristics which make each one unique. References Adjouri, N. & Stastny, P. (2006). Sport-Branding: Mit Sport-Sponsoring zum Markenerfolg. Wiesbaden: Gabler. Glaser, B. & Strauss, K. (1967). The discovery of grounded theory: Strategies for qualitative research. Chicago: Aldine. Hebdige, D. (2009). Subculture; The meaning of style. New York: Routledge. Hitzler, R. & Niederbacher, A. (2010). Leben in Szenen: Formen juveniler Vergemeinschaftung heute. Wiesbaden: Verlag für Sozialwissenschaften. Mayring, P. (2010). Qualitative Inhaltsanalyse: Grundlagen und Techniken. Weinheim: Beltz. Schwier, J. (2006). Repräsentationen des Trendsports. Jugendliche Bewegungskulturen, Medien und Marketing. In: Gugutzer, R. (Hrsg.). body turn. Perspektiven der Soziologie des Körpers und des Sports. Bielefeld: transcript (S. 321-340). Stegbauer, C. (2008). Netzwerkanalyse und Netzwerktheorie. Ein neues Paradigma in den Sozialwissenschaften. Wiesbaden: VS Verlag für Sozialwissenschaften. Thorpe, H. (2011). Snowboarding bodies in theory and practice. Basingstoke: Palgrave Macmillan. Wheaton, B. (2005). Understanding lifestyle sports; consumption, identity and difference. New York: Routledge.