WorldWideScience

Sample records for player interaction framework

  1. EVALUATING AUSTRALIAN FOOTBALL LEAGUE PLAYER CONTRIBUTIONS USING INTERACTIVE NETWORK SIMULATION

    Directory of Open Access Journals (Sweden)

    Jonathan Sargent

    2013-03-01

    Full Text Available This paper focuses on the contribution of Australian Football League (AFL players to their team's on-field network by simulating player interactions within a chosen team list and estimating the net effect on final score margin. A Visual Basic computer program was written, firstly, to isolate the effective interactions between players from a particular team in all 2011 season matches and, secondly, to generate a symmetric interaction matrix for each match. Negative binomial distributions were fitted to each player pairing in the Geelong Football Club for the 2011 season, enabling an interactive match simulation model given the 22 chosen players. Dynamic player ratings were calculated from the simulated network using eigenvector centrality, a method that recognises and rewards interactions with more prominent players in the team network. The centrality ratings were recorded after every network simulation and then applied in final score margin predictions so that each player's match contribution-and, hence, an optimal team-could be estimated. The paper ultimately demonstrates that the presence of highly rated players, such as Geelong's Jimmy Bartel, provides the most utility within a simulated team network. It is anticipated that these findings will facilitate optimal AFL team selection and player substitutions, which are key areas of interest to coaches. Network simulations are also attractive for use within betting markets, specifically to provide information on the likelihood of a chosen AFL team list "covering the line".

  2. A vision framework for the localization of soccer players and ball on the pitch using Handycams

    Science.gov (United States)

    Vilas, Tiago; Rodrigues, J. M. F.; Cardoso, P. J. S.; Silva, Bruno

    2015-03-01

    The current performance requirements in soccer make imperative the use of new technologies for game observation and analysis, such that detailed information about the teams' actions is provided. This paper summarizes a framework to collect the soccer players and ball positions using one or more Full HD Handycams, placed no more than 20cm apart in the stands, as well as how this framework connects to the FootData project. The system was based on four main modules: the detection and delimitation of the soccer pitch, the ball and the players detection and assignment to their teams, the tracking of players and ball and finally the computation of their localization (in meters) in the pitch.

  3. Dynamics of tactical behaviour in association football when manipulating players' space of interaction.

    Directory of Open Access Journals (Sweden)

    Angel Ric

    Full Text Available The analysis of positional data in association football allows the spatial distribution of players during matches to be described in order to improve the understanding of tactical-related constraints on the behavioural dynamics of players. The aim of this study was to identify how players' spatial restrictions affected the exploratory tactical behaviour and constrained the perceptual-motor workspace of players in possession of the ball, as well as inter-player passing interactions. Nineteen professional outfield male players were divided into two teams of 10 and 9 players, respectively. The game was played under three spatial constraints: a players were not allowed to move out of their allocated zones, except for the player in possession of the ball; b players were allowed to move to an adjacent zone, and; c non-specific spatial constraints. Positional data was captured using a 5 Hz interpolated GPS tracking system and used to define the configuration states of players for each second in time. The configuration state comprised 37 categories derived from tactical actions, distance from the nearest opponent, distance from the target and movement speed. Notational analysis of players in possession of the ball allowed the mean time of ball possession and the probabilities of passing the ball between players to be calculated. The results revealed that the players' long-term exploratory behaviour decreased and their short-term exploration increased when restricting their space of interaction. Relaxing players' positional constraints seemed to increase the speed of ball flow dynamics. Allowing players to move to an adjacent sub-area increased the probabilities of interaction with the full-back during play build-up. The instability of the coordinative state defined by being free from opponents when players had the ball possession was an invariant feature under all three task constraints. By allowing players to move to adjacent sub-areas, the

  4. Mean Field Games with a Dominating Player

    Energy Technology Data Exchange (ETDEWEB)

    Bensoussan, A., E-mail: axb046100@utdallas.edu [The University of Texas at Dallas, International Center for Decision and Risk Analysis, Jindal School of Management (United States); Chau, M. H. M., E-mail: michaelchaumanho@gmail.com; Yam, S. C. P., E-mail: scpyam@sta.cuhk.edu.hk [The Chinese University of Hong Kong, Department of Statistics (Hong Kong, People’s Republic of China) (China)

    2016-08-15

    In this article, we consider mean field games between a dominating player and a group of representative agents, each of which acts similarly and also interacts with each other through a mean field term being substantially influenced by the dominating player. We first provide the general theory and discuss the necessary condition for the optimal controls and equilibrium condition by adopting adjoint equation approach. We then present a special case in the context of linear-quadratic framework, in which a necessary and sufficient condition can be asserted by stochastic maximum principle; we finally establish the sufficient condition that guarantees the unique existence of the equilibrium control. The proof of the convergence result of finite player game to mean field counterpart is provided in Appendix.

  5. Player-Game Interaction: An Ecological Analysis of Foreign Language Gameplay Activities

    Science.gov (United States)

    Ibrahim, Karim

    2018-01-01

    This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a…

  6. A cooperative game-theoretic framework for negotiating marine spatial allocation agreements among heterogeneous players.

    Science.gov (United States)

    Kyriazi, Zacharoula; Lejano, Raul; Maes, Frank; Degraer, Steven

    2017-02-01

    Marine spatial allocation has become, in recent decades, a political flashpoint, fuelled by political power struggles, as well as the continuously increasing demand for marine space by both traditional and emerging marine uses. To effectively address this issue, we develop a decision-making procedure, that facilitates the distribution of disputed areas of specific size among heterogeneous players in a transparent and ethical way, while considering coalitional formations through coexistence. To do this, we model players' alternative strategies and payoffs within a cooperative game-theoretic framework. Depending on whether transferable utility (TU) or non-transferable utility (NTU) is the more appropriate assumption, we illustrate the use of the TU Shapley value and the Lejano's fixed point NTU Shapley value to solve for the ideal allocations. The applicability and effectiveness of the process has been tested in a case study area, the Dogger Bank Special Area of Conservation in the North Sea, which involves three totally or partially conflicting activities, i.e. fishing, nature conservation and wind farm development. The findings demonstrate that the process is capable of providing a unique, fair and equitable division of space Finally, among the two solution concepts proposed the fixed point NTU Shapley value manages to better address the heterogeneity of the players and thus to provide a more socially acceptable allocation that favours the weaker player, while demonstrating the importance of the monetary valuation attributed by each use to the area. Copyright © 2016 Elsevier Ltd. All rights reserved.

  7. An investigation of player to player character identification via personal pronouns

    DEFF Research Database (Denmark)

    Hichens, Michael; Drachen, Anders; Richards, Deborah

    2012-01-01

    The player character is an important feature of many games, where it is through the character that the player interacts with game world. There has been considerable interest in the relationship between the player and the player character. Much of this work has examined the identification of players......, third) as an indication of the relationship between player and character. Results indicate that the presence of story and information about the player character had no effect on identification with the plater character. However, characteristics of the players, particularly gender and general experience...... in playing video games, did have a statistically significant affect, indicating that different levels of identification are more dependent on the player than on the game. This indicates that players are not a homogeneous group with respect to player character identification and is an important consideration...

  8. Experimental implementation of a four-player quantum game

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    Schmid, C; Wieczorek, W; Kiesel, N; Weinfurter, H [Sektion Physik, Ludwig-Maximilians-Universitaet, D-80797 Muenchen (Germany); Flitney, A P; Hollenberg, L C L, E-mail: cschmid@eso.or [School of Physics, The University of Melbourne, Parkville, VIC 3010 (Australia)

    2010-06-15

    Game theory is central to the understanding of competitive interactions arising in many fields, from the social and physical sciences to economics. Recently, as the definition of information is generalized to include entangled quantum systems, quantum game theory has emerged as a framework for understanding the competitive flow of quantum information. Up till now, only two- and three-player quantum games have been demonstrated with restricted strategy sets. Here, we report the first experiment that implements a four-player quantum minority game over tunable four-partite entangled states encoded in the polarization of single photons. Experimental application of appropriate player strategies gives equilibrium payoff values well above those achievable in the classical game. These results are in excellent quantitative agreement with our theoretical analysis of the symmetric Pareto optimal strategies. Our results demonstrate for the first time how nontrivial equilibria can arise in a competitive situation involving quantum agents.

  9. N-player quantum games in an EPR setting.

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    James M Chappell

    Full Text Available The N-player quantum games are analyzed that use an Einstein-Podolsky-Rosen (EPR experiment, as the underlying physical setup. In this setup, a player's strategies are not unitary transformations as in alternate quantum game-theoretic frameworks, but a classical choice between two directions along which spin or polarization measurements are made. The players' strategies thus remain identical to their strategies in the mixed-strategy version of the classical game. In the EPR setting the quantum game reduces itself to the corresponding classical game when the shared quantum state reaches zero entanglement. We find the relations for the probability distribution for N-qubit GHZ and W-type states, subject to general measurement directions, from which the expressions for the players' payoffs and mixed Nash equilibrium are determined. Players' N x N payoff matrices are then defined using linear functions so that common two-player games can be easily extended to the N-player case and permit analytic expressions for the Nash equilibrium. As a specific example, we solve the Prisoners' Dilemma game for general N ≥ 2. We find a new property for the game that for an even number of players the payoffs at the Nash equilibrium are equal, whereas for an odd number of players the cooperating players receive higher payoffs. By dispensing with the standard unitary transformations on state vectors in Hilbert space and using instead rotors and multivectors, based on Clifford's geometric algebra (GA, it is shown how the N-player case becomes tractable. The new mathematical approach presented here has wide implications in the areas of quantum information and quantum complexity, as it opens up a powerful way to tractably analyze N-partite qubit interactions.

  10. Position Affects Performance in Multiple-Object Tracking in Rugby Union Players

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    Andrés Martín

    2017-09-01

    Full Text Available We report an experiment that examines the performance of rugby union players and a control group composed of graduate student with no sport experience, in a multiple-object tracking task. It compares the ability of 86 high level rugby union players grouped as Backs and Forwards and the control group, to track a subset of randomly moving targets amongst the same number of distractors. Several difficulties were included in the experimental design in order to evaluate possible interactions between the relevant variables. Results show that the performance of the Backs is better than that of the other groups, but the occurrence of interactions precludes an isolated groups analysis. We interpret the results within the framework of visual attention and discuss both, the implications of our results and the practical consequences.

  11. Dynamically analyzing cell interactions in biological environments using multiagent social learning framework.

    Science.gov (United States)

    Zhang, Chengwei; Li, Xiaohong; Li, Shuxin; Feng, Zhiyong

    2017-09-20

    Biological environment is uncertain and its dynamic is similar to the multiagent environment, thus the research results of the multiagent system area can provide valuable insights to the understanding of biology and are of great significance for the study of biology. Learning in a multiagent environment is highly dynamic since the environment is not stationary anymore and each agent's behavior changes adaptively in response to other coexisting learners, and vice versa. The dynamics becomes more unpredictable when we move from fixed-agent interaction environments to multiagent social learning framework. Analytical understanding of the underlying dynamics is important and challenging. In this work, we present a social learning framework with homogeneous learners (e.g., Policy Hill Climbing (PHC) learners), and model the behavior of players in the social learning framework as a hybrid dynamical system. By analyzing the dynamical system, we obtain some conditions about convergence or non-convergence. We experimentally verify the predictive power of our model using a number of representative games. Experimental results confirm the theoretical analysis. Under multiagent social learning framework, we modeled the behavior of agent in biologic environment, and theoretically analyzed the dynamics of the model. We present some sufficient conditions about convergence or non-convergence and prove them theoretically. It can be used to predict the convergence of the system.

  12. Active Player Modeling in the Iterated Prisoner's Dilemma.

    Science.gov (United States)

    Park, Hyunsoo; Kim, Kyung-Joong

    2016-01-01

    The iterated prisoner's dilemma (IPD) is well known within the domain of game theory. Although it is relatively simple, it can also elucidate important problems related to cooperation and trust. Generally, players can predict their opponents' actions when they are able to build a precise model of their behavior based on their game playing experience. However, it is difficult to make such predictions based on a limited number of games. The creation of a precise model requires the use of not only an appropriate learning algorithm and framework but also a good dataset. Active learning approaches have recently been introduced to machine learning communities. The approach can usually produce informative datasets with relatively little effort. Therefore, we have proposed an active modeling technique to predict the behavior of IPD players. The proposed method can model the opponent player's behavior while taking advantage of interactive game environments. This experiment used twelve representative types of players as opponents, and an observer used an active modeling algorithm to model these opponents. This observer actively collected data and modeled the opponent's behavior online. Most of our data showed that the observer was able to build, through direct actions, a more accurate model of an opponent's behavior than when the data were collected through random actions.

  13. Interaction with the game and motivation among players of massively multiplayer online role-playing games.

    Science.gov (United States)

    Fuster, Héctor; Carbonell, Xavier; Chamarro, Andrés; Oberst, Ursula

    2013-01-01

    Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game's possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.

  14. A Method for Using Player Tracking Data in Basketball to Learn Player Skills and Predict Team Performance.

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    Skinner, Brian; Guy, Stephen J

    2015-01-01

    Player tracking data represents a revolutionary new data source for basketball analysis, in which essentially every aspect of a player's performance is tracked and can be analyzed numerically. We suggest a way by which this data set, when coupled with a network-style model of the offense that relates players' skills to the team's success at running different plays, can be used to automatically learn players' skills and predict the performance of untested 5-man lineups in a way that accounts for the interaction between players' respective skill sets. After developing a general analysis procedure, we present as an example a specific implementation of our method using a simplified network model. While player tracking data is not yet available in the public domain, we evaluate our model using simulated data and show that player skills can be accurately inferred by a simple statistical inference scheme. Finally, we use the model to analyze games from the 2011 playoff series between the Memphis Grizzlies and the Oklahoma City Thunder and we show that, even with a very limited data set, the model can consistently describe a player's interactions with a given lineup based only on his performance with a different lineup.

  15. A conceptual framework for the design and analysis of first-person shooter audio and its potential use for game engines

    DEFF Research Database (Denmark)

    Grimshaw, Mark Nicholas; Schott, Gareth

    2007-01-01

    We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge...... the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game world...... spatiality through acoustic shading, but the ideas presented here provide a framework to explore other immersive possibilities for game audio through realtime synthesis....

  16. Single camera analyses in studying pattern forming dynamics of player interactions in team sports.

    OpenAIRE

    Duarte, Ricardo; Fernandes, Orlando; Folgado, Hugo; Araújo, Duarte

    2013-01-01

    A network of patterned interactions between players characterises team ball sports. Thus, interpersonal coordination patterns are an important topic in the study of performance in such sports. A very useful method has been the study of inter-individual interactions captured by a single camera filming an extended performance area. The appropriate collection of positional data allows investigating the pattern forming dynamics emerging in different performance sub-phases of team ball sports. Thi...

  17. On the rationality of cycling in the Theory of Moves framework

    Science.gov (United States)

    Olsen, Jolie; Sen, Sandip

    2014-04-01

    Theory of Moves (TOM) is a novel approach to game theory for determining rational strategies during the play of dynamic games [Brams, S J. (1994). Theory of moves. Cambridge, UK: Cambridge University Press]. While alternate models such as normal form games exist, players of these games are limited to single shot interactions with each other, but within TOM, sequences of moves and counter moves are allowed. As a consequence of this framework potential cyclic behaviour may arise. Unfortunately, standard TOM framework suggests that players do not move from the initial state if the possibility of cyclic behaviour is detected. However, in a plethora of real life scenarios, cycling can benefit a player over time. We first extend the TOM framework by allowing players to choose how much time to stay in each state while specifying time limits for moves. This generalisation allows for cycling behaviour in addition to normal, acyclic TOM play. We present additional rationality rules to handle the choice of move time and cyclic play and identify conditions for the existence of solutions that involve cycles. Moreover, if solutions do exist, equilibrium are determined so a player can predict the rational outcome upon engaging a cycle. A variety of time constraints on move times are investigated and the effects of these contrasts on the solution space and equilibrium are analysed.

  18. Quantifying Engagement: Measuring Player Involvement in Human-Avatar Interactions

    Science.gov (United States)

    Norris, Anne E.; Weger, Harry; Bullinger, Cory; Bowers, Alyssa

    2014-01-01

    This research investigated the merits of using an established system for rating behavioral cues of involvement in human dyadic interactions (i.e., face-to-face conversation) to measure involvement in human-avatar interactions. Gameplay audio-video and self-report data from a Feasibility Trial and Free Choice study of an effective peer resistance skill building simulation game (DRAMA-RAMA™) were used to evaluate reliability and validity of the rating system when applied to human-avatar interactions. The Free Choice study used a revised game prototype that was altered to be more engaging. Both studies involved girls enrolled in a public middle school in Central Florida that served a predominately Hispanic (greater than 80%), low-income student population. Audio-video data were coded by two raters, trained in the rating system. Self-report data were generated using measures of perceived realism, predictability and flow administered immediately after game play. Hypotheses for reliability and validity were supported: Reliability values mirrored those found in the human dyadic interaction literature. Validity was supported by factor analysis, significantly higher levels of involvement in Free Choice as compared to Feasibility Trial players, and correlations between involvement dimension sub scores and self-report measures. Results have implications for the science of both skill-training intervention research and game design. PMID:24748718

  19. A Method for Using Player Tracking Data in Basketball to Learn Player Skills and Predict Team Performance.

    Directory of Open Access Journals (Sweden)

    Brian Skinner

    Full Text Available Player tracking data represents a revolutionary new data source for basketball analysis, in which essentially every aspect of a player's performance is tracked and can be analyzed numerically. We suggest a way by which this data set, when coupled with a network-style model of the offense that relates players' skills to the team's success at running different plays, can be used to automatically learn players' skills and predict the performance of untested 5-man lineups in a way that accounts for the interaction between players' respective skill sets. After developing a general analysis procedure, we present as an example a specific implementation of our method using a simplified network model. While player tracking data is not yet available in the public domain, we evaluate our model using simulated data and show that player skills can be accurately inferred by a simple statistical inference scheme. Finally, we use the model to analyze games from the 2011 playoff series between the Memphis Grizzlies and the Oklahoma City Thunder and we show that, even with a very limited data set, the model can consistently describe a player's interactions with a given lineup based only on his performance with a different lineup.

  20. The Player Engagement Process

    DEFF Research Database (Denmark)

    Schoenau-Fog, Henrik

    2011-01-01

    , categories and triggers involved in this process. By applying grounded theory to the analysis of the responses, a process-oriented player engagement framework was developed and four main components consisting of objectives, activities, accomplishments and affects as well as the corresponding categories...

  1. Adaptivity to Age, Gender, and Gaming Platform Topology in Physical Multi-Player Games

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop; Friðriksson, Rafn Vídalín; Björnsson, Davíð Þór

    2012-01-01

    In games where players are competing against each other, it can be of interest to ensure that all players are challenged according to their individual skills. In order to investigate such adaptivity to the individual player in physical multi-player games, we developed a game on modular interactive...... tiles which can be used in both single-player and multi-player mode. We implemented simple adaptivity methods and tested these with different user groups including children and adults of both genders. The results show statistically significant differences in the game interactions between children...... and adults, and between male and female players. Also, results show statistically significant differences in the game interactions between different physical set-ups of the modular interactive tiles, i.e. the interaction depended on the topology of the modular tiles set-up. Changing the physical set...

  2. Interplay of Languaging and Gameplay: Player-Game Interactions as Ecologies for Languaging and Situated L2 Development

    Science.gov (United States)

    Ibrahim, Karim Hesham Shaker

    2016-01-01

    The field of game-mediated L2 learning has grown exponentially, and much has been discovered about the potentials of game-mediated interactions for L2 development, yet the fine-grained dynamics of player-game interactions and how they come to facilitate and afford L2 development are still largely underexplored. To address this gap in the…

  3. Predicting Player Position for Talent Identification in Association Football

    Science.gov (United States)

    Razali, Nazim; Mustapha, Aida; Yatim, Faiz Ahmad; Aziz, Ruhaya Ab

    2017-08-01

    This paper is set to introduce a new framework from the perspective of Computer Science for identifying talents in the sport of football based on the players’ individual qualities; physical, mental, and technical. The combination of qualities as assessed by coaches are then used to predict the players’ position in a match that suits the player the best in a particular team formation. Evaluation of the proposed framework is two-fold; quantitatively via classification experiments to predict player position, and qualitatively via a Talent Identification Site developed to achieve the same goal. Results from the classification experiments using Bayesian Networks, Decision Trees, and K-Nearest Neighbor have shown an average of 98% accuracy, which will promote consistency in decision-making though elimination of personal bias in team selection. The positive reviews on the Football Identification Site based on user acceptance evaluation also indicates that the framework is sufficient to serve as the basis of developing an intelligent team management system in different sports, whereby growth and performance of sport players can be monitored and identified.

  4. An Online Experimental Framework for Cooperative Relationships With a Real-Time Decision-Making and Rewarding Environment

    Directory of Open Access Journals (Sweden)

    Reiji Suzuki

    2018-06-01

    Full Text Available This paper investigates interactions between game theoretical strategies and social relationships in real-time decision-making and rewarding environments. We propose an experimental framework based on techniques of web-based multiplayer online games for this purpose. In our framework, multiple human players, represented as particles in a two-dimensional space of social interactions, can modify their positions and game strategies for the prisoner's dilemma in real time, and receive benefit or cost emerging from both game theoretical and social relationships with neighboring players. We report on experiments with human participants in different conditions of the payoff matrix, which reflects game structures, and the speed of each player, which reflects the ability to change her social relationship. We show that cooperative relationships emerge in real human groups regardless of experimental settings, and show their basic behavioral patterns. We further discuss relationships between behavioral characters of participants in the experiments and their psychological characters to see how their personalities can be reflected in their behavior in such a game theoretical framework, and show that a few psychological characters of participants might reflect their behavioral characters at least in part, but there were variations in these relationships between experimental groups.

  5. Player behavioural modelling for video games

    NARCIS (Netherlands)

    van Lankveld, G.; Spronck, P.H.M.; Bakkes, S.C.J.

    2012-01-01

    Player behavioural modelling has grown from a means to improve the playing strength of computer programs that play classic games (e.g., chess), to a means for impacting the player experience and satisfaction in video games, as well as in cross-domain applications such as interactive storytelling. In

  6. A dynamic game of a transboundary pollutant with asymmetric players

    International Nuclear Information System (INIS)

    Martin, W.E.; Patrick, R.H.; Tolwinski, B.

    1993-01-01

    Modeling transboundary pollutants in a dynamic game framework provides a foundation for analyzing the impact of various policy options. The focus of this analysis is on the results of a tax/subsidy scheme used to address the transboundary problem of global climate change. A nonzero-sum dynamic game with asymmetric players is used to evaluate the policy impact of the tax/subsidy scheme on the respective player's value functions and strategies as determined by a Nash equilibrium feedback solution. The asymmetry of the players is reflected in their respective attitudes toward global climate change with one player benefiting from the change and the other losing. 17 refs., 5 tabs

  7. Active Player Modeling in the Iterated Prisoner’s Dilemma

    Directory of Open Access Journals (Sweden)

    Hyunsoo Park

    2016-01-01

    Full Text Available The iterated prisoner’s dilemma (IPD is well known within the domain of game theory. Although it is relatively simple, it can also elucidate important problems related to cooperation and trust. Generally, players can predict their opponents’ actions when they are able to build a precise model of their behavior based on their game playing experience. However, it is difficult to make such predictions based on a limited number of games. The creation of a precise model requires the use of not only an appropriate learning algorithm and framework but also a good dataset. Active learning approaches have recently been introduced to machine learning communities. The approach can usually produce informative datasets with relatively little effort. Therefore, we have proposed an active modeling technique to predict the behavior of IPD players. The proposed method can model the opponent player’s behavior while taking advantage of interactive game environments. This experiment used twelve representative types of players as opponents, and an observer used an active modeling algorithm to model these opponents. This observer actively collected data and modeled the opponent’s behavior online. Most of our data showed that the observer was able to build, through direct actions, a more accurate model of an opponent’s behavior than when the data were collected through random actions.

  8. "Badminton Player-Coach" Interactions between Failing Students

    Science.gov (United States)

    Mascret, Nicolas

    2011-01-01

    Background: Physical education teachers often use the player-coach dyad in individual opposition sports so that students can obtain information on their actions and then better regulate them. This type of work also develops methodological and social skills. However, the task of observing a partner often poses problems for failing students, who…

  9. Pollination: Impact, role-players, interactions and study - A South African perspective

    Directory of Open Access Journals (Sweden)

    Annemarie Gous

    2017-09-01

    Full Text Available Plant-pollinator interactions are essential for maintaining both pollinator and plant communities in native and agricultural environments. Animal-instigated pollination can be complex. Plants are usually visited by a number of different animal species, which in turn may visit flowers of several plant species. Therefore, the identification of the pollen carried by flower visitors is an essential first step in pollination biology. The skill and time required to identify pollen based on structure and morphology has been a major stumbling block in this field. Advances in the genetic analysis of DNA, using DNA barcoding, extracted directly from pollen offers an innovative alternative to traditional methods of pollen identification. This technique, which is reviewed in detail, can be used on pollen loads sampled from bees in the field and from specimens in historic collections. Here the importance of pollination, the role-players involved, their management and the evolution of their interactions, behaviour and morphology are reviewed - with a special focus on South African bees. Significance: Pollen metabarcoding will enable the identification of pollen for a multitude of uses, including agriculture, conservation and forensics. Plant–pollinator interaction documentation through pollen identification gives a more certain record of a visitor being a pollinator rather than a flower visitor that could be a nectar gatherer.

  10. A Quantum-Like View to a Generalized Two Players Game

    Science.gov (United States)

    Bagarello, F.

    2015-10-01

    This paper consider the possibility of using some quantum tools in decision making strategies. In particular, we consider here a dynamical open quantum system helping two players, and , to take their decisions in a specific context. We see that, within our approach, the final choices of the players do not depend in general on their initial mental states, but they are driven essentially by the environment which interacts with them. The model proposed here also considers interactions of different nature between the two players, and it is simple enough to allow for an analytical solution of the equations of motion.

  11. A Multimodal Interaction Framework for Blended Learning

    DEFF Research Database (Denmark)

    Vidakis, Nikolaos; Kalafatis, Konstantinos; Triantafyllidis, Georgios

    2016-01-01

    Humans interact with each other by utilizing the five basic senses as input modalities, whereas sounds, gestures, facial expressions etc. are utilized as output modalities. Multimodal interaction is also used between humans and their surrounding environment, although enhanced with further senses ...... framework enabling deployment of a vast variety of modalities, tailored appropriately for use in blended learning environment....

  12. Linking performance decline to choking: players' perceptions in basketball.

    Science.gov (United States)

    Fryer, Ashley Marie; Tenenbaum, Gershon; Chow, Graig M

    2018-02-01

    This study was aimed at examining how basketball players view unexpected performance errors in basketball, and under what conditions they perceive them as choking. Fifty-three basketball players were randomly assigned into 2 groups (game half) to evaluate the linkage between performance decline and choking as a function of game-time, score gap and game half. Within each group, players viewed 8 scenario clips, which featured a different player conducting an error, and subsequently rated the extent of performance decline, the instance of choking and the salience of various performance attributions regarding the error. The analysis revealed that choking was most salient in the 2nd half of the game, but an error was perceived as choking more saliently in the beginning of the 2nd half. This trend was also shown for players' perception of performance decline. Players' ratings of the attributions assigned to errors, however, revealed that during the end of the 2nd half, time pressure and lack of concentration were the causes of errors. Overall, the results provide evidence towards a conceptual framework linking performance decline to the perception of choking, and that errors conducted by players are perceived as choking when there is not a salient reason to suggest its occurrence.

  13. Efficiently detecting outlying behavior in video-game players.

    Science.gov (United States)

    Kim, Young Bin; Kang, Shin Jin; Lee, Sang Hyeok; Jung, Jang Young; Kam, Hyeong Ryeol; Lee, Jung; Kim, Young Sun; Lee, Joonsoo; Kim, Chang Hun

    2015-01-01

    In this paper, we propose a method for automatically detecting the times during which game players exhibit specific behavior, such as when players commonly show excitement, concentration, immersion, and surprise. The proposed method detects such outlying behavior based on the game players' characteristics. These characteristics are captured non-invasively in a general game environment. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players (i.e., data regarding adjustments to the volume and the use of the keyboard and mouse) was used to analyze high-dimensional game-player data. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. The proposed method can also be used for feedback analysis of various interactive content provided in PC environments.

  14. Smart Grid Charging of Electric Vehicles: EV-Owner Response to Scheduling and Pricing under Myopic Loss Aversion in an Ultimatum Two-Player Game

    DEFF Research Database (Denmark)

    Fetene, Gebeyehu Manie; Kaplan, Sigal; Sebald, Alexander Christopher

    2015-01-01

    at the neglected psychological dynamics of EV-owners facing charging decisions and interacting with the supplier. This study represents these dynamics by proposing a behavioral framework of utility maximization under myopic loss aversion within an ultimatum two-player game framework. The EV......, but are affected by myopic loss aversion resulting from monetary considerations as well as the ultimatum game with the supplier; (ii) EV-owners are open towards centralized smart-grid strategies optimizing the load on the grid from a system optimum perspective; (iii) the frequency of charging decisions (daily...

  15. How Knowledge of the Player Character’s Alignment Affect Decision Making in an Interactive Narrative

    DEFF Research Database (Denmark)

    Jakobsen, Mette; Christensen, Daniel Svejstrup; Bruni, Luis Emilio

    2017-01-01

    In game narrative the central role of the protagonist becomes a challenge as the protagonist often conflates with the player character, which the author and the player share control over. This paper investigates whether knowledge of the player character’s alignment, i.e. the inner thoughts...... of the character, can influence how they decide to progress in a game. The player character’s alignment will present an internal conflict, which will sometimes conflict with the external goal of a game. It is investigated whether players are more likely to abandon their external goal, and ultimately change...... their in-game behaviour, when exposed to the internal conflict of their character. A test was conducted in which participants played through one of two similar versions of the same game; one in which they were exposed to the player character’s internal conflict, and another in which they were not. The test...

  16. Formal Framework to improve the reliability of concurrent and collaborative learning games

    Directory of Open Access Journals (Sweden)

    Mounier

    2014-05-01

    Full Text Available Multi-player learning games are complex software applications resulting from a costly and complex engineering process, and involving multiple stakeholders (domain experts, teachers, game designers, programmers, testers, etc.. Moreover, they are dynamic systems that evolve over time and implement complex interactions between objects and players. Usually, once a learning game is developed, testing activities are conducted by humans who explore the possible executions of the game’s scenario to detect bugs. The complexity and the dynamic nature of multiplayer learning games enforces the complexity of testing activities. Indeed, it is impracticable to explore manually all possible executions due to their huge number. Moreover, the test cannot verify some properties on multi-player and collaborative scenarios, such as paths leading to deadlock between learners or prevent learners to meet all objectives and win the game. This type of properties should be verified at the design stage. We propose a framework enabling a formal modeling of game scenarios and an associated automatic verification of learning game’s scenario at the design stage of the development process.We use Symmetric Petri nets as a modeling language and choose to verify properties by means of model checkers. This paper discusses the possibilities offered by this framework to verify learning game’s properties before the programming stage.

  17. Signaling equilibria in sensorimotor interactions.

    Science.gov (United States)

    Leibfried, Felix; Grau-Moya, Jordi; Braun, Daniel A

    2015-08-01

    Although complex forms of communication like human language are often assumed to have evolved out of more simple forms of sensorimotor signaling, less attention has been devoted to investigate the latter. Here, we study communicative sensorimotor behavior of humans in a two-person joint motor task where each player controls one dimension of a planar motion. We designed this joint task as a game where one player (the sender) possesses private information about a hidden target the other player (the receiver) wants to know about, and where the sender's actions are costly signals that influence the receiver's control strategy. We developed a game-theoretic model within the framework of signaling games to investigate whether subjects' behavior could be adequately described by the corresponding equilibrium solutions. The model predicts both separating and pooling equilibria, in which signaling does and does not occur respectively. We observed both kinds of equilibria in subjects and found that, in line with model predictions, the propensity of signaling decreased with increasing signaling costs and decreasing uncertainty on the part of the receiver. Our study demonstrates that signaling games, which have previously been applied to economic decision-making and animal communication, provide a framework for human signaling behavior arising during sensorimotor interactions in continuous and dynamic environments. Copyright © 2015 Elsevier B.V. All rights reserved.

  18. Soccer player recognition by pixel classification in a hybrid color space

    Science.gov (United States)

    Vandenbroucke, Nicolas; Macaire, Ludovic; Postaire, Jack-Gerard

    1997-08-01

    Soccer is a very popular sport all over the world, Coaches and sport commentators need accurate information about soccer games, especially about the players behavior. These information can be gathered by inspectors who watch the soccer match and report manually the actions of the players involved in the principal phases of the game. Generally, these inspectors focus their attention on the few players standing near the ball and don't report about the motion of all the other players. So it seems desirable to design a system which automatically tracks all the players in real- time. That's why we propose to automatically track each player through the successive color images of the sequences acquired by a fixed color camera. Each player which is present in the image, is modelized by an active contour model or snake. When, during the soccer match, a player is hidden by another, the snakes which track these two players merge. So, it becomes impossible to track the players, except if the snakes are interactively re-initialized. Fortunately, in most cases, the two players don't belong to the same team. That is why we present an algorithm which recognizes the teams of the players by pixels representing the soccer ground which must be withdrawn before considering the players themselves. To eliminate these pixels, the color characteristics of the ground are determined interactively. In a second step, dealing with windows containing only one player of one team, the color features which yield the best discrimination between the two teams are selected. Thanks to these color features, the pixels associated to the players of the two teams form two separated clusters into a color space. In fact, there are many color representation systems and it's interesting to evaluate the features which provide the best separation between the two classes of pixels according to the players soccer suit. Finally, the classification process for image segmentation is based on the three most

  19. Proscene: A feature-rich framework for interactive environments

    Directory of Open Access Journals (Sweden)

    Jean Pierre Charalambos

    2017-01-01

    Full Text Available We introduce Proscene, a feature-rich, open-source framework for interactive environments. The design of Proscene comprises a three-layered onion-like software architecture, promoting different possible development scenarios. The framework innermost layer decouples user gesture parsing from user-defined actions. The in-between layer implements a feature-rich set of widely-used motion actions allowing the selection and manipulation of objects, including the scene viewpoint. The outermost layer exposes those features as a Processing library. The results have shown the feasibility of our approach together with the simplicity and flexibility of the Proscene framework API.

  20. Efficiently detecting outlying behavior in video-game players

    Directory of Open Access Journals (Sweden)

    Young Bin Kim

    2015-12-01

    Full Text Available In this paper, we propose a method for automatically detecting the times during which game players exhibit specific behavior, such as when players commonly show excitement, concentration, immersion, and surprise. The proposed method detects such outlying behavior based on the game players’ characteristics. These characteristics are captured non-invasively in a general game environment. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players (i.e., data regarding adjustments to the volume and the use of the keyboard and mouse was used to analyze high-dimensional game-player data. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. The proposed method can also be used for feedback analysis of various interactive content provided in PC environments.

