921 resultados para Soccer player


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Peroxiredoxins (Prx) are a family of anti-oxidants that protect cells from metabolically produced reactive oxygen species (ROS). The presence of these enzymes in the secretomes of many parasitic helminths suggests they provide protection against ROS released by host immune effector cells. However, we recently reported that helminth-secreted Prx also contribute to the development of Th2-responses via a mechanism involving the induction of alternatively activated macrophages. In this review, we discuss the role helminth Prx may play in modulating the immune responses of their hosts.

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We propose a complete application capable of tracking multiple objects in an environment monitored by multiple cameras. The system has been specially developed to be applied to sport games, and it has been evaluated in a real association-football stadium. Each target is tracked using a local importance-sampling particle filter in each camera, but the final estimation is made by combining information from the other cameras using a modified unscented Kalman filter algorithm. Multicamera integration enables us to compensate for bad measurements or occlusions in some cameras thanks to the other views it offers. The final algorithm results in a more accurate system with a lower failure rate. (C) 2009 Society of Photo-Optical Instrumentation Engineers. [DOI: 10.1117/1.3114605]

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Metastasis accounts largely for the high mortality rate of colorectal cancer (CRC) patients. In this study, we performed comparative proteome analysis of primary CRC cell lines HCT-116 and its metastatic derivative E1 using 2-D DIGE. We identified 74 differentially expressed proteins, many of which function in transcription, translation, angiogenesis signal transduction, or cytoskeletal remodeling pathways, which are indispensable cellular processes involved in the metastatic cascade. Among these proteins, stathmin-1 (STMN1) was found to be highly up-regulated in E1 as compared to HCT-116 and was thus selected for further functional studies. Our results showed that perturbations in STMN1 levels resulted in significant changes in cell migration, invasion, adhesion, and colony formation. We further showed that the differential expression of STMN1 correlated with the cells' metastatic potential in other paradigms of CRC models. Using immunohistochemistry, we also showed that STMN1 was highly expressed in colorectal primary tumors and metastatic tissues as compared to the adjacent normal colorectal tissues. Furthermore, we also showed via tissue microarray analyses of 324 CRC tissues and Kaplan-Meier survival plot that CRC patients with higher expression of STMN1 have poorer prognosis.

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This paper characterizes efficient networks in player and partner heterogeneity models for both the one-way flow and the two-way flow models. Player (partner) dependent network formation allows benefits and costs to be player (partner) heterogeneous which is an important extension for modeling social networks in the real world. Employing widely used assumptions, I show that efficient networks in the two way flow model are minimally connected and have star or derivative of star type architectures, whereas efficient networks in the one way flow model have wheel architectures.

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Among the many discussions and studies related to video games, one of the most recurrent, widely debated and important relates to the experience of playing video games. The gameplay experience – as appropriated in this study – is the result of the interplay between two essential elements: a video game and a player. Existing studies have explored the resulting experience of video game playing from the perspective of the video game or the player, but none appear to equally balance both of these elements. The study presented here contributes to the ongoing debate with a gameplay experience model. The proposed model, which looks to equally balance the video game and the player elements, considers the gameplay experience to be both an interactive experience (related to the process of playing the video game) and an emotional experience (related to the outcome of playing the video game). The mutual influence of these two experiences during video game play ultimately defines the gameplay experience. To this gameplay experience contributes several dimensions, related to both the video game and player: the video game includes a mechanics, interface and narrative dimension; the player includes a motivations, expectations and background dimension. Also, the gameplay experience is initially defined by a gameplay situation, conditioned by an ambient in which gameplay takes place and a platform on which the video game is played. In order to initially validate the proposed model and attempt to show a relationship among the multiple model dimensions, a multi-case study was carried out using two different video games and player samples. In one study, results show significant correlations between multiple model dimensions, and evidence that video game related changes influence player motivations as well as player visual behavior. In specific player related analysis, results show that while players may be different in terms of background and expectations regarding the game, their motivation to play are not necessarily different, even if their performance in the game is weak. While further validation is necessary, this model not only contributes to the gameplay experience debate, but also demonstrates in a given context how player and video game dimensions evolve during video game play.

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D1.S3.4(4). BASES Conference 2015 (Burton-on-Trent), 1-2 December. British Association of Sport and Exercise Sciences

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This study examined the impact that pre-event body language and knowledge of a performer’s playing record had on ratings of tennis performance. Participants (N = 123) were allocated to one of four experimental groups (good body language/bad body language vs. positive playing record/negative playing record) and viewed a live player warming up and completing a series of tennis shots. Information outlining the player’s recent win/loss record was coupled with body language condition during a period of warm-up footage. Likert-type scales were employed to record impressions of the player and judgements as to the quality of the play. ANCOVA revealed that the player was viewed more favourably having displayed positive as opposed to negative body language (p<.001). Participants presented with a positive playing record (p = .001) formed a more favourable impression and rated the players performance more positively (p = 0.001). The study corroborates and extends the findings of recent work incorporating live models in expectancy effects investigations.

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A feature detection system has been developed for real-time identification of lines, circles and people legs from laser range data. A new method sutable for arc/circle detection is proposed: the Inscribed Angle Variance (IAV). Lines are detected using a recursive line fitting method.

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Soccer is a sport where everyone that is involved with it make all the efforts aiming for excellence. Not only the players need to show their skills on the pitch but also the coach, and the remaining staff, need to have their own tools so that they can perform at higher levels. Footdata is a project to build a new web application product for soccer (football), which integrates two fundamental components of this sport's world: the social and the professional. While the former is an enhanced social platform for soccer professionals and fans, the later can be considered as a Soccer Resource Planning, featuring a system for acquisition and processing information to meet all the soccer management needs. In this paper we focus only in a specific module of the professional component. We will describe the section of the web application that allows to analyse movements and tactics of the players using images directly taken from the pitch or from videos, we will show that it is possible to draw players and ball movements in a web application and detect if those movements occur during a game. © 2014 Springer International Publishing.