843 resultados para Ball games


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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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The aim of study was to verify what tactical behaviors differ winner from loser teams in small sized games in youth soccer players. The tactical performance of winners and losers teams was compared through of System of Tactical Assessment in Soccer (FUT-SAT). Three thousand eight hundred and eight tactical actions were carried out by seventy-two youth soccer players from the under-11 (n=12), under-13 (n=12), under-15 (n=30) and under-17 (n=18) categories of Portuguese teams. Twenty four teams were composed to analyze, each team carried out one match (12 match analyzed). Each team was composed by three line players with goalkeeper which was not analyzed in test. The statistical analysis was performed thought the SPSS 17.0 software for Windows. A descriptive analyze and the KolmogorovSmirnov, Chi-square, Mann-Whitney U and T-Test tests to the independent samples was carried out, and the Cohen’s Kappa test to determining of the sample reability. Considering 76 variables analyzed, 12 presented significant differences among players of winners and loses teams. The players of the winner teams presented superiority in Macro-Category Action, in the Defensive tactical principles, Equilibrium and Defensive Unity. In the category Local of action in the Field, the winner teams presented superiority in the number of defensive actions performed in the defensive midfielder. In the category Result of the action, the variables Keep without the ball, Retrieving the ball possession and Shots on goal the winner teams presented higher results, while in variables Losing the ball possession and Suffering shot on goal the loser teams presented higher results. In the Performance Macro-Category, the superiority of the winners was showed by better Tactical Performance Index (TPI) in the Penetration principles, Offensive Unity, and in the Offensive phase of the game. The results demonstrated that the winner players presented superiority in both stages of the game.

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The Ball and Beam system is a common didactical experiment in control laboratories that can be used to illustrate many different closed-loop control techniques. The plant itself is subjected to many nonlinear effects, which the most common comes from the relative motion between the ball and the beam. The modeling process normally uses the lagrangean formulation. However, many other nonlinear effects, such as non-viscous friction, beam flexibility, ball slip, actuator elasticity, collisions at the end of the beam, to name a few, are present. Besides that, the system is naturally unstable. In this work, we analyze a subset of these characteristics, in which the ball rolls with slipping and the friction force between the ball and the beam is non-viscous (Coulomb friction). Also, we consider collisions at the ends of the beam, the actuator consists of a (rubber made) belt attached at the free ends of the beam and connected to a DC motor. The model becomes, with those nonlinearities, a differential inclusion system. The elastic coefficients of the belt are experimentally identified, as well as the collision coefficients. The nonlinear behavior of the system is studied and a control strategy is proposed.

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The aim of this study was to analyse the characteristics of the asymmetries in the dominant and non-dominant limbs when kicking stationary and rolling balls. Ten experienced Brazilian amateur futsal players participated in this study. Each participant performed kicks under two conditions (stationary ball vs. rolling ball) with the dominant and non-dominant limbs (five kicks per condition per limb). We analysed the kicking accuracy, ball and foot velocities, angular joint displacement and velocity. The asymmetry between the dominant and non-dominant limbs was analysed by symmetry index and two-way repeated measures ANOVA. The results did not reveal any interaction between the condition and limb for ball velocity, foot velocity and accuracy. However, kicking with the dominant limb in both kicks showed higher ball velocity (stationary ball: dominant - 24.27 ± 2.21 m · s(-1) and non-dominant - 21.62 ± 2.26 m · s(-1); rolling ball: dominant - 23.88 ± 2.71 m · s(-1) and non-dominant - 21.42 ± 2.25 m · s(-1)), foot velocity (stationary ball: dominant - 17.61 ± 1.87 m · s(-1) and non-dominant - 15.58 ± 2.69 m · s(-1); rolling ball: dominant - 17.25 ± 2.26 m · s(-1) and non-dominant - 14.77 ± 2.35 m · s(-1)) and accuracy (stationary ball: dominant - 1.17 ± 0.84 m and non-dominant - 1.56 ± 1.30 m; rolling ball: dominant - 1.31 ± 0.91 m and non-dominant - 1.97 ± 1.44 m). In addition, the angular joint adjustments were dependent on the limb in both kicks (the kicks with non-dominant limb showed lower hip external rotation than the kicks with the dominant limb), indicating that the hip joint is important in kick performance. In conclusion, the kicks with the non-dominant limb showed different angular adjustments in comparison to kicks with the dominant limb. In addition, kicking a rolling ball with the non-dominant limb showed higher asymmetry for accuracy, indicating that complex kicks are more asymmetric.