  1. An Optimized Player Taxonomy Model for Mobile MMORPGs with Millions of Users

    OpenAIRE

    You, Fang; Liu, Jianping; Guan, Xinjian; Wang, Jianmin; Zheng, Zibin; Tam, Peter

    2011-01-01

    Massively multiplayer online role-playing games (MMORPGs) have great potential as sites for research within the social and human-computer interaction. In the MMORPGs, a stability player taxonomy model is very important for game design. It helps to balance different types of players and improve business strategy of the game. The players in mobile MMORPGs are also connected with social networks; many studies only use the player's own attributes statistics or questionnaire survey method to predi...

  2. A study of the dynamics of multi-player games on small networks using territorial interactions.

    Science.gov (United States)

    Broom, Mark; Lafaye, Charlotte; Pattni, Karan; Rychtář, Jan

    2015-12-01

    Recently, the study of structured populations using models of evolutionary processes on graphs has begun to incorporate a more general type of interaction between individuals, allowing multi-player games to be played among the population. In this paper, we develop a birth-death dynamics for use in such models and consider the evolution of populations for special cases of very small graphs where we can easily identify all of the population states and carry out exact analyses. To do so, we study two multi-player games, a Hawk-Dove game and a public goods game. Our focus is on finding the fixation probability of an individual from one type, cooperator or defector in the case of the public goods game, within a population of the other type. We compare this value for both games on several graphs under different parameter values and assumptions, and identify some interesting general features of our model. In particular there is a very close relationship between the fixation probability and the mean temperature, with high temperatures helping fitter individuals and punishing unfit ones and so enhancing selection, whereas low temperatures give a levelling effect which suppresses selection.

  3. Adapting playware to multiple players

    DEFF Research Database (Denmark)

    Þorsteinsson, Arnar Tumi; Lund, Henrik Hautop; Mastorakis, Nikos

    2011-01-01

    With the creation of playware as intelligent hardware and software that creates play, it is possible to adapt the play tool to the individual user, and even to multiple users playing at the same time with the play tool. In this paper, we show how it is possible to implement adaptivity in modular...... to such differences, and argues that adaptivity is needed to make games fit to the individual users in both single-player games and multi-player games. As a case study, we implemented such adaptivity on modular interactive tiles for the single-user game ColorTimer, and for the multiple-user games PingPong, in which...

  4. A framework to describe, analyze and generate interactive motor behaviors.

    Directory of Open Access Journals (Sweden)

    Nathanaël Jarrassé

    Full Text Available While motor interaction between a robot and a human, or between humans, has important implications for society as well as promising applications, little research has been devoted to its investigation. In particular, it is important to understand the different ways two agents can interact and generate suitable interactive behaviors. Towards this end, this paper introduces a framework for the description and implementation of interactive behaviors of two agents performing a joint motor task. A taxonomy of interactive behaviors is introduced, which can classify tasks and cost functions that represent the way each agent interacts. The role of an agent interacting during a motor task can be directly explained from the cost function this agent is minimizing and the task constraints. The novel framework is used to interpret and classify previous works on human-robot motor interaction. Its implementation power is demonstrated by simulating representative interactions of two humans. It also enables us to interpret and explain the role distribution and switching between roles when performing joint motor tasks.

  5. Analysis of two-player quantum games in an EPR setting using Clifford's geometric algebra.

    Science.gov (United States)

    Chappell, James M; Iqbal, Azhar; Abbott, Derek

    2012-01-01

    The framework for playing quantum games in an Einstein-Podolsky-Rosen (EPR) type setting is investigated using the mathematical formalism of geometric algebra (GA). The main advantage of this framework is that the players' strategy sets remain identical to the ones in the classical mixed-strategy version of the game, and hence the quantum game becomes a proper extension of the classical game, avoiding a criticism of other quantum game frameworks. We produce a general solution for two-player games, and as examples, we analyze the games of Prisoners' Dilemma and Stag Hunt in the EPR setting. The use of GA allows a quantum-mechanical analysis without the use of complex numbers or the Dirac Bra-ket notation, and hence is more accessible to the non-physicist.

  6. An Optimized Player Taxonomy Model for Mobile MMORPGs with Millions of Users

    Directory of Open Access Journals (Sweden)

    Fang You

    2011-01-01

    Full Text Available Massively multiplayer online role-playing games (MMORPGs have great potential as sites for research within the social and human-computer interaction. In the MMORPGs, a stability player taxonomy model is very important for game design. It helps to balance different types of players and improve business strategy of the game. The players in mobile MMORPGs are also connected with social networks; many studies only use the player's own attributes statistics or questionnaire survey method to predict player taxonomy, so lots of social network relations' information will be lost. In this paper, by analyzing the impacts of player's social network, commercial operating data from mobile MMORPGs is used to establish our player taxonomy model (SN model. From the model results, social network-related information in mobile MMORPGs will be considered as important factors to pose this optimized player taxonomy model. As experimental results showed, compared with another player taxonomy model (RA model, our proposed player taxonomy model can achieve good results: classification is more stable.

  7. Evolutionary game theory: molecules as players.

    Science.gov (United States)

    Bohl, Katrin; Hummert, Sabine; Werner, Sarah; Basanta, David; Deutsch, Andreas; Schuster, Stefan; Theissen, Günter; Schroeter, Anja

    2014-12-01

    In this and an accompanying paper we review the use of game theoretical concepts in cell biology and molecular biology. This review focuses on the subcellular level by considering viruses, genes, and molecules as players. We discuss in which way catalytic RNA can be treated by game theory. Moreover, genes can compete for success in replication and can have different strategies in interactions with other genetic elements. Also transposable elements, or "jumping genes", can act as players because they usually bear different traits or strategies. Viruses compete in the case of co-infecting a host cell. Proteins interact in a game theoretical sense when forming heterodimers. Finally, we describe how the Shapley value can be applied to enzymes in metabolic pathways. We show that game theory can be successfully applied to describe and analyse scenarios at the molecular level resulting in counterintuitive conclusions.

  8. Player Transformation of Educational Multiplayer Games

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Misfeldt, Morten

    2004-01-01

    transformed the game to accommodate social interaction. With these transformed ways of playing the game, they managed to get to the top of the high score list while avoiding the educational parts of the game. Players transforming educational games to escape learning elements can be a problem when these games...... are used for formal education. In this paper we argue that player transformation of educational games can, however, be the basis of exciting and unconventional learning of valuable things, such as how to transform information technology to better accommodate social interaction.......Children's great interest in multiplayer games has led to attempts to design educational multiplayer games. In this study, we have studied a test of an educational multiplayer game designed for mathematics education for children aged nine to twelve. In our observations, it became clear that pupils...

  9. The NBA’s Maximum Player Salary and the Distribution of Player Rents

    Directory of Open Access Journals (Sweden)

    Kelly M. Hastings

    2015-03-01

    Full Text Available The NBA’s 1999 Collective Bargaining Agreement (CBA included provisions capping individual player pay in addition to team payrolls. This study examines the effect the NBA’s maximum player salary on player rents by comparing player pay from the 1997–1998 and 2003–2004 seasons while controlling for player productivity and other factors related to player pay. The results indicate a large increase in the pay received by teams’ second highest and, to a lesser extent, third highest paid players. We interpret this result as evidence that the adoption of the maximum player salary shifted rents from stars to complementary players. We also show that the 1999 CBA’s rookie contract provisions reduced salaries of early career players.

  10. Analysis of two-player quantum games in an EPR setting using Clifford's geometric algebra.

    Directory of Open Access Journals (Sweden)

    James M Chappell

    Full Text Available The framework for playing quantum games in an Einstein-Podolsky-Rosen (EPR type setting is investigated using the mathematical formalism of geometric algebra (GA. The main advantage of this framework is that the players' strategy sets remain identical to the ones in the classical mixed-strategy version of the game, and hence the quantum game becomes a proper extension of the classical game, avoiding a criticism of other quantum game frameworks. We produce a general solution for two-player games, and as examples, we analyze the games of Prisoners' Dilemma and Stag Hunt in the EPR setting. The use of GA allows a quantum-mechanical analysis without the use of complex numbers or the Dirac Bra-ket notation, and hence is more accessible to the non-physicist.

  11. Player-Specific Conflict Handling Ontology

    Directory of Open Access Journals (Sweden)

    Charline Hondrou

    2014-09-01

    Full Text Available This paper presents an ontology that leads the player of a serious game - regarding conflict handling - to the educative experience from which they will benefit the most. It provides a clearly defined tree of axioms that maps the player’s visually manifested affective cues and emotional stimuli from the serious game to conflict handling styles and proposes interventions. The importance of this ontology lies in the fact that it promotes natural interaction (non-invasive methods and at the same time makes the game as player-specific as it can be for its educational goal. It is an ontology that can be adapted to different educational theories and serve various educational purposes.

  12. A multimodal parallel architecture: A cognitive framework for multimodal interactions.

    Science.gov (United States)

    Cohn, Neil

    2016-01-01

    Human communication is naturally multimodal, and substantial focus has examined the semantic correspondences in speech-gesture and text-image relationships. However, visual narratives, like those in comics, provide an interesting challenge to multimodal communication because the words and/or images can guide the overall meaning, and both modalities can appear in complicated "grammatical" sequences: sentences use a syntactic structure and sequential images use a narrative structure. These dual structures create complexity beyond those typically addressed by theories of multimodality where only a single form uses combinatorial structure, and also poses challenges for models of the linguistic system that focus on single modalities. This paper outlines a broad theoretical framework for multimodal interactions by expanding on Jackendoff's (2002) parallel architecture for language. Multimodal interactions are characterized in terms of their component cognitive structures: whether a particular modality (verbal, bodily, visual) is present, whether it uses a grammatical structure (syntax, narrative), and whether it "dominates" the semantics of the overall expression. Altogether, this approach integrates multimodal interactions into an existing framework of language and cognition, and characterizes interactions between varying complexity in the verbal, bodily, and graphic domains. The resulting theoretical model presents an expanded consideration of the boundaries of the "linguistic" system and its involvement in multimodal interactions, with a framework that can benefit research on corpus analyses, experimentation, and the educational benefits of multimodality. Copyright © 2015.

  13. Player-Character Dynamics in Multi- Player Role Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; McIlwain, D.; Brolund, T.

    2007-01-01

    This paper presents the results of a comprehensive empirical study of the impact of integrating complex game characters in multi-player Role Playing Games across tabletop and digital formats. Players were provided with characters that had detailed background history, personality and goals. Player...

  14. Sequential interactions-in which one player plays first and another responds-promote cooperation in evolutionary-dynamical simulations of single-shot Prisoner's Dilemma and Snowdrift games.

    Science.gov (United States)

    Laird, Robert A

    2018-05-21

    Cooperation is a central topic in evolutionary biology because (a) it is difficult to reconcile why individuals would act in a way that benefits others if such action is costly to themselves, and (b) it underpins many of the 'major transitions of evolution', making it essential for explaining the origins of successively higher levels of biological organization. Within evolutionary game theory, the Prisoner's Dilemma and Snowdrift games are the main theoretical constructs used to study the evolution of cooperation in dyadic interactions. In single-shot versions of these games, wherein individuals play each other only once, players typically act simultaneously rather than sequentially. Allowing one player to respond to the actions of its co-player-in the absence of any possibility of the responder being rewarded for cooperation or punished for defection, as in simultaneous or sequential iterated games-may seem to invite more incentive for exploitation and retaliation in single-shot games, compared to when interactions occur simultaneously, thereby reducing the likelihood that cooperative strategies can thrive. To the contrary, I use lattice-based, evolutionary-dynamical simulation models of single-shot games to demonstrate that under many conditions, sequential interactions have the potential to enhance unilaterally or mutually cooperative outcomes and increase the average payoff of populations, relative to simultaneous interactions-benefits that are especially prevalent in a spatially explicit context. This surprising result is attributable to the presence of conditional strategies that emerge in sequential games that can't occur in the corresponding simultaneous versions. Copyright © 2018 Elsevier Ltd. All rights reserved.

  15. Context-dependent player's movement interpretation: application to adaptive game development

    Science.gov (United States)

    Picard, Francois; Estraillier, Pascal

    2010-02-01

    Video games are more and more controlled by the real movements of the player. However, the player is constrained by the system devices, imposing a limited vocabulary of actions associated with a set of unnatural movements. To introduce more entertaining video games to players, a component-based architecture is proposed. It has been acknowledged as the starting point for the development of adaptive applications based on the hypothesis of a high level dialogue between the system and the player. The system adaptability relies on interpretation mechanisms of the player behaviors. These behaviors are defined through the representation of the real movements of the player who freely interacts with the 3D elements composing an immersive virtual environment, following a given game scenario. The efficient interpretation of the player movements relies on the introduction in the system of the management of the scene's context. The contextual information not only helps to determine the true meaning of an observed behavior but also makes the system to adapt its processes regarding this interpretation, while managing its hardware and software resources efficiently. A commercial motion capture interface has been enhanced by the elaboration of such a system.

  16. Modelling Virtual Camera Behaviour Through Player Gaze

    DEFF Research Database (Denmark)

    Picardi, Andrea; Burelli, Paolo; Yannakakis, Georgios N.

    2012-01-01

    industry and game AI research focus on the devel- opment of increasingly sophisticated systems to automate the control of the virtual camera integrating artificial intel- ligence algorithms within physical simulations. However, in both industry and academia little research has been carried out......In a three-dimensional virtual environment, aspects such as narrative and interaction largely depend on the placement and animation of the virtual camera. Therefore, virtual camera control plays a critical role in player experience and, thereby, in the overall quality of a computer game. Both game...... on the relationship between virtual camera, game-play and player behaviour. We run a game user experiment to shed some light on this relationship and identify relevant dif- ferences between camera behaviours through different game sessions, playing behaviours and player gaze patterns. Re- sults show that users can...

  17. There is no game without a player

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    on the subject matter from the catalogue of game theory. All four suggestions exclude the player from the relationship. This paper introduces a phenomenological point of view and includes the player in order to understand the relationship between structure and dressing. It argues that players constitute a bridge......This paper is a search for meaning or to be more precise a study of how meaning is produced between ontology and fiction in computer games. It sets out to investigate the relationship between formal abstract game structures and game representation (dressing) by presenting four suggestions...... or the center which establishes, upholds and renegotiate the relationship between formal game structure and game dressing. It also argues that players’ interaction with both structure and dressing produce meaning and the production of meaning is the relationship between formal abstract game structures and game...

  18. Norwegian Football Academy Players-Players Self-Assessed Competence, Perfectionism, Goal Orientations and Motivational Climate

    Directory of Open Access Journals (Sweden)

    Eirik Nerland

    2016-06-01

    Full Text Available Grounded in the theoretical framework of achievement goal theory and perfectionism theory, the purpose of this study was to examine how self-assessed perceived abilities covariance these variables among Norwegian football academy players. 140 adolescent football players participated, representing three football academies. Perceived competence was reported as equivalent to or better than others. Perfectionism scores showed personal standards as the highest of the dimensions of perfectionism, while perceived parental pressure was lowest. In contrast, mean task orientation and perceived mastery climate were higher than ego orientation and perceived performance climate. The correlation analysis showed that perceived competence correlated positively with personal standards. Personal standards correlated positively with the rest of the perfectionism dimensions as well as ego orientation, perceived mastery- and performance climate. Concern over mistakes was positively correlated with ego-orientation. Overall, findings suggested that personal standards correlate with perceived competence, while these variables also relate to other perfectionism dimensions, goal orientations and perceived motivational climate. Therefore, coaches should highlight the importance of high personal standards, as a potentially maladaptive function on talent development.

  19. A Framework for Building an Interactive Satellite TV Based M-Learning Environment

    Directory of Open Access Journals (Sweden)

    Ghassan Issa

    2010-07-01

    Full Text Available This paper presents a description of an interactive satellite TV based mobile learning (STV-ML framework, in which a satellite TV station is used as an integral part of a comprehensive interactive mobile learning (M-Learning environment. The proposed framework assists in building a reliable, efficient, and cost-effective environment to meet the growing demands of M-Learning all over the world, especially in developing countries. It utilizes recent advances in satellite reception, broadcasting technologies, and interactive TV to facilitate the delivery of gigantic learning materials. This paper also proposed a simple and flexible three-phase implementation methodology which includes construction of earth station, expansion of broadcasting channels, and developing true user interactivity. The proposed framework and implementation methodology ensure the construction of a true, reliable, and cost effective M-Learning system that can be used efficiently and effectively by a wide range of users and educational institutions to deliver ubiquitous learning.

  20. Special considerations in the medical management of professional basketball players.

    Science.gov (United States)

    Steingard, S A

    1993-04-01

    The NBA basketball players are among the finest athletes in the world. That along with the increased popularity of the NBA has put a premium on the health of the players. The course of the season puts tremendous stress and strain on players. As medical illnesses occur, the physician may feel increased pressure to put the ill player back into the line-up. One cannot let the pressure for the player to return to activity interfere with good medical practice. At times, it is difficult to allow for the natural course of an illness, however, as discussed in this article, sometimes this is exactly what needs to be done. The temptation to overtreat is also seen in some team physicians. This too must be avoided. Along with proper treatment, there is the need for education of the athletes both in social interactions and in diet and life-style. Then we, as team physicians, can sit back and enjoy the performance on the court.

  1. Does Digital Game Interactivity Always Promote Self-Efficacy?

    Science.gov (United States)

    Lee, Yu-Hao

    2015-11-01

    Interactive digital games can promote self-efficacy by engaging players in enactive and observational learning. However, interactivity does not always lead to greater self-efficacy. Important constructs in social cognitive theory, such as performance outcome and perceived similarity, are often not accounted for in studies that have tested the effect of digital game interactivity on self-efficacy. This study assessed the effects of interactive digital games compared with passive digital games based on video comparison, a common experimental design used to test the effect of digital game interactivity on self-efficacy. In addition, this study also evaluated player performance and measured perceived similarity to the observed player. Findings suggested that in general, digital game interactivity predicted higher self-efficacy compared with noninteractive passive games. However, in the noninteractive conditions, the effects of performance on self-efficacy were moderated by perceived similarity between the observer and the observed player. When the observed player was perceived to be similar to the observer, the effects of performance on self-efficacy were comparable to the interactive game, but when the observed player was perceived as dissimilar to the observer, observing the dissimilar player failed to increase observer self-efficacy. Implications for interactivity manipulations and game developers are discussed.

  2. Toward a framework for levels of robot autonomy in human-robot interaction.

    Science.gov (United States)

    Beer, Jenay M; Fisk, Arthur D; Rogers, Wendy A

    2014-07-01

    A critical construct related to human-robot interaction (HRI) is autonomy, which varies widely across robot platforms. Levels of robot autonomy (LORA), ranging from teleoperation to fully autonomous systems, influence the way in which humans and robots may interact with one another. Thus, there is a need to understand HRI by identifying variables that influence - and are influenced by - robot autonomy. Our overarching goal is to develop a framework for levels of robot autonomy in HRI. To reach this goal, the framework draws links between HRI and human-automation interaction, a field with a long history of studying and understanding human-related variables. The construct of autonomy is reviewed and redefined within the context of HRI. Additionally, the framework proposes a process for determining a robot's autonomy level, by categorizing autonomy along a 10-point taxonomy. The framework is intended to be treated as guidelines to determine autonomy, categorize the LORA along a qualitative taxonomy, and consider which HRI variables (e.g., acceptance, situation awareness, reliability) may be influenced by the LORA.

  3. The Anthropometric Characteristics of Futsal Players Compared with Professional Soccer Players

    Directory of Open Access Journals (Sweden)

    Burdukiewicz Anna

    2014-08-01

    Full Text Available Purpose. The aim of the study was to compare the morphological characteristics of experienced futsal players with professional soccer players. Methods. The research sample included 22 university futsal players and 22 professional soccer players. Parameters including body height and mass, skinfold thicknesses of the trunk and extremities, lower limb length, trunk width, humerus and femur bone breadths, and the circumferences of the chest, hips, thighs, and calves were used to calculate various somatic indices. Somatotyping was performed using the Heath–carter method. Differences in the characteristics between the futsal and soccer players were analyzed using Student’s t test. Intragroup analysis was also performed on futsal players depending on player position and compared with the arithmetic means and standard deviations of all variables of the entire sample. Results. compared with their soccer-playing peers, the futsal players were shorter, weighed less, had shorter lower limbs, narrower hips, and smaller hip circumference and bone breadth values. In contrast, higher levels of body fat and endomorphy were noted in this group. The proportion of mesomorphs and ectomorphs were similar in both groups. Futsal goalkeepers were differentiated by greater subcutaneous adiposity and body mass. Defenders had the slimmest body shape, with relatively narrower shoulders and hips, smaller bone breadths, and lower levels of adiposity. The body build of wingers was slightly larger. Pivoters were characterized by greater body height and larger values for the characteristics measuring the lateral trunk dimensions. Conclusions. The observed morphological differences between futsal and soccer players were mainly in body height and height-associated characteristics. This indicates that no specialized approach in futsal recruitment is currently used. This points to the need to develop a specialized approach in the player recruitment stage, as the tactical and

  4. Not all players are equally motivated: The role of narcissism.

    Science.gov (United States)

    Roberts, Ross; Woodman, Tim; Lofthouse, Sian; Williams, Lucy

    2015-01-01

    Research on motivational climates consistently demonstrates that mastery-focused climates are associated with positive outcomes and ego-involving performance climates lead to maladaptive outcomes. However, the role of personality within such a framework has been largely ignored. To redress this imbalance, we examined the potential role of narcissism in moderating the effects of different motivational climates on leader-inspired extra effort in training. Training is where rugby players spend most of their rugby time and we were keen to examine the combination of personality and climate that might maximise the yield of such training environments. Female rugby players (n = 126) from 15 clubs completed measures of narcissism, motivational climate and effort. Moderated regression analyses revealed that narcissism moderated the relationship between motivational climate and effort. Increases in either performance or mastery climates were associated with increases in effort for narcissists; no such relationship was revealed for low narcissists. The findings demonstrate the importance of considering personality within rugby training environments, as it is clear that not every player will respond the same way to specific training conditions. Coaches who understand this and are able to tailor individualised motivational climates will likely gain the greatest benefits from their different players.

  5. Active-constructive-interactive: a conceptual framework for differentiating learning activities.

    Science.gov (United States)

    Chi, Michelene T H

    2009-01-01

    Active, constructive, and interactive are terms that are commonly used in the cognitive and learning sciences. They describe activities that can be undertaken by learners. However, the literature is actually not explicit about how these terms can be defined; whether they are distinct; and whether they refer to overt manifestations, learning processes, or learning outcomes. Thus, a framework is provided here that offers a way to differentiate active, constructive, and interactive in terms of observable overt activities and underlying learning processes. The framework generates a testable hypothesis for learning: that interactive activities are most likely to be better than constructive activities, which in turn might be better than active activities, which are better than being passive. Studies from the literature are cited to provide evidence in support of this hypothesis. Moreover, postulating underlying learning processes allows us to interpret evidence in the literature more accurately. Specifying distinct overt activities for active, constructive, and interactive also offers suggestions for how learning activities can be coded and how each kind of activity might be elicited. Copyright © 2009 Cognitive Science Society, Inc.

  6. Prospective Player-Reported Injuries in Female Youth Fast-Pitch Softball Players.

    Science.gov (United States)

    Smith, Matthew V; Davis, Randi; Brophy, Robert H; Prather, Heidi; Garbutt, Jane; Wright, Rick W

    2015-01-01

    There is a scarcity of literature evaluating injuries in youth fast-pitch softball players. To perform a descriptive analysis of player-reported injuries in youth fast-pitch softball position players and pitchers during a single select-level season. Prospective observation cohort study. Level 3. Ninety-eight athletes (48 pitchers, 50 position players) were followed for a single select fast-pitch softball season. Study participants completed web-based surveys every 3 weeks reporting injuries related to participation in fast-pitch softball. Injury was defined as pain causing cessation of participation in the current game or practice that prevents the player's return to that session or any pain that causes cessation of a player's customary participation on the day after the day of onset. The median age of the study participants was 14 years (range, 9-18 years). There were 49 reported injuries in 98 athletes. The average age was 13 years for those not injured and 14 years for those who were injured (P softball players. Better off-season and preseason conditioning may be a key factor for reducing pitching injuries. Recognition of injury patterns in fast-pitch softball players is critical to developing strategies to keep these athletes competing safely. © 2015 The Author(s).

  7. Real-Time Game Adaptation for Optimizing Player Satisfaction

    DEFF Research Database (Denmark)

    Yannakakis, Georgios; Hallam, John

    2009-01-01

    A methodology for optimizing player satisfaction in games on the "playware" physical interactive platform is demonstrated in this paper. Previously constructed artificial neural network user models, reported in the literature, map individual playing characteristics to reported entertainment...

  8. How to Be Both Rich and Happy: Combining Quantitative and Qualitative Strategic Reasoning about Multi-Player Games

    DEFF Research Database (Denmark)

    Bulling, Nils; Goranko, Valentin

    2013-01-01

    We propose a logical framework combining a game-theoretic study of abilities of agents to achieve quantitative objectives in multi-player games by optimizing payoffs or preferences on outcomes with a logical analysis of the abilities of players for achieving qualitative objectives of players, i.......e., reaching or maintaining game states with desired properties. We enrich concurrent game models with payoffs for the normal form games associated with the states of the model and propose a quantitative extension of the logic ATL* enabling the combination of quantitative and qualitative reasoning....

  9. Game Cinematography: from Camera Control to Player Emotions

    DEFF Research Database (Denmark)

    Burelli, Paolo

    2016-01-01

    Building on the definition of cinematography (Soanes and Stevenson, Oxford dictionary of English. Oxford University Press, Oxford/New York, 2005), game cinematography can be defined as the art of visualizing the content of a computer game. The relationship between game cinematography and its...... traditional counterpart is extremely tight as, in both cases, the aim of cinematography is to control the viewer’s perspective and affect his or her perception of the events represented. However, game events are not necessarily pre-scripted and player interaction has a major role on the quality of a game...... experience; therefore, the role of the camera and the challenges connected to it are different in game cinematography as the virtual camera has to both dynamically react to unexpected events to correctly convey the game story and take into consideration player actions and desires to support her interaction...

  10. Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior

    Directory of Open Access Journals (Sweden)

    Niko Vegt

    2016-12-01

    Full Text Available Serious gaming is used as a means for improving organizational teamwork, yet little is known about the effect of individual game elements constituting serious games. This paper presents a game design experiment aimed at generating knowledge on designing game elements for teamwork. In previous work, we suggested that interaction- and goal-driven rules could guide interdependence and teamwork strategies. Based on this finding, for the present experiment we developed two versions of multiplayer Breakout, varying in rule-sets, designed to elicit player strategies of either dependent competition or dependent cooperation. Results showed that the two rule-sets could generate distinct reported player experiences and observable distinct player behaviors that could be further discriminated into four patterns: expected patterns of helping and ignoring, and unexpected patterns of agreeing and obstructing. Classic game theory was applied to understand the four behavior patterns and made us conclude that goal-driven rules steered players towards competition and cooperation. Interaction rules, in contrast, mainly stimulated dependent competitive behavior, e.g. obstructing each other. Since different types of rules thus led to different player behavior, discriminating in game design between interaction- and goal-driven rules seems relevant. Moreover, our research showed that game theory proved to be useful for understanding goal-driven rules.

  11. A definitional framework for the human/biometric sensor interaction model

    Science.gov (United States)

    Elliott, Stephen J.; Kukula, Eric P.

    2010-04-01

    Existing definitions for biometric testing and evaluation do not fully explain errors in a biometric system. This paper provides a definitional framework for the Human Biometric-Sensor Interaction (HBSI) model. This paper proposes six new definitions based around two classifications of presentations, erroneous and correct. The new terms are: defective interaction (DI), concealed interaction (CI), false interaction (FI), failure to detect (FTD), failure to extract (FTX), and successfully acquired samples (SAS). As with all definitions, the new terms require a modification to the general biometric model developed by Mansfield and Wayman [1].

  12. Structural characterization of framework-gas interactions in the metal-organic framework Co2(dobdc) by in situ single-crystal X-ray diffraction.

    Science.gov (United States)

    Gonzalez, Miguel I; Mason, Jarad A; Bloch, Eric D; Teat, Simon J; Gagnon, Kevin J; Morrison, Gregory Y; Queen, Wendy L; Long, Jeffrey R

    2017-06-01

    The crystallographic characterization of framework-guest interactions in metal-organic frameworks allows the location of guest binding sites and provides meaningful information on the nature of these interactions, enabling the correlation of structure with adsorption behavior. Here, techniques developed for in situ single-crystal X-ray diffraction experiments on porous crystals have enabled the direct observation of CO, CH 4 , N 2 , O 2 , Ar, and P 4 adsorption in Co 2 (dobdc) (dobdc 4- = 2,5-dioxido-1,4-benzenedicarboxylate), a metal-organic framework bearing coordinatively unsaturated cobalt(ii) sites. All these molecules exhibit such weak interactions with the high-spin cobalt(ii) sites in the framework that no analogous molecular structures exist, demonstrating the utility of metal-organic frameworks as crystalline matrices for the isolation and structural determination of unstable species. Notably, the Co-CH 4 and Co-Ar interactions observed in Co 2 (dobdc) represent, to the best of our knowledge, the first single-crystal structure determination of a metal-CH 4 interaction and the first crystallographically characterized metal-Ar interaction. Analysis of low-pressure gas adsorption isotherms confirms that these gases exhibit mainly physisorptive interactions with the cobalt(ii) sites in Co 2 (dobdc), with differential enthalpies of adsorption as weak as -17(1) kJ mol -1 (for Ar). Moreover, the structures of Co 2 (dobdc)·3.8N 2 , Co 2 (dobdc)·5.9O 2 , and Co 2 (dobdc)·2.0Ar reveal the location of secondary (N 2 , O 2 , and Ar) and tertiary (O 2 ) binding sites in Co 2 (dobdc), while high-pressure CO 2 , CO, CH 4 , N 2 , and Ar adsorption isotherms show that these binding sites become more relevant at elevated pressures.

  13. Genre, technology and embodied interaction: The evolution of digital game genres and motion gaming

    Directory of Open Access Journals (Sweden)

    Andreas Gregersen

    2011-11-01

    Full Text Available Technology has been given relatively little attention in genre theory, but this article argues that material technologies can be important components in genre development. The argument is based on a historically informed analysis of digital games, with special attention paid to home console video games and recent genre developments within this domain commonly referred to as motion gaming. The main point is that digital game genres imply structured embodied activity. A constitutive element of digital game mediation is a control interface geared to player embodiment, and I propose the concept of ‘interaction modes’ to describe the coupling of technology and player embodiment and show how this can be integrated with genre theory. The resulting framework allows for increased attention to continuity and change in game and communication genres, material and digital technologies, and the related interaction modes.

  14. A Video Game-Based Framework for Analyzing Human-Robot Interaction: Characterizing Interface Design in Real-Time Interactive Multimedia Applications

    National Research Council Canada - National Science Library

    Richer, Justin; Drury, Jill L

    2006-01-01

    .... This paper segments video game interaction into domain-independent components which together form a framework that can be used to characterize real-time interactive multimedia applications in general...

  15. A scalable pairwise class interaction framework for multidimensional classification

    DEFF Research Database (Denmark)

    Arias, Jacinto; Gámez, Jose A.; Nielsen, Thomas Dyhre

    2016-01-01

    We present a general framework for multidimensional classification that cap- tures the pairwise interactions between class variables. The pairwise class inter- actions are encoded using a collection of base classifiers (Phase 1), for which the class predictions are combined in a Markov random fie...

  16. The interactive systems framework applied to the strategic prevention framework: the Rhode Island experience.

    Science.gov (United States)

    Florin, Paul; Friend, Karen B; Buka, Stephen; Egan, Crystelle; Barovier, Linda; Amodei, Brenda

    2012-12-01

    The Interactive Systems Framework for Dissemination and Implementation (ISF) was introduced as a heuristic systems level model to help bridge the gap between research and practice (Wandersman et al., in Am J Commun Psychol 41:171-181, 2008). This model describes three interacting systems with distinct functions that (1) distill knowledge to develop innovations; (2) provide supportive training and technical assistance for dissemination to; (3) a prevention delivery system responsible for implementation in the field. The Strategic Prevention Framework (SPF) is a major prevention innovation launched by the Center for Substance Abuse Prevention (CSAP) of the Substance Abuse and Mental Health Services Administration (SAMHSA). The SPF offers a structured, sequential, data-driven approach that explicitly targets environmental conditions in the community and aims for change in substance use and problems at the population level. This paper describes how the ISF was applied to the challenges of implementing the SPF in 14 Rhode Island communities, with a focus on the development of a new Training and Technical Assistance Resources Center to support SPF efforts. More specifically, we (1) describe each of the three ISF interacting systems as they evolved in Rhode Island; (2) articulate the lines of communication between the three systems; and (3) examine selected evaluation data to understand relationships between training and technical assistance and SPF implementation and outcomes.

  17. Ranking benchmarks of top 100 players in men's professional tennis.

    Science.gov (United States)

    Reid, Machar; Morris, Craig

    2013-01-01

    In men's professional tennis, players aspire to hold the top ranking position. On the way to the top spot, reaching the top 100 can be seen as a significant career milestone. National Federations undertake extensive efforts to assist their players to reach the top 100. However, objective data considering reasonable ranking yardsticks for top 100 success in men's professional tennis are lacking. Therefore, it is difficult for National Federations and those involved in player development to give empirical programming advice to young players. By taking a closer look at the ranking history of professional male tennis players, this article tries to provide those involved in player development a more objective basis for decision-making. The 100 names, countries, birthdates and ranking histories of the top 100 players listed in the Association of Tennis Professionals (ATP) at 31 December 2009 were recorded from websites in the public domain. Descriptive statistics were reported for the ranking milestones of interest. Results confirmed the merits of the International Tennis Federation's junior tour with 91% of the top 100 professionals earning a junior ranking, the mean peak of which was 94.1, s=148.9. On average, top 100 professionals achieved their best junior rankings and earned their first ATP point at similar ages, suggesting that players compete on both the junior and professional tours during their transition. Once professionally ranked, players took an average 4.5, s=2.1 years to reach the ATP top 100 at the mean age of 21.5, s=2.6 years, which contrasts with the mean current age of the top 100 of 26.8, s=3.2. The best professional rankings of players born in 1982 or earlier were positively related to the ages at which players earned their first ATP point and then entered the top 100, suggesting that the ages associated with these ranking milestones may have some forecasting potential. Future work should focus on the change in top 100 demographics over time as well

  18. Quantum and Information Thermodynamics: A Unifying Framework Based on Repeated Interactions

    Science.gov (United States)

    Strasberg, Philipp; Schaller, Gernot; Brandes, Tobias; Esposito, Massimiliano

    2017-04-01

    We expand the standard thermodynamic framework of a system coupled to a thermal reservoir by considering a stream of independently prepared units repeatedly put into contact with the system. These units can be in any nonequilibrium state and interact with the system with an arbitrary strength and duration. We show that this stream constitutes an effective resource of nonequilibrium free energy, and we identify the conditions under which it behaves as a heat, work, or information reservoir. We also show that this setup provides a natural framework to analyze information erasure ("Landauer's principle") and feedback-controlled systems ("Maxwell's demon"). In the limit of a short system-unit interaction time, we further demonstrate that this setup can be used to provide a thermodynamically sound interpretation to many effective master equations. We discuss how nonautonomously driven systems, micromasers, lasing without inversion and the electronic Maxwell demon can be thermodynamically analyzed within our framework. While the present framework accounts for quantum features (e.g., squeezing, entanglement, coherence), we also show that quantum resources do not offer any advantage compared to classical ones in terms of the maximum extractable work.

