897 resultados para player
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The aim of this study was to identify scores of interest related to coping strategies used by professional and amateur football players. Participants were 134 male football players, 71 professionals (age=22,77±3,98 years) and 63 amateurs (age=17,18±0,84) from three teams participating on the First Division State Championship). The players answered individually to the Coping with Problems Scale. Significance level was P<0.05. When coping strategies were compared based on game position and player category (professional or amateur), lateral player amateurs used more wishful thinking /religious practices (P=0.042) than professionals. Coping Focused Problem was the most used strategy used by both the professionals and amateurs, except the amateur laterais, who used more wishful thinking /religious practices.
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The package inserts for drugs represent the main source of written information provided to patients, but the deficiency in the page layouts of informational texts (readability), the excess of information and use of techno-scientific language hamper the effectiveness of communication between the author (manufacturer) and player (patient) in addition to the physiological conditions of patients are often elderly. This article discusses these issues from theoretical predictions, and proposes solutions to the adequacy of information graphics package inserts of drugs and facilitating the identification of drug cards.
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In the soccer game, the player needs to be ready to attend the outlined requirements in differents extrategic moments. The fundamentals of soccer optimize their participation in a game, however, a correct execution of the movements can ensure their efficiency. From those fundamentals, we highlight the kick executed with the lower limbs characterized mainly by being an appeal of offensive played moving or stopped. Therefore, the objective of this review was to evaluate the kick's ability in the non- practitioners of this modality. Through a descripitive search, the objective followed by the protocol proposed by Mor-Cristian in 1979 was reached. The sample consisted of 48 individuals from both sexes, aged between 19 and 43 years old, students of Physics’ Education of a private University in the State of São Paulo - Brazil. The average of target 01 was 15.92 points, target 02 was 3.83, target 03 showed an average of 4.75 points and the target 04 had the average of 10.33. From the results we can observe that the target 01 have received the highest score over the other arcs. We conclude that the lower arches shown to be more likely to hit compared to the upper arches as being individuals who do not practice soccer.
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AIM: The purpose of this study was to examine the effect of intensive practice in table-tennis on perceptual, decision-making and motor-systems. Groups of elite (HL=11), intermediate (LL=6) and control (CC=11) performed tasks of different levels. METHODS: All subjects underwent to reaction-time-test and response-time-test consisting of a pointing task to targets placed at distinct distances (15 and 25-cm) on the right and left sides. The ball speed test in forehand and backhand condition just for HL and LL group. RESULTS: In CC group reaction time was higher compared to HL (P< 0.05) group. In the response-time-test, there was a significant main effect of distance (P< 0.0001) and the tennis-table expertise (P= 0.011). In the ball speed test the HL were constantly faster compared to the LL in both forehand stroke (P< 0.0001) and backhand stroke (P< 0.0001). Overall, the forehand stroke was significantly faster than the backhand stroke. CONCLUSION: We can conclude that table-tennis-players have shorter response-times than non-athletes and the tasks of reaction-time and response-time are incapable to distinguish the performance of well-trained table tennis players of the intermediate player, but the ball speed test seems be able to do it.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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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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Charlie Metro's career runs the gamut of the specialties found in baseball-player, coach, manager, scout, inventor. Metro has lived baseball at every level from the Great Depression to today's multimillion dollar contracts. One of a kind, Metro's life mirrors the astounding changes in the game as well as in the nation. Metro's tale is full of heart and a wealth of anecdotes, the result of a fascinating life and a true love of the game. Charlie Metro was born Charles Moreskonich in Nanty-Glo, Pennsylvania, in 1919. He played in the major leagues from 1943 to 1945 with the Detroit Tigers and the Philadelphia Athletics. He managed for parts of two seasons, with the 1962 Cubs and the 1970 Kansas City Royals. He also coached the 1965 Chicago White Sox and the 1982 Oakland Athletics. Although he had far longer service in the minor leagues, he will probably be best remembered as one of the great scouts and teachers in baseball history. This excerpt includes the Introduction and Chapter 1, "Hookey from High School."
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One of the enduring images linked to the University of Notre Dame is that of injured football player George Gipp imploring Coach Knute Rockne to "Win One for the Gipper. " Similarly, people of color and conscience at Notre Dame struggle with formidable challenges in implementing diversity into areas of faculty retention, university initiatives and community outreach, all while remaining sane. The panelists will discuss innovative successes and continuing efforts that can be adapted by others seeking a game plan for diversity.