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Lateral asymmetries are in everywhere as well as in all movements made by man, which become more evident in movements of sport. The asymmetry is particularly pointed out in futsal when players, even with clear opportunity of making use of their non-preferred foot, try to place the ball in order to execute the action with their preferred foot. The study of asymmetry in futsal is quite relevant, once ambidextrous players present advantages in their performances during a match, which can help futsal athletes not only in their performance improvement but also with the prescription of training. For this reason, the present study had questioned: is there symmetry/asymmetry at the performance of lower contralateral limbs during actions with the possession ball (pass, receiving a ball and kick into the goal) during a futsal match? Thus, the aim of this study was to analyze the symmetry/asymmetry using the preferred and non-preferred foot in actions with the possession ball (pass, receiving and shoot) in adult Futsal's players (professional). The winner team of eight matches of the 2012 FIFA Futsal World Cup was analyzed. An average of 75 players had all their actions (pass, receiving a ball and shot on goal) using their lower limbs during the match analyzed. However, their actions with the head and torso were not analyzed. The games were acquired through a television broadcast. All eight matches were followed by an appraiser through a computer. The Skout® software was used to collect the data, taking notes of the player involved, the type of action (pass, receiving a ball and shot on goal), its foot used (preferred or non-preferred foot) and if the execution was correct or wrong. These data were saved in a text file, in the form of a matrix and imported into the Matlab® software, where was analyzed the following parameters: frequency of occurrence of each action with each foot and quantity of correct and wrong occurrences performed with...

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The present study has for objective been to know the answers of performance indicators between different positions of volleyball and check for possible relationship between subjective perception referred by coach effort of volleyball athletes during training. Eleven athlete of the feminine sex, during eight weeks, 23 carried through sessions of training and eleven games, inferior members (Vertical Jump) and superiors had been evaluated by means of measures of explosive power in (Throw Medicine Ball), at the beginning and end of each week. For the verification of the subjective perceived of exertion it was used scales proposal for Foster (1998), to the end of each session of training. The collected data had been kept in computer file, producing information in the descriptive plan (measured central and dispersion) and the inferencial for the analysis of variance for the model with a factor complemented with the test of multiple comparisons of Tukey and linear correlation of Pearson. The results present as it has detached: i) the exercises specifics as content of bigger frequency in the training; ii) the test of vertical jump presented difference between the positions and, finally, iii) the subjective perceived of exertion between coach and athlete, he points that the trainer overestimates in 9,76% the perceived of the athletes. Such data are argued how much to the contents of the training as well as the load used in the interior of the process of preparation and monitoring of the training.

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Objectives To evaluate the learning, retention and transfer of performance improvements after Nintendo Wii Fit (TM) training in patients with Parkinson's disease and healthy elderly people. Design Longitudinal, controlled clinical study. Participants Sixteen patients with early-stage Parkinson's disease and 11 healthy elderly people. Interventions Warm-up exercises and Wii Fit training that involved training motor (shifts centre of gravity and step alternation) and cognitive skills. A follow-up evaluative Wii Fit session was held 60 days after the end of training. Participants performed a functional reach test before and after training as a measure of learning transfer. Main outcome measures Learning and retention were determined based on the scores of 10 Wii Fit games over eight sessions. Transfer of learning was assessed after training using the functional reach test. Results Patients with Parkinson's disease showed no deficit in learning or retention on seven of the 10 games, despite showing poorer performance on five games compared with the healthy elderly group. Patients with Parkinson's disease showed marked learning deficits on three other games, independent of poorer initial performance. This deficit appears to be associated with cognitive demands of the games which require decision-making, response inhibition, divided attention and working memory. Finally, patients with Parkinson's disease were able to transfer motor ability trained on the games to a similar untrained task. Conclusions The ability of patients with Parkinson's disease to learn, retain and transfer performance improvements after training on the Nintendo Wii Fit depends largely on the demands, particularly cognitive demands, of the games involved, reiterating the importance of game selection for rehabilitation purposes. (C) 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

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Abstract Background Catching an object is a complex movement that involves not only programming but also effective motor coordination. Such behavior is related to the activation and recruitment of cortical regions that participates in the sensorimotor integration process. This study aimed to elucidate the cortical mechanisms involved in anticipatory actions when performing a task of catching an object in free fall. Methods Quantitative electroencephalography (qEEG) was recorded using a 20-channel EEG system in 20 healthy right-handed participants performed the catching ball task. We used the EEG coherence analysis to investigate subdivisions of alpha (8-12 Hz) and beta (12-30 Hz) bands, which are related to cognitive processing and sensory-motor integration. Results Notwithstanding, we found the main effects for the factor block; for alpha-1, coherence decreased from the first to sixth block, and the opposite effect occurred for alpha-2 and beta-2, with coherence increasing along the blocks. Conclusion It was concluded that to perform successfully our task, which involved anticipatory processes (i.e. feedback mechanisms), subjects exhibited a great involvement of sensory-motor and associative areas, possibly due to organization of information to process visuospatial parameters and further catch the falling object.