  19. A cross-genre study of online gaming: player demographics, motivation for play, and social interactions among players

    OpenAIRE

    Ghuman, D; Griffiths, MD

    2012-01-01

    One key limitation with the contemporary online gaming research literature is that much of the published research has tended to examine only one genre of games (i.e., Massively Multiplayer Online Role Playing Games). Three relatively little studied online games are First Person Shooter (FPS) Games, Role Play Games (RPG) and Real Time Strategy (RTS) Games. Therefore, the current study aimed to examine player behaviour and characteristics in these three different online gaming genres. More spec...

  20. Dialogue Coherence: A Generation Framework

    NARCIS (Netherlands)

    Beun, R.J.; Eijk, R.M. van

    2007-01-01

    This paper presents a framework for the generation of coherent elementary conversational sequences at the speech act level. We will embrace the notion of a cooperative dialogue game in which two players produce speech acts to transfer relevant information with respect to their commitments.

  1. Trophic interaction modifications: an empirical and theoretical framework.

    Science.gov (United States)

    Terry, J Christopher D; Morris, Rebecca J; Bonsall, Michael B

    2017-10-01

    Consumer-resource interactions are often influenced by other species in the community. At present these 'trophic interaction modifications' are rarely included in ecological models despite demonstrations that they can drive system dynamics. Here, we advocate and extend an approach that has the potential to unite and represent this key group of non-trophic interactions by emphasising the change to trophic interactions induced by modifying species. We highlight the opportunities this approach brings in comparison to frameworks that coerce trophic interaction modifications into pairwise relationships. To establish common frames of reference and explore the value of the approach, we set out a range of metrics for the 'strength' of an interaction modification which incorporate increasing levels of contextual information about the system. Through demonstrations in three-species model systems, we establish that these metrics capture complimentary aspects of interaction modifications. We show how the approach can be used in a range of empirical contexts; we identify as specific gaps in current understanding experiments with multiple levels of modifier species and the distributions of modifications in networks. The trophic interaction modification approach we propose can motivate and unite empirical and theoretical studies of system dynamics, providing a route to confront ecological complexity. © 2017 The Authors. Ecology Letters published by CNRS and John Wiley & Sons Ltd.

  2. IGUANA Architecture, Framework and Toolkit for Interactive Graphics

    CERN Document Server

    Alverson, G; Muzaffar, S; Osborne, I; Tuura, L A; Taylor, L; Alverson, George; Eulisse, Giulio; Muzaffar, Shahzad; Osborne, Ianna; Tuura, Lassi A.; Taylor, Lucas

    2003-01-01

    IGUANA is a generic interactive visualisation framework based on a C++ component model. It provides powerful user interface and visualisation primitives in a way that is not tied to any particular physics experiment or detector design. The article describes interactive visualisation tools built using IGUANA for the CMS and D0 experiments, as well as generic GEANT4 and GEANT3 applications. It covers features of the graphical user interfaces, 3D and 2D graphics, high-quality vector graphics output for print media, various textual, tabular and hierarchical data views, and integration with the application through control panels, a command line and different multi-threading models.

  3. GUANA Architecture, Framework and Toolkit for Interactive Graphics

    CERN Document Server

    Alverson, G; Muzaffar, S; Osborne, I; Tuura, L A; Taylor, L

    2003-01-01

    IGUANA is a generic interactive visualisation framework based on a C++ component model. It provides powerful user interface and visualisation primitives in a way that is not tied to any particular physics experiment or detector design. The article describes interactive visualisation tools built using IGUANA for the CMS and D0 experiments, as well as generic GEANT4 and GEANT3 applications. It covers features of the graphical user interfaces, 3D and 2D graphics, high-quality vector graphics output for print media, various textual, tabular and hierarchical data views, and integration with the application through control panels, a command line and different multi-threading models.

  4. How to Be Both Rich and Happy: Combining Quantitative and Qualitative Strategic Reasoning about Multi-Player Games (Extended Abstract

    Directory of Open Access Journals (Sweden)

    Nils Bulling

    2013-03-01

    Full Text Available We propose a logical framework combining a game-theoretic study of abilities of agents to achieve quantitative objectives in multi-player games by optimizing payoffs or preferences on outcomes with a logical analysis of the abilities of players for achieving qualitative objectives of players, i.e., reaching or maintaining game states with desired properties. We enrich concurrent game models with payoffs for the normal form games associated with the states of the model and propose a quantitative extension of the logic ATL* enabling the combination of quantitative and qualitative reasoning.

  5. High league bench players and starters: differences in group interactions, group cohesion, role acceptance and self-confidence in football teams

    OpenAIRE

    Simonenkova Irina Petrovna

    2015-01-01

    Main staff players differ from bench players in their perceptions and demonstrate different responses. This research compares the situation of bench players with the situation of starters in high league Latvian football teams.

  6. Selling Innovations Like Soap: The Interactive Systems Framework and Social Marketing.

    Science.gov (United States)

    McAlindon, Kathryn

    2017-09-01

    Despite the popularity and noted utility of Wandersman and colleagues' (2008) Interactive Systems Framework, the literature currently provides a primary focus on delivery organizations' and supportive stakeholders' capacities and strategies to implement innovations, presenting a critical gap in understanding. Unfortunately, reflective of a larger void in community dissemination and implementation efforts, there is a more limited focus on the dissemination of innovations. This paper presents the social marketing literature as a supplement to the Prevention Synthesis and Translation System (PSTS), the system responsible for dissemination. The study and practice of innovation synthesis and translation is examined in the literature; and based on the conclusions drawn, social marketing theory is used to provide a systematic approach to improving dissemination within the Interactive Systems Framework. Specifically, three gaps related to the PSTS are identified in the literature that align with and can be filled using social marketing. Social marketing is defined and presented as a supplement by providing theory and practices, within a systems context, for effectively communicating and influencing change. By blending social marketing with the Interactive Systems Framework, the aim is to improve the understanding of strategic communication and its role in the effective dissemination, and subsequent implementation, of innovations. © Society for Community Research and Action 2017.

  7. The effect of a complex training program on skating abilities in ice hockey players.

    Science.gov (United States)

    Lee, Changyoung; Lee, Sookyung; Yoo, Jaehyun

    2014-04-01

    [Purpose] Little data exist on systemic training programs to improve skating abilities in ice hockey players. The purpose of this study was to evaluate the effectiveness of a complex training program on skating abilities in ice hockey players. [Methods] Ten male ice hockey players (training group) that engaged in 12 weeks of complex training and skating training and ten male players (control group) that only participated in 12 weeks of skating training completed on-ice skating tests including a 5 time 18 meters shuttle, t-test, Rink dash 5 times, and line drill before, during, and the training. [Results] Significant group-by-time interactions were found in all skating ability tests. [Conclusion] The complex training program intervention for 12 weeks improved their skating abilities of the ice hockey players.

  8. Returning Serve in Tennis: A Qualitative Examination of the Interaction of Anticipatory Information Sources Used by Professional Tennis Players

    Directory of Open Access Journals (Sweden)

    Georgina Vernon

    2018-06-01

    Full Text Available Research has largely focused on the individual contribution of either kinematic or contextual information sources to the anticipatory skill of an expert athlete during a time-stressed situation. Very little research has considered how these two sources of information interact with each other to influence anticipation. The current study used a qualitative interview methodology to investigate this interaction. Eight former or current top 250 professional male tennis players participated in a 30–60 min interview about the interaction of kinematic and contextual information sources and their influence on anticipation. Using an open-coding analysis approach, codes were identified by each researcher from the transcribed interviews and then brought together to identify common themes. The primary themes were consciousness, tactical awareness, contextual information sources, kinematic information sources, mentality/confidence, returner technique or strategy, and build pressure on the server. Secondary themes coded from the participants were returning characteristics and practice. Consequently, a temporal model was developed which demonstrated the sequence and interaction of both kinematic and contextual information sources known to influence expert tennis player’s anticipation.

  9. A Framework for Research in Gamified Mobile Guide Applications using Embodied Conversational Agents (ECAs

    Directory of Open Access Journals (Sweden)

    Ioannis Doumanis

    2015-09-01

    Full Text Available Mobile Guides are mobile applications that provide players with local and location-based services (LBS, such as navigation assistance, where and when they need them most. Advances in mobile technologies in recent years have enabled the gamification of these applications, opening up new opportunities to transfer education and culture through game play. However, adding traditional game elements such as PBLs (points, badges, and leaderboards alone cannot ensure that the intended learning outcomes will be met, as the player’s cognitive resources are shared between the application and the surrounding environment. This distribution of resources prevents players from easily immersing themselves into the educational scenario. Adding artificial conversational characters (ECAs that simulate the social norms found in real-life human-to-human guide scenarios has the potential to address this problem and improve the player’s experience and learning of cultural narratives [1]. Although significant progress has been made towards creating game-like mobile guides with ECAs ([2], [3], there is still a lack of a unified framework that enables researchers and practitioners to investigate the potential effects of such applications to players and how to approach the concepts of player experience, cognitive accessibility and usability in this context. This paper presents a theoretically-well supported research framework consisted of four key components: differences in players, different features of the gamified task, aspects of how the ECA looks, sound or behaves and different mobile environments. Furthermore, it provides based on this framework a working definition of what player experience, cognitive accessibility and usability are in the context of game-like mobile guide applications. Finally, a synthesis of the results of six empirical studies conducted within this research framework is discussed and a series of design guidelines for the effective gamification

  10. The Effectiveness Evaluation among Different Player-Matching Mechanisms in a Multi-Player Quiz Game

    Science.gov (United States)

    Tsai, Fu-Hsing

    2016-01-01

    This study aims to investigate whether different player-matching mechanisms in educational multi-player online games (MOGs) can affect students' learning performance, enjoyment perception and gaming behaviors. Based on the multi-player quiz game, TRIS-Q, developed by Tsai, Tsai and Lin (2015) using a free player-matching (FPM) mechanism, the same…

  11. Evolution of cooperation among game players with non-uniform migration scopes

    International Nuclear Information System (INIS)

    Zhang, Chunyan; Zhang, Jianlei; Xie, Guangming

    2014-01-01

    In social dilemmas, cooperation among randomly interacting individuals is often hard to achieve. The situation changes if migration takes place, where game structure jointly evolves with the migration from adverse neighborhoods. Here we introduce a framework combining migration with the individual heterogeneity of migration scopes. When faced with a gloomy outlook, some players prefer vacant sites within their adjacent neighborhoods, while others may migrate within the whole network, provided the sites are empty. Thus, we can make a thorough inquiry of the sustainability of cooperation in a spatially distributed population divided by these two groups, and all possible mixtures between them. Our main result is that small-scope migration and suitable population density can gear up high cooperation levels in the midst of dense populations structured by scale-free networks, while large-scope migration and sparsity favor the cooperator clustering among lattice-structured populations. In this sense, the conditions for the emergence of cooperation are prevailingly created by the spatial reciprocity, and migration also has enough potential to help cooperation to prevail in suitable combination of game parameters in dynamics (e.g., population density, the type of interaction structure and also the migration scope)

  12. Frontal lobe function in chess players.

    Science.gov (United States)

    Nejati, Majid; Nejati, Vahid

    2012-01-01

    Chess is considered as a cognitive game because of severe engagement of the mental resources during playing. The purpose of this study is evaluation of frontal lobe function of chess players with matched non-players. Wisconsin Card Sorting Test (WCST) data showed no difference between the player and non-player groups in preservation error and completed categories but surprisingly showed significantly lower grade of the player group in correct response. Our data reveal that chess players don't have any preference in any stage of Stroop test. Chess players don't have any preference in selective attention, inhibition and executive cognitive function. Chess players' have lower shifting abilities than non-players.

  13. A comparison of static near stereo acuity in youth baseball/softball players and non-ball players.

    Science.gov (United States)

    Boden, Lauren M; Rosengren, Kenneth J; Martin, Daniel F; Boden, Scott D

    2009-03-01

    Although many aspects of vision have been investigated in professional baseball players, few studies have been performed in developing athletes. The issue of whether youth baseball players have superior stereopsis to nonplayers has not been addressed specifically. The purpose of this study was to determine if youth baseball/softball players have better stereo acuity than non-ball players. Informed consent was obtained from 51 baseball/softball players and 52 non-ball players (ages 10 to 18 years). Subjects completed a questionnaire, and their static near stereo acuity was measured using the Randot Stereotest (Stereo Optical Company, Chicago, Illinois). Stereo acuity was measured as the seconds of arc between the last pair of images correctly distinguished by the subject. The mean stereo acuity score was 25.5 +/- 1.7 seconds of arc in the baseball/softball players and 56.2 +/- 8.4 seconds of arc in the non-ball players. This difference was statistically significant (P softball players had significantly better static stereo acuity than non-ball players, comparable to professional ball players.

  14. Joint Interactions in Large Online Knowledge Communities: The A[subscript 3]C Framework

    Science.gov (United States)

    Jeong, Heisawn; Cress, Ulrike; Moskaliuk, Johannes; Kimmerle, Joachim

    2017-01-01

    Social interaction is crucial for understanding individual and collective processes in knowledge communities. We describe how technology has changed the way people interact in large communities. Building on this description, we propose a framework that distinguishes four types of joint interactions in online knowledge communities: Attendance,…

  15. Veto players

    NARCIS (Netherlands)

    Warntjen, Andreas; Dowding, Keith

    2010-01-01

    Veto players are political actors whose consent is necessary to adopt a new policy. Put otherwise, they have veto power which allows them to prevent a change to the status quo. The concept is crucial to the influential veto player theory developed by George Tsebelis. Building on earlier work in

  16. An algorithmic interactive planning framework in support of sustainable technologies

    Science.gov (United States)

    Prica, Marija D.

    This thesis addresses the difficult problem of generation expansion planning that employs the most effective technologies in today's changing electric energy industry. The electrical energy industry, in both the industrialized world and in developing countries, is experiencing transformation in a number of different ways. This transformation is driven by major technological breakthroughs (such as the influx of unconventional smaller-scale resources), by industry restructuring, changing environmental objectives, and the ultimate threat of resource scarcity. This thesis proposes a possible planning framework in support of sustainable technologies where sustainability is viewed as a mix of multiple attributes ranging from reliability and environmental impact to short- and long-term efficiency. The idea of centralized peak-load pricing, which accounts for the tradeoffs between cumulative operational effects and the cost of new investments, is the key concept in support of long-term planning in the changing industry. To start with, an interactive planning framework for generation expansion is posed as a distributed decision-making model. In order to reconcile the distributed sub-objectives of different decision makers with system-wide sustainability objectives, a new concept of distributed interactive peak load pricing is proposed. To be able to make the right decisions, the decision makers must have sufficient information about the estimated long-term electricity prices. The sub-objectives of power plant owners and load-serving entities are profit maximization. Optimized long-term expansion plans based on predicted electricity prices are communicated to the system-wide planning authority as long-run bids. The long-term expansion bids are cleared by the coordinating planner so that the system-wide long-term performance criteria are satisfied. The interactions between generation owners and the coordinating planning authority are repeated annually. We view the proposed

  17. IFN-β: A Contentious Player in Host–Pathogen Interaction in Tuberculosis

    Science.gov (United States)

    Sabir, Naveed; Hussain, Tariq; Shah, Syed Zahid Ali; Zhao, Deming; Zhou, Xiangmei

    2017-01-01

    Tuberculosis (TB) is a major health threat to the human population worldwide. The etiology of the disease is Mycobacterium tuberculosis (Mtb), a highly successful intracellular pathogen. It has the ability to manipulate the host immune response and to make the intracellular environment suitable for its survival. Many studies have addressed the interactions between the bacteria and the host immune cells as involving many immune mediators and other cellular players. Interferon-β (IFN-β) signaling is crucial for inducing the host innate immune response and it is an important determinant in the fate of mycobacterial infection. The role of IFN-β in protection against viral infections is well established and has been studied for decades, but its role in mycobacterial infections remains much more complicated and debatable. The involvement of IFN-β in immune evasion mechanisms adopted by Mtb has been an important area of investigation in recent years. These advances have widened our understanding of the pro-bacterial role of IFN-β in host–pathogen interactions. This pro-bacterial activity of IFN-β appears to be correlated with its anti-inflammatory characteristics, primarily by antagonizing the production and function of interleukin 1β (IL-1β) and interleukin 18 (IL-18) through increased interleukin 10 (IL-10) production and by inhibiting the nucleotide-binding domain and leucine-rich repeat protein-3 (NLRP3) inflammasome. Furthermore, it also fails to provoke a proper T helper 1 (Th1) response and reduces the expression of major histocompatibility complex II (MHC-II) and interferon-γ receptors (IFNGRs). Here we will review some studies to provide a paradigm for the induction, regulation, and role of IFN-β in mycobacterial infection. Indeed, recent studies suggest that IFN-β plays a role in Mtb survival in host cells and its downregulation may be a useful therapeutic strategy to control Mtb infection. PMID:29258190

  18. Frontal Lobe Function in Chess Players

    Directory of Open Access Journals (Sweden)

    Vahid Nejati

    2012-05-01

    Full Text Available Chess is considered as a cognitive game because of severe engagement of the mental resources during playing. The purpose of this study is evaluation of frontal lobe function of chess players with matched non-players. Wisconsin Card Sorting Test (WCST data showed no difference between the player and non-player groups in preservation error and completed categories but surprisingly showed significantly lower grade of the player group in correct response. Our data reveal that chess players dont have any preference in any stage of Stroop test. Chess players dont have any preference in selective attention, inhibition and executive cognitive function. Chess players' have lower shifting abilities than non-players.

  19. Interactive Virtual Cinematography

    OpenAIRE

    Burelli, Paolo

    2012-01-01

    A virtual camera represents the point-of-view of the player through which sheperceives the game world and gets feedback on her actions. Thus, the virtualcamera plays a vital role in 3D computer games and aects player experienceand enjoyability in games. Interactive virtual cinematography is the process ofvisualising the content of a virtual environment by positioning and animatingthe virtual camera in the context of interactive applications such as a computergame.Camera placement and animatio...

  20. Prospective Player-Reported Injuries in Female Youth Fast-Pitch Softball Players

    Science.gov (United States)

    Smith, Matthew V.; Davis, Randi; Brophy, Robert H.; Prather, Heidi; Garbutt, Jane; Wright, Rick W.

    2015-01-01

    Background: There is a scarcity of literature evaluating injuries in youth fast-pitch softball players. Purpose: To perform a descriptive analysis of player-reported injuries in youth fast-pitch softball position players and pitchers during a single select-level season. Study Design: Prospective observation cohort study. Level of Evidence: Level 3. Methods: Ninety-eight athletes (48 pitchers, 50 position players) were followed for a single select fast-pitch softball season. Study participants completed web-based surveys every 3 weeks reporting injuries related to participation in fast-pitch softball. Injury was defined as pain causing cessation of participation in the current game or practice that prevents the player’s return to that session or any pain that causes cessation of a player’s customary participation on the day after the day of onset. Results: The median age of the study participants was 14 years (range, 9-18 years). There were 49 reported injuries in 98 athletes. The average age was 13 years for those not injured and 14 years for those who were injured (P softball players. Better off-season and preseason conditioning may be a key factor for reducing pitching injuries. Clinical Relevance: Recognition of injury patterns in fast-pitch softball players is critical to developing strategies to keep these athletes competing safely. PMID:26502442

  1. Soil fauna-microbe interactions: towards a conceptual framework for research.

    NARCIS (Netherlands)

    Hassall, M.; Adl, S.; Berg, M.P.; Griffiths, B.; Scheu, S.

    2006-01-01

    We explore the potential for applying broad ecological theories to interactions between soil animals and micro-organisms to generate a predictive framework within which more hypothesis led research can be undertaken. The paper stems from discussions during a workshop at the XIVth International

  2. A survey of commercial frameworks for the Internet of Things

    OpenAIRE

    Derhamy, Hasan; Eliasson, Jens; Delsing, Jerker; Priller, Peter

    2015-01-01

    In 2011 Ericsson and Cisco estimated 50 billion Internet connected devices by 2020, encouraged by this industry is developing application frameworks to scale the Internet of Things. This paper presents a survey of commercial frameworks and platforms designed for developing and running Internet of Things applications. The survey covers frameworks supported by big players in the software and electronics industries. The frameworks are evaluated against criteria such as architectural approach, in...

  3. Visual complexity, player experience, performance and physical exertion in motion-based games for older adults

    OpenAIRE

    Smeddinck, Jan D.; Gerling, Kathrin M.; Tiemkeo, Saranat

    2013-01-01

    Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, how the player experience affects the way older adults interact with motion-based games, and how this can relate to therapy goals. In our work, we decompose the player experience of older adults engaging with motion-based games, focusing on the e...

  4. A COMPARISON OF THE ANTHROPOMETRIC PARAMETERS BETWEEN BASKETBALL PLAYERS, HANDBALL PLAYERS AND VOLLEYBALL PLAYERS

    OpenAIRE

    Florian Miftari; Juel Jarani; Dhimitraq Stratoberdha; Hazir Salihu

    2017-01-01

    The purpose of this study was to compare the anthropometric measurement to the professional players of the three different disciplines of basketball, handball and volleyball. . For each player anthropometric measurements such as weight, body height, waist circumference, BMI and skinfold calculation on different sports are performed. Differences in terms of anthropometric measurements were assessed by independent static tests and the differences for each variable for each sport were evaluated ...

  5. Molecular players involved in the interaction between beneficial bacteria and the immune system

    Directory of Open Access Journals (Sweden)

    Arancha eHevia

    2015-11-01

    Full Text Available The human gastrointestinal tract is a very complex ecosystem, in which there is a continuous interaction between nutrients, host cells, and microorganisms. The gut microbiota comprises trillions of microbes that have been selected during evolution on the basis of their functionality and capacity to survive in, and adapt to, the intestinal environment. Host bacteria and our immune system constantly sense and react to one another. In this regard, commensal microbes contribute to gut homeostasis, whereas the necessary responses are triggered against enteropathogens. Some representatives of our gut microbiota have beneficial effects on human health. Some of the most important roles of these microbes are to help to maintain the integrity of the mucosal barrier, to provide nutrients such as vitamins, or to protect against pathogens. In addition, the interaction between commensal microbiota and the mucosal immune system is crucial for proper immune function. This process is mainly performed via the pattern recognition receptors of epithelial cells, such as Toll-like or Nod-like receptors, which are able to recognize the molecular effectors that are produced by intestinal microbes. These effectors mediate processes that can ameliorate certain inflammatory gut disorders, discriminate between beneficial and pathogenic bacteria, or increase the number of immune cells or their pattern recognition receptors. This review intends to summarize the molecular players produced by probiotic bacteria, notably Lactobacillus and Bifidobacterium strains, but also other very promising potential probiotics, which affect the human immune system.

  6. Verbal Communication of Story Facilitators in Multi-player Role-Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Brolund, Thea; Hitchens, Michael

    2008-01-01

    Multi-player role-playing games form one of the key examples of interactive, emergent and collaborative storytelling systems available. These games and the collaborative stories that they create, are commonly facilitated by a specialized participant, the game master. In the current study, the ver......Multi-player role-playing games form one of the key examples of interactive, emergent and collaborative storytelling systems available. These games and the collaborative stories that they create, are commonly facilitated by a specialized participant, the game master. In the current study......, the verbal communication of game masters in a series of role-playing game sessions is categorized and analyzed depending on form and content, using protocol analysis, establishing a model for the verbal communication of game masters....

  7. Summarising the 7 Dimensions of an Action-Oriented Framework for Video Games

    Directory of Open Access Journals (Sweden)

    Pedro Cardoso

    2016-11-01

    Full Text Available This article summarises our Ph.D. thesis – an analytical view on the player-game relationship through the lens of an action-oriented framework, centred on fundamental entities defined as actors, entities through which action is enacted in the game and of which the player and the game system are a part of. With this in mind, the grounding principles of this framework are seeded in a transition of action into experience, based on communicational systems that structure the dynamic formation of networks of actors from which distinct behaviours emerge, which, in turn, promote the enactment of diverse sequences of events establishing narrative, which is a source of experience of the player. Chronology, responsiveness, thinking and actuation, transcoding, focus, depth, and traversal are the 7 dimensions we unveiled through the lens of this action-oriented framework. This work proposes that video games can be regarded as action-based artefacts and a call to awareness for game designers that when designing for action they are working with the foundations on which video games are built upon. 

  8. A tabletop interactive storytelling system: designing for social interaction

    NARCIS (Netherlands)

    Alofs, Thijs; Theune, Mariet; Swartjes, I.M.T.

    This paper presents the Interactive Storyteller, a multi-user interface for AI-based interactive storytelling, where stories emerge from the interaction of human players with intelligent characters in a simulated story world. To support face-to-face contact and social interaction, we position users

  9. A unified framework for building high performance DVEs

    Science.gov (United States)

    Lei, Kaibin; Ma, Zhixia; Xiong, Hua

    2011-10-01

    A unified framework for integrating PC cluster based parallel rendering with distributed virtual environments (DVEs) is presented in this paper. While various scene graphs have been proposed in DVEs, it is difficult to enable collaboration of different scene graphs. This paper proposes a technique for non-distributed scene graphs with the capability of object and event distribution. With the increase of graphics data, DVEs require more powerful rendering ability. But general scene graphs are inefficient in parallel rendering. The paper also proposes a technique to connect a DVE and a PC cluster based parallel rendering environment. A distributed multi-player video game is developed to show the interaction of different scene graphs and the parallel rendering performance on a large tiled display wall.

  10. A new framework for interactive quality assessment with application to light field coding

    Science.gov (United States)

    Viola, Irene; Ebrahimi, Touradj

    2017-09-01

    In recent years, light field has experienced a surge of popularity, mainly due to the recent advances in acquisition and rendering technologies that have made it more accessible to the public. Thanks to image-based rendering techniques, light field contents can be rendered in real time on common 2D screens, allowing virtual navigation through the captured scenes in an interactive fashion. However, this richer representation of the scene poses the problem of reliable quality assessments for light field contents. In particular, while subjective methodologies that enable interaction have already been proposed, no work has been done on assessing how users interact with light field contents. In this paper, we propose a new framework to subjectively assess the quality of light field contents in an interactive manner and simultaneously track users behaviour. The framework is successfully used to perform subjective assessment of two coding solutions. Moreover, statistical analysis performed on the results shows interesting correlation between subjective scores and average interaction time.

  11. Soccer Players Cultural Capital and Its Impact on Migration

    Directory of Open Access Journals (Sweden)

    Križaj Jožef

    2016-12-01

    Full Text Available The purpose of this study was to identify factors that constituted the cultural capital among soccer players. We assumed that in the increasingly globalized world of professional soccer, a player’s success would often depend on migrating and adjusting to life in other countries. Willingness to migrate and successful adjustment are tied to player’s previous attitudes and/or behaviours (habitus, significant support from others, including family members, and previous experiences and success in sports and education. Our hypothesised model of the cultural capital was based on the Pierre Bourdieu’s theoretical framework. It consisted of 26 variables related to three sets of factors: soccer experiences, a family context and support, and educational achievements of the players and their parents. The model was tested using a sample of 79 current soccer coaches who also had been players at the elite level. A factor analysis was used to empirically verify the content of the hypothetical model of the soccer players’ cultural capital. Nine latent factors were extracted and together, they accounted for 55.01% of the total model variance. Individual factors obtained showed a sufficient level of substantial connection. The Cronbach’s alpha value of 0.77 confirmed the internal consistency of the operationalised variables in the hypothetical model. In addition, the impact of these aforementioned life dimensions on the migration of soccer players was studied. The results of the binary logistic regression analysis showed that the first factor of the hypothetical model (F1 had 2.2 times and the second factor (F8 had 3.9 times higher odds for migration abroad. Sociocultural findings using this new assessment approach could help create better “success conditions” in the talent development of young players.

  12. Soccer Players Cultural Capital and Its Impact on Migration

    Science.gov (United States)

    Leskošek, Bojan; Vodičar, Janez; Topič, Mojca Doupona

    2016-01-01

    Abstract The purpose of this study was to identify factors that constituted the cultural capital among soccer players. We assumed that in the increasingly globalized world of professional soccer, a player’s success would often depend on migrating and adjusting to life in other countries. Willingness to migrate and successful adjustment are tied to player’s previous attitudes and/or behaviours (habitus), significant support from others, including family members, and previous experiences and success in sports and education. Our hypothesised model of the cultural capital was based on the Pierre Bourdieu’s theoretical framework. It consisted of 26 variables related to three sets of factors: soccer experiences, a family context and support, and educational achievements of the players and their parents. The model was tested using a sample of 79 current soccer coaches who also had been players at the elite level. A factor analysis was used to empirically verify the content of the hypothetical model of the soccer players’ cultural capital. Nine latent factors were extracted and together, they accounted for 55.01% of the total model variance. Individual factors obtained showed a sufficient level of substantial connection. The Cronbach’s alpha value of 0.77 confirmed the internal consistency of the operationalised variables in the hypothetical model. In addition, the impact of these aforementioned life dimensions on the migration of soccer players was studied. The results of the binary logistic regression analysis showed that the first factor of the hypothetical model (F1) had 2.2 times and the second factor (F8) had 3.9 times higher odds for migration abroad. Sociocultural findings using this new assessment approach could help create better “success conditions” in the talent development of young players. PMID:28031770

  13. Interactive Genetic Algorithm - An Adaptive and Interactive Decision Support Framework for Design of Optimal Groundwater Monitoring Plans

    Science.gov (United States)

    Babbar-Sebens, M.; Minsker, B. S.

    2006-12-01

    In the water resources management field, decision making encompasses many kinds of engineering, social, and economic constraints and objectives. Representing all of these problem dependant criteria through models (analytical or numerical) and various formulations (e.g., objectives, constraints, etc.) within an optimization- simulation system can be a very non-trivial issue. Most models and formulations utilized for discerning desirable traits in a solution can only approximate the decision maker's (DM) true preference criteria, and they often fail to consider important qualitative and incomputable phenomena related to the management problem. In our research, we have proposed novel decision support frameworks that allow DMs to actively participate in the optimization process. The DMs explicitly indicate their true preferences based on their subjective criteria and the results of various simulation models and formulations. The feedback from the DMs is then used to guide the search process towards solutions that are "all-rounders" from the perspective of the DM. The two main research questions explored in this work are: a) Does interaction between the optimization algorithm and a DM assist the system in searching for groundwater monitoring designs that are robust from the DM's perspective?, and b) How can an interactive search process be made more effective when human factors, such as human fatigue and cognitive learning processes, affect the performance of the algorithm? The application of these frameworks on a real-world groundwater long-term monitoring (LTM) case study in Michigan highlighted the following salient advantages: a) in contrast to the non-interactive optimization methodology, the proposed interactive frameworks were able to identify low cost monitoring designs whose interpolation maps respected the expected spatial distribution of the contaminants, b) for many same-cost designs, the interactive methodologies were able to propose multiple alternatives

  14. A generic framework for individual-based modelling and physical-biological interaction

    DEFF Research Database (Denmark)

    Christensen, Asbjørn; Mariani, Patrizio; Payne, Mark R.

    2018-01-01

    The increased availability of high-resolution ocean data globally has enabled more detailed analyses of physical-biological interactions and their consequences to the ecosystem. We present IBMlib, which is a versatile, portable and computationally effective framework for conducting Lagrangian...... scales. The open-source framework features a minimal robust interface to facilitate the coupling between individual-level biological models and oceanographic models, and we provide application examples including forward/backward simulations, habitat connectivity calculations, assessing ocean conditions...

  15. The relationship between avatar's capital and player's gaming orientation : a study in Final Fantasy XIV

    OpenAIRE

    Korkeila, Henry

    2017-01-01

    The world's digitalization has changed our lives in numerous ways. Digitalization has changed how people consume entertainment and video games are just one example of this. Persistent online game worlds where a massive number of players can interact with each other around the clock were non-existent two decades ago. Player studies is still in its infancy, because it is not fully understood yet what kind of lives the players have in these online virtual worlds. One way to look at the lives of ...

  16. UniDA: Uniform Device Access Framework for Human Interaction Environments

    Directory of Open Access Journals (Sweden)

    Santiago Vazquez-Rodriguez

    2011-09-01

    Full Text Available Human interaction environments (HIE must be understood as any place where people carry out their daily life, including their work, family life, leisure and social life, interacting with technology to enhance or facilitate the experience. The integration of technology in these environments has been achieved in a disorderly and incompatible way, with devices operating in isolated islands with artificial edges delimited by the manufacturers. In this paper we are presenting the UniDA framework, an integral solution for the development of systems that require the integration and interoperation of devices and technologies in HIEs. It provides developers and installers with a uniform conceptual framework capable of modelling an HIE, together with a set of libraries, tools and devices to build distributed instrumentation networks with support for transparent integration of other technologies. A series of use case examples and a comparison to many of the existing technologies in the field has been included in order to show the benefits of using UniDA.

  17. A Conceptual Framework of Immersive Shared Environments Emphasizing Social Interaction

    Directory of Open Access Journals (Sweden)

    Mi Jeong Kim

    2015-11-01

    Full Text Available The effectiveness of visual displays has often been linked to the sense of presence embodied by immersive visualization. However, efforts analyzing how presence is associated with multi-users’ quality of communication, including visualization capabilities to assist in architecture, engineering and construction (AEC, are still unfolding. This research is an exploratory study on social interaction, which aims to improve the presentation and communication of complex data through immersive simulation techniques. This paper reviews key concepts such as presence and immersion to identify factors that influence communication in the representative literature. It then introduces the Hub for Immersive Visualization and eResearch (HIVE with a focus on the technological components. Finally it presents a conceptual framework of immersive shared environment, which enables multi-users to understand how to implement social interaction in a system efficiently or to determine whether a visualization system could support communication effectively. Future studies to validate the proposed framework are discussed, particularly in the context of cognitive factors in a shared environment.