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There has been tremendous progress in understanding neural stem cell (NSC) biology, with genetic and cell biological methods identifying sequential gene expression and molecular interactions guiding NSC specification into distinct neuronal and glial populations during development. Data has emerged on the possible exploitation of NSC-based strategies to repair adult diseased brain. However, despite increased information on lineage specific transcription factors, cell-cycle regulators and epigenetic factors involved in the fate and plasticity of NSCs, understanding of extracellular cues driving the behavior of embryonic and adult NSCs is still very limited. Knowledge of factors regulating brain development is crucial in understanding the pathogenetic mechanisms of brain dysfunction. Since injury-activated repair mechanisms in adult brain often recapitulate ontogenetic events, the identification of these players will also reveal novel regenerative strategies. Here, we highlight the purinergic system as a key emerging player in the endogenous control of NSCs. Purinergic signalling molecules (ATP, UTP and adenosine) act with growth factors in regulating the synchronized proliferation, migration, differentiation and death of NSCs during brain and spinal cord development. At early stages of development, transient and time-specific release of ATP is critical for initiating eye formation; once anatomical CNS structures are defined, purinergic molecules participate in calcium-dependent neuron-glia communication controlling NSC behaviour. When development is complete, some purinergic mechanisms are silenced, but can be re-activated in adult brain after injury, suggesting a role in regeneration and self-repair. Targeting the purinergic system to develop new strategies for neurodevelopmental disorders and neurodegenerative diseases will be also discussed.
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There is a wide range of video services over complex transmission networks, and in some cases end users fail to receive an acceptable quality level. In this paper, the different factors that degrade users' quality of experience (QoE) in video streaming service that use TCP as transmission protocol are studied. In this specific service, impairment factors are: number of pauses, their duration and temporal location. In order to measure the effect that each temporal segment has in the overall video quality, subjective tests. Because current subjective test methodologies are not adequate to assess video streaming over TCP, some recommendations are provided here. At the application layer, a customized player is used to evaluate the behavior of player buffer, and consequently, the end user QoE. Video subjective test results demonstrate that there is a close correlation between application parameters and subjective scores. Based on this fact, a new metrics named VsQM is defined, which considers the importance of temporal location of pauses to assess the user QoE of video streaming service. A useful application scenario is also presented, in which the metrics proposed herein is used to improve video services(1).
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Mortatti, AL, Moreira, A, Aoki, MS, Crewther, BT, Castagna, C, de Arruda, AFS, and Filho, JM. Effect of competition on salivary cortisol, immunoglobulin A, and upper respiratory tract infections in elite young soccer players. J Strength Cond Res 26(5): 1396-1401, 2012-The present study examined the effect of a 20-day period of competition on salivary cortisol, mucosal immunity, and upper respiratory tract infections (URTI) in young male soccer players (n = 14). The players were monitored during the main under-19 Brazilian soccer championship, in which 7 matches were played in 20 days. Saliva samples were collected in the morning of each match and analyzed for cortisol and immunoglobulin A (IgA). Signs and symptoms of URTI were assessed across the study and a rating of perceived exertion (RPE) was obtained for each match. Compared with match 1, a significant increase in player RPE was observed in matches 4-7 (p < 0.05). Significant (p < 0.05) increases in the reporting of URTI occurred between matches 2 and 3, and 6 and 7, and this was accompanied by significant decreases in salivary IgA levels. Significant (p < 0.05) correlations were also seen between the individual reports of URTI and the decrease in IgA levels in match 2 (r = -0.60) and match 6 (r = -0.65). These results suggest that decrements in mucosal immunity, as measured by salivary IgA concentrations, may lead to a greater incidence of URTI in elite young soccer players. It may be speculated that the physiological and psychological stressors imposed by training and competition in a short timeframe are major contributing factors to these responses. Thus, the monitoring of salivary IgA could provide a useful and noninvasive approach for predicting URTI occurrences in young athletes during short-term competitions, especially if frequent sampling and rapid measurements are made.