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Recently, a new ternary phase was discovered in the Ti-Si-B system, located near the Ti6Si2B composition. The present study concerns the preparation of titanium alloys that contain such phase mixed with α-titanium and other intermetallic phases. High-purity powders were initially processed in a planetary ball-mill under argon atmosphere with Ti-18Si-6B and Ti-7.5Si-22.5B at. (%) initial compositions. Variation of parameters such as rotary speed, time, and ball diameters were adopted. The as-milled powders were pressureless sintered and hot pressed. Both the as-milled and sintered materials were characterized by X-ray diffraction, scanning electron microscopy and energy-dispersive spectrometry. Sintered samples have presented equilibrium structures formed mainly by the α-Ti+Ti6Si2B+Ti5Si3+TiB phases. Silicon and boron peaks disappear throughout the milling processes, as observed in the powder diffraction data. Furthermore, an iron contamination of up to 10 at. (%) is measured by X-ray spectroscopy analysis on some regions of the sintered samples. Density, hardness and tribological results for these two compositions are also presented here.

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While the use of distributed intelligence has been incrementally spreading in the design of a great number of intelligent systems, the field of Artificial Intelligence in Real Time Strategy games has remained mostly a centralized environment. Despite turn-based games have attained AIs of world-class level, the fast paced nature of RTS games has proven to be a significant obstacle to the quality of its AIs. Chapter 1 introduces RTS games describing their characteristics, mechanics and elements. Chapter 2 introduces Multi-Agent Systems and the use of the Beliefs-Desires-Intentions abstraction, analysing the possibilities given by self-computing properties. In Chapter 3 the current state of AI development in RTS games is analyzed highlighting the struggles of the gaming industry to produce valuable. The focus on improving multiplayer experience has impacted gravely on the quality of the AIs thus leaving them with serious flaws that impair their ability to challenge and entertain players. Chapter 4 explores different aspects of AI development for RTS, evaluating the potential strengths and weaknesses of an agent-based approach and analysing which aspects can benefit the most against centralized AIs. Chapter 5 describes a generic agent-based framework for RTS games where every game entity becomes an agent, each of which having its own knowledge and set of goals. Different aspects of the game, like economy, exploration and warfare are also analysed, and some agent-based solutions are outlined. The possible exploitation of self-computing properties to efficiently organize the agents activity is then inspected. Chapter 6 presents the design and implementation of an AI for an existing Open Source game in beta development stage: 0 a.d., an historical RTS game on ancient warfare which features a modern graphical engine and evolved mechanics. The entities in the conceptual framework are implemented in a new agent-based platform seamlessly nested inside the existing game engine, called ABot, widely described in Chapters 7, 8 and 9. Chapter 10 and 11 include the design and realization of a new agent based language useful for defining behavioural modules for the agents in ABot, paving the way for a wider spectrum of contributors. Chapter 12 concludes the work analysing the outcome of tests meant to evaluate strategies, realism and pure performance, finally drawing conclusions and future works in Chapter 13.

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Seit Frühjahr 2004 wird der Crystal Ball-Detektor am Photonenstrahl des Mainzer Mikrotrons für Koinzidenzexperimente zur Untersuchung der Struktur der Nukleonen genutzt. Aufbau und Inbetriebnahme des Kalorimeters, insbesondere der neuen Detektorelektronik, bilden einen Schwerpunkt dieser Arbeit. Komponenten wurden neu konstruiert oder auf ihre Verwendbarkeit geprüft und nögenfalls modifiziert. Nach erfolgreichem Abschluss der Aufbauphase wurden Experimente zur Produktion von $pi$- und $eta$-Mesonen am Proton mit mehr als 2500 Stunden Strahlbetrieb durchgeführt. Den zweiten Schwerpunkt der Dissertation bildet die erstmalige Messung der Helizitätsasymmetrie I$^odot$ in der Photoproduktion zweier neutraler Pionen. Zum Verstädnis des Anregungsspektrums der Nukleonen müssen Experimente mit polarisierten Photonen und/oder polarisierten Targets durchgeführt werden. Da Modelle trotz unterschiedlicher Annahmen unpolarisiert gemessene Größen vergleichbar gut reproduzieren, ist die Bestimmung der auf Modellunterschiede empfindlichen Polarisationsobservablen unumgäglich. Im Gegensatz zur Einpionproduktion tritt in der Zweipionproduktion eine Einfachpolarisationsobservable auf, die mit zirkular polarisierten Photonen am unpolarisierten Proton gemessen werden kann. Diese wurde in der Reaktion $gamma$ p $rightarrow$ p $pi^0$ $pi^0$ und in $gamma$ p $rightarrow$ p $pi^+$ $pi^-$ energie- und winkelabhägig bestimmt. Die Ergebnisse weichen stark von den Modellvorhersagen ab.