  18. A Video Game-Based Framework for Analyzing Human-Robot Interaction: Characterizing Interface Design in Real-Time Interactive Multimedia Applications

    Science.gov (United States)

    2006-01-01

    segments video game interaction into domain-independent components which together form a framework that can be used to characterize real-time interactive...multimedia applications in general and HRI in particular. We provide examples of using the components in both the video game and the Unmanned Aerial

  19. Player and Game Characteristics and Head Impacts in Female Youth Ice Hockey Players.

    Science.gov (United States)

    Reed, Nick; Taha, Tim; Greenwald, Richard; Keightley, Michelle

    2017-08-01

      Despite the growing popularity of ice hockey among female youth and interest in the biomechanics of head impacts in sport, the head impacts sustained by this population have yet to be characterized.   To describe the number of, biomechanical characteristics of, and exposure to head impacts of female youth ice hockey players during competition and to investigate the influences of player and game characteristics on head impacts.   Cohort study.   Twenty-seven female youth ice hockey players (mean age = 12.5 ± 0.52 years) wore instrumented ice hockey helmets during 66 ice hockey games over a 3-year period. Data specific to player, game, and biomechanical head impact characteristics were recorded. A multiple regression analysis identified factors most associated with head impacts of greater frequency and severity.   A total of 436 total head impacts were sustained during 6924 minutes of active ice hockey participation (0.9 ± 0.6 impacts per player per game; range, 0-2.1). A higher body mass index (BMI) significantly predicted a higher number of head impacts sustained per game (P = .008). Linear acceleration of head impacts was greater in older players and those who played the forward position, had a greater BMI, and spent more time on the ice (P = .008), whereas greater rotational acceleration was present in older players who had a greater BMI and played the forward position (P = .008). During tournament games, increased ice time predicted increased severity of head impacts (P = .03).   This study reveals for the first time that head impacts are occurring in female youth ice hockey players, albeit at a lower rate and severity than in male youth ice hockey players, despite the lack of intentional body checking.

  20. Play, Create, Share? Console Gaming, Player Production and Agency

    Directory of Open Access Journals (Sweden)

    Olli Sotamaa

    2010-07-01

    Full Text Available Digital games have been frequently used to illustrate the new organisational frameworks that are based on persuading users to carry out tasks and assignments not traditionally associated with them. However coined, ‘user-innovation’ (von Hippel, 2005, ‘crowdsourcing’ (Howe, 2008 or ‘pro-am revolution’ (Leadbeater and Miller, 2004, contemporary examples of this phenomena always include digital games. A closer look at the recent open innovation manifestos reveals that the oft-cited examples come almost entirely from PC games while console games remain mostly non-existent in these texts. It is clear that PC and console games differ both in use and in the cultures they create (Taylor, 2007. Equally, the technological and economic backgrounds of the market sectors have their differences (Kerr, 2006.The concept of LittleBigPlanet, a console game inherently dependent on player production, challenges the neat binary of some much cited arguments about tethered appliances. The first set of research questions rises from this observation. What are the technical and economic constraints and affordances the console as a platform uses to position the productive activities of players? How do these differ from the forms of player production typical of PC gaming (see Sotamaa, 2007a; and Sotamaa, 2007b?

  1. Active Learning for Player Modeling

    DEFF Research Database (Denmark)

    Shaker, Noor; Abou-Zleikha, Mohamed; Shaker, Mohammad

    2015-01-01

    Learning models of player behavior has been the focus of several studies. This work is motivated by better understanding of player behavior, a knowledge that can ultimately be employed to provide player-adapted or personalized content. In this paper, we propose the use of active learning for player...... experience modeling. We use a dataset from hundreds of players playing Infinite Mario Bros. as a case study and we employ the random forest method to learn mod- els of player experience through the active learning approach. The results obtained suggest that only part of the dataset (up to half the size...... that the method can be used online during the content generation process where the mod- els can improve and better content can be presented as the game is being played....

  2. Framework for Interactive Parallel Dataset Analysis on the Grid

    Energy Technology Data Exchange (ETDEWEB)

    Alexander, David A.; Ananthan, Balamurali; /Tech-X Corp.; Johnson, Tony; Serbo, Victor; /SLAC

    2007-01-10

    We present a framework for use at a typical Grid site to facilitate custom interactive parallel dataset analysis targeting terabyte-scale datasets of the type typically produced by large multi-institutional science experiments. We summarize the needs for interactive analysis and show a prototype solution that satisfies those needs. The solution consists of desktop client tool and a set of Web Services that allow scientists to sign onto a Grid site, compose analysis script code to carry out physics analysis on datasets, distribute the code and datasets to worker nodes, collect the results back to the client, and to construct professional-quality visualizations of the results.

  3. Coaches' interpersonal style, basic psychological needs and the well- and ill-being of young soccer players: a longitudinal analysis.

    Science.gov (United States)

    Balaguer, Isabel; González, Lorena; Fabra, Priscila; Castillo, Isabel; Mercé, Juan; Duda, Joan L

    2012-01-01

    This study entailed a longitudinal test of basic psychological needs theory, a sub-theory in the self-determination framework (Deci & Ryan, 2000), in young soccer players. We examined whether changes in soccer players' perceptions of the coaches' interpersonal style (autonomy supportive and controlling) predicted changes in the players' need satisfaction/need thwarting, and in turn, variability in their reported subjective vitality and burnout over the course of a season. Young male soccer players (M = 12.58 ± 0.54 years) completed a questionnaire at two time points in the season [n(T1) = 725; n(T2) = 597]. Changes in the players' perceptions of an autonomy supportive environment significantly predicted changes in psychological need satisfaction (positively) and in psychological need thwarting (negatively). Changes in psychological need satisfaction positively predicted changes in subjective vitality and negatively related to cross-time variation in global burnout scores. In contrast, changes in the players' perceptions of a controlling coach-created environment were positively associated with changes in psychological need thwarting that corresponded to increases in player burnout. Finally, results provided support for the assumed mediational roles of psychological need satisfaction and need thwarting in the social environment to well- and ill-being relationships.

  4. A sampling framework for incorporating quantitative mass spectrometry data in protein interaction analysis.

    Science.gov (United States)

    Tucker, George; Loh, Po-Ru; Berger, Bonnie

    2013-10-04

    Comprehensive protein-protein interaction (PPI) maps are a powerful resource for uncovering the molecular basis of genetic interactions and providing mechanistic insights. Over the past decade, high-throughput experimental techniques have been developed to generate PPI maps at proteome scale, first using yeast two-hybrid approaches and more recently via affinity purification combined with mass spectrometry (AP-MS). Unfortunately, data from both protocols are prone to both high false positive and false negative rates. To address these issues, many methods have been developed to post-process raw PPI data. However, with few exceptions, these methods only analyze binary experimental data (in which each potential interaction tested is deemed either observed or unobserved), neglecting quantitative information available from AP-MS such as spectral counts. We propose a novel method for incorporating quantitative information from AP-MS data into existing PPI inference methods that analyze binary interaction data. Our approach introduces a probabilistic framework that models the statistical noise inherent in observations of co-purifications. Using a sampling-based approach, we model the uncertainty of interactions with low spectral counts by generating an ensemble of possible alternative experimental outcomes. We then apply the existing method of choice to each alternative outcome and aggregate results over the ensemble. We validate our approach on three recent AP-MS data sets and demonstrate performance comparable to or better than state-of-the-art methods. Additionally, we provide an in-depth discussion comparing the theoretical bases of existing approaches and identify common aspects that may be key to their performance. Our sampling framework extends the existing body of work on PPI analysis using binary interaction data to apply to the richer quantitative data now commonly available through AP-MS assays. This framework is quite general, and many enhancements are likely

  5. Concussions are associated with decreased batting performance among Major League Baseball players.

    Science.gov (United States)

    Wasserman, Erin B; Abar, Beau; Shah, Manish N; Wasserman, Daniel; Bazarian, Jeffrey J

    2015-05-01

    Concussions impair balance, visual acuity, and reaction time--all of which are required for high-level batting performance--but the effects of concussion on batting performance have not been reported. The authors examined this relationship between concussion and batting performance among Major League Baseball (MLB) players. Batting performance among concussed MLB players will be worse upon return to play than batting performance among players missing time for noninjury reasons. Cohort study; Level of evidence, 3. The authors identified MLB players who sustained a concussion between 2007 and 2013 through league disabled-list records and a Baseball Prospectus database. For a comparison group, they identified players who went on paternity or bereavement leave during the same period. Using repeated-measures generalized linear models, the authors compared 7 batting metrics between the 2 groups for the 2 weeks upon return, as well as 4 to 6 weeks after return, controlling for pre-leave batting metrics, number of days missed, and position. The authors identified 66 concussions and 68 episodes of bereavement/paternity leave to include in the analysis. In the 2 weeks after return, batting average (.235 vs .266), on-base percentage (.294 vs .326), slugging percentage (.361 vs .423), and on-base plus slugging (.650 vs .749) were significantly lower among concussed players relative to the bereavement/paternity leave players (time×group interaction, Pperformance after concussion is adversely affected and to identify better measures to use for return-to-play decisions. © 2015 The Author(s).

  6. Impact locations and concussion outcomes in high school football player-to-player collisions.

    Science.gov (United States)

    Kerr, Zachary Y; Collins, Christy L; Mihalik, Jason P; Marshall, Stephen W; Guskiewicz, Kevin M; Comstock, R Dawn

    2014-09-01

    Little research has examined concussion outcomes in terms of impact location (ie, the area on the head in which the impact occurred). This study describes the epidemiology of concussions resulting from player-to-player collision in high school football by impact location. National High School Sports-Related Injury Surveillance Study data (2008/2009-2012/2013) were analyzed to calculate rates and describe circumstances of football concussion (eg, symptomology, symptom resolution time, return to play) resulting from player-to-player collisions by impact location (ie, front-, back-, side-, and top-of-the-head). Most concussions resulting from player-to-player collisions occurred from front-of-the-head (44.7%) and side-of-the-head (22.3%) impacts. Number of symptoms reported, prevalence of reported symptoms, symptom resolution time, and length of time to return to play were not associated with impact location. However, a larger proportion of football players sustaining concussions from top-of-the-head impacts experienced loss of consciousness (8.0%) than those sustaining concussions from impacts to other areas of the head (3.5%) (injury proportion ratio 2.3; 95% confidence interval 1.2-4.2; P = .008). Players had their head down at the time of impact in a higher proportion of concussions caused by top-of-the-head impacts (86.4%) than concussions from impacts to other areas of the head (24.0%) (injury proportion ratio 3.6; 95% confidence interval 3.2-4.0; P impact location. Recommended strategies for reducing the proportion of top-of-the-head impacts include improved education regarding tackling with proper "head-up" technique. Copyright © 2014 by the American Academy of Pediatrics.

  7. Physical fitness of elite Belgian soccer players by player position.

    Science.gov (United States)

    Boone, Jan; Vaeyens, Roel; Steyaert, Adelheid; Vanden Bossche, Luc; Bourgois, Jan

    2012-08-01

    The purpose of this study was to gain an insight into the physical and physiological profile of elite Belgian soccer players with specific regard to the player's position on the field. The sample consisted of 289 adult players from 6 different first division teams. The players were divided into 5 subgroups (goalkeepers, center backs, full backs, midfielders, and strikers) according to their self-reported best position on the field. The subjects performed anaerobic (10-m sprint, 5 × 10-m shuttle run [SR], squat jump [SJ], and countermovement jump [CMJ]) and aerobic (incremental running protocol) laboratory tests. The strikers had significantly shorter sprinting times (5-, 5- to 10-m time, and SR) compared with the midfielders, center backs, and goalkeepers, whereas the full backs were also significantly faster compared with the goalkeepers and the center backs. The goalkeepers and the center backs displayed higher jumping heights (total mean SJ = 40.7 ± 4.6 cm and CMJ = 43.1 ± 4.9 cm) compared with the other 3 positions, whereas the strikers also jumped higher than the full backs and the midfielders did. Regarding the aerobic performance, both full backs and the midfielders (61.2 ± 2.7 and 60.4 ± 2.8 ml · min(-1) · kg(-1), respectively) had a higher VO2max compared with the strikers, center backs, and goalkeepers (56.8 ± 3.1, 55.6 ± 3.5, and 52.1 ± 5.0 ml · min(-1) · kg(-1), respectively). From this study, it could be concluded that players in different positions have different physiological characteristics. The results of this study might provide useful insights for individualized conditional training programs for soccer players. Aside from the predominant technical and tactical skills, a physical profile that is well adjusted to the position on the field might enhance game performance.

  8. High School Football Players Use Their Helmets to Tackle Other Players Despite Knowing the Risks.

    Science.gov (United States)

    Kuriyama, Andrew M; Nakatsuka, Austin S; Yamamoto, Loren G

    2017-03-01

    There is greater attention to head-related injuries and concussions in American football. The helmet's structural safety and the way that football players use their helmets are important in preventing head injuries. Current strategies include penalizing players for high-risk behavior such as leading with their helmet or hitting an opposing player above the shoulder. Passive strategies include helmet modification to better protect the head of the players or to change the playing style of the players. Hawai'i high school varsity football players were surveyed to determine how they use their helmets and how a new helmet design would affect their style of play. One hundred seventy-seven surveys were completed; 79% said that they used their helmet to hit an opposing player during a tackle and 46% said they made this contact intentionally. When asked about modifying helmets with a soft material on the outside, 48% said they thought putting a soft cover over a regular helmet would protect their head better. However, many participants said that putting a soft cover over their regular helmet was a bad idea for various reasons. Most young football players use their helmets to block or tackle despite being taught they would be penalized or potentially injured if they did so. By gaining a better understanding of why and how players use their helmets and how they would respond to new helmet designs, steps can be taken to reduce head injuries for all levels of play.

  9. The effect of deprivation on the developmental activities of adolescent rugby union players in Wales.

    Science.gov (United States)

    Winn, Charles O N; Ford, Paul R; McNarry, Melitta A; Lewis, Jason; Stratton, Gareth

    2017-12-01

    The developmental activities of rugby union players and their interaction with deprivation remain to be elucidated. Five-hundred and ninety elite junior rugby union players (14.8 ± 0.5 years) were split into deprivation quintiles. These players subsequently completed a participant history questionnaire to record their involvement in rugby and other sports. Players accumulated 1987 ± 1297 h in rugby between 6 and 15 years of age. During the mini rugby stage (6-10 years of age), players accumulated an average of 113 ± 105, 89 ± 69 and 43 ± 19 h per year in rugby play, practice and competition, respectively. Moreover, 461 players engaged in an average of two other sports during the mini rugby stage. During the junior rugby stage (11-15 years of age), players accumulated 179 ± 98, 115 ± 90 and 64 ± 26 h per year in rugby practice, play and competition, respectively, and 538 players took part in three other sports. Players who were more deprived accumulated less rugby hours and participated in fewer other sports, but age milestones were not different between deprivation quintiles. There were no differences within developmental activities in rugby between deprivation groups.

  10. A generalized coherence framework for detecting and characterizing nonlinear interactions in the nervous system

    NARCIS (Netherlands)

    Yang, Y.; Solis Escalante, T.; van der Helm, F.C.T.; Schouten, A.C.

    2016-01-01

    Objective: This paper introduces a generalized coherence framework for detecting and characterizing nonlinear interactions in the nervous system, namely cross-spectral coherence (CSC). CSC can detect different types of nonlinear interactions including harmonic and intermodulation coupling as present

  11. A model integrating social-cultural concepts of nature into frameworks of interaction between social and natural systems

    DEFF Research Database (Denmark)

    Muhar, Andreas; Raymond, Christopher M.; van den Born, Riyan J.G.

    2018-01-01

    relationship at both individual and collective levels. We highlight the relevance of individual and collective understandings of the human-nature relationship as influencing factors for environmental behaviour, which may be reflected in natural resource management conflicts, and review the diversity......Existing frameworks for analysing interactions between social and natural systems (e.g. Social-Ecological Systems framework, Ecosystem Services concept) do not sufficiently consider and operationalize the dynamic interactions between people's values, attitudes and understandings of the human-nature....... Integrating this model into existing frameworks provides a tool for the exploration of how social-cultural concepts of nature interact with existing contexts to influence governance of social-ecological systems....

  12. A conceptual framework to evaluate human-wildlife interactions within coupled human and natural systems

    Directory of Open Access Journals (Sweden)

    Anita T. Morzillo

    2014-09-01

    Full Text Available Landscape characteristics affect human-wildlife interactions. However, there is a need to better understand mechanisms that drive those interactions, particularly feedbacks that exist between wildlife-related impacts, human reaction to and behavior as a result of those impacts, and how land use and landscape characteristics may influence those components within coupled human and natural systems. Current conceptual models of human-wildlife interactions often focus on species population size as the independent variable driving those interactions. Such an approach potentially overlooks important feedbacks among and drivers of human-wildlife interactions that result from mere wildlife presence versus absence. We describe an emerging conceptual framework that focuses on wildlife as a driver of human behavior and allows us to better understand linkages between humans, wildlife, and the broader landscape. We also present results of a pilot analysis related to our own ongoing study of urban rodent control behavior to illustrate one application of this framework within a study of urban landscapes.

  13. The Effects of Financial Incentives on Women’s Performance: The Tournament Theory Applied to Female Tennis Players

    Directory of Open Access Journals (Sweden)

    Matthieu LLORCA

    2017-06-01

    Full Text Available The purpose of this paper is to analyze the management model of women’s professional tennis by using the theoretical framework of the tournament theory. Indeed, this sport is particularly appropriate to study the effects of financial incentives on women’s performance in the context of competitive elimination tournament. Moreover, we take into account the direct opposition between players by building two relative performance indicators. Empirical tests are conducted, by using Ordinary Least Squares method, on the whole tournaments played by the 30 best women’s tennis players, over the 2011 season. Interesting implication found is that one tournament theory principle, the incentive effect, is confirmed. In other words, an undistributed prize structure between tournament rounds increases the player performance. However, the other consequence of the tournament theory, the participative effect, is rejected because the monetary gains distributed by the tournament’s organizer (either the premium earned or the total dollar endowment do not induce better player performance.

  14. Technical player profiles related to the physical fitness of young female volleyball players predict team performance.

    Science.gov (United States)

    Dávila-Romero, C; Hernández-Mocholí, M A; García-Hermoso, A

    2015-03-01

    This study is divided into three sequential stages: identification of fitness and game performance profiles (individual player performance), an assessment of the relationship between these profiles, and an assessment of the relationship between individual player profiles and team performance during play (in championship performance). The overall study sample comprised 525 (19 teams) female volleyball players aged 12-16 years and a subsample (N.=43) used to examine study aims one and two was selected from overall sample. Anthropometric, fitness and individual player performance (actual game) data were collected in the subsample. These data were analyzed through clustering methods, ANOVA and independence chi-square test. Then, we investigated whether the proportion of players with the highest individual player performance profile might predict a team's results in the championship. Cluster analysis identified three volleyball fitness profiles (high, medium, and low) and two individual player performance profiles (high and low). The results showed a relationship between both types of profile (fitness and individual player performance). Then, linear regression revealed a moderate relationship between the number of players with a high volleyball fitness profile and a team's results in the championship (R2=0.23). The current study findings may enable coaches and trainers to manage training programs more efficiently in order to obtain tailor-made training, identify volleyball-specific physical fitness training requirements and reach better results during competitions.

  15. Leadership Preferences of Adolescent Players in Sport: Influence of Coach Gender.

    Science.gov (United States)

    Cruz, Angelita B; Kim, Hyun-Duck

    2017-06-01

    The authors investigated the coaching behavior preferences and the relationships of these preferences with variables such as gender, type of sport, playing experience, competitive level, and coach gender among young athletes in the national badminton league. Participants were 167 elementary and high school badminton players (91 girls and 76 boys; age range = 9-18 years; M = 13.5 (SD = 2.22) years) competing in the badminton event of a national league. Players' preferences for coaching behavior were measured using athlete preference version of the LSS to evaluate the five dimensions of leadership behavior in a sporting context. Notably, young athletes strongly preferred training and instruction, followed by positive feedback, democratic behavior, social support, and autocratic behavior. An interaction effect of athlete and coach gender on the leadership dimensions of democratic behavior, autocratic behavior, and social support was found. Male athletes with female coaches preferred more democratic behavior, autocratic behavior, and social support behavior than did those with male coaches. Conversely, female players with male coaches favored more democratic behavior, autocratic behavior, and social support than did those with female coaches. This study provides valuable insight into understanding the dynamics of sport leadership environments among young athletes, and how crucial is the role of coach's gender in the athlete-coach dyad interaction.

  16. Interactive Virtual Cinematography

    DEFF Research Database (Denmark)

    Burelli, Paolo

    is the process of visualising the content of a virtual environment by positioning and animating the virtual camera in the context of interactive applications such as a computer game. Camera placement and animation in games are usually directly controlled by the player or statically predened by designers. Direct...... control of the camera by the player increases the complexity of the interaction and reduces the designer's control on game storytelling. A completely designer-driven camera releases the player from the burden of controlling the point of view, but might generate undesired camera behaviours. Furthermore......, if the content of the game is procedurally generated, the designer might not have the necessary information to dene a priori the camera positions and movements. Automatic camera control aims to dene an abstraction layer that permits to control the camera using high-level and environment-independent rules...

  17. Protective Equipment and Player Characteristics Associated With the Incidence of Sport-Related Concussion in High School Football Players

    Science.gov (United States)

    McGuine, Timothy A.; Hetzel, Scott; McCrea, Michael; Brooks, M. Alison

    2015-01-01

    Background The incidence of sport-related concussion (SRC) in high school football is well documented. However, limited prospective data are available regarding how player characteristics and protective equipment affect the incidence of SRC. Purpose To determine whether the type of protective equipment (helmet and mouth guard) and player characteristics affect the incidence of SRC in high school football players. Design Cohort study; Level of evidence, 2. Methods Certified athletic trainers (ATs) at each high school recorded the type of helmet worn (brand, model, purchase year, and recondition status) by each player as well as information regarding players’ demographics, type of mouth guard used, and history of SRC. The ATs also recorded the incidence and days lost from participation for each SRC. Incidence of SRC was compared for various helmets, type of mouth guard, history of SRC, and player demographics. Results A total of 2081 players (grades 9–12) enrolled during the 2012 and/or 2013 football seasons (2287 player-seasons) and participated in 134,437 football (practice or competition) exposures. Of these players, 206 (9%) sustained a total of 211 SRCs (1.56/1000 exposures). There was no difference in the incidence of SRC (number of helmets, % SRC [95% CI]) for players wearing Riddell (1171, 9.1% [7.6%–11.0%]), Schutt (680, 8.7% [6.7%–11.1%]), or Xenith (436, 9.2% [6.7%–12.4%]) helmets. Helmet age and recondition status did not affect the incidence of SRC. The rate of SRC (hazard ratio [HR]) was higher in players who wore a custom mouth guard (HR = 1.69 [95% CI, 1.20–2.37], P football players. Players who had sustained an SRC within the previous 12 months were more likely to sustain an SRC than were players without a history of SRC. Sports medicine providers who work with high school football players need to realize that factors other than the type of protective equipment worn affect the risk of SRC in high school players. PMID:25060072

  18. The 3 vs 1 game build-up effectiveness examination in physical and technical tests of 11-year-old football players

    Directory of Open Access Journals (Sweden)

    Tóth jr. Janos

    2014-01-01

    Full Text Available Study aim: The aim of this study is to prove that young players who have been coached with the main focus on technical ability and player interaction, perform better when tested on physical and technical attributes.

  19. Vascular Health in American Football Players: Cardiovascular Risk Increased in Division III Players

    Directory of Open Access Journals (Sweden)

    Deborah L. Feairheller

    2016-01-01

    Full Text Available Studies report that football players have high blood pressure (BP and increased cardiovascular risk. There are over 70,000 NCAA football players and 450 Division III schools sponsor football programs, yet limited research exists on vascular health of athletes. This study aimed to compare vascular and cardiovascular health measures between football players and nonathlete controls. Twenty-three athletes and 19 nonathletes participated. Vascular health measures included flow-mediated dilation (FMD and carotid artery intima-media thickness (IMT. Cardiovascular measures included clinic and 24 hr BP levels, body composition, VO2 max, and fasting glucose/cholesterol levels. Compared to controls, football players had a worse vascular and cardiovascular profile. Football players had thicker carotid artery IMT (0.49 ± 0.06 mm versus 0.46 ± 0.07 mm and larger brachial artery diameter during FMD (4.3±0.5 mm versus 3.7±0.6 mm, but no difference in percent FMD. Systolic BP was significantly higher in football players at all measurements: resting (128.2±6.4 mmHg versus 122.4±6.8 mmHg, submaximal exercise (150.4±18.8 mmHg versus 137.3±9.5 mmHg, maximal exercise (211.3±25.9 mmHg versus 191.4±19.2 mmHg, and 24-hour BP (124.9±6.3 mmHg versus 109.8±3.7 mmHg. Football players also had higher fasting glucose (91.6±6.5 mg/dL versus 86.6±5.8 mg/dL, lower HDL (36.5±11.2 mg/dL versus 47.1±14.8 mg/dL, and higher body fat percentage (29.2±7.9% versus 23.2±7.0%. Division III collegiate football players remain an understudied population and may be at increased cardiovascular risk.

  20. Gender differences in the relative age effect among US olympic development program youth soccer players.

    Science.gov (United States)

    Vincent, John; Glamser, Francis D

    2006-04-01

    A large body of research has shown that a disproportionate number of elite youth male soccer players competing in age-segmented competition are born early in the selection year. The advantage of being born early in a cohort has been termed the "relative age effect". Although there has been an exponential growth in women's soccer, few studies have examined the relative age effect in female youth soccer. This study compared the relative age effect of 1,344 female and male youth soccer players considered by the US Olympic Development Program (ODP), in 2001, to be the most talented soccer players born in 1984. The birth dates were taken from the women's state and regional ODP, and national team rosters, and were analysed using basic descriptive statistics and chi-square tests. Results revealed only a marginal relative age effect for female ODP regional and national team players and no relative age effect for female ODP state team players. In comparison, a strong relative age effect was found in male state, regional and national team players. The results suggest that there are gender differences in the relative age effect of 17-year-old elite female and male soccer players. The gender differences may be explained by a complex interaction of biological and maturational differences with socialization influences.

  1. Transaction-Based Building Controls Framework, Volume 1: Reference Guide

    Energy Technology Data Exchange (ETDEWEB)

    Somasundaram, Sriram [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Pratt, Robert G. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Akyol, Bora A. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Fernandez, Nicholas [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Foster, Nikolas AF [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Katipamula, Srinivas [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Mayhorn, Ebony T. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Somani, Abhishek [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Steckley, Andrew C. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Taylor, Zachary T. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States)

    2014-12-01

    This document proposes a framework concept to achieve the objectives of raising buildings’ efficiency and energy savings potential benefitting building owners and operators. We call it a transaction-based framework, wherein mutually-beneficial and cost-effective market-based transactions can be enabled between multiple players across different domains. Transaction-based building controls are one part of the transactional energy framework. While these controls realize benefits by enabling automatic, market-based intra-building efficiency optimizations, the transactional energy framework provides similar benefits using the same market -based structure, yet on a larger scale and beyond just buildings, to the society at large.

  2. Interactive Safety Analysis Framework of Autonomous Intelligent Vehicles

    Directory of Open Access Journals (Sweden)

    Cui You Xiang

    2016-01-01

    Full Text Available More than 100,000 people were killed and around 2.6 million injured in road accidents in the People’s Republic of China (PRC, that is four to eight times that of developed countries, equivalent to 6.2 mortality per 10 thousand vehicles—the highest rate in the world. There are more than 1,700 fatalities and 840,000 injuries yearly due to vehicle crashes off public highways. In this paper, we proposed a interactive safety situation and threat analysis framework based on driver behaviour and vehicle dynamics risk analysis based on ISO26262…

  3. Applying the Kirkpatrick Model: Evaluating an "Interaction for Learning Framework" Curriculum Intervention

    Science.gov (United States)

    Paull, Megan; Whitsed, Craig; Girardi, Antonia

    2016-01-01

    Global perspectives and interpersonal and intercultural communication competencies are viewed as a priority within higher education. For management educators, globalisation, student mobility and widening pathways present numerous challenges, but afford opportunities for curriculum innovation. The "Interaction for Learning Framework"…

  4. Interaction of gravity and matter in the framework of N=4 supersymmetry

    International Nuclear Information System (INIS)

    Terent'ev, M.V.

    1989-01-01

    Procedure of constructing interaction of gravitation with only one non-Abelian matter multiplet is described. Compactification of 10-dimensional space R D (D=10) to R 4 space in the framework of N=1 supergravity theory was used. 14 refs

  5. HyperCell : A Bio-inspired Design Framework for Real-time Interactive Architectures

    NARCIS (Netherlands)

    Chang, J.R.

    2018-01-01

    This pioneering research focuses on Biomimetic Interactive Architecture using “Computation”, “Embodiment”, and “Biology” to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components.

  6. Musculoskeletal injuries among Malaysian badminton players.

    Science.gov (United States)

    Shariff, A H; George, J; Ramlan, A A

    2009-11-01

    The purpose of this study was to investigate the pattern of musculoskeletal injuries sustained by Malaysian badminton players. This is a retrospective case notes review of all badminton players who attended the National Sports Institute (NSI) Clinic, Kuala Lumpur, Malaysia, and were diagnosed with musculoskeletal injuries. In a two and a half year period, from January 2005 to June 2007, 469 musculoskeletal injuries were diagnosed among badminton players at the NSI Clinic. The mean age of the players who attended the clinic was 19.2 (range 13-52) years. Approximately 60 percent of the injuries occurred in players younger than 20 years of age. The majority of injuries (91.5 percent) were categorised as mild overuse injury and mostly involved the knee. The majority of the injuries sustained by badminton players in this study were due to overuse, primarily in the knee. The majority of the injuries were diagnosed in younger players and occurred during training/practice sessions. There was no difference in terms of incidence and types of injuries between the genders.

  7. Vitamin D Deficiency Among Professional Basketball Players.

    Science.gov (United States)

    Fishman, Matthew P; Lombardo, Stephen J; Kharrazi, F Daniel

    2016-07-01

    Vitamin D plays an important role in several systems of the human body. Various studies have linked vitamin D deficiency to stress and insufficiency fractures, muscle recovery and function, and athletic performance. The prevalence of vitamin D deficiency in the elite athletic population has not been extensively studied, and very few reports exist among professional athletes. There is a high prevalence of vitamin D deficiency or insufficiency among players attending the National Basketball Association (NBA) Combine. Cross-sectional study; Level of evidence, 3. This is a retrospective review of data previously collected as part of the routine medical evaluation of players in the NBA Combines from 2009 through 2013. Player parameters evaluated were height, weight, body mass index (BMI), and vitamin D level. Statistical analysis using t tests and analysis of variance was used to detect any correlation between the player parameters and vitamin D level. Vitamin D levels were categorized as deficient (32 ng/mL). After institutional review board approval was submitted to the NBA, the NBA released deidentified data on 279 players who participated in the combines from 2009 through 2013. There were 90 players (32.3%) who were deficient, 131 players (47.0%) who were insufficient, and 58 players (20.8%) who were sufficient. A total of 221 players (79.3%) were either vitamin D deficient or insufficient. Among all players included, the average vitamin D level was 25.6 ± 10.2 ng/mL. Among the players who were deficient, insufficient, and sufficient, the average vitamin D levels were 16.1 ± 2.1 ng/mL, 25.0 ± 3.4 ng/mL, and 41.6 ± 8.6 ng/mL, respectively. Player height and weight were significantly increased in vitamin D-sufficient players compared with players who were not sufficient (P = .0008 and .009, respectively). Player age and BMI did not significantly differ depending on vitamin D status (P = .15 and .77, respectively). There is a high prevalence of vitamin D deficiency

  8. Time-motion analysis of goalball players in attacks: differences of the player positions and the throwing techniques.

    Science.gov (United States)

    Monezi, Lucas Antônio; Magalhães, Thiago Pinguelli; Morato, Márcio Pereira; Mercadante, Luciano Allegretti; Furtado, Otávio Luis Piva da Cunha; Misuta, Milton Shoiti

    2018-03-26

    In this study, we aimed to analyse goalball players time-motion variables (distance covered, time spent, maximum and average velocities) in official goalball match attacks, taking into account the attack phases (preparation and throwing), player position (centres and wings) and throwing techniques (frontal, spin and between the legs). A total of 365 attacks were assessed using a video based method (2D) through manual tracking using the Dvideo system. Inferential non-parametric statistics were applied for comparison of preparation vs. throwing phase, wings vs. centres and, among the throwing techniques, frontal, spin and between the legs. Significant differences were found between the attack preparation versus the throwing phase for all player time-motion variables: distance covered, time spent, maximum player velocity and average player velocity. Wing players performed most of the throws (85%) and covered longer distances than centres (1.65 vs 0.31 m). The between the legs and the spin throwing techniques presented greater values for most of the time-motion variables (distance covered, time spent and maximum player velocity) than did the frontal technique in both attack phases. These findings provide important information regarding players' movement patterns during goalball matches that can be used to plan more effective training.

  9. Finite stage asymmetric repeated games: Both players' viewpoints

    KAUST Repository

    Li, Lichun

    2017-01-05

    In asymmetric zero-sum games, one player has superior information about the game over the other. It is known that the informed players (maximizer) face the tradeoff of exploiting its superior information at the cost of revealing its superior information, but the basic point of the uninformed player (minimizer)\\'s decision making remains unknown. This paper studies the finite stage asymmetric repeated games from both players\\' viewpoints, and derives that not only security strategies but also the opponents\\' corresponding best responses depends only on the informed player\\'s history action sequences. Moreover, efficient LP formulations to compute both player\\'s security strategies are provided.

  10. Player Perspectives: What It Means to Be a Gamer

    Directory of Open Access Journals (Sweden)

    Aditya Deshbandhu

    2016-12-01

    Full Text Available The term gamer has been applied in various, often simplistic ways to anyone who plays video games as a preferred leisure activity. Being heavily value-laden both socially and culturally, the term has spawned fiery debates on a variety of issues ranging from perpetuation of stereotypes to gender inequality. This paper seeks to understand the gamer tag by charting and critically analysing the gaming journeys of three video game players in an everyday context. The paper uses an ethnographic approach, based on in-depth interviews with and observation of the gaming activity of three individuals over a year. Drawing from Nick Couldry’s Media as Practice approach the gaming practices of the players were examined in relation to how they themselves reflect upon their experience and its various components, and the ways in which they construct and express their gamer/gaming identity. The emergent themes from the analysis have been used to build a tentative framework that could enable a more holistic understanding of the gamer within the gaming world and more generally in popular culture.