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Human infections with EHEC such as O157:H7 have been a great concern for worldwide food-industry surveillance. This pathogen is commonly associated with bloody diarrhea that can evolve to the life-threatening hemolytic uremic syndrome. Animals are the natural reservoir where this pathogen remains asymptomatically, in steps of ingestion and colonization of the bowel. The bacterium is shed in the feces, contaminating the surroundings, including water and food that are directed for human consumption. A major player in this colonization process is intimin, an outer membrane adhesion molecule encoded by the E. coli attachment and effacement (eae) gene that has been shown to be essential for intimate bacterial attachment to eukaryotic host cells. In an attempt to reduce the colonization of animal reservoirs with EHEC O157:H7, we designed a vaccine model to induce an immune response against intimin gamma. The model is based on its recombinant expression in attenuated Salmonella, used as a suitable vaccine vector because of its recognized ability to deliver recombinant antigens and to elicit all forms of immunity: mucosal, systemic, and humoral responses. To test this model, mice were orally immunized with a S. enterica serovar Typhimurium strain carrying the pYA3137eaeA vector, and challenged with E. coli O157:H7. Here we show that immunization induced the production of high levels of specific IgG and IgA antibodies and promoted reduction in the fecal shedding of EHEC after challenge. The live recombinant vaccine reported herein may contribute to the efforts of reducing animal intestinal mucosa colonization.
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Abstract Background Carbohydrate (CHO) ingestion may be an interesting approach to avoid significant decrement to the tennis match performance. The aim of the present investigation was to assess the effects of CHO supplementation on tennis match play performance. Methods Twelve young tennis players (18.0 ± 1.0 years; 176 ± 3.4 cm; 68.0 ± 2.3 kg; body fat: 13.7 ± 2.4%) with national rankings among the top 50 in Brazil agreed to participate in this study, which utilized a randomized, crossover, double blind research design. The experiment was conducted over a 5-day period in which each player completed two simulated tennis matches of a 3-hour duration. The players received either a CHO or a placebo (PLA) drinking solution during simulated tennis matches. Athlete’s performance parameters were determined by filming each match with two video cameras. Each player was individually tracked for the entire duration of the match to measure the following variables: (1) games won; (2) rally duration; (3) strokes per rally; (4) effective playing time (%); (5) aces; (6) double faults; (7) first service in; (8) second service in; (9) first return in and (10) second return in. Results There were no differences between trials in any of the variables analyzed. Conclusions CHO supplementation did not improve tennis match play performance under the present experimental conditions.
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[ES] El trabajo consistirá en abordar el desarrollo de un videojuego utilizando el lenguaje de programación Java y una librería especializada en desarrollo de videojuegos. Crearemos un videojuego del género plataformas. Para ello utilizaremos una vista en dos dimensiones, el jugador controlará un personaje humanoide con el que deberá atravesar una serie de niveles. Los niveles estarán agrupados en mundos con distintas temáticas (nieve, espacio, etc.) y en ellos el jugador se encontrará con múltiples obstáculos y enemigos. Los mundos se definen como agrupaciones de diez niveles en las que en el décimo nivel de cada mundo (nivel final) el jugador se enfrenta a un enemigo con una complejidad mayor al resto. Un ejemplo de videojuego de plataformas similar al que se va a desarrollar sería: "Super Mario Bros.". La librería que utilizaremos permite el desarrollo de videojuegos de escritorio y para móviles utilizando el mismo código. Es multiplataforma y soporta Windows, Linux, Mac OS X, Android, iOS, y navegadores con soporte WebGL.
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[ES] Juego Stacker para HTML5 propone una aplicación web con dos modalidades de juegos basados en el clásico Stacker. La modalidad classic stacker pretende simular dicho juego, en la cual el jugador ha de apilar una fila horizontal de cuadrados que se desplazan a velocidad constante horizontalmente sobre otra fila horizontal de cuadrados que se encuentran en la parte inferior sin describir ningún movimiento. La velocidad de movimiento de la fila que ha de apilar irá aumentando conforme se vayan superando los niveles. El juego acaba cuando no dispone de más cuadrados en la fila, que se perderán si no se consigue apilar de manera exacta. La otra modalidad de juego se le conoce como super stacker. En esta modalidad, el jugador ha de apilar una serie de figuras con formas distintas sobre otras figuras estáticas que forman parte de un mundo generado. Las figuras que ha de apilar el jugador son sensibles a fuerzas tales como la gravedad, colisión entre objetos, fricción, etc. Si alguna de estas figuras entra en contacto con alguno de los límites del mundo, el jugador ha perdido. Ganará cuando la estructura final formada aguanta un número de segundos determinados, pasando así a otro nivel (escenario) de mayor complejidad. Para esta modalidad de juego se ha necesitado un motor físico portado a Javascript que simule las fuerzas mencionadas anteriormente. Resaltar también que se ha optado por realizar un diseño adaptable utilizando frameworks como bootstrap 3 debido al gran auge de los dispositivos móviles con dimensiones de pantalla variables.