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Nell’ambito della ricerca scientifica nel campo dello sport, la Performance Analysis si sta ritagliando un crescente spazio di interesse. Per Performance Analysis si intende l’analisi della prestazione agonistica sia dal punto di vista biomeccanico che dal punto di vista dell’analisi notazionale. In questa tesi è stata analizzata la prestazione agonistica nel tennistavolo attraverso lo strumento dell’analisi notazionale, partendo dallo studio degli indicatori di prestazione più importanti dal punto di vista tecnico-tattico e dalla loro selezione attraverso uno studio sull’attendibilità nella raccolta dati. L’attenzione è stata posta quindi su un aspetto tecnico originale, il collegamento spostamenti e colpi, ricordando che una buona tecnica di spostamento permette di muoversi rapidamente nella direzione della pallina per effettuare il colpo migliore. Infine, l’obbiettivo principale della tesi è stato quello di confrontare le tre categorie di atleti selezionate: alto livello mondiale maschile (M), alto livello junior europeo (J) ed alto livello mondiale femminile (F). La maggior parte delle azioni cominciano con un servizio corto al centro del tavolo, proseguono con una risposta in push (M) o in flik di rovescio (J). Il colpo che segue è principalmente il top spin di dritto dopo un passo pivot o un top di rovescio senza spostamento. Gli alteti M e J contrattaccano maggiormente con top c. top di dritto e le atlete F prediligono colpi meno spregiudicati, bloccando di rovescio e proseguendo con drive di rovescio. Attraverso lo studio della prestazione di atleti di categorie e generi diversi è possibile migliorare le scelte strategiche prima e durante gli incontri. Le analisi statistiche multivariate (modelli log-lineari) hanno permesso di validare con metodo scientifico sia le procedure già utilizzate in letteratura che quelle innovative messe a punto per la prima volta in occasione di questo studio.

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Questa tesi si pone l'obiettivo di presentare la teoria dei giochi, in particolare di quelli cooperativi, insieme alla teoria delle decisioni, inquadrandole formalmente in termini di matematica discreta. Si tratta di due campi dove l'indagine si origina idealmente da questioni applicative, e dove tuttavia sono sorti e sorgono problemi più tipicamente teorici che hanno interessato e interessano gli ambienti matematico e informatico. Anche se i contributi iniziali sono stati spesso formulati in ambito continuo e utilizzando strumenti tipici di teoria della misura, tuttavia oggi la scelta di modelli e metodi discreti appare la più idonea. L'idea generale è quindi quella di guardare fin da subito al complesso dei modelli e dei risultati che si intendono presentare attraverso la lente della teoria dei reticoli. Ciò consente di avere una visione globale più nitida e di riuscire agilmente ad intrecciare il discorso considerando congiuntamente la teoria dei giochi e quella delle decisioni. Quindi, dopo avere introdotto gli strumenti necessari, si considerano modelli e problemi con il fine preciso di analizzare dapprima risultati storici e solidi, proseguendo poi verso situazioni più recenti, più complesse e nelle quali i risultati raggiunti possono suscitare perplessità. Da ultimo, vengono presentate alcune questioni aperte ed associati spunti per la ricerca.

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This thesis focuses on the technical approach to the translation of the Italian horror role-playing game Sine Requie into English. It aims to prove that both the role-playing and horror aspects of the genre are important to convey an enjoyable experience to the players, and that it is possible to create and international reference glossary to better translate the horror genre itself. Following a brief introduction of the history of role-playing games (RPGs), we will look at the RPG technical vocabulary in Sine Requie, and analyze which of these elements can be translated following the great models of the history of role-playing games. A brief introduction will follow regsrding the horror genre and its core characteristics based on the work of worldwide famous horror writer H.P. Lovecraft. Lastly, a description on how the international reference glossary for the horror genre was created will be presented along with a few examples of its practical use.