  11. Shoulder instability in professional football players.

    Science.gov (United States)

    Leclere, Lance E; Asnis, Peter D; Griffith, Matthew H; Granito, David; Berkson, Eric M; Gill, Thomas J

    2013-09-01

    Shoulder instability is a common problem in American football players entering the National Football League (NFL). Treatment options include nonoperative and surgical stabilization. This study evaluated how the method of treatment of pre-NFL shoulder instability affects the rate of recurrence and the time elapsed until recurrence in players on 1 NFL team. Retrospective cohort. Medical records from 1980 to 2008 for 1 NFL team were reviewed. There were 328 players included in the study who started their career on the team and remained on the team for at least 2 years (mean, 3.9 years; range, 2-14 years). The history of instability prior to entering the NFL and the method of treatment were collected. Data on the occurrence of instability while in the NFL were recorded to determine the rate and timing of recurrence. Thirty-one players (9.5%) had a history of instability prior to entering the NFL. Of the 297 players with no history of instability, 39 (13.1%) had a primary event at a mean of 18.4 ± 22.2 months (range, 0-102 months) after joining the team. In the group of players with prior instability treated with surgical stabilization, there was no statistical difference in the rate of recurrence (10.5%) or the timing to the instability episode (mean, 26 months) compared with players with no history of instability. Twelve players had shoulder instability treated nonoperatively prior to the NFL. Five of these players (41.7%) had recurrent instability at a mean of 4.4 ± 7.0 months (range, 0-16 months). The patients treated nonoperatively had a significantly higher rate of recurrence (P = 0.02) and an earlier time of recurrence (P = 0.04). The rate of contralateral instability was 25.8%, occurring at a mean of 8.6 months. Recurrent shoulder instability is more common in NFL players with a history of nonoperative treatment. Surgical stabilization appears to restore the rate and timing of instability to that of players with no prior history of instability.

  12. An Unsupervised Anomalous Event Detection and Interactive Analysis Framework for Large-scale Satellite Data

    Science.gov (United States)

    LIU, Q.; Lv, Q.; Klucik, R.; Chen, C.; Gallaher, D. W.; Grant, G.; Shang, L.

    2016-12-01

    Due to the high volume and complexity of satellite data, computer-aided tools for fast quality assessments and scientific discovery are indispensable for scientists in the era of Big Data. In this work, we have developed a framework for automated anomalous event detection in massive satellite data. The framework consists of a clustering-based anomaly detection algorithm and a cloud-based tool for interactive analysis of detected anomalies. The algorithm is unsupervised and requires no prior knowledge of the data (e.g., expected normal pattern or known anomalies). As such, it works for diverse data sets, and performs well even in the presence of missing and noisy data. The cloud-based tool provides an intuitive mapping interface that allows users to interactively analyze anomalies using multiple features. As a whole, our framework can (1) identify outliers in a spatio-temporal context, (2) recognize and distinguish meaningful anomalous events from individual outliers, (3) rank those events based on "interestingness" (e.g., rareness or total number of outliers) defined by users, and (4) enable interactively query, exploration, and analysis of those anomalous events. In this presentation, we will demonstrate the effectiveness and efficiency of our framework in the application of detecting data quality issues and unusual natural events using two satellite datasets. The techniques and tools developed in this project are applicable for a diverse set of satellite data and will be made publicly available for scientists in early 2017.

  13. Improving neuromuscular performance in young basketball players: plyometric vs. technique training.

    Science.gov (United States)

    Attene, G; Iuliano, E; Di Cagno, A; Calcagno, G; Moalla, W; Aquino, G; Padulo, J

    2015-01-01

    The aim of this study was to compare the effects of plyometric training versus basketball technique training on improving neuro-muscular performance. Thirty-six (age 14.9±0.9 years, body height 164.0±7.6 cm, body weight 54.0±8.7 kg, BMI 20.1±2.4 kg·m-2) basketball players girls were randomly allocated to 2 groups: Basketball Plyometric Training (BPT, N.=18) and Basketball Technique Training (BTT, N.=18). The players were tested by two specific tests: counter movement jump (CMJ) and squat jump (SJ) before and after 6 training weeks. The jump height, as dependent variable, showed a different trend as an effect of the different training protocols, in contrast with the current knowledge. Manova did not show significant interactions between the two groups for the height of jumps, while significant differences were found for interaction time × training (Ptraining, the BPT group increased significantly CMJ performance by 11.3% (Ptraining protocols proposed in this study improved vertical jump performance. However, a combination of the two protocols, plyometric training and sport-specific-exercises, could be useful to optimize performance by an easy transition from controlled a-specific to sport-specific performance requirements. In conclusion, BPT is a safe and effective method of achieving a favourable neuro-muscular performance than BTT in female basketball players.

  14. National Collegiate Athletic Association Division I football players' perceptions of women in the athletic training room using a role congruity framework.

    Science.gov (United States)

    O'Connor, Caitlin; Grappendorf, Heidi; Burton, Laura; Harmon, Sandra M; Henderson, Angela C; Peel, Judy

    2010-01-01

    Previous researchers have demonstrated that male and female athletes feel more comfortable with treatment by a same-sex athletic trainer for sex-specific injuries and conditions. To address football players' comfort with care provided by same-sex and opposite-sex athletic trainers for sex-specific and non-sex-specific injuries and conditions through the lens of role congruity theory. Cross-sectional study for the quantitative data and qualitative study for the qualitative data. Two National Collegiate Athletic Association Division I Football Bowl Series university football programs. Male football players within the 2 university programs. We replicated existing methods and an existing survey to address male football players' comfort levels. Additionally, an open-ended question was used to determine male football players' perceptions of female athletic trainers. Paired-samples t tests were conducted to identify differences between the responses for the care given by a male athletic trainer and for the care given by a female athletic trainer. Three categories were analyzed: general medical conditions, psychological conditions, and sex-specific injuries. The qualitative data were coded and analyzed using content analysis. Male football players were more comfortable with treatment by a male athletic trainer (mean = 3.61 +/- 1.16) for sex-specific injuries and conditions than they were with treatment by a female athletic trainer (mean = 2.82 +/- 1.27; P female athletic trainer was preferred over a male athletic trainer for the treatment of depression (mean = 3.71 +/- 1.07 versus mean = 3.39 +/- 1.16, respectively; P < .001). Qualitative data provided support for role congruity theory. Both quantitative and qualitative evidence were provided for the support of role congruity theory.

  15. Simple and efficient machine learning frameworks for identifying protein-protein interaction relevant articles and experimental methods used to study the interactions.

    Science.gov (United States)

    Agarwal, Shashank; Liu, Feifan; Yu, Hong

    2011-10-03

    Protein-protein interaction (PPI) is an important biomedical phenomenon. Automatically detecting PPI-relevant articles and identifying methods that are used to study PPI are important text mining tasks. In this study, we have explored domain independent features to develop two open source machine learning frameworks. One performs binary classification to determine whether the given article is PPI relevant or not, named "Simple Classifier", and the other one maps the PPI relevant articles with corresponding interaction method nodes in a standardized PSI-MI (Proteomics Standards Initiative-Molecular Interactions) ontology, named "OntoNorm". We evaluated our system in the context of BioCreative challenge competition using the standardized data set. Our systems are amongst the top systems reported by the organizers, attaining 60.8% F1-score for identifying relevant documents, and 52.3% F1-score for mapping articles to interaction method ontology. Our results show that domain-independent machine learning frameworks can perform competitively well at the tasks of detecting PPI relevant articles and identifying the methods that were used to study the interaction in such articles. Simple Classifier is available at http://sourceforge.net/p/simpleclassify/home/ and OntoNorm at http://sourceforge.net/p/ontonorm/home/.

  16. Real story interaction: The role of global agency in interactive storytelling

    NARCIS (Netherlands)

    Roth, C.; Vermeulen, I.E.

    2012-01-01

    Interactive Storytelling (IS) is a promising new entertainment technology synthesizing pre-authored narrative with dynamic user interaction. Research on user experiences in IS is sparse. The current experiment tested whether different player expectations regarding the impact of their actions yield

  17. [Dietary behaviours of volleyball and basketball players].

    Science.gov (United States)

    Szczepańska, Elzbieta; Spałkowska, Agnieszka

    2012-01-01

    In sports, such as basketball and volleyball, players must demonstrate the speed, strength, stamina and concentration. Correct nutrition affects the strength of the muscles and the extension of capacity. It is also necessary for the proper functioning of the nervous system and determines the rate of regeneration after physical effort. The aim of this study was to assess dietary behaviours of professional volleyball and basketball players and compare the prevalence of correct behaviours in both groups. 209 professional volleyball and basketball players from sports clubs localized in six Silesian cities were survived with the mean of author questionnaire. The chi-square test was used to examine differences in the prevalence of the correct behaviours among players. Analysis of the results obtained showed that 52% of the players had 4-5 meals a day. 35% of respondents had wholemeal bread and/or groats daily. Milk and dairy products daily ate 71% of surveyed players, meat and sausages 70% respectively. 41% of respondents had cottage cheese and 28% had fish several times a week. Vegetables and fruit were eaten by 21% and respectively 23% of respondents. Sweets were eaten daily by 40% of surveyed, while fast-food were eaten several times a week by 17% of players. Nutrients for athletes were used by 32%, and vitamin supplementation by 48% of respondents. Prevalence of correct dietary behaviour in the group of professional volleyball and basketball players differed. Basketball players statistically more frequently than volleyball players had 4-5 meals a day, had wholemeal bread and/or thick groats, milk and dairy products, meat and sausages, especially poultry. They had raw vegetables and fruit several times a day. They drank more than 2.5 liters of fluids per day. They also significantly more frequently than volleyball players consumed the fast-food occasionally or never. Dietary behaviours of surveyed players were incorrect. Comparison of prevalence of proper behaviours

  18. Chess players' fame versus their merit.

    Science.gov (United States)

    Simkin, M V; Roychowdhury, V P

    2015-12-12

    We investigate a pool of international chess title holders born between 1901 and 1943. Using Elo ratings, we compute for every player his expected score in a game with a randomly selected player from the pool. We use this figure as the player's merit. We measure players' fame as the number of Google hits. The correlation between fame and merit is 0.38. At the same time, the correlation between the logarithm of fame and merit is 0.61. This suggests that fame grows exponentially with merit.

  19. Racism in soccer? Perception of challenges of black and white players by white referees, soccer players, and fans.

    Science.gov (United States)

    Wagner-Egger, Pascal; Gygax, Pascal; Ribordy, Farfalla

    2012-02-01

    This experiment investigated challenge evaluations in soccer and their relation to prejudice: more precisely, whether skin colour may influence judgments of soccer tackles. Three groups of participants (soccer players, referees,and soccer fans) were asked to evaluate challenges, featuring Black and White players as aggressors and victims in a mixed-design study. Results showed that participants made some differentiations between Black and White players in a challenge evaluation task. Participants were more likely to consider within-group challenges as fouls and were faster to consider challenges made by Black players as fouls. On the other hand, fouls made by White players were seen as more severe. There were no major differences between the participating groups, suggesting that the observed effects were independent of how good players were or whether the participants were referees or not.

  20. DIFFERENCES IN FUNCTIONAL AND MOTOR ABILITIES OFYOUNG FOOTBALL PLAYERS, BASKETBALL AND VOLLEYBALL PLAYERS

    Directory of Open Access Journals (Sweden)

    Franja Fratrić

    2009-11-01

    Full Text Available The main goal of this research is to determine whether and what differences exist between the three groups of subjects (high-quality football, volleyball and basketball cadets and youth age, in the motoric and functional abilities, as well as to identify dif- ferences between subgroups within each sport. The sample consists of 61 volleyball, 31 basketball player and football player 31 (total n = 123 male, cadet and youth age are members of local clubs. Subjects were born between 01.01.1991 and 12.12.1994. The sample of variables are the values of 17 tests for the evaluation of functional and mobile status. The Motor-functional status on the basis of the results of secondary value of foot- ball, basketball and volleyball make a clear conclusion that the football players showed the best results in almost all the tests and that they had the smallest disbalance in the power of certain groups of muscles.The football players hve the highest homogeneity.

  1. A conceptual framework for studying the strength of plant-animal mutualistic interactions.

    Science.gov (United States)

    Vázquez, Diego P; Ramos-Jiliberto, Rodrigo; Urbani, Pasquinell; Valdovinos, Fernanda S

    2015-04-01

    The strength of species interactions influences strongly the structure and dynamics of ecological systems. Thus, quantifying such strength is crucial to understand how species interactions shape communities and ecosystems. Although the concepts and measurement of interaction strength in food webs have received much attention, there has been comparatively little progress in the context of mutualism. We propose a conceptual scheme for studying the strength of plant-animal mutualistic interactions. We first review the interaction strength concepts developed for food webs, and explore how these concepts have been applied to mutualistic interactions. We then outline and explain a conceptual framework for defining ecological effects in plant-animal mutualisms. We give recommendations for measuring interaction strength from data collected in field studies based on a proposed approach for the assessment of interaction strength in plant-animal mutualisms. This approach is conceptually integrative and methodologically feasible, as it focuses on two key variables usually measured in field studies: the frequency of interactions and the fitness components influenced by the interactions. © 2015 John Wiley & Sons Ltd/CNRS.

  2. DETERMINATION OF CLINICALLY RELEVANT DIFFERENCES IN FRONTAL PLANE HOP TESTS IN WOMEN'S COLLEGIATE BASKETBALL AND SOCCER PLAYERS

    Science.gov (United States)

    Hardesty, Kelly; Hegedus, Eric J.; Ford, Kevin R.; Nguyen, Anh‐Dung

    2017-01-01

    Background ACL injury prevention programs are less successful in female basketball players than in soccer players. Previous authors have identified anthropometric and biomechanical differences between the athletes and different sport‐specific demands, including a higher frequency of frontal plane activities in basketball. Current injury risk screening and preventive training practices do not place a strong emphasis on frontal plane activities. The medial and lateral triple hop for distance tests may be beneficial for use in the basketball population. Hypothesis/Purpose To 1) establish normative values for the medial and lateral triple hop tests in healthy female collegiate athletes, and 2) analyze differences in test scores between female basketball and soccer players. It was hypothesized that due to the frequent frontal plane demands of their sport, basketball players would exhibit greater performance during these frontal plane performance tests. Study Design Cross‐sectional. Methods Thirty‐two NCAA Division‐1 female athletes (20 soccer, 12 basketball) performed three trials each of a medial and lateral triple hop for distance test. Distances were normalized to height and mass in order to account for anthropometric differences. Repeated measures ANOVAs were performed to identify statistically significant main effects of sport (basketball vs. soccer), and side (right vs. left), and sport x side interactions. Results After accounting for anthropometric differences, soccer players exhibited significantly better performance than basketball players in the medial and lateral triple hop tests (p jumped farther on their left (400.3 ± 41.5 cm) than right (387.9 ± 43.4 cm) limbs, but no side differences were identified in the lateral triple hop. No significant side x sport interactions were identified. Conclusions Women's basketball players exhibit decreased performance of frontal plane hop tests when compared to women's soccer players. Additionally

  3. Evolution of Cooperation in Evolutionary Games for Heterogeneous Interactions

    International Nuclear Information System (INIS)

    Qian Xiaolan; Yang Junzhong

    2012-01-01

    When a population structure is modelled as a square lattice, the cooperation may be improved for an evolutionary prisoner dilemma game or be inhibited for an evolutionary snowdrift game. In this work, we investigate cooperation in a population on a square lattice where the interaction among players contains both prisoner dilemma game and snowdrift game. The heterogeneity in interaction is introduced to the population in two different ways: the heterogenous character of interaction assigned to every player (HCP) or the heterogenous character of interaction assigned to every link between any two players (HCL). The resonant enhancement of cooperation in the case of HCP is observed while the resonant inhibition of cooperation in the case of HCL is prominent. The explanations on the enhancement or inhibition of cooperation are presented for these two cases. (general)

  4. Affective Music Generation and its effect on Player Experience

    DEFF Research Database (Denmark)

    Scirea, Marco

    Procedural content generation for games --the automated creation of some type of asset-- has become increasingly popular in the last decade, both with academics and game developers. This interest has been mainly motivated by how complex games have become, requiring a huge amount of assets......, narrative events unfold in response to player input. Therefore, the music composer in an interactive environment needs to create music that is dynamic and non-repetitive. This thesis investigates how to express emotions and moods in music and how to apply this research to improve player experience in games....... This focus on the emotional expression that procedurally generated music should express has also been identified by Collins as one of the missing features that currently prevent procedurally generated music being more widely used in the game industry. The research therefore focuses on investigating...

  5. Comparative characteristics of psychophysiological features skilled basketball players-women with hearing and skilled basketball players healthy

    Directory of Open Access Journals (Sweden)

    Kozina Zh.L.

    2013-06-01

    Full Text Available A comparative analysis of the psychophysiological features of skilled basketball players with normal hearing and impaired hearing aid. The study involved two women's basketball team to 12 people each. The study used a complex computer psychodiagnosis. The complex includes 20 psychophysiological and 18 personal psychological tests. The indicators of the time simple and complex reaction and average tapping test healthy skilled basketball players and basketball players are hearing impaired. There was a significant higher rates of visual-motor speed and reaction-tapping test in basketball players with hearing compared to healthy athletes. This is explained by compensatory mechanisms that occur in connection with the violation of the audition.

  6. Comparative characteristics of psychophysiological features skilled basketball players-women with hearing and skilled basketball players healthy

    Directory of Open Access Journals (Sweden)

    Zh.L. Kozina

    2013-07-01

    Full Text Available A comparative analysis of the psychophysiological features of skilled basketball players with normal hearing and impaired hearing aid. The study involved two women's basketball team to 12 people each. The study used a complex computer psychodiagnosis. The complex includes 20 psychophysiological and 18 personal psychological tests. The indicators of the time simple and complex reaction and average tapping test healthy skilled basketball players and basketball players are hearing impaired. There was a significant higher rates of visual-motor speed and reaction-tapping test in basketball players with hearing compared to healthy athletes. This is explained by compensatory mechanisms that occur in connection with the violation of the audition.

  7. The consultation of rugby players in co-developing a player health study: feasibility and consequences of sports participants as research partners.

    Science.gov (United States)

    Davies, Madeleine A M; Balai, Edward; Adams, Jo; Carter, John-Henry; Judge, Andrew; Newton, Julia L; Arden, Nigel K

    2017-01-01

    Many funding bodies within the United Kingdom and globally have encouraged public involvement in research. The Department of Health has also called public involvement a sign of good research. Despite the wide acceptance of public involvement improving many aspects of research, from its design to its communication, involvement has varied levels of implementation across different fields of research. Sports people have rarely been involved in research, partly as this research tends not to be funded by mainstream funding bodies. This may lead to a lower research quality, not founded in player ('service user') experiences. When creating a study of former rugby player health, we were very keen to involve rugby players, understand their thoughts on player health, and their playing experiences. This article explains how rugby players were involved in several ways, but mainly in group discussions during the design stage. These groups helped to inform our study's aims and questionnaire, ensure the questionnaire would capture player experiences and answer questions relevant to players, that they would like to understand after their participation in rugby. We found that these groups were easy to arrange, and that in only one session with each group, we were given many ideas of how to improve the questionnaire and study. We believe that other studies in sports should involve sports people, and that this is a useful activity that will change data collection forms and processes, improving the research, helping researchers, and making studies more suitable for players who take part in them. Background Patient and public involvement ('involvement') in the UK has increased in accordance with funding requirements, patient-centered health policy initiatives and reporting of the positive impact of involvement for those involved, research and researchers. However, involvement has not been implemented equally across all disease areas and populations. The aim of this process was to

  8. Incidence of Stingers in Young Rugby Players.

    Science.gov (United States)

    Kawasaki, Takayuki; Ota, Chihiro; Yoneda, Takeshi; Maki, Nobukazu; Urayama, Shingo; Nagao, Masashi; Nagayama, Masataka; Kaketa, Takefumi; Takazawa, Yuji; Kaneko, Kazuo

    2015-11-01

    A stinger is a type of neurapraxia of the cervical roots or brachial plexus and represents a reversible peripheral nerve injury. The incidence of and major risk factors for stingers among young rugby players remain uninvestigated. To investigate the incidence, symptoms, and intrinsic risk factors for stingers in elite rugby union teams of young players. Descriptive epidemiology study. A total of 569 male rugby players, including 358 players from 7 high school teams and 211 players from 2 university teams, were investigated using self-administered preseason and postseason questionnaires. The prevalence of a history of stingers was 33.9% (95% CI, 30.3-37.9), and 20.9% (119/569) of players experienced at least 1 episode of a stinger during the season (34.2 [95% CI, 26.2-42.1] events per 1000 player-hours of match exposure). The reinjury rate for stingers per season was 37.3% (95% CI, 30.4-44.2). Using the multivariate Poisson regression method, a history of stingers in the previous season and the grade and position of the player were found to be risk factors for stingers during the current season. The mean severity of injury was 2.9 days, with 79.3% (191/241) of the players not losing any time from playing after sustaining a stinger injury and 5.8% (14/241) of the players recovering within more than 14 days. The most frequent symptom was numbness in the unilateral upper extremity, and the most severe symptom was weakness of grasping (mean severity, 6 days). A logistic regression analysis indicated that a history of stingers in the previous season and an injury with more than 3 symptoms, especially motor weakness, were correlated with the severity of injury. Young rugby players with a history of stingers have a significantly high rate of repeat injuries. Although nearly 80% of the players experienced only minimal (0-1 day) time loss injuries, neurological deficits sometimes last beyond 1 month. A history of stingers was identified to be the strongest risk factor for

  9. Rules of engagement : influence of co-player presence on player involvement in digital games

    NARCIS (Netherlands)

    Gajadhar, B.J.; Kort, de Y.A.W.; IJsselsteijn, W.A.

    2009-01-01

    This article presents an empirical study of social setting as a determinant of player involvement in competitive play. We conceptualize player experience as comprising of components of involvement and enjoyment. Involvement relates to the attentional pull of games encompassing feelings of immersion,

  10. An embouchure aid for saxophone player

    Directory of Open Access Journals (Sweden)

    Ho-Jin Moon

    2012-02-01

    Full Text Available This study aims to introduce the method that can relieve vibrating forces to oral environment by making an embouchure aid. Thin plastic crown forms were fabricated to prevent tooth abrasion and irritation to lip mucosa for the saxophone player. After application to the player, the most comfort form was chosen and delivered to 3 professional saxophone players. After 5 mon, the players responded to the survey. This embouchure aid did not disturb playing and gave comfort to lower lip. In general, the players preferred thin soft type and thought it caused little effect on sound. Far too little attention has been paid to the problems encountered by single-reed wind instrumentalist who suffer from tooth abrasion and irritation to lip mucosa. The embouchure aid not only prevent tooth damage but also diminish the discomfort of tight embouchure.

  11. Motivation and engagement in mathematics: a qualitative framework for teacher-student interactions

    Science.gov (United States)

    Durksen, Tracy L.; Way, Jennifer; Bobis, Janette; Anderson, Judy; Skilling, Karen; Martin, Andrew J.

    2017-02-01

    We started with a classic research question (How do teachers motivate and engage middle year students in mathematics?) that is solidly underpinned and guided by an integration of two theoretical and multidimensional models. In particular, the current study illustrates how theory is important for guiding qualitative analytical approaches to motivation and engagement in mathematics. With little research on how teachers of mathematics are able to maintain high levels of student motivation and engagement, we focused on developing a qualitative framework that highlights the influence of teacher-student interactions. Participants were six teachers (upper primary and secondary) that taught students with higher-than-average levels of motivation and engagement in mathematics. Data sources included one video-recorded lesson and associated transcripts from pre- and post-lesson interviews with each teacher. Overall, effective classroom organisation stood out as a priority when promoting motivation and engagement in mathematics. Results on classroom organisation revealed four key indicators within teacher-student interactions deemed important for motivation and engagement in mathematics—confidence, climate, contact, and connection. Since much of the effect of teachers on student learning relies on interactions, and given the universal trend of declining mathematical performance during the middle years of schooling, future research and intervention studies might be assisted by our qualitative framework.

  12. A Proposed Framework Between Internal, External and Pedagogy Dimensions in Adoption of Interactive Multimedia e-Learning

    Directory of Open Access Journals (Sweden)

    Fathia LAHWAL

    2016-10-01

    Full Text Available This study about interactive multimedia e-learning aims to improve our understanding about the dynamics of e-learning. The objective is to critical evaluate and better understand the interrelationships in the proposed framework between internal, external and the pedagogy dimensions in adoption of interactive multimedia and e-learning. It develops a tool to measure creative user adoption of interactive multimedia and e-learning services by using Partial Least Squares algorithm as the method of estimation and the major analytical tool in this study. Finding of a small scale data sampling of students in United Kingdom indicate that the proposed measurement framework is an acceptable fit with the data. Overall, the findings supply a precise tool for measuring creative user adoption of interactive multimedia and e-learning services, providing further insights for researchers and may provide to guide research and practice in interactive multimedia and e-learning by using communication media.

  13. A Novel Framework for Interactive Visualization and Analysis of Hyperspectral Image Data

    Directory of Open Access Journals (Sweden)

    Johannes Jordan

    2016-01-01

    Full Text Available Multispectral and hyperspectral images are well established in various fields of application like remote sensing, astronomy, and microscopic spectroscopy. In recent years, the availability of new sensor designs, more powerful processors, and high-capacity storage further opened this imaging modality to a wider array of applications like medical diagnosis, agriculture, and cultural heritage. This necessitates new tools that allow general analysis of the image data and are intuitive to users who are new to hyperspectral imaging. We introduce a novel framework that bundles new interactive visualization techniques with powerful algorithms and is accessible through an efficient and intuitive graphical user interface. We visualize the spectral distribution of an image via parallel coordinates with a strong link to traditional visualization techniques, enabling new paradigms in hyperspectral image analysis that focus on interactive raw data exploration. We combine novel methods for supervised segmentation, global clustering, and nonlinear false-color coding to assist in the visual inspection. Our framework coined Gerbil is open source and highly modular, building on established methods and being easily extensible for application-specific needs. It satisfies the need for a general, consistent software framework that tightly integrates analysis algorithms with an intuitive, modern interface to the raw image data and algorithmic results. Gerbil finds its worldwide use in academia and industry alike with several thousand downloads originating from 45 countries.

  14. Auditory memory function in expert chess players.

    Science.gov (United States)

    Fattahi, Fariba; Geshani, Ahmad; Jafari, Zahra; Jalaie, Shohreh; Salman Mahini, Mona

    2015-01-01

    Chess is a game that involves many aspects of high level cognition such as memory, attention, focus and problem solving. Long term practice of chess can improve cognition performances and behavioral skills. Auditory memory, as a kind of memory, can be influenced by strengthening processes following long term chess playing like other behavioral skills because of common processing pathways in the brain. The purpose of this study was to evaluate the auditory memory function of expert chess players using the Persian version of dichotic auditory-verbal memory test. The Persian version of dichotic auditory-verbal memory test was performed for 30 expert chess players aged 20-35 years and 30 non chess players who were matched by different conditions; the participants in both groups were randomly selected. The performance of the two groups was compared by independent samples t-test using SPSS version 21. The mean score of dichotic auditory-verbal memory test between the two groups, expert chess players and non-chess players, revealed a significant difference (p≤ 0.001). The difference between the ears scores for expert chess players (p= 0.023) and non-chess players (p= 0.013) was significant. Gender had no effect on the test results. Auditory memory function in expert chess players was significantly better compared to non-chess players. It seems that increased auditory memory function is related to strengthening cognitive performances due to playing chess for a long time.

  15. Player Skill Decomposition in Multiplayer Online Battle Arenas

    OpenAIRE

    Chen, Zhengxing; Sun, Yizhou; El-nasr, Magy Seif; Nguyen, Truong-Huy D.

    2017-01-01

    Successful analysis of player skills in video games has important impacts on the process of enhancing player experience without undermining their continuous skill development. Moreover, player skill analysis becomes more intriguing in team-based video games because such form of study can help discover useful factors in effective team formation. In this paper, we consider the problem of skill decomposition in MOBA (MultiPlayer Online Battle Arena) games, with the goal to understand what player...

  16. [Framework on drug interactions between herbal medicine and western medicine: building Ⅰ/Ⅱ/Ⅲ class pathways of interactions].

    Science.gov (United States)

    Jin, Rui; Huang, Jian-Mei; Wang, Yu-Guang; Zhang, Bing

    2016-02-01

    Combined use of Chinese medicine and western medicine is one of the hot spots in the domestic medical and academic fields for many years. There are lots of involved reports and studies on interaction problems due to combined used of Chinese medicine and western medicine, however, framework understanding is still rarely seen, affecting the clinical rationality of drug combinations. Actually, the inference ideas of drug interactions in clinical practice are more extensive and practical, and the overall viewpoint and pragmatic idea are the important factors in evaluating the rationality of clinical drug combinations. Based on above points, this paper systemically analyzed the existing information and examples, deeply discuss the embryology background (environment and action mechanism of interactions), and principally divided the interactions into three important and independent categories. Among the three categories, the first category (Ⅰapproach) was defined as the physical/chemical reactions after direct contact in vivo or in vitro, such as the combination of Chinese medicine injections and western medicine injections (in vitro), combination of bromide and Chinese medicines containing cinnabar (in vivo). The evaluation method for such interactions may be generalized theory of Acid-Base reaction. The second category (Ⅱ approach) was defined as the interactions through the pharmacokinetic process including absorption (such as the combination of aspirin and Huowei capsule), distribution (such as the combination of artosin and medicinal herbs containing coumarin), metabolism (such as the combination of phenobarbital and glycyrrhiza) and excretion (such as the combination of furadantin and Crataegi Fructus). The existing pharmacokinetic theory can act as the evaluation method for this type of interaction. The third category (Ⅲ approach) was defined as the synergy/antagonism interactions by pharmacological effects or biological pathways. The combination of warfarin

  17. Strategy elimination in games with interaction structures

    NARCIS (Netherlands)

    Witzel, A.; Apt, K.R.; Zvesper, J.A.

    2009-01-01

    We study games in the presence of an interaction structure, which allows players to communicate their preferences, assuming that each player initially only knows his own preferences. We study the outcomes of iterated elimination of strictly dominated strategies (IESDS) that can be obtained in any

  18. Identification af explosive power factors as predictors of player quality in young female volleyball players.

    Science.gov (United States)

    Grgantov, Zoran; Milić, Mirjana; Katić, Ratko

    2013-05-01

    With the purpose of determining the factor structure of explosive power, as well as the influence of each factor on situational efficiency, 56 young female volleyball players were tested using 14 tests for assessing nonspecific and specific explosive power. By factor analysis, 4 significant factors were isolated which explained the total of over 80% of the common variability in young female volleyball players. The first factor was defined as volleyball-specific jumping, the second factor as nonspecific jumping and sprinting, the third factor as throwing explosive power, while the fourth factor was interpreted as volleyball-specific throwing and spiking speed from the ground. Results obtained by regression analysis in the latent space of explosive power indicate that the identified factors are good predictors of player quality in young female volleyball players. The fourth factor defined as throwing and spiking speed from the ground had the largest influence on player quality, followed by volleyball-specific jumping and nonspecific jumping and sprinting, and to a much lesser extent, by throwing explosive power The results obtained in this age group bring to the fore the ability of spiking and serving a ball of high speed, which hinders the opponents from playing those balls in serve reception and field defence. This ability, combined with a high standing vertical jump reach and spike approach vertical jump reach (which is the basis of the 1st varimax factor) enables successful performance of all volleyball elements by which points are won in complex 1 (spike) and complex 2 (serve and block). Even though the 2nd factor (nonspecific jumping and sprinting) has a slightly smaller impact on situational efficiency in young players, this ability provides preconditions i.e. preparation for successful realisation of all volleyball elements, so greater attention must be paid to perfecting it in young female volleyball players.

  19. Social playware for mediating tele-play interaction over distance

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop; Thorsteinsson, Tumi

    2012-01-01

    -ups in Europe and Asia. With the social playware, players would compete against each other simultaneously in three continents, Africa, Europe, and Asia, and feel the presence of the competitors on the other continents expressed through the playware. The playware game is set up to motivate players to engage...... in training in technical soccer skills by receiving immediate feedback and offering challenges to players of all skills at soccer. It is played on a modular interactive wall composed of modular interactive tiles that respond with colored lights, sounds, and scores of the players’ performance. This article...

  20. Protective equipment and player characteristics associated with the incidence of sport-related concussion in high school football players: a multifactorial prospective study.

    Science.gov (United States)

    McGuine, Timothy A; Hetzel, Scott; McCrea, Michael; Brooks, M Alison

    2014-10-01

    The incidence of sport-related concussion (SRC) in high school football is well documented. However, limited prospective data are available regarding how player characteristics and protective equipment affect the incidence of SRC. To determine whether the type of protective equipment (helmet and mouth guard) and player characteristics affect the incidence of SRC in high school football players. Cohort study; Level of evidence, 2. Certified athletic trainers (ATs) at each high school recorded the type of helmet worn (brand, model, purchase year, and recondition status) by each player as well as information regarding players' demographics, type of mouth guard used, and history of SRC. The ATs also recorded the incidence and days lost from participation for each SRC. Incidence of SRC was compared for various helmets, type of mouth guard, history of SRC, and player demographics. A total of 2081 players (grades 9-12) enrolled during the 2012 and/or 2013 football seasons (2287 player-seasons) and participated in 134,437 football (practice or competition) exposures. Of these players, 206 (9%) sustained a total of 211 SRCs (1.56/1000 exposures). There was no difference in the incidence of SRC (number of helmets, % SRC [95% CI]) for players wearing Riddell (1171, 9.1% [7.6%-11.0%]), Schutt (680, 8.7% [6.7%-11.1%]), or Xenith (436, 9.2% [6.7%-12.4%]) helmets. Helmet age and recondition status did not affect the incidence of SRC. The rate of SRC (hazard ratio [HR]) was higher in players who wore a custom mouth guard (HR = 1.69 [95% CI, 1.20-2.37], P football players. Players who had sustained an SRC within the previous 12 months were more likely to sustain an SRC than were players without a history of SRC. Sports medicine providers who work with high school football players need to realize that factors other than the type of protective equipment worn affect the risk of SRC in high school players. © 2014 The Author(s).

  1. Executive Functioning in Highly Talented Soccer Players

    Science.gov (United States)

    Verburgh, Lot; Scherder, Erik J. A.; van Lange, Paul A.M.; Oosterlaan, Jaap

    2014-01-01

    Executive functions might be important for successful performance in sports, particularly in team sports requiring quick anticipation and adaptation to continuously changing situations in the field. The executive functions motor inhibition, attention and visuospatial working memory were examined in highly talented soccer players. Eighty-four highly talented youth soccer players (mean age 11.9), and forty-two age-matched amateur soccer players (mean age 11.8) in the age range 8 to 16 years performed a Stop Signal task (motor inhibition), the Attention Network Test (alerting, orienting, and executive attention) and a visuospatial working memory task. The highly talented soccer players followed the talent development program of the youth academy of a professional soccer club and played at the highest national soccer competition for their age. The amateur soccer players played at a regular soccer club in the same geographical region as the highly talented soccer players and play in a regular regional soccer competition. Group differences were tested using analyses of variance. The highly talented group showed superior motor inhibition as measured by stop signal reaction time (SSRT) on the Stop Signal task and a larger alerting effect on the Attention Network Test, indicating an enhanced ability to attain and maintain an alert state. No group differences were found for orienting and executive attention and visuospatial working memory. A logistic regression model with group (highly talented or amateur) as dependent variable and executive function measures that significantly distinguished between groups as predictors showed that these measures differentiated highly talented soccer players from amateur soccer players with 89% accuracy. Highly talented youth soccer players outperform youth amateur players on suppressing ongoing motor responses and on the ability to attain and maintain an alert state; both may be essential for success in soccer. PMID:24632735

  2. Executive functioning in highly talented soccer players.

    Directory of Open Access Journals (Sweden)

    Lot Verburgh

    Full Text Available Executive functions might be important for successful performance in sports, particularly in team sports requiring quick anticipation and adaptation to continuously changing situations in the field. The executive functions motor inhibition, attention and visuospatial working memory were examined in highly talented soccer players. Eighty-four highly talented youth soccer players (mean age 11.9, and forty-two age-matched amateur soccer players (mean age 11.8 in the age range 8 to 16 years performed a Stop Signal task (motor inhibition, the Attention Network Test (alerting, orienting, and executive attention and a visuospatial working memory task. The highly talented soccer players followed the talent development program of the youth academy of a professional soccer club and played at the highest national soccer competition for their age. The amateur soccer players played at a regular soccer club in the same geographical region as the highly talented soccer players and play in a regular regional soccer competition. Group differences were tested using analyses of variance. The highly talented group showed superior motor inhibition as measured by stop signal reaction time (SSRT on the Stop Signal task and a larger alerting effect on the Attention Network Test, indicating an enhanced ability to attain and maintain an alert state. No group differences were found for orienting and executive attention and visuospatial working memory. A logistic regression model with group (highly talented or amateur as dependent variable and executive function measures that significantly distinguished between groups as predictors showed that these measures differentiated highly talented soccer players from amateur soccer players with 89% accuracy. Highly talented youth soccer players outperform youth amateur players on suppressing ongoing motor responses and on the ability to attain and maintain an alert state; both may be essential for success in soccer.

  3. Comparison of Angiotensin Converting Enzyme (ACE gene polymorphisms elite basketball players and volleyball players

    Directory of Open Access Journals (Sweden)

    Emin Süel

    2015-09-01

    Full Text Available Aim: The purpose of this study is to research the differences of genotype polymorphism between the elite male and elite female basketball player, volleyball player and control group. Material and Methods: 58 basketball players (ages 24.25±4.99 years, height 188.22±12.31 cm and weight 80.62±16.34 kg, 64 volleyball players (ages 22.82±5.40 years, height 188.67±9.69 cm and weight 77.82±12.14 kg and 122 sedentary subjects (control group were participated randomly in the study. 5cc blood was taken control and control groups for measuring the ACE gene polymorphism. Chi-square and analysis of variance (ANOVA, Levene’s Tests, and frequencies of allele were used for statistical evaluation at significance level p0.05, basketball, volleyball and control group (p>0.05, male basketball, volleyball and control group (p>0.05, female basketball, volleyball and control group (p>0.05 and male and female athletes (p>0.05 respectively. There were no significance differences in male athletes between the genotype distribution and physical performance tests, such as 20m shuttle-run (F=1.31, vertical jump (F=0.22, and 20m sprint test (F=0.44. There were also no significance differences in female athletes between the genotype distribution and physical performance tests, such as 20m shuttle-run (F=2.03, vertical jump (F=0.10, and 20m sprint test (F=1.17. Conclusion: ACE polymorphism genotype distribution in terms of elite female and male volleyball players with elite female and male basketball players are the same.

  4. Who Pays to Play Freemium Games? The Profiles and Motivations of Players Who Make Purchases Within Social Casino Games.

    Science.gov (United States)

    Gainsbury, Sally M; King, Daniel L; Russell, Alex M T; Delfabbro, Paul

    2016-06-01

    Background and aims Social casino games (SCGs) feature gambling themes and are typically free to download and play with optional in-game purchases. Although few players spend money, this is sufficient to make them profitable for game developers. Little is known about the profile and motivations of paying players as compared to non-paying players. Methods This study compared the characteristics of 521 paying and non-paying Australian social casino game players who completed an online survey. Results Paying players were more likely to be younger, male, speak a non-English language, and have a university education than non-payers. Paying players were more likely to be more highly involved in SCG in terms of play frequency and engagement with games and emphasized social interaction more strongly as a motivation for playing. A cluster analysis revealed distinct subgroups of paying players; these included more frequent moderate spenders who made purchases to avoid waiting for credits and to give gifts to friends as well as less frequent high spenders who made purchases to increase the entertainment value of the game. Discussion These findings suggest that paying players have some fundamental differences from non-paying players and high spenders are trying to maximize their enjoyment, while non-spenders are content with the game content they access. Conclusions Given the structural similarities between SCG and online gambling, understanding subgroups of players may have broader implications, including identifying characteristics of gamers who may also engage in gambling and players who may develop problems related to excessive online gaming.

  5. Expectancy effects in tennis: the impact of opponents' pre-match non-verbal behaviour on male tennis players.

    Science.gov (United States)

    Buscombe, Richard; Greenlees, Iain; Holder, Tim; Thelwell, Richard; Rimmer, Matt

    2006-12-01

    In this study, we examined the impact of a male opponent's pre-match body language and clothing (general vs. sports-specific) on how his performances were judged by an observer. Forty male tennis players viewed videos of a male target tennis player warming up and then observed playing footage of the target. Each participant viewed the target player warming up displaying one of four combinations of body language and clothing (positive body language/tennis-specific clothing; positive body language/general sportswear; negative body language/tennis-specific clothing; negative body language/general sportswear). Participants rated the performance of the tennis player and gave their perceptions of the likely outcome of a tennis match with the target player. Analyses of variance indicated that clothing and body language had an interactive effect on both outcome expectations and ratings of performance. The findings support the contention that the initial impressions athletes form of their opponents can influence the way in which they judge the performances of opponents and their perceived likelihood of success against the same opponents.

  6. Translucent Players: Explaining Cooperative Behavior in Social Dilemmas

    Directory of Open Access Journals (Sweden)

    Valerio Capraro

    2016-06-01

    Full Text Available In the last few decades, numerous experiments have shown that humans do not always behave so as to maximize their material payoff. Cooperative behavior when non-cooperation is a dominant strategy (with respect to the material payoffs is particularly puzzling. Here we propose a novel approach to explain cooperation, assuming what Halpern and Pass call translucent players. Typically, players are assumed to be opaque, in the sense that a deviation by one player in a normal-form game does not affect the strategies used by other players. But a player may believe that if he switches from one strategy to another, the fact that he chooses to switch may be visible to the other players. For example, if he chooses to defect in Prisoner's Dilemma, the other player may sense his guilt. We show that by assuming translucent players, we can recover many of the regularities observed in human behavior in well-studied games such as Prisoner's Dilemma, Traveler's Dilemma, Bertrand Competition, and the Public Goods game.

  7. SOME DIFFERENCES IN SPORTS MOTIVATION OF YOUNG FOOTBALL PLAYERS FROM RUSSIA, SERBIA AND MONTENEGRO

    OpenAIRE

    Aleksandar Marjanović; Marijana Mladenović

    2011-01-01

    In accordance with the conceptual framework of self-determination theory, sports motivation in this research was operationalized as intrinsic motivation (to know, to accomplish and to experience stimulation), extrinsic motivation (by identification, introjection and external regulation) and amotivation for sport (Deci & Ryan, 2000). The aim of this exploratory research was to test such concept of sports motivation on a sample of young football players from different countries (Russia, Serbia,...

  8. Crucial role of strategy updating for coexistence of strategies in interaction networks

    NARCIS (Netherlands)

    Zhang, Jianlei; Zhang, Chunyan; Cao, Ming; Weissing, Franz J.

    2015-01-01

    Network models are useful tools for studying the dynamics of social interactions in a structured population. After a round of interactions with the players in their local neighborhood, players update their strategy based on the comparison of their own payoff with the payoff of one of their

  9. Supply chain management: a framework of understanding

    Directory of Open Access Journals (Sweden)

    Du Toit, Deirdre

    2014-11-01

    Full Text Available The topic of supply chain management (SCM is complex to understand because it encompasses many different flows of activities, components, functions, and role-players. The literature is scattered across multiple functions, varies in scope, and is often confined to certain elements within SCM. This article aims to provide a literature overview of SCM. It is explained with the aid of a newly-developed framework of understanding that offers a graphical representation of the term. It unifies and condenses different components within SCM and shows the relationship between them. The framework was developed by identifying the main themes in the definitions for SCM, examining existing categorisations and frameworks in SCM, and analysing frameworks in other disciplines. The outcome of this article can be used as a guide to explain and orientate researchers and practitioners in the field.

  10. The audiological health of horn players.

    Science.gov (United States)

    Wilson, Wayne J; O'Brien, Ian; Bradley, Andrew P

    2013-01-01

    Among orchestral musicians, horn players are one of the most at-risk groups for noise-induced hearing loss (NIHL). To investigate this group further, pure tone audiometry and a 14-item questionnaire were used to assess the hearing health, as well as attitudes and practices regarding hearing conservation, among 142 French horn players attending an international horn conference in Brisbane, Australia. Of this study's French horn players, 11.1% to 22.2%, and 17.7% to 32.9% of those aged ≤40 years, showed some form of hearing loss (corrected for age and gender) typical of NIHL, using conservative versus lenient criteria, respectively. Stepwise multiple regression analyses showed no obvious predictor of hearing loss in this study's participants. Of the 18% of participants who reported using hearing protection, 81% used this protection "sometimes" and 50% used generic, foam, or other inferior forms of protection. Continued efforts to better manage the hearing health of horn players is warranted particularly as any hearing loss will affect a horn player's ability to perform and therefore his or her livelihood. Managing the hearing health of horn players will be challenging, however, with no simple predictor of NIHL loss being identified in this study's sample.

  11. The Prevalence of Injuries in Professional Turkish Soccer Players

    Science.gov (United States)

    Yamaner, Faruk; Gumusdag, Hayrettin; Kartal, Alparslan; Gumus, M.; Gullu, A.; Imamoglu, O.

    2011-01-01

    Study aim: To assess the prevalence and anatomical sites of injuries in professional soccer players in one game season. Material and methods: A cohort of 510 professional male soccer players consisting of 48 goalkeepers, 194 defence players, 189 mid-field players and 79 forward players of the 1st and 2nd Turkish Professional Soccer Leagues in…

  12. Flow motifs reveal limitations of the static framework to represent human interactions

    Science.gov (United States)

    Rocha, Luis E. C.; Blondel, Vincent D.

    2013-04-01

    Networks are commonly used to define underlying interaction structures where infections, information, or other quantities may spread. Although the standard approach has been to aggregate all links into a static structure, some studies have shown that the time order in which the links are established may alter the dynamics of spreading. In this paper, we study the impact of the time ordering in the limits of flow on various empirical temporal networks. By using a random walk dynamics, we estimate the flow on links and convert the original undirected network (temporal and static) into a directed flow network. We then introduce the concept of flow motifs and quantify the divergence in the representativity of motifs when using the temporal and static frameworks. We find that the regularity of contacts and persistence of vertices (common in email communication and face-to-face interactions) result on little differences in the limits of flow for both frameworks. On the other hand, in the case of communication within a dating site and of a sexual network, the flow between vertices changes significantly in the temporal framework such that the static approximation poorly represents the structure of contacts. We have also observed that cliques with 3 and 4 vertices containing only low-flow links are more represented than the same cliques with all high-flow links. The representativity of these low-flow cliques is higher in the temporal framework. Our results suggest that the flow between vertices connected in cliques depend on the topological context in which they are placed and in the time sequence in which the links are established. The structure of the clique alone does not completely characterize the potential of flow between the vertices.

  13. Nutritional ecology beyond the individual: a conceptual framework for integrating nutrition and social interactions.

    Science.gov (United States)

    Lihoreau, Mathieu; Buhl, Jerome; Charleston, Michael A; Sword, Gregory A; Raubenheimer, David; Simpson, Stephen J

    2015-03-01

    Over recent years, modelling approaches from nutritional ecology (known as Nutritional Geometry) have been increasingly used to describe how animals and some other organisms select foods and eat them in appropriate amounts in order to maintain a balanced nutritional state maximising fitness. These nutritional strategies profoundly affect the physiology, behaviour and performance of individuals, which in turn impact their social interactions within groups and societies. Here, we present a conceptual framework to study the role of nutrition as a major ecological factor influencing the development and maintenance of social life. We first illustrate some of the mechanisms by which nutritional differences among individuals mediate social interactions in a broad range of species and ecological contexts. We then explain how studying individual- and collective-level nutrition in a common conceptual framework derived from Nutritional Geometry can bring new fundamental insights into the mechanisms and evolution of social interactions, using a combination of simulation models and manipulative experiments. © 2015 The Authors. Ecology Letters published by John Wiley & Sons Ltd and CNRS.

  14. Social playware for mediating teleplay interaction over distance

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop; Thorsteinsson, Tumi

    2011-01-01

    playware, we developed the Playware Soccer game and tested this with more than 1,000 users during the FIFA World Cup 2010 in South Africa. The test was conducted in townships, orphanages for HIV/AIDS children, markets, FIFA fan parks, etc. along with simultaneous tests with similar set-ups in Europe...... and Asia. With the social playware, players would compete against each other simultaneously in the three continents, Africa, Europe and Asia, and feel the presence of the competitors on the other continents expressed through the playware. The playware game is set up to motivate players to engage...... in training of technical soccer skills by receiving immediate feedback and offering challenges to players of all skills on the soccer playing on a modular interactive wall composed of modular interactive tiles that respond with coloured light, sound and scores on the players performance. This paper outlines...

  15. ANALYSIS AND COMPARISON OF ADOLESCENT ATHLETES' MOTIVATION: BASKETBALL PLAYERS VS. FOOTBALL PLAYERS

    Directory of Open Access Journals (Sweden)

    Bartolom\\u00E9 J. Almagro

    2009-01-01

    Full Text Available The motivation of an athlete is determinant for the athletic engagement of the adolescent. The present study attempts to analyze the motivation of adolescent basketball and football players from the perspectives of Achievement Goal Theory (Nicholls, 1989 and Self-Determination Theory (Deci & Ryan, 1985. The study's sample was composed of 248 athletes from 12 to 17 years of age. Half were from basketball and half were from football. The instruments that were utilized were: the Spanish version of the Sport Motivation Scale (SMS (Núñez, Martín-Albo, Navarro, & González, 2006, the Spanish version of the Perceived Motivational Climate in Sport Questionnaire-2 (PMSCQ-2 (Balaguer, Mayo, Atienza, & Duda, 1997, and the adapted Spanish translation (Moreno, Moreno, & Cervelló, 2007 of the Intention to be Physically Active Scale (IPAS by Hein, Müür, and Koka (2004. The comparison of the means of the variables between football and basketball players was done utilizing the student t-test for independent samples. Significant differences were found for variables such as: intrinsic motivation (IM toward accomplishment, external regulation, amotivation, task, ego, and Self-Determination Index (SDI. Basketball players obtained higher values in the SDI, in task, and in IM toward accomplishment than football players. The search for premature performance in football and coaches' educations can help to explain these differences. The importance of these differences reside in the relationship between these motivational variables and the adherence to athletic practice. In conclusion, basketball demonstrated better values in motivational variables, which demonstrates that training sessions are more oriented toward task than ego, that players have more intrinsic and self-determined motivation, and therefore, the adherence of the young athletes will be greater in this sport.

  16. Towards a Framework for Learning in the OSMA Serious Game Engine

    Directory of Open Access Journals (Sweden)

    Tanguy Coenen

    2010-11-01

    Full Text Available Online multiplayer serious games offer a way to support learning in a gaming paradigm that is familiar to many players and has proven its effectiveness in providing sustainably enjoyable gameplay. We aim to decrease development cost for these games by providing a modular game design framework and a component-based technical architecture. The technical architecture and the game design framework will be implemented and iteratively refined through two proofs of concept.

  17. A holistic image segmentation framework for cloud detection and extraction

    Science.gov (United States)

    Shen, Dan; Xu, Haotian; Blasch, Erik; Horvath, Gregory; Pham, Khanh; Zheng, Yufeng; Ling, Haibin; Chen, Genshe

    2013-05-01

    Atmospheric clouds are commonly encountered phenomena affecting visual tracking from air-borne or space-borne sensors. Generally clouds are difficult to detect and extract because they are complex in shape and interact with sunlight in a complex fashion. In this paper, we propose a clustering game theoretic image segmentation based approach to identify, extract, and patch clouds. In our framework, the first step is to decompose a given image containing clouds. The problem of image segmentation is considered as a "clustering game". Within this context, the notion of a cluster is equivalent to a classical equilibrium concept from game theory, as the game equilibrium reflects both the internal and external (e.g., two-player) cluster conditions. To obtain the evolutionary stable strategies, we explore three evolutionary dynamics: fictitious play, replicator dynamics, and infection and immunization dynamics (InImDyn). Secondly, we use the boundary and shape features to refine the cloud segments. This step can lower the false alarm rate. In the third step, we remove the detected clouds and patch the empty spots by performing background recovery. We demonstrate our cloud detection framework on a video clip provides supportive results.

  18. Mood states of soccer players in the english leagues: reflections of an increasing workload

    Directory of Open Access Journals (Sweden)

    R Thatcher

    2010-06-01

    Full Text Available The aim of this investigation was to assess whether the demands of the modern English competitive soccer season would be reflected in the mood states of professional soccer players. Sixty-nine male participants either activity competing in English soccer leagues or resident in England were recruited and grouped accordingly as professional soccer players, university level soccer players, Sunday league soccer players, or non-sporting controls. On three separate occasions; at the beginning, at the middle, and finally towards the end of the English soccer season, participants completed both the Profile of Mood States (POMS questionnaire as well as a questionnaire related to their teams’ performance in addition to their perceived life stress. Results showed the POMS scores to differ over the season in relation to the groups’ standard of competition. ANOVAs demonstrated this pattern to be significant for the dependent measures of tension, depression, and confusion with significant group by time interactions (95% level of confidence. At the outset of the season professionals had the most positive POMS profile, however, as the season progressed they showed the greatest change towards a negative profile. These results indicate that English soccer is placing professional players at a predisposition of demonstrating POMS commensurate with negative adaptation to training, having important implications for their long-term performance and health.

  19. A Framework for Analysing Driver Interactions with Semi-Autonomous Vehicles

    Directory of Open Access Journals (Sweden)

    Siraj Shaikh

    2012-12-01

    Full Text Available Semi-autonomous vehicles are increasingly serving critical functions in various settings from mining to logistics to defence. A key characteristic of such systems is the presence of the human (drivers in the control loop. To ensure safety, both the driver needs to be aware of the autonomous aspects of the vehicle and the automated features of the vehicle built to enable safer control. In this paper we propose a framework to combine empirical models describing human behaviour with the environment and system models. We then analyse, via model checking, interaction between the models for desired safety properties. The aim is to analyse the design for safe vehicle-driver interaction. We demonstrate the applicability of our approach using a case study involving semi-autonomous vehicles where the driver fatigue are factors critical to a safe journey.

  20. HCI^2 Framework: A software framework for multimodal human-computer interaction systems

    NARCIS (Netherlands)

    Shen, Jie; Pantic, Maja

    2013-01-01

    This paper presents a novel software framework for the development and research in the area of multimodal human-computer interface (MHCI) systems. The proposed software framework, which is called the HCI∧2 Framework, is built upon publish/subscribe (P/S) architecture. It implements a

  1. Problems experienced by role players within the managed healthcare context in Gauteng

    Directory of Open Access Journals (Sweden)

    S Mahlo

    2000-09-01

    Full Text Available Role players within the context of managed healthcare in Gauteng experience problems in the delivery of healthcare, which negatively affect their working relationships. This in turn, affects the quality of care provided to patients. The purpose of this study is to explore and describe the problem experienced by different role players within the context of managed healthcare in Gauteng, as well as the suggested solutions to counteract these problems. These results will be utilised as the basis of a conceptual framework to formulate a strategy to enhance the working relationships amongst these role players. The strategy will not be discussed in this article as the focus is on the problems experienced by the role players in the delivery of healthcare, as well as suggested solutions in the counteraction thereof. A qualitative, exploratory, descriptive and contextual study was followed to explore and describe the problems, as well as the suggested solutions to counteract these problems. Focus group interviews were conducted to collect data from three private hospitals, three managed care organisations and four general medical practitioners in Gauteng. The participants were purposively and conveniently selected. Content analysis as described by Tesch (1990 was followed to analyse the data. The main problems experienced were related to inadequate communication, inadequate staff competence, cost saving versus quality care, procedural complexity, perceived loss of power by doctors and patients and the system of accounts payment. The suggested solutions focused mainly on empowerment and standardisation of procedures. It is recommended that replication studies of this nature be conducted in other provinces and that ethical standards are formulated within the managed healthcare context.

  2. Player Modeling for Intelligent Difficulty Adjustment

    Science.gov (United States)

    Missura, Olana; Gärtner, Thomas

    In this paper we aim at automatically adjusting the difficulty of computer games by clustering players into different types and supervised prediction of the type from short traces of gameplay. An important ingredient of video games is to challenge players by providing them with tasks of appropriate and increasing difficulty. How this difficulty should be chosen and increase over time strongly depends on the ability, experience, perception and learning curve of each individual player. It is a subjective parameter that is very difficult to set. Wrong choices can easily lead to players stopping to play the game as they get bored (if underburdened) or frustrated (if overburdened). An ideal game should be able to adjust its difficulty dynamically governed by the player’s performance. Modern video games utilise a game-testing process to investigate among other factors the perceived difficulty for a multitude of players. In this paper, we investigate how machine learning techniques can be used for automatic difficulty adjustment. Our experiments confirm the potential of machine learning in this application.

  3. Secure Multi-Player Protocols

    DEFF Research Database (Denmark)

    Fehr, Serge

    While classically cryptography is concerned with the problem of private communication among two entities, say players, in modern cryptography multi-player protocols play an important role. And among these, it is probably fair to say that secret sharing, and its stronger version verifiable secret...... sharing (VSS), as well as multi-party computation (MPC) belong to the most appealing and/or useful ones. The former two are basic tools to achieve better robustness of cryptographic schemes against malfunction or misuse by “decentralizing” the security from one single to a whole group of individuals...... (captured by the term threshold cryptography). The latter allows—at least in principle—to execute any collaboration among a group of players in a secure way that guarantees the correctness of the outcome but simultaneously respects the privacy of the participants. In this work, we study three aspects...

  4. Development of a virtual power market model to investigate strategic and collusive behavior of market players

    International Nuclear Information System (INIS)

    Shafie-khah, Miadreza; Parsa Moghaddam, Mohsen; Sheikh-El-Eslami, Mohamad Kazem

    2013-01-01

    In this paper, a virtual power market model is proposed to investigate the behavior of power market players from regulator's point of view. In this approach, strategic players are modeled in a multi-agent environment. These agents which are virtual representative of actual players forecast the prices and participate in the markets, exactly the same as real world situation. In addition, the role of ISO is encountered by using security constraint unit commitment (SCUC) and security constraint economic dispatch (SCED) solutions. Moreover, the interaction between market players is modeled using a heuristic dynamic game theory algorithm based on the supply function equilibria (SFE). In addition to the collusive behavior, using the proposed model, the short-term strategic behavior of players, which their effects will appear in long-term, can be simulated. The proposed model enables the market regulators to make decision before implementing new market rules with the confidence of their results. To represent the effectiveness of the proposed method, a case study including wind power plants is considered and the impact of various market rules on players’ behavior is simulated and discussed. Numerical studies indicate that simulating the strategic and collusive behavior prior to any change in the market rules is necessary. - Highlights: • A virtual power market model is proposed using a heuristic dynamic game theory. • The proposed model can simulate the behavior of market players in a certain period. • This model can evaluate the oligopoly, collusive and strategic behavior of players. • The price uncertainty and security constraint are considered. • Neglecting strategic behavior of players can cause adverse consequences

  5. Basketball ability testing and category for players with mental retardation: 8-month training effect.

    Science.gov (United States)

    Franciosi, Emanuele; Gallotta, Maria Chiara; Baldari, Carlo; Emerenziani, Gian Pietro; Guidetti, Laura

    2012-06-01

    Although sport for athletes with mental retardation (MR) is achieving an important role, the literature concerning basketball tests and training is still poor. The aims of this study were to verify whether the basketball test battery could be an appropriate modality to classify the players in the Promotion (Pro) category, to assess basketball abilities before (PRE) and after (POST) an 8-month training in players with MR in relation to Competitive (Comp) and Pro categories, to analyze the variation of specific basketball abilities based on subjects' MR diagnosis. Forty-one male basketball players with MR (17 Comp and 24 Pro; age range 18-45 years; MR: 15% mild, 54% moderate, 29% severe, and 2% profound) were assessed PRE and POST training through the basketball test battery, which assessed 4 ability levels of increasing difficulty (from I to IV), each one characterized by the analysis of fundamental areas (ball handling, reception, passing, and shooting). Level I was significantly changed after the intervention period regardless of the Category, whereas shooting was affected by the interaction between Category and Intervention. The results showed significant differences between categories in the scores of individual global, level I, level II, level III, and in all fundamental areas. Individual global score in both categories significantly increased. The players of Comp significantly improved in level III, in ball handling, reception, passing, and shooting scores. The players of Pro improved significantly in level II, in ball handling, reception, and passing scores. Individual global, ability levels I-III, and fundamental area scores were negatively correlated to the MR level indicating that the players with a lower MR obtained higher ability scores. In conclusion, it was found that the basketball test battery could be useful for improving and monitoring training in both Comp and Pro players.

  6. A Proposed Framework between Internal, External and Pedagogy Dimensions in Adoption of Interactive Multimedia e-Learning

    Science.gov (United States)

    Lahwal, Fathia; Al-Ajlan, Ajlan S.; Amain, Mohamad

    2016-01-01

    This study focuses on interactive multimedia e-learning aims to improve our understanding about the dynamics of e-learning. The objective is to critical evaluate and better understand the interrelationships in the proposed framework between internal, external and the pedagogy dimensions in adoption of interactive multimedia and e-learning. It…

  7. Comparison of Shoulder Strength in Routinely Trained Badminton Players and Non-Badminton Players

    Directory of Open Access Journals (Sweden)

    Wong Zhen Feng

    2017-06-01

    Full Text Available Background: Shoulder pain is a common reason for patients to seek medical help in any healthcare center. Shoulder pain is influenced by a few factors such as gender, posture during daily activities, aging and psychological factors. Based on the study of Epidemiology of Injuries and Prevention Strategies in Competitive Swimmers, shoulder pain due to shoulder injuries can be reduced by strengthening the shoulder muscle. Badminton has become one of the most popular sports in Asia, especially in Indonesia. This study was conducted to determine if badmintonis able to strengthen the shoulder muscle group. Methods: A cross-sectional analytic experimental study was conducted on September 2015 at Lodaya Badminton Training Center and Bale Padjadjaran of Universitas Padjadjaran. Subjects were 30 healthy male routinely trained badminton players and 30 non-badminton players who voluntarily follow the rstudy procedures. Strength measurement procedures were provided to the subjects after getting informed consent.  Data analysis was performed using T-test. Results: The shoulder strength  in routinely trained badminton players was significantly different from  non-badminton players (P<0.05. Conclusions: Shoulder strength can be improved through routine training of badminton to reduce risk of shoulder injury.   DOI: 10.15850/amj.v4n2.1083

  8. Voluntary limit setting and player choice in most intense online gamblers: an empirical study of gambling behaviour.

    Science.gov (United States)

    Auer, Michael; Griffiths, Mark D

    2013-12-01

    Social responsibility in gambling has become a major issue for the gaming industry. The possibility for online gamblers to set voluntary time and money limits are a social responsibility practice that is now widespread among online gaming operators. The main issue concerns whether the voluntary setting of such limits has any positive impact on subsequent gambling behaviour and whether such measures are of help to problem gamblers. In this paper, this issue is examined through data collected from a representative random sample of 100,000 players who gambled on the win2day gambling website. When opening an account at the win2day site, there is a mandatory requirement for all players to set time and cash-in limits (that cannot exceed 800 per week). During a 3-month period, all voluntary time and/or money limit setting behaviour by a subsample of online gamblers (n = 5,000) within this mandatory framework was tracked and recorded for subsequent data analysis. From the 5,000 gamblers, the 10 % most intense players (as measured by theoretical loss) were further investigated. Voluntary spending limits had the highest significant effect on subsequent monetary spending among casino and lottery gamblers. Monetary spending among poker players significantly decreased after setting a voluntary time limit. The highest significant decrease in playing duration was among poker players after setting a voluntary playing duration limit. The results of the study demonstrated that voluntary limit setting had a specific and significant effect on the studied gamblers. Therefore, voluntary limits appear to show an appropriate effect in the desired target group (i.e., the most gaming intense players).

  9. Modeling attacker-defender interactions in information networks.

    Energy Technology Data Exchange (ETDEWEB)

    Collins, Michael Joseph

    2010-09-01

    The simplest conceptual model of cybersecurity implicitly views attackers and defenders as acting in isolation from one another: an attacker seeks to penetrate or disrupt a system that has been protected to a given level, while a defender attempts to thwart particular attacks. Such a model also views all non-malicious parties as having the same goal of preventing all attacks. But in fact, attackers and defenders are interacting parts of the same system, and different defenders have their own individual interests: defenders may be willing to accept some risk of successful attack if the cost of defense is too high. We have used game theory to develop models of how non-cooperative but non-malicious players in a network interact when there is a substantial cost associated with effective defensive measures. Although game theory has been applied in this area before, we have introduced some novel aspects of player behavior in our work, including: (1) A model of how players attempt to avoid the costs of defense and force others to assume these costs; (2) A model of how players interact when the cost of defending one node can be shared by other nodes; and (3) A model of the incentives for a defender to choose less expensive, but less effective, defensive actions.

  10. Method for operating video game with back-feeding a video image of a player, and a video game arranged for practicing the method.

    NARCIS (Netherlands)

    2006-01-01

    In a video gaming environment, a player is enabled to interact with the environment. Further, a score and/or performance of the player in a particular session is machine detected and fed fed back into the gaming environment and a representation of said score and/or performance is displayed in visual

  11. Insights into relationships between body mass, composition and bone: findings in elite rugby players.

    Science.gov (United States)

    Hind, Karen; Gannon, Lisa; Brightmore, Amy; Beck, Belinda

    2015-01-01

    Recent reports indicate that bone strength is not proportional to body weight in obese populations. Elite rugby players have a similar body mass index (BMI) to obese individuals but differ markedly with low body fat, high lean mass, and frequent skeletal exposure to loading through weight-bearing exercise. The purpose of this study was to determine relationships between body weight, composition, and bone strength in male rugby players characterized by high BMI and high lean mass. Fifty-two elite male rugby players and 32 nonathletic, age-matched controls differing in BMI (30.2 ± 3.2 vs 24.1 ± 2.1 kg/m²; p = 0.02) received 1 total body and one total hip dual-energy X-ray absorptiometry scan. Hip structural analysis of the proximal femur was used to determine bone mineral density (BMD) and cross-sectional bone geometry. Multiple linear regression was computed to identify independent variables associated with total hip and femoral neck BMD and hip structural analysis-derived bone geometry parameters. Analysis of covariance was used to explore differences between groups. Further comparisons between groups were performed after normalizing parameters to body weight and to lean mass. There was a trend for a positive fat-bone relationship in rugby players, and a negative relationship in controls, although neither reached statistical significance. Correlations with lean mass were stronger for bone geometry (r(2): 0.408-0.520) than for BMD (r(2): 0.267-0.293). Relative to body weight, BMD was 6.7% lower in rugby players than controls (p Rugby players were heavier than controls, with greater lean mass and BMD (p rugby players (p rugby players was reduced in proportion to body weight and lean mass. However, their superior bone geometry suggests that overall bone strength may be adequate for loading demands. Fat-bone interactions in athletes engaged in high-impact sports require further exploration. Copyright © 2015. Published by Elsevier Inc.

  12. How Players Lose Interest in Playing a Game

    DEFF Research Database (Denmark)

    Bauckhage, Christian; Kersting, Kristian; Sifa, Rafet

    2012-01-01

    introduce methods from random process theory into game data mining in order to draw inferences about player engagement. Given large samples (over 250,000 players) of behavioral telemetry data from five different action-adventure and shooter games, we extract information as to how long individual players......Analyzing telemetry data of player behavior in computer games is a topic of increasing interest for industry and research, alike. When applied to game telemetry data, pattern recognition and statistical analysis provide valuable business intelligence tools for game development. An important problem...... in this area is to characterize how player engagement in a game evolves over time. Reliable models are of pivotal interest since they allow for assessing the long-term success of game products and can provide estimates of how long players may be expected to keep actively playing a game. In this paper, we...

  13. From Team Play to Squad Play: The Militarisation of Interactions in Multiplayer FPS Video Games

    Directory of Open Access Journals (Sweden)

    Adam Duell

    2014-11-01

    Full Text Available Since the onset of E-sports we have seen the development from casual players to professional players who push the boundary of game mastery to new heights via coordinated team play. In this short paper I explore how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS video game DayZ (Bohemia Interactive, 2014.  Utilising the key components of team interaction in the context of distributed and ad-hoc military teams (Pascual et al., 1997, I show how a group of players evolved their interactions from team play to squad play. I argue that squad play is an advancement of the strategic and tactical thinking embodied in team play through the adoption of real-world military interaction and communication strategies.

  14. Effect of coach change on professional tennis players

    OpenAIRE

    Nekolová, Barbora

    2014-01-01

    Title: Effect of coach change on professional tennis players Objectives of work: The aim of the thesis is to analyze the impact of coach change on professional tennis players from the psychology perspective, social relationship and player's attitude to the sport itself. The impact of the coach change on player's approach to tennis, game results, personal life and interpersonal relationships will be examined. Method: The methods that will be used are narrative interviews - annotated transcript...

  15. The 'Interactive' of Interactive Storytelling: Customizing the Gaming Experience

    OpenAIRE

    Bostan , Barbaros; Marsh , Tim

    2010-01-01

    International audience; In this article, we define interactive storytelling as a gaming experience where the form and content of the game is customized in real time and tailored to the preferences and needs of the player to maximixe enjoyment. The primary focus of interactive storytelling should not be on the attributes of the technology or characteristics of the medium, such as the AI techniques, planning formalisms, story representations, etc. but on different interaction levels provided by...

  16. Contributions to Using IT in Education: An Educational Video Player

    Directory of Open Access Journals (Sweden)

    Ciprian CUCU

    2010-01-01

    Full Text Available Following the trends of IT use in education we propose four main principles of educational application development: anytime-anywhere access (including access for mobile devices; user-generated content; assigning users an active role inside the platform; creating a correlation between natural activities and educational activities – adding fun into the equation. With these principles in mind we developed a small Educational Player – a movie player that connects to a database to show information relevant to the events in the movie, more specific to the exact key-frame (in the movie time-line at the moment of the request. Though the application is still in a conceptual form, its possibilities make us confident in its future success either as an informal way of learning, or by using it in a formal educational context either as an e-learning tool, either as interactivity tool in a traditional classroom setting.

  17. Designing a Situational Awareness Information Display: Adopting an Affordance-Based Framework to Amplify User Experience in Environmental Interaction Design

    Directory of Open Access Journals (Sweden)

    Yingjie Victor Chen

    2016-06-01

    Full Text Available User experience remains a crucial consideration when assessing the successfulness of information visualization systems. The theory of affordances provides a robust framework for user experience design. In this article, we demonstrate a design case that employs an affordance-based framework and evaluate the information visualization display design. SolarWheels is an interactive information visualization designed for large display walls in computer network control rooms to help cybersecurity analysts become aware of network status and emerging issues. Given the critical nature of this context, the status and performance of a computer network must be precisely monitored and remedied in real time. In this study, we consider various aspects of affordances in order to amplify the user experience via visualization and interaction design. SolarWheels visualizes the multilayer multidimensional computer network issues with a series of integrated circular visualizations inspired by the metaphor of the solar system. To amplify user interaction and experience, the system provides a three-zone physical interaction that allows multiple users to interact with the system. Users can read details at different levels depending on their distance from the display. An expert evaluation study, based on a four-layer affordance framework, was conducted to assess and improve the interactive visualization design.

  18. Bridging Media with the Help of Players

    Science.gov (United States)

    Nitsche, Michael; Drake, Matthew; Murray, Janet

    We suggest harvesting the power of multiplayer design to bridge content across different media platforms and develop player-driven cross-media experiences. This paper first argues to partially replace complex AI systems with multiplayer design strategies to provide the necessary level of flexibility in the content generation for cross-media applications. The second part describes one example project - the Next Generation Play (NGP) project - that illustrates one practical approach of such a player-driven cross-media content generation. NGP allows players to collect virtual items while watching a TV show. These items are re-used in a multiplayer casual game that automatically generates new game worlds based on the various collections of active players joining a game session. While the TV experience is designed for the single big screen, the game executes on multiple mobile phones. Design and technical implementation of the prototype are explained in more detail to clarify how players carry elements of television narratives into a non-linear handheld gaming experience. The system describes a practical way to create casual game adaptations based on players' personal preferences in a multi-user environment.

  19. Vitamin D profile in National Football League players.

    Science.gov (United States)

    Maroon, Joseph C; Mathyssek, Christina M; Bost, Jeffrey W; Amos, Austin; Winkelman, Robert; Yates, Anthony P; Duca, Mark A; Norwig, John A

    2015-05-01

    By maintaining phosphate and calcium homeostasis, vitamin D is critical for bone health and possibly physical performance. Hence, vitamin D is important to athletes. Few studies have investigated vitamin D levels in relation to fractures and performance in athletes, and no published study has included a multiracial sample of professional American football players. To assess vitamin D levels, including the prevalence of vitamin D deficiency/insufficiency, in professional American football players and to evaluate the association of vitamin D levels with race, fracture history, and the ability to obtain a contract position, which may be a marker for athletic performance. Cohort study; Level of evidence, 3. Serum vitamin D levels of 80 professional football players from a single team in the National Football League were obtained during the 2011 off-season (mean age, 26.5±3.7 years; black, n=67 [84%]). These levels were used to compare injury reports from the 2011-2012 and 2012-2013 seasons. Statistical analyses were performed to test if vitamin D levels were related to race, fracture history, and the ability to obtain a contract position. Mean vitamin D level was 27.4±11.7 ng/mL, with significantly lower levels for black players (25.6±11.3 ng/mL) versus white players (37.4±8.6 ng/mL; F 1,78=13.00, P=.001). All athletes who were vitamin D deficient were black. When controlling for number of professional years played, vitamin D levels were significantly lower in players with at least 1 bone fracture when compared with no fractures. Players who were released during the preseason because of either injury or poor performance had significantly lower vitamin D levels than did players who played in the regular season. Black professional football players have a higher rate of vitamin D deficiency than do white players. Furthermore, professional football players with higher vitamin D levels were more likely to obtain a contract position in the National Football League

  20. Outcomes of microfracture in professional basketball players.

    Science.gov (United States)

    Cerynik, Douglas L; Lewullis, Gabriel E; Joves, Brian C; Palmer, Michael P; Tom, James A

    2009-09-01

    Surgical treatment for chondral defects of the knee in competitive running and jumping athletes remains controversial. This study evaluated the performance outcomes of professional basketball players in the National Basketball Association (NBA) who underwent microfracture. Data from 24 professional basketball players from 1997 to 2006 was obtained and analyzed. NBA player efficiency ratings (PER) were calculated for two seasons before and after injury. A control group of 24 players was used for comparison. Study group and control group demographics including age, NBA experience, and minutes per game demonstrated no statistical difference. Mean time to return to an NBA game was 30.0 weeks from the time of surgery. The first season after returning to competition PER and minutes per game decreased by 3.5 (P 0.05) and 3.0 min (P NBA game. On return to competition player performance and minutes per game are diminished.

  1. Injuries in Spanish female soccer players

    Directory of Open Access Journals (Sweden)

    Juan Del Coso

    2018-04-01

    Full Text Available Background: Epidemiologic research to learn the incidence, type, location, and severity of female soccer injuries and the risk factors for sustaining a sport injury is the first step in developing preventive policies. The aim of this study was to analyze the incidence of injuries in the population of female soccer players in Spain. Methods: The injuries incurred by 25,397 female soccer players were registered by the medical staff of the Spanish Football Federation during 1 season. A standardized medical questionnaire was used to classify the injury according to type, severity, location, and injury mechanism. A total of 2108 injuries was reported with an incidence of 0.083 injuries per player per season. Most injuries were in the lower limbs (74.0%, mainly affecting knee (30.4% and ankle joints (17.9%. Results: The proportion of injuries derived from contact with another player was higher during matches (33.7% than during training (11.4%; p  0.05. Conclusion: Most female soccer injuries were located at the knee and ankle; the injury mechanism determined the playing time lost; and the player's age did not affect injury characteristics. Keywords: Ankle, Epidemiology, Knee, Sport injuries, Women

  2. Childhood football play and practice in relation to self-regulation and national team selection; a study of Norwegian elite youth players.

    Science.gov (United States)

    Erikstad, Martin K; Høigaard, Rune; Johansen, Bjørn Tore; Kandala, Ngianga-Bakwin; Haugen, Tommy

    2018-03-09

    Childhood sport participation is argued to be important to understand differences in self-regulation and performance level in adolescence. This study sought to investigate if football-specific activities in childhood (6-12 years of age) is related to self-regulatory skills and national under 14- and 15-team selection in Norwegian elite youth football. Data of practice histories and self-regulatory skills of 515 youth football players selected at Norwegian regional level were collected and further analysed using multilevel analyses. The results revealed that high self-regulated players were more likely to be selected for national initiatives, and increased their involvement in peer-led football practice and adult-led football practice during childhood, compared to players with lower levels of self-regulation. While national level players reported higher levels of peer-led football play in childhood, the interaction effect suggest that the regional level players increased their involvement in peer-led play during childhood compared to national level players. In conclusion, the findings indicate that childhood sport participation may contribute to later differences in self-regulation, and highlights the importance of childhood engagement in football-specific play and practice in the development of Norwegian youth football players.

  3. Towards Player-Driven Procedural Content Generation

    DEFF Research Database (Denmark)

    Shaker, Noor; Yannakakis, Georgios N.; Togelius, Julian

    2012-01-01

    Generating immersive game content is one of the ultimate goals for a game designer. This goal can be achieved by realizing the fact that players’ perception of the same game differ according to a number of factors including: players’ personality, playing styles, expertise and culture background....... While one player might find the game immersive, others may quit playing as a result of encountering a seemingly insoluble problem. One promising avenue towards optimizing the gameplay experience for individual game players is to tailor player experience in real-time via automatic game content generation......-driven content generation....

  4. Sex-specific differences in injury types among basketball players.

    Science.gov (United States)

    Ito, Eri; Iwamoto, Jun; Azuma, Koichiro; Matsumoto, Hideo

    2015-01-01

    The purpose of the present study was to investigate sex-specific differences in injury types among basketball players. According to our database, during the 20-year period between October 1991 and June 2011, 1,219 basketball players (640 males and 579 females) consulted our sports medicine clinic; in total, 1,414 injuries in basketball players (729 injuries in males and 685 injuries in females) were recorded. The mean age of patients was 19.6 years. The most common injury site was the knee, followed by the foot and ankle, lower back, and upper extremities. There was a higher proportion of female players presenting with a knee injury, compared with male players (50.4% vs 41.7%), and a lower proportion of female players presenting with an upper extremity injury (5.1% vs 9.7%). The proportion of anterior cruciate ligament injury in the 10-19-year-old age group was higher among female players than among male players (45.9% vs 22.1%), while the proportions of Osgood-Schlatter disease in the 10-19-year-old age group and jumper's knee (patellar and femoral tendinopathy) in the 20-29-year-old age group were higher among male players than among female players (12.5% vs 1.8% and 14.6% vs 3.7%, respectively). However, the proportions of other injuries did not differ significantly between male and female players. The present observational study, which was performed using a retrospective case-series design, showed the existence of sex-specific differences in knee injuries sustained while participating in basketball.

  5. Indirect reciprocity with optional interactions.

    Science.gov (United States)

    Ghang, Whan; Nowak, Martin A

    2015-01-21

    Indirect reciprocity is a mechanism for the evolution of cooperation that is relevant for prosocial behavior among humans. Indirect reciprocity means that my behavior towards you also depends on what you have done to others. Indirect reciprocity is associated with the evolution of social intelligence and human language. Most approaches to indirect reciprocity assume obligatory interactions, but here we explore optional interactions. In any one round a game between two players is offered. A cooperator accepts a game unless the reputation of the other player indicates a defector. For a game to take place, both players must accept. In a game between a cooperator and a defector, the reputation of the defector is revealed to all players with probability Q. After a sufficiently large number of rounds the identity of all defectors is known and cooperators are no longer exploited. The crucial condition for evolution of cooperation can be written as hQB>1, where h is the average number of rounds per person and B=(b/c)-1 specifies the benefit-to-cost ratio. We analyze both stochastic and deterministic evolutionary game dynamics. We study two extensions that deal with uncertainty: hesitation and malicious gossip. Copyright © 2014 Elsevier Ltd. All rights reserved.

  6. HoldemML: A framework to generate No Limit Hold'em Poker agents from human player strategies

    OpenAIRE

    Luís Filipe Teófilo; Luís Paulo Reis

    2011-01-01

    Developing computer programs that play Poker at human level is considered to be challenge to the A.I research community, due to its incomplete information and stochastic nature. Due to these characteristics of the game, a competitive agent must manage luck and use opponent modeling to be successful at short term and therefore be profitable. In this paper we propose the creation of No Limit Hold'em Poker agents by copying strategies of the best human players, by analyzing past games between th...

  7. Hypernetworks Reveal Compound Variables That Capture Cooperative and Competitive Interactions in a Soccer Match.

    Science.gov (United States)

    Ramos, João; Lopes, Rui J; Marques, Pedro; Araújo, Duarte

    2017-01-01

    The combination of sports sciences theorization and social networks analysis (SNA) has offered useful new insights for addressing team behavior. However, SNA typically represents the dynamics of team behavior during a match in dyadic interactions and in a single cumulative snapshot. This study aims to overcome these limitations by using hypernetworks to describe illustrative cases of team behavior dynamics at various other levels of analyses. Hypernetworks simultaneously access cooperative and competitive interactions between teammates and opponents across space and time during a match. Moreover, hypernetworks are not limited to dyadic relations, which are typically represented by edges in other types of networks. In a hypernetwork, n-ary relations (with n > 2) and their properties are represented with hyperedges connecting more than two players simultaneously (the so-called simplex -plural, simplices ). Simplices can capture the interactions of sets of players that may include an arbitrary number of teammates and opponents. In this qualitative study, we first used the mathematical formalisms of hypernetworks to represent a multilevel team behavior dynamics, including micro (interactions between players), meso (dynamics of a given critical event, e.g., an attack interaction), and macro (interactions between sets of players) levels. Second, we investigated different features that could potentially explain the occurrence of critical events, such as, aggregation or disaggregation of simplices relative to goal proximity. Finally, we applied hypernetworks analysis to soccer games from the English premier league (season 2010-2011) by using two-dimensional player displacement coordinates obtained with a multiple-camera match analysis system provided by STATS (formerly Prozone). Our results show that (i) at micro level the most frequently occurring simplices configuration is 1vs.1 (one attacker vs. one defender); (ii) at meso level, the dynamics of simplices

  8. Hypernetworks Reveal Compound Variables That Capture Cooperative and Competitive Interactions in a Soccer Match

    Directory of Open Access Journals (Sweden)

    João Ramos

    2017-08-01

    Full Text Available The combination of sports sciences theorization and social networks analysis (SNA has offered useful new insights for addressing team behavior. However, SNA typically represents the dynamics of team behavior during a match in dyadic interactions and in a single cumulative snapshot. This study aims to overcome these limitations by using hypernetworks to describe illustrative cases of team behavior dynamics at various other levels of analyses. Hypernetworks simultaneously access cooperative and competitive interactions between teammates and opponents across space and time during a match. Moreover, hypernetworks are not limited to dyadic relations, which are typically represented by edges in other types of networks. In a hypernetwork, n-ary relations (with n > 2 and their properties are represented with hyperedges connecting more than two players simultaneously (the so-called simplex—plural, simplices. Simplices can capture the interactions of sets of players that may include an arbitrary number of teammates and opponents. In this qualitative study, we first used the mathematical formalisms of hypernetworks to represent a multilevel team behavior dynamics, including micro (interactions between players, meso (dynamics of a given critical event, e.g., an attack interaction, and macro (interactions between sets of players levels. Second, we investigated different features that could potentially explain the occurrence of critical events, such as, aggregation or disaggregation of simplices relative to goal proximity. Finally, we applied hypernetworks analysis to soccer games from the English premier league (season 2010–2011 by using two-dimensional player displacement coordinates obtained with a multiple-camera match analysis system provided by STATS (formerly Prozone. Our results show that (i at micro level the most frequently occurring simplices configuration is 1vs.1 (one attacker vs. one defender; (ii at meso level, the dynamics of simplices

  9. Longitudinal motor performance development in early adolescence and its relationship to adult success: An 8-year prospective study of highly talented soccer players.

    Science.gov (United States)

    Leyhr, Daniel; Kelava, Augustin; Raabe, Johannes; Höner, Oliver

    2018-01-01

    Several talent identification and development (TID) programs in soccer have implemented diagnostics to measure players' motor performance. Yet, there is a lack of research investigating the relationship between motor development in adolescence and future, adult performance. This longitudinal study analyzed the three-year development of highly talented young soccer players' speed abilities and technical skills and examined the relevance of this development to their adult success. The current research sample consisted of N = 1,134 players born between 1993 and 1995 who were selected for the German Soccer Association's TID program and participated in nationwide motor diagnostics (sprinting, agility, dribbling, ball control, shooting) four times between the Under 12 (U12) and Under 15 (U15) age class. Relative age (RA) was assessed for all players, and a total motor score was calculated based on performances in the individual tests. In order to investigate players' future success, participants were divided into two groups according to their adult performance level (APL) in the 2014/2015 season: Elite (1st-5th German division; N = 145, 12.8%) and non-elite players (lower divisions; N = 989, 87.2%). Using multilevel regression analyses each motor performance was predicted by Time, Time2 (level-1 predictors), APL, and RA (level-2 covariates) with simultaneous consideration for interaction effects between the respective variables. Time and Time2 were significant predictors for each test performance. A predictive value for RA was confirmed for sprinting and the total motor score. A significant relationship between APL and the motor score as well as between APL and agility, dribbling, ball control, and shooting emerged. Interaction effects distinctly failed to reach significance. The study found a non-linear improvement in players' performance for all considered motor performance factors over a three-year period from early to middle adolescence. While their predictive value

  10. The stroller in the virtual city: Spatial practice of Hong Kong players in Sleeping Dogs

    Directory of Open Access Journals (Sweden)

    Ge Zhang

    2014-03-01

    Full Text Available Sleeping Dogs is an open-world role-playing game developed by United Front Games, a Canadian Studio based in Vancouver, in conjunction with Square Enix London Studios and released by Square Enix in 2012. The game features the city of Hong Kong and the society of Chinese Triads. While the game itself is mainly a representation of post-colonial Hong Kong targeting a transnational audience entrenched in similar gameplay mechanics of the genre, the native Hong Kong players react to these reconstructions of Hong Kong through their own gameplay and unique interpretations. The virtual city is not a static representation but a congruence of vigorous interactions between the originally designed space and gamic actions of the players. This paper seeks to explore the spatial and bodily practices of Sleeping Dogs players in the virtual terrain of Hong Kong through the lens of Lefebvre’s spatial theory.

  11. The El Dorado of Handball? Foreign Female Players Stay, while Domestic Players Return from Abroad

    Science.gov (United States)

    Topič, Mojca Doupona; Šibila, Marko

    2016-01-01

    Abstract The main purpose of this research was to study the characteristics of migration in European women’s handball based on the Slovenian example and to find the differences between the foreigners coming to Slovenia and the Slovenians transferring to foreign clubs. The research was based on 16 open face-to-face semi-structured interviews (8 Slovenians (age 29.5 ± 6.2 years) and 8 foreigners (age 35.5 ± 8.7 years)). We found out that the most powerful factor in foreigners was the financial one, while within Slovenian players it was their personal desire for progression within their sport, the club’s reputation and poor conditions in their previous club. The results confirm that when making a decision on transfer, all players had the support of family and friends, while the clubs of foreign players were not as supportive. Most interviewees considered their careers successful and did not regret going abroad. The research indicates that the largest differences discovered between Slovenians and foreigners were that foreign female players chose to stay in the new country (Slovenia), while domestic players returned home after few years playing abroad. In conclusion, the results show that in top-level handball there are important differences between migration models which are based on nationality and also that the migration models change throughout time, which is largely connected with the socioeconomic events in the country of origin or transfer. PMID:28149349

  12. The El Dorado of Handball? Foreign Female Players Stay, while Domestic Players Return from Abroad

    Directory of Open Access Journals (Sweden)

    Bon Marta

    2016-04-01

    Full Text Available The main purpose of this research was to study the characteristics of migration in European women’s handball based on the Slovenian example and to find the differences between the foreigners coming to Slovenia and the Slovenians transferring to foreign clubs. The research was based on 16 open face-to-face semi-structured interviews (8 Slovenians (age 29.5 ± 6.2 years and 8 foreigners (age 35.5 ± 8.7 years. We found out that the most powerful factor in foreigners was the financial one, while within Slovenian players it was their personal desire for progression within their sport, the club’s reputation and poor conditions in their previous club. The results confirm that when making a decision on transfer, all players had the support of family and friends, while the clubs of foreign players were not as supportive. Most interviewees considered their careers successful and did not regret going abroad. The research indicates that the largest differences discovered between Slovenians and foreigners were that foreign female players chose to stay in the new country (Slovenia, while domestic players returned home after few years playing abroad. In conclusion, the results show that in top-level handball there are important differences between migration models which are based on nationality and also that the migration models change throughout time, which is largely connected with the socioeconomic events in the country of origin or transfer.

  13. Head Impact Exposure in Junior and Adult Australian Football Players

    Directory of Open Access Journals (Sweden)

    Mark Hecimovich

    2018-01-01

    Full Text Available This study measured and compared the frequency, magnitude, and distribution of head impacts sustained by junior and adult Australian football players, respectively, and between player positions over a season of games. Twelve junior and twelve adult players were tracked using a skin-mounted impact sensor. Head impact exposure, including frequency, magnitude, and location of impacts, was quantified using previously established methods. Over the collection period, there were no significant differences in the impact frequency between junior and adult players. However, there was a significant increase in the frequency of head impacts for midfielders in both grades once we accounted for player position. A comparable amount of head impacts in both junior and adult players has implications for Australian football regarding player safety and medical coverage as younger players sustained similar impact levels as adult players. The other implication of a higher impact profile within midfielders is that, by targeting education and prevention strategies, a decrease in the incidence of sports-related concussion may result.

  14. Morphological evolution of Springbok rugby players: Implications for ...

    African Journals Online (AJOL)

    The physique of rugby players has evolved over the course of the Twentieth Century. A novel morphological dataset was constructed of all Springbok rugby players until 2014. Although most of the change in body structure, particularly body weight, occurs during the era of professionalism, white Springbok rugby players ...

  15. Hip Arthroscopy in High-Level Baseball Players.

    Science.gov (United States)

    Byrd, J W Thomas; Jones, Kay S

    2015-08-01

    To report the results of hip arthroscopy among high-level baseball players as recorded by outcome scores and return to baseball. All patients undergoing hip arthroscopy were prospectively assessed with the modified Harris Hip Score. On review of all procedures performed over a 12-year period, 44 hips were identified among 41 intercollegiate or professional baseball players who had achieved 2-year follow-up. Among the 41 players, follow-up averaged 45 months (range, 24 to 120 months), with a mean age of 23 years (range, 18 to 34 years). There were 23 collegiate (1 bilateral) and 18 professional (2 bilateral) baseball players, including 10 Major League Baseball players. Of the 8 Major League Baseball pitchers, 6 (75%) also underwent ulnar collateral ligament elbow surgery. Improvement in the modified Harris Hip Score averaged 13 points (from 81 points preoperatively to 94 points postoperatively); a paired-samples t test determined that this mean improvement of 13 points was statistically significant (P arthroscopy. This study supports the idea that arthroscopic treatment for a variety of hip pathologies in high-level baseball players provides a successful return to sport and improvement in functional outcome scores. Level IV, therapeutic case series. Copyright © 2015 Arthroscopy Association of North America. Published by Elsevier Inc. All rights reserved.

  16. Competence-impeding electronic games and players' aggressive feelings, thoughts, and behaviors.

    Science.gov (United States)

    Przybylski, Andrew K; Deci, Edward L; Deci, Edward; Rigby, C Scott; Ryan, Richard M

    2014-03-01

    [Correction Notice: An Erratum for this article was reported in Vol 106(3) of Journal of Personality and Social Psychology (see record 2014-07574-006). In the article, the name of author Edward Deci was missing his middle name initial and should have read as Edward L. Deci. In addition, an incorrect version of figure 1 was published.] Recent studies have examined whether electronic games foster aggression. At present, the extent to which games contribute to aggression and the mechanisms through which such links may exist are hotly debated points. In current research we tested a motivational hypothesis derived from self-determination theory-that gaming would be associated with indicators of human aggression to the degree that the interactive elements of games serve to impede players' fundamental psychological need for competence. Seven studies, using multiple methods to manipulate player competence and a range of approaches for evaluating aggression, indicated that competence-impeding play led to higher levels of aggressive feelings, easier access to aggressive thoughts, and a greater likelihood of enacting aggressive behavior. Results indicated that player perceived competence was positively related to gaming motivation, a factor that was, in turn, negatively associated with player aggression. Overall, this pattern of effects was found to be independent of the presence or absence of violent game contents. We discuss the results in respect to research focused on psychological need frustration and satisfaction and as they regard gaming-related aggression literature. (PsycINFO Database Record (c) 2014 APA, all rights reserved).

  17. Football players, asset management & the unexploited potential of enhanced player engagement in football management & marketing

    DEFF Research Database (Denmark)

    Cortsen, Kenneth

    2016-01-01

    This article gives insights into why and how football brands (e.g. clubs and governing bodies) can benefit from enhancing the activation of players in football management and football marketing initiatives.......This article gives insights into why and how football brands (e.g. clubs and governing bodies) can benefit from enhancing the activation of players in football management and football marketing initiatives....

  18. Football players, asset management & the unexploited potential of enhanced player engagement in football management & marketing

    DEFF Research Database (Denmark)

    Cortsen, Kenneth

    2014-01-01

    This article gives insights into why and how football brands (e.g. clubs and governing bodies) can benefit from enhancing the activation of players in football management and football marketing initiatives.......This article gives insights into why and how football brands (e.g. clubs and governing bodies) can benefit from enhancing the activation of players in football management and football marketing initiatives....

  19. A Learning and Interaction design framework, from a study on formulating principles for the design of engaging music learning games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke; Ørngreen, Rikke

    2012-01-01

    Based on a preliminary action research study investigating the design of digital music games and years of experiences from interaction design processes of learning resources, this extended abstract presents a framework that mixes designs for learning principles and game design with a process view...... using a simple interaction design lifecycle. Though the first outset was to design engaging music games, the resulting framework has a more generic character....

  20. A C++ framework for active objects in embedded real-time systems-bridging the gap between modeling and implementation

    DEFF Research Database (Denmark)

    Caspersen, Michael Edelgaard

    1999-01-01

    . The framework has been used at Bang and Olufsen, a major Danish manufacturer of audio and video equipment, to develop software for a CD player; we illustrate the strength of the approach with examples from this project. As a pleasant side benefit, the framework approach results in a considerable reduction...

  1. High School Rugby Players' Perception of Coaching Effectiveness

    Science.gov (United States)

    Broodryk, Retief; van den Berg, Pieter Hendrick

    2011-01-01

    The aims of this study were firstly to determine the players' perceptions of their respective coaches' coaching effectiveness and secondly, determine the difference between big and small schools of the players' perceptions of their respective coaches' coaching effectiveness. Four hundred and seventy six players from 22 schools were asked to fill…

  2. Developmental activities and the acquisition of superior anticipation and decision making in soccer players.

    Science.gov (United States)

    Roca, André; Williams, A Mark; Ford, Paul R

    2012-01-01

    We examined whether soccer players with varying levels of perceptual-cognitive expertise can be differentiated based on their engagement in various types and amounts of activity during their development. A total of 64 participants interacted with life-size video clips of 11 versus 11 dynamic situations in soccer, viewed from the first-person perspective of a central defender. They were required to anticipate the actions of their opponents and to make appropriate decisions as to how best to respond. Response accuracy scores were used to categorise elite players (n = 48) as high- (n = 16) and low-performing (n = 16) participants. A group of recreational players (n = 16) who had lower response accuracy scores compared to the elite groups acted as controls. The participation history profiles of players were recorded using retrospective recall questionnaires. The average hours accumulated per year during childhood in soccer-specific play activity was the strongest predictor of perceptual-cognitive expertise. Soccer-specific practice activity during adolescence was also a predictor, albeit its impact was relatively modest. No differences were reported across groups for number of other sports engaged in during development, or for some of the key milestones achieved. A number of implications for talent development are discussed.

  3. Swimming literacy field hockey woman player ground.

    OpenAIRE

    Baštová, Miroslava

    2012-01-01

    Title: Swimming literacy field hockey woman player ground. Objectives: To obtain and analyze data on the level ground swimming literacy field hockey woman player. Their perception swimming literacy for life, the use of non-specific regeneration and as a training resource. Methods: Analysis of scientific literature, survey, case study, data analysis and graphical presentation of results. Results of the work: field hockey player as swimming literate, benefits swimming but not used as a means of...

  4. Effects of in-season circuit training on physical abilities in male handball players.

    Science.gov (United States)

    Hermassi, Souhail; Wollny, Rainer; Schwesig, René; Shephard, Roy J; Chelly, Mohamed Souhaiel

    2017-10-07

    This study analyzed the effects of a resistance-type circuit training program (RCT) (30-35 minutes, performed twice a week for 10 weeks) on male handball players. Twenty-two males were divided into experimental (E; age 20.3 ± 0.5 years) and control groups (C; age 20.1± 0.5 years). Measures before and after RCT included squat (SJ) and countermovement jumps (CMJ), one repetition maximum (1-RM) ofbench press, pull-over and back half-squats, throwing velocity (a 3-step throw with run (RT), and a jump throw (JT)), repeated-sprint ability (six 2 x 15-m shuttle sprints with recording of best time for a single trial), anthropometric estimates of leg and thigh muscle volumes and mean thigh cross-sectional area (CSA), and a test of agility. The agility T-half test showed a significant interaction effect (p=0.001; η=0.422), with an inter-group difference in effect size (d) of 1.27 (dTG=1.24 vs. dCG=-0.03). The SJ displayed no interaction effect. The interaction effects for half back-squat (d=2.73, η=0.740) and CMJ (d=3.76, η=0.700) were large, but that for RT was smaller (η=0.460) than that for JT (η=0.745). The throwing velocity of C decreased for both measures, with negative effect sizes (d=-0.18 and d=-0.93 respectively). Upper body, leg, and thigh muscle volumes and thigh CSA increased significantly after resistance training. However, repeated-sprint parameters showed no significant changes. During the competitive season, 10 weeks of RCT with only 2 training sessions per week improved numerous measures of athletic performance in handball players, and such conditioning can be highly recommended as part of the annual training program for elite handball players.

  5. Protective equipment use among female rugby players.

    Science.gov (United States)

    Comstock, R Dawn; Fields, Sarah K; Knox, Christy L

    2005-07-01

    Our objective was to assess the prevalence of protective equipment use and the motivation for using protective equipment among a sample of US female rugby players. We surveyed a convenience sample of 234 current US female rugby players from 14 teams participating in a US women's rugby tournament, obtaining self-reported demographic, rugby exposure, and protective equipment use information. Mouthguards were the most commonly used piece of protective equipment: 90.8% of players reported having always worn a mouthguard while playing or practicing rugby within their most recent 3 months of play. Fewer than 15% of players reported having always worn other types of protective equipment. Equipment use varied by playing position. Whereas over 80% of players in all other positions always wore a mouthguard, 66.7% of scrum halves reported always wearing one. Both backs and forwards reported wearing shoulder pads, but only forwards reported always wearing padded headgear. Mouthguards, padded headgear, and shoulder pads were worn "to prevent injury," whereas ankle braces, neoprene sleeves, and athletic tape on joints were worn "to protect a current/recent injury." This is the first study of female rugby players to assess the prevalence of protective equipment use by playing position and the motivation for using protective equipment. With the exception of mouthguards, US female rugby players infrequently use protective equipment. Protective equipment use varies by playing position. Some types of protective equipment appear to be used as primary prevention mechanisms, whereas others are used as secondary or tertiary prevention mechanisms.

  6. Expanding Upon the MEMS Framework: How Temperature Impacts Organo-Mineral Interactions

    Science.gov (United States)

    Smith, K.; Waring, B. G.

    2017-12-01

    Microbial substrate use efficiency (SUE; the fraction of substrate carbon (C) incorporated into biomass vs. respired) affects the development of soil organic matter (SOM). An emerging theoretical model (the Microbial Efficiency-Matrix Stabilization (MEMS) framework) posits that microbial SUE acts as a filter for plant litter inputs, whereby a larger proportion of microbial products are synthesized from labile (and not recalcitrant) plant substrates. Thus, SOM stability depends on both the efficiency of microbial anabolism as well as the degree to which microbial products stabilize within the mineral soil matrix. In this study, we performed a laboratory microcosm experiment using diverse soils collected in Utah to test how substrate complexity, soil mineralogy, and temperature interact to control SOM formation. Prior to microcosm setup, we first removed organic C from our field soils by washing with concentrated hypochlorite solution. Microcosms were then assembled by mixing C-free soil with one of three substrates (glucose, cellulose, and lignin), and placed in incubators set to different temperatures (18°, 28°, and 38°C). Respiration rates were then estimated by periodically sampling headspace CO2 concentrations in each microcosm. Prior to C removal, we found that field soils exhibited distinct properties ranging from clay-rich vertisols (55:27:18, sand:silt:clay; 1.1% C), to loamy-sand entisols (85:11:4; 0.3% C), and organic-rich mollisols (79:17:4; 1.7% C). In the incubation experiment, consistent with enzyme kinetics theory, respiration rates increased as a function of incubation temperature (p soil effects (including interactions with temperature and substrate) were less clear. Together these results build upon the MEMS framework by highlighting the importance of organo-mineral interactions and temperature as controls on soil C cycling.

  7. Sex-specific differences in injury types among basketball players

    Directory of Open Access Journals (Sweden)

    Ito E

    2014-12-01

    Full Text Available Eri Ito, Jun Iwamoto, Koichiro Azuma, Hideo MatsumotoInstitute for Integrated Sports Medicine, Keio University School of Medicine, Tokyo, JapanAbstract: The purpose of the present study was to investigate sex-specific differences in injury types among basketball players. According to our database, during the 20-year period between October 1991 and June 2011, 1,219 basketball players (640 males and 579 females consulted our sports medicine clinic; in total, 1,414 injuries in basketball players (729 injuries in males and 685 injuries in females were recorded. The mean age of patients was 19.6 years. The most common injury site was the knee, followed by the foot and ankle, lower back, and upper extremities. There was a higher proportion of female players presenting with a knee injury, compared with male players (50.4% vs 41.7%, and a lower proportion of female players presenting with an upper extremity injury (5.1% vs 9.7%. The proportion of anterior cruciate ligament injury in the 10–19-year-old age group was higher among female players than among male players (45.9% vs 22.1%, while the proportions of Osgood–Schlatter disease in the 10–19-year-old age group and jumper's knee (patellar and femoral tendinopathy in the 20–29-year-old age group were higher among male players than among female players (12.5% vs 1.8% and 14.6% vs 3.7%, respectively. However, the proportions of other injuries did not differ significantly between male and female players. The present observational study, which was performed using a retrospective case-series design, showed the existence of sex-specific differences in knee injuries sustained while participating in basketball.Keywords: sports injury, sex, anterior cruciate ligament injury, Osgood–Schlatter disease, basketball

  8. Strength asymmetry of the shoulders in elite volleyball players.

    Science.gov (United States)

    Hadzic, Vedran; Sattler, Tine; Veselko, Matjaž; Markovic, Goran; Dervisevic, Edvin

    2014-01-01

    Volleyball players are reported to have shoulder strength imbalances. Previous authors have primarily investigated small samples of male players at a single skill level, without considering playing position, and with inconsistent findings. To evaluate shoulder strength asymmetry and a history of shoulder injury in a large sample of professional volleyball players of both sexes across different playing positions and skill levels. Descriptive laboratory study. A sample of 183 volleyball players (99 men, 84 women). We assessed shoulder internal-rotator and external-rotator concentric strength at 60°/s using an isokinetic dynamometer and dominant-nondominant differences in shoulder strength and strength ratios using repeated-measures analyses of variance. Peak torque was normalized for body mass and external-rotation/internal-rotation concentric strength. Internal-rotation strength was asymmetric in favor of the dominant side in both sexes, regardless of previous shoulder injury status. Male volleyball players had a lower shoulder strength ratio on the dominant side, regardless of previous shoulder injury status. However, this finding was valid only when hand dominance was taken into account. Female volleyball players playing at a higher level (ie, first versus second division) were 3.43 times more likely to have an abnormal strength ratio. Playing position was not associated with an abnormal shoulder strength ratio or strength asymmetry. In male volleyball players, the external-rotation/internal-rotation strength ratio of the dominant shoulder was lower, regardless of playing position, skill level, or a previous shoulder injury. In female players, the ratio was less only in those at a higher skill level. Although speculative, these findings generally suggest that female volleyball players could have a lower risk of developing shoulder-related problems than male volleyball players. Isokinetic shoulder testing may reveal important information about the possible risk

  9. Social Media, Futbol, and Crisis: An exploratory case study examining the FIFA World Cup addressing player concussions

    Directory of Open Access Journals (Sweden)

    Samantha Hughey

    2015-06-01

    Full Text Available Social media strategies and practices continue to be integrated across various athletic sports, particularly futbol. One of the recent global athletic events that occurred where social media played an important role was the 2014 Fédération Internationale de Football Association World Cup in Brazil. While social media brings forth great opportunities for teams to engage with fans and share real-time updates, it also allows active fans to voice concerns around particular issues like player safety i.e. concussions, which could lead to a crisis situation. This particular incident in question involved futbol player Christoph Kramer, who suffered a blow to the head that left him slumped over during the Germany versus Argentina championship match. Fans are linking the lack of concern for player safety to the FIFA brand, making an outcry for protocol to be adapted to tackle the growing issue surrounding players who have suffered from concussions. The FIFA organization waited until September 9, 2014 to address the public and provide a plan for future occurrences of this kind. Based on the theoretical framework of Coombs’ Situational Crisis Communication Theory, the FIFA commission did not properly assessing the crisis at hand and actually implemented the denial posture of crisis response instead of taking proactive actions to address this situation with their stakeholders.

  10. Conceptual Framework: Development of Interactive Reading Malay Language Learning System (I-ReaMaLLS

    Directory of Open Access Journals (Sweden)

    Ismail Nurulisma

    2018-01-01

    Full Text Available Reading is very important to access knowledge. Reading skills starts during preschool level no matter of the types of languages. At present, there are many preschool children who are still unable to recognize letters or even words. This leads to the difficulties in reading. Therefore, there is a need of intervention in reading to overcome such problems. Thus, technologies were adapted in enhancing learning skills, especially in learning to read among the preschool children. Phonological is one of the factors to be considered to ensure a smooth of transition into reading. Phonological concept enables the first learner to easily learn reading such to learn reading Malay language. The medium of learning to read Malay language can be assisted via the supportive of multimedia technology to enhance the preschool children learning. Thus, an interactive system is proposed via a development of interactive reading Malay language learning system, which is called as I-ReaMaLLS. As a part of the development of I-ReaMaLLS, this paper focus on the development of conceptual framework in developing interactive reading Malay language learning system (I-ReaMaLLS. I-ReaMaLLS is voice based system that facilitates the preschool learner in learning reading Malay language. The conceptual framework of developing I-ReaMaLLS is conceptualized based on the initial study conducted via methods of literature review and observation with the preschool children, aged 5 – 6 years. As the result of the initial study, research objectives have been affirmed that finally contributes to the design of conceptual framework for the development of I-ReaMaLLS.

  11. Are squash players protecting their eyes?

    Science.gov (United States)

    Eime, R M; Finch, C F; Sherman, C A; Garnham, A P

    2002-09-01

    To determine factors associated with adult squash players' protective eyewear behaviours. A survey of 303 players (aged >or =18 years) was conducted at three squash venues in Melbourne, Australia over a three week period in June 2000 to obtain information about protective eyewear use. Of 303 participants the response rate was 98.1%; 66.1% were males, with a mean age of 40.5 years. The majority (68.4%) had played squash for 10 years or more. Although 18.8% of players reported using protective eyewear, only 8.9% reported wearing approved eyewear. Both age group (peye injuries (50.0%) and knowledge of eye injury risk (33.9%). A commonly reported barrier was restriction of vision (34.2%). These findings demonstrate a low prevalence of voluntary use of appropriate protective eyewear. Future prevention strategies incorporating education campaigns should focus on increasing players' knowledge of risks. The barriers to use and misconceptions about which types of eyewear is most protective need to be addressed as a priority.

  12. Effects of 6 Weeks Psychological Skill Training on Team Cohesion, Self-Confidence & Anxiety: A Case of Youth Basketball Players

    Science.gov (United States)

    Miçoogullari, Bülent Okan; Kirazci, Sadettin

    2016-01-01

    The purpose of this study was to examine the impact of a six-week psychological skill training (PST) program that is based on a cognitive-behavioral conceptual framework on team cohesion, confidence, and anxiety of an intact team. Thirty-six male basketball players, 19 athletes for the experimental group and 17 athletes for the control group, aged…

  13. The video game experience as 'true' identification: A theory of enjoyable alterations of players' self-perception

    NARCIS (Netherlands)

    Klimmt, C.; Hefner, D.; Vorderer, P.A.

    2009-01-01

    This article introduces an explication of video game players' identification with a game character or role that is based on social-psychological models of self-perception. Contrasting with conventional ("dyadic" ) notions of media user-character relationships (e.g., parasocial interaction or

  14. The effect of pressure on open-framework silicates: elastic behaviour and crystal-fluid interaction

    Science.gov (United States)

    Gatta, G. D.; Lotti, P.; Tabacchi, G.

    2018-02-01

    The elastic behaviour and the structural evolution of microporous materials compressed hydrostatically in a pressure-transmitting fluid are drastically affected by the potential crystal-fluid interaction, with a penetration of new molecules through the zeolitic cavities in response to applied pressure. In this manuscript, the principal mechanisms that govern the P-behaviour of zeolites with and without crystal-fluid interaction are described, on the basis of previous experimental findings and computational modelling studies. When no crystal-fluid interaction occurs, the effects of pressure are mainly accommodated by tilting of (quasi-rigid) tetrahedra around O atoms that behave as hinges. Tilting of tetrahedra is the dominant mechanism at low-mid P-regime, whereas distortion and compression of tetrahedra represent the mechanisms which usually dominate the mid-high P regime. One of the most common deformation mechanisms in zeolitic framework is the increase of channels ellipticity. The deformation mechanisms are dictated by the topological configuration of the tetrahedral framework; however, the compressibility of the cavities is controlled by the nature and bonding configuration of the ionic and molecular content, resulting in different unit-cell volume compressibility in isotypic structures. The experimental results pertaining to compression in "penetrating" fluids, and thus with crystal-fluid interaction, showed that not all the zeolites experience a P-induced intrusion of new monoatomic species or molecules from the P-transmitting fluids. For example, zeolites with well-stuffed channels at room conditions (e.g. natural zeolites) tend to hinder the penetration of new species through the zeolitic cavities. Several variables govern the sorption phenomena at high pressure, among those: the "free diameters" of the framework cavities, the chemical nature and the configuration of the extra-framework population, the partial pressure of the penetrating molecule in the

  15. Self-determined motivation in rehabilitating professional rugby union players

    OpenAIRE

    Carson, F.; Polman, Remco C.J.

    2017-01-01

    Background The aim of the present study was to explore the views of professional rugby union players during the early rehabilitation, late rehabilitation and return to play stages, following anterior cruciate ligament (ACL) injury. Methods A qualitative dominant, mixed methodological approach was utilized with five players who had suffered an ACL injury requiring reconstructive surgery. A longitudinal approach, concurrent with each player?s rehabilitation, consisting of twice monthly intervie...

  16. Physical Characteristics and Performance of Japanese Top-Level American Football Players.

    Science.gov (United States)

    Yamashita, Daichi; Asakura, Masaki; Ito, Yoshihiko; Yamada, Shinzo; Yamada, Yosuke

    2017-09-01

    Yamashita, D, Asakura, M, Ito, Y, Yamada, S, and Yamada, Y. Physical characteristics and performance of Japanese top-level American football players. J Strength Cond Res 31(9): 2455-2461, 2017-This study aimed to compare the physical characteristics and performance between top-level nonprofessional football players in Japan and National Football League (NFL) Combine invited players and between top-level and middle-level players in Japan to determine the factors that enhance performance in international and national competitions. A total of 168 American football players (>20 years) in Japan participated in an anthropometric (height and weight) and physical (vertical jump, long jump, 40-yard dash, pro-agility shuttle, 3-cone drill, and bench press repetition test) measurement program based on the NFL Combine program to compete in the selection of candidates for the Senior World Championship. All players were categorized into 1 of the 3 position groups based on playing position: skill players, big skill players, and linemen. Japanese players were additionally categorized into selected and nonselected players for the second tryout. The NFL Combine candidates had significantly better performance than selected Japanese players on all variables except on performance related to quickness among the 3 position groups. Compared with nonselected players, selected Japanese skill players had better performance in the 40-yard dash and bench press test and big skill players had better performance in the vertical jump, broad jump, and 40-yard dash. Selected and nonselected Japanese linemen were not different in any measurements. These results showed the challenges in American football in Japan, which include not only improving physical performance of top-level players, but also increasing the number of football players with good physical performance.

  17. Training Patterns of Wheelchair Basketball Players in Turkey

    Science.gov (United States)

    Tatar, Yasar

    2008-01-01

    The aim of this study was to analyze technical drills, warm-up and cool-down exercises used by wheelchair basketball players of the Turkish league in relation to training sessions. 33 male wheelchair basketball players participated in the study (mean age 26.6[plus or minus]5,95 years). All players reported that they used warm-up exercises before…

  18. Prospective study of injury in volleyball players: 6 year results.

    Science.gov (United States)

    Pastor, M F; Ezechieli, M; Classen, L; Kieffer, O; Miltner, O

    2015-01-01

    The volleyball game has a high complexity and thus entails a lot of strain to the players. Due to this high and different training and competition strain comprehensive and individual training plans should be developed with competing training objectives in order to prevent injuries. The aim of the study was to analyse prospectively over six seasons the acute and overuse injuries of a German male professional volleyball team. The study included 34 male national league players from season the 2007/08 to 2012/13. All players received a sport medicine examination and a functional diagnosis before each season. Based on the results the players received an individual training plan. The players suffered 186 injuries. The prevalence of acute injuries was 1.94 per player and overuse injuries 0.64 per player. The incidence of acute injuries was 3.3/1000 h volleyball and overuse injuries 1.08/1000 h volleyball. The largest number of injuries was found in the spine. The players had most likely minor injuries. The players had significantly fewer injuries in their second season (1.92) than in their first season (3.25; p= 0.004). It could be concluded that volleyball is a sport with a relative low prevalence of injuries compared to other team sports. The prevalence of injury is 2.58 per player. Due to an injury a player dropped out 16.91 days per season. An individual training program seems to reduce the incidence of injury.

  19. The Spawns of Creative Behavior in Team Sports: A Creativity Developmental Framework.

    Science.gov (United States)

    Santos, Sara D L; Memmert, Daniel; Sampaio, Jaime; Leite, Nuno

    2016-01-01

    Developing creativity in team sports players is becoming an increasing focus in sports sciences. The Creativity Developmental Framework is presented to provide an updated science based background. This Framework describes five incremental creative stages (beginner, explorer, illuminati, creator, and rise) and combines them into multidisciplinary approaches embodied in creative assumptions. In the first training stages, the emphasis is placed on the enrollment in diversification, deliberate play and physical literacy approaches grounded in nonlinear pedagogies. These approaches allow more freedom to discover different movement patterns increasing the likelihood of emerging novel, adaptive and functional solutions. In the later stages, the progressive specialization in sports and the differential learning commitment are extremely important to push the limits of the creative progress at higher levels of performance by increasing the range of skills configurations. Notwithstanding, during all developmental stages the teaching games for understanding, a game-centered approach, linked with the constraints-led approach play an important role to boost the tactical creative behavior. Both perspectives might encourage players to explore all actions possibilities (improving divergent thinking) and prevents the standardization in their actions. Overall, considering the aforementioned practice conditions the Creativity Developmental Framework scrutinizes the main directions that lead to a long-term improvement of the creative behavior in team sports. Nevertheless, this framework should be seen as a work in progress to be later used as the paramount reference in creativity training.

  20. From Team Play to Squad Play: The Militarisation of Interactions in Multiplayer FPS Video Games

    OpenAIRE

    Adam Duell

    2014-01-01

    Since the onset of E-sports we have seen the development from casual players to professional players who push the boundary of game mastery to new heights via coordinated team play. In this short paper I explore how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS) video game DayZ (Bohemia Interactive, 2014).  Utilising the key components of team interaction in the context of di...

  1. The Creation of a Multi-Human, Multi-Robot Interactive Jam Session

    OpenAIRE

    Weinberg, Gil; Blosser, Brian; Mallikarjuna, Trishul; Raman, Aparna

    2009-01-01

    This paper presents an interactive and improvisational jam session, including human players and two robotic musicians. The project was developed in an effort to create novel and inspiring music through human-robot collaboration. The jam session incorporates Shimon, a newly-developed socially-interactive robotic marimba player, and Haile, a perceptual robotic percussionist developed in previous work. The paper gives an overview of the musical perception modules, adaptive improvisation modes an...

  2. Comparing technical proficiency of elite table tennis players with intellectual disability: simulation testing versus game play.

    Science.gov (United States)

    Van Biesen, Debbie; Mactavish, Jennifer J; Vanlandewijck, Yves C

    2014-04-01

    Technical skill proficiency among elite table tennis players with intellectual disabilities (ID) was investigated in this study using two approaches: an off-court simulation testing protocol and an on-court, standardized observational framework during game play. Participants included 24 players with ID (M age = 25 yr., SD = 6; M IQ = 61, SD = 9), the top 16 performers, 13 men and 11 women, at the International Federation for sport for para-athletes with an intellectual disability (Inas) World Championships. Self-reported table tennis training experience of the players was 13 +/- 5 yr. In the Simulation Testing condition, players were instructed to play five sets of basic and five sets of advanced skills, which were subsequently assessed by experts using a standardized and validated observational protocol. The same protocol was used to assess the same skills during Game Play. Ratings of overall technical proficiency were not significantly different between Simulation Testing and Game Play conditions. There was a strong positive correlation between technical proficiency measured during Game Play vs Simulation Testing for the variables flick, topspin forehand, and topspin backhand. No correlations were found for the variables contra, block, and push. Insight into this relationship is important for future development of classification systems for ID athletes in the Paralympic Games, because comparing competition observation with the athlete's potential shown during the classification session is essential information for classifiers to confirm the athlete's competition class.

  3. Investigating the Nutritional and Recovery Habits of Tennis Players

    Directory of Open Access Journals (Sweden)

    James A. Fleming

    2018-04-01

    Full Text Available In this study, the nutritional and recovery habits of tennis players pre-, during, and post-match-play were investigated. Seventy tennis players completed a bespoke nutrition and recovery habits questionnaire, with questions related to the following areas: match preparation, intra-match nutritional habits, situation dependent variables, and post-match nutrition and recovery. On match day-1, the consumption of balanced meals consisting of carbohydrate (CHO, fat and protein, with some micronutrient considerations were reported by 51% of players. On match-days, CHOs were prioritised prior to match-play with CHO dominant meals consumed by the majority of players. During matches, all players adopted a nutritional strategy, with water (94%, banana(s (86% and sports drinks (50% commonly used. Carbohydrate rich nutritional aids, including sports drinks (80% and energy gels (26% were utilised more readily during long matches (>2 h. The day after match-play, 39% of players reported the consumption of “nothing specific”. Multiple post-match recovery strategies were adopted by 80% of players, with foam rolling (77%, ice baths (40%, protein shake intake (37% and hot baths (26% most used. Findings indicate highly variable eating and recovery habits in tennis players pre-, during and post-match-play, with scope for improved practices.

  4. Investigating the Nutritional and Recovery Habits of Tennis Players.

    Science.gov (United States)

    Fleming, James A; Naughton, Robert J; Harper, Liam D

    2018-04-03

    In this study, the nutritional and recovery habits of tennis players pre-, during, and post-match-play were investigated. Seventy tennis players completed a bespoke nutrition and recovery habits questionnaire, with questions related to the following areas: match preparation, intra-match nutritional habits, situation dependent variables, and post-match nutrition and recovery. On match day-1, the consumption of balanced meals consisting of carbohydrate (CHO), fat and protein, with some micronutrient considerations were reported by 51% of players. On match-days, CHOs were prioritised prior to match-play with CHO dominant meals consumed by the majority of players. During matches, all players adopted a nutritional strategy, with water (94%), banana(s) (86%) and sports drinks (50%) commonly used. Carbohydrate rich nutritional aids, including sports drinks (80%) and energy gels (26%) were utilised more readily during long matches (>2 h). The day after match-play, 39% of players reported the consumption of "nothing specific". Multiple post-match recovery strategies were adopted by 80% of players, with foam rolling (77%), ice baths (40%), protein shake intake (37%) and hot baths (26%) most used. Findings indicate highly variable eating and recovery habits in tennis players pre-, during and post-match-play, with scope for improved practices.

  5. Generative Agents for Player Decision Modeling in Games

    DEFF Research Database (Denmark)

    Holmgård, Christoffer; Liapis, Antonios; Togelius, Julian

    2014-01-01

    This paper presents a method for modeling player decision making through the use of agents as AI-driven personas. The paper argues that artificial agents, as generative player models, have properties that allow them to be used as psyhometrically valid, abstract simulations of a human player......’s internal decision making processes. Such agents can then be used to interpret human decision making, as personas and playtesting tools in the game design process, as baselines for adapting agents to mimic classes of human players, or as believable, human-like opponents. This argument is explored...... in a crowdsourced decision making experiment, in which the decisions of human players are recorded in a small-scale dungeon themed puzzle game. Human decisions are compared to the decisions of a number of a priori defined “archetypical” agent-personas, and the humans are characterized by their likeness...

  6. ARZombie: A Mobile Augmented Reality Game with Multimodal Interaction

    Directory of Open Access Journals (Sweden)

    Diogo Cordeiro

    2015-11-01

    Full Text Available Augmented reality games have the power to extend virtual gaming into real world scenarios with real people, while enhancing the senses of the user. This paper describes the AR- Zombie game developed with the aim of studying and developing mobile augmented reality applications, specifically for tablets, using face recognition interaction techniques. The goal of the ARZombie player is to kill zombies that are detected through the display of the device. Instead of using markers as a mean of tracking the zombies, this game incorporates a facial recognition system, which will enhance the user experience by improving the interaction of players with the real world. As the player moves around the environment, the game will display virtual zombies on the screen if the detected faces are recognized as belonging to the class of the zombies. ARZombie was tested with users to evaluate the interaction proposals and its components were evaluated regarding the performance in order to ensure a better gaming experience.

  7. Beneficial Long Communication in the Multi-Player Electronic Mail Game

    NARCIS (Netherlands)

    De Jaegher, K.J.M.

    2015-01-01

    In the two-player electronic mail game (EMG), as is well-known, the probability of collective action is lower the more confirmations and re-confirmations are made available to players. In the multi-player EMG, however, as we show players may coordinate on equilibria where they require only few of

  8. Jump Rope Training: Balance and Motor Coordination in Preadolescent Soccer Players

    Directory of Open Access Journals (Sweden)

    Athos Trecroci, Luca Cavaggioni, Riccardo Caccia, Giampietro Alberti

    2015-12-01

    Full Text Available General physical practice and multidimensional exercises are essential elements that allow young athletes to enhance their coordinative traits, balance, and strength and power levels, which are linked to the learning soccer-specific skills. Jumping rope is a widely-used and non-specific practical method for the development of athletic conditioning, balance and coordination in several disciplines. Thus, the aim of this study was to investigate the effects of a short-term training protocol including jumping rope (JR exercises on motor abilities and body balance in young soccer players. Twenty-four preadolescent soccer players were recruited and placed in two different groups. In the Experimental group (EG, children performed JR training at the beginning of the training session. The control group (CG, executed soccer specific drills. Harre circuit test (HCT and Lower Quarter Y balance test (YBT-LQ were selected to evaluate participant’s motor ability (e.g. ability to perform rapidly a course with different physical tasks such as somersault and passages above/below obstacles and to assess unilateral dynamic lower limb balance after 8 weeks of training. Statistical analysis consisted of paired t-test and mixed analysis of variance scores to determine any significant interactions. Children who performed jumping rope exercises showed a significant decrease of 9% (p 0.05, ES = 0.05-0.2 from pre- to post-training. A training-by-group interaction was found for the composite score in both legs (p 0.14. Our findings demonstrated that JR practice within regular soccer training enhanced general motor coordination and balance in preadolescent soccer players. Therefore, the inclusion of JR practice within regular soccer training session should encouraged to improve children’s motor skills.

  9. A thermodynamic framework for thermo-chemo-elastic interactions in chemically active materials

    Science.gov (United States)

    Zhang, XiaoLong; Zhong, Zheng

    2017-08-01

    In this paper, a general thermodynamic framework is developed to describe the thermo-chemo-mechanical interactions in elastic solids undergoing mechanical deformation, imbibition of diffusive chemical species, chemical reactions and heat exchanges. Fully coupled constitutive relations and evolving laws for irreversible fluxes are provided based on entropy imbalance and stoichiometry that governs reactions. The framework manifests itself with a special feature that the change of Helmholtz free energy is attributed to separate contributions of the diffusion-swelling process and chemical reaction-dilation process. Both the extent of reaction and the concentrations of diffusive species are taken as independent state variables, which describe the reaction-activated responses with underlying variation of microstructures and properties of a material in an explicit way. A specialized isothermal formulation for isotropic materials is proposed that can properly account for volumetric constraints from material incompressibility under chemo-mechanical loadings, in which inhomogeneous deformation is associated with reaction and diffusion under various kinetic time scales. This framework can be easily applied to model the transient volumetric swelling of a solid caused by imbibition of external chemical species and simultaneous chemical dilation arising from reactions between the diffusing species and the solid.

  10. Decomposition of Multi-player Games

    Science.gov (United States)

    Zhao, Dengji; Schiffel, Stephan; Thielscher, Michael

    Research in General Game Playing aims at building systems that learn to play unknown games without human intervention. We contribute to this endeavour by generalising the established technique of decomposition from AI Planning to multi-player games. To this end, we present a method for the automatic decomposition of previously unknown games into independent subgames, and we show how a general game player can exploit a successful decomposition for game tree search.

  11. Supply chain management: a framework of understanding

    OpenAIRE

    Du Toit, Deirdre; Vlok, Pieter-Jan

    2014-01-01

    The topic of supply chain management (SCM) is complex to understand because it encompasses many different flows of activities, components, functions, and role-players. The literature is scattered across multiple functions, varies in scope, and is often confined to certain elements within SCM. This article aims to provide a literature overview of SCM. It is explained with the aid of a newly-developed framework of understanding that offers a graphical representation of the term. It unifies and ...

  12. Mental Toughness Attributes of Junior Level Medalist Badminton Players

    Directory of Open Access Journals (Sweden)

    Varghese C. Antony

    2016-10-01

    Full Text Available The study aims to compare the mental toughness attributes between medalist and non-medalist badminton players and between male and female players. Participants were 15 male and 15 female badminton players aged between 13-19 years (M= 15.71, SD=2.82. Mental toughness questionnaire of Tiwari and Sharma was administered and the data were analyzed by using descriptive statistics and t-test. Medalist players have exhibited higher mean values on self-confidence, attention control, motivation and goal setting attributes. Overall mental toughness of medalists was higher 180.80±17.15 than non-medalists 170.25±20.10. Comparison analysis showed significant difference between medalists and non-medalists on mental toughness attributes: Self-confidence (SCO: p=0.001<0.05, medalists scored (M±SD=31.33±2.10 higher than non-medalists; motivation (MOT: p=0.006<0.05, medalist scored higher (M±SD=33.50±4.07; goal setting (GSE: p=0.044<0.05, medalists scored significantly higher (M±SD=33.55±4.11 than non-medalists. Other attributes did not show any significant difference between medalist and non-medalist players. When compared with gender, no significant difference was observed on mental toughness attributes except attention control (ATNCON: p=0.044<0.05, female players scored (M±SD=38.97±3.08 higher than male players. The findings confirm that mental toughness is a desired attribute which differentiates a medalist and non-medalist player. Connaughton et al., (2007 stated that elite competitive athletes possess better mental toughness. Medalist players displayed better self-confidence than the non-medalists as supported by Kuan and Roy (2007, Loehr (1986. Motivation helps players to achieve their best and enhance mental toughness (Connaughton et al., 2008; Mohammad et al., 2009. Goal setting determines successful performance Weinberg and Weigand (1993, Weinberg (2003. It was concluded that medalist badminton players showed better mental toughness

  13. A Survey on Common Injuries in Recreational Badminton Players

    Directory of Open Access Journals (Sweden)

    A Muttalib

    2009-11-01

    Full Text Available The aim of this descriptive study is to determine the incidence of injuries among recreational badminton players. We evaluated 86 recreational badminton players in the city of Malacca; 35 were excluded for fitting the exclusion criteria. The average recreational badminton player was 36.13 years old and had been playing badminton for the past 17.84 years at a frequency of 2.11 times per week. 39.21% of the recreational badminton players complained of recent injuries in relation to playing badminton. Our data showed that the most common injury sustained by recreational badminton players was pain and stiffness at the shoulder joint. None of the injuries sustained by the players in our data were serious enough to warrant any form of surgical intervention. We conclude that badminton is a sport of relatively low risk and that the majority of related injuries were chronic overuse injuries.

  14. Design and evaluation of a data-driven scenario generation framework for game-based training

    NARCIS (Netherlands)

    Luo, L.; Yin, H.; Cai, W.; Zhong, J.; Lees, M.

    Generating suitable game scenarios that can cater for individual players has become an emerging challenge in procedural content generation. In this paper, we propose a data-driven scenario generation framework for game-based training. An evolutionary scenario generation process is designed with a

  15. Incidence of tinnitus in mp3 player users.

    Science.gov (United States)

    Figueiredo, Ricardo Rodrigues; Azevedo, Andreia Aparecida de; Oliveira, Patrícia Mello de; Amorim, Sandro Pereira Vasconcellos; Rios, Artur Guedes; Baptista, Vanderlei

    2011-06-01

    Exposure to loud noise is one of the main causes of tinnitus. To analyze the incidence of tinnitus in mp3 player users and non-users. One hundred subjects aged from 15 to 30 years were enrolled, 54 of them were regular mp3 player users and 46 were not. Patients with continuous tinnitus for at least 6 months completed the Tinnitus Handicap Inventory (THI) and were tested with high frequency audiometry and transient-evoked otoacoustic emissions (TAOE). A cross-sectional cohort study. The incidence of tinnitus in non-users was about 8 %; in mp3 player users it was about 28 %, a statistically significant difference. Hearing thresholds at 8 kHz were significantly higher in tinnitus patients that used mp3 portable players.TAOE were reduced at 2 kHz in the users group. No statistically significant difference was found in the THI scores between the two groups. Tinnitus was more frequent in teenagers and young adults who regularly listen to mp3 music in players. Moreover, the incidence of tinnitus among mp3 player users was associated with higher hearing thresholds at 8 kHz and lower TOAE at 2 kHz.

  16. Evolution of interactions and cooperation in the spatial prisoner's dilemma game.

    Directory of Open Access Journals (Sweden)

    Chunyan Zhang

    Full Text Available We study the evolution of cooperation in the spatial prisoner's dilemma game where players are allowed to establish new interactions with others. By employing a simple coevolutionary rule entailing only two crucial parameters, we find that different selection criteria for the new interaction partners as well as their number vitally affect the outcome of the game. The resolution of the social dilemma is most probable if the selection favors more successful players and if their maximally attainable number is restricted. While the preferential selection of the best players promotes cooperation irrespective of game parametrization, the optimal number of new interactions depends somewhat on the temptation to defect. Our findings reveal that the "making of new friends" may be an important activity for the successful evolution of cooperation, but also that partners must be selected carefully and their number limited.

  17. Game Channels for Trustless Off-Chain Interactions in Decentralized Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Daniel Kraft

    2016-12-01

    Full Text Available Blockchains can be used to build multi-player online games and virtual worlds that require no central server. This concept is pioneered by Huntercoin, but it leads to large growth of the blockchain and heavy resource requirements. In this paper, we present a new protocol inspired by payment channels and sidechains that allows for trustless off-chain interactions of players in private turn-based games. They are usually performed without requiring space in the public blockchain, but if a dispute arises, the public network can be used to resolve the conflict. We also analyze the resulting security guarantees and describe possible extensions to games with shared turns and for near real-time interaction. Our proposed concept can be used to scale Huntercoin to very large or even infinite worlds and to enable almost real-time interactions between players.

  18. Female Chess Players Outperform Expectations When Playing Men.

    Science.gov (United States)

    Stafford, Tom

    2018-03-01

    Stereotype threat has been offered as a potential explanation of differential performance between men and women in some cognitive domains. Questions remain about the reliability and generality of the phenomenon. Previous studies have found that stereotype threat is activated in female chess players when they are matched against male players. I used data from over 5.5 million games of international tournament chess and found no evidence of a stereotype-threat effect. In fact, female players outperform expectations when playing men. Further analysis showed no influence of degree of challenge, player age, nor prevalence of female role models in national chess leagues on differences in performance when women play men versus when they play women. Though this analysis contradicts one specific mechanism of influence of gender stereotypes, the persistent differences between male and female players suggest that systematic factors do exist and remain to be uncovered.

  19. An integrated framework of agent-based modelling and robust optimization for microgrid energy management

    International Nuclear Information System (INIS)

    Kuznetsova, Elizaveta; Li, Yan-Fu; Ruiz, Carlos; Zio, Enrico

    2014-01-01

    Highlights: • Microgrid composed of a train station, wind power plant and district is investigated. • Each player is modeled as an individual agent aiming at a particular goal. • Prediction Intervals quantify the uncertain operational and environmental parameters. • Optimal goal-directed actions planning is achieved with robust optimization. • Optimization framework improves system reliability and decreases power imbalances. - Abstract: A microgrid energy management framework for the optimization of individual objectives of microgrid stakeholders is proposed. The framework is exemplified by way of a microgrid that is connected to an external grid via a transformer and includes the following players: a middle-size train station with integrated photovoltaic power production system, a small energy production plant composed of urban wind turbines, and a surrounding district including residences and small businesses. The system is described by Agent-Based Modelling (ABM), in which each player is modelled as an individual agent aiming at a particular goal, (i) decreasing its expenses for power purchase or (ii) increasing its revenues from power selling. The context in which the agents operate is uncertain due to the stochasticity of operational and environmental parameters, and the technical failures of the renewable power generators. The uncertain operational and environmental parameters of the microgrid are quantified in terms of Prediction Intervals (PIs) by a Non-dominated Sorting Genetic Algorithm (NSGA-II) – trained Neural Network (NN). Under these uncertainties, each agent is seeking for optimal goal-directed actions planning by Robust Optimization (RO). The developed framework is shown to lead to an increase in system performance, evaluated in terms of typical reliability (adequacy) indicators for energy systems, such as Loss of Load Expectation (LOLE) and Loss of Expected Energy (LOEE), in comparison with optimal planning based on expected values of

  20. Gaming History: A Framework for What Video Games Teach about the Past

    Science.gov (United States)

    Metzger, Scott Alan; Paxton, Richard J.

    2016-01-01

    This article offers a typological framework for analyzing how video games make use of historical elements, shaping the ways players engage with and think about the past. Phenomenologically induced labels are posited for identifying different deployments of and experiences with historical elements in video games, illustrated by examples drawn from…

  1. Perceptions of football players regarding injury risk factors and prevention strategies.

    Directory of Open Access Journals (Sweden)

    Astrid Zech

    Full Text Available Current approaches regarding injury prevention focus on the transfer of evidence into daily practice. One promising approach is to influence attitudes and beliefs of players. The objective of this study was to record player's perceptions on injury prevention. A survey was performed among players of one German high-level football (soccer club. 139 professional and youth players between age 13 and 35 years completed a standardized questionnaire (response rate = 98%. It included categories with (1 history of lower extremity injuries, (2 perceptions regarding risk factors and (3 regularly used prevention strategies. The majority of players (84.2% had a previous injury. 47.5% of respondents believe that contact with other players is a risk factor, followed by fatigue (38.1% and environmental factors (25.9%. The relevance of previous injuries as a risk factor is differently perceived between injured (25% and uninjured players (0.0%. Nearly all players (91.5% perform stretching to prevent injuries, followed by neuromuscular warm up exercises (54.0%. Taping is used by 40.2% of previously injured players and 13.6% of players without a history of injuries. In conclusion, the perception of risk factors and performed preventive strategies are inconsistent with scientific evidence. Future transfer strategies should incorporate the players beliefs and attitudes.

  2. Performance following a first professional concussion among National Basketball Association players.

    Science.gov (United States)

    Yengo-Kahn, Aaron M; Zuckerman, Scott L; Stotts, Jeff; Zalneraitis, Brian H; Gardner, Ryan M; Kerr, Zachary Y; Solomon, Gary S

    2016-09-01

    Basketball is a physical game played on a hardwood floor among high-jumping athletes at risk for injury. It is currently unknown how sport-related concussion (SRC) affects player performance after injury among professional basketball players. The objective of this study was to explore the impact of SRC on basketball performance among National Basketball Association (NBA) players. A retrospective, archival cohort study was performed that compared NBA player performance following concussion to pre-concussive performance. A comprehensive NBA injury database, compiled from publically available sources, was queried for NBA players who suffered concussion from 2005-06 to 2014-15 (10 seasons). Intra-and inter-player analyses were performed against a matched control group of players who missed playing time for personal reasons. Following application of inclusion/exclusion criteria and a matching process, 51 concussed players and 51 control players were included in analysis. There were no statistically significant decrements in baseline to post-concussion performance metrics in intra-player or player vs. controls after 5 return games. Our findings suggest that at the NBA level, an athlete's performance in the initial 5 games following injury does not suffer from the after-effects of concussive injury. These results may be useful in counseling professional athletes following a concussion.

  3. Big Data for Business Ecosystem Players

    Directory of Open Access Journals (Sweden)

    Perko Igor

    2016-06-01

    Full Text Available In the provided research, some of the Big Data most prospective usage domains connect with distinguished player groups found in the business ecosystem. Literature analysis is used to identify the state of the art of Big Data related research in the major domains of its use-namely, individual marketing, health treatment, work opportunities, financial services, and security enforcement. System theory was used to identify business ecosystem major player types disrupted by Big Data: individuals, small and mid-sized enterprises, large organizations, information providers, and regulators. Relationships between the domains and players were explained through new Big Data opportunities and threats and by players’ responsive strategies. System dynamics was used to visualize relationships in the provided model.

  4. THE IMPACT OF MODERATE AND HIGH INTENSITY TOTAL BODY FATIGUE ON PASSING ACCURACY IN EXPERT AND NOVICE BASKETBALL PLAYERS

    Directory of Open Access Journals (Sweden)

    Mark Lyons

    2006-06-01

    Full Text Available Despite the acknowledged importance of fatigue on performance in sport, ecologically sound studies investigating fatigue and its effects on sport-specific skills are surprisingly rare. The aim of this study was to investigate the effect of moderate and high intensity total body fatigue on passing accuracy in expert and novice basketball players. Ten novice basketball players (age: 23.30 ± 1.05 yrs and ten expert basketball players (age: 22.50 ± 0.41 yrs volunteered to participate in the study. Both groups performed the modified AAHPERD Basketball Passing Test under three different testing conditions: rest, moderate intensity and high intensity total body fatigue. Fatigue intensity was established using a percentage of the maximal number of squat thrusts performed by the participant in one minute. ANOVA with repeated measures revealed a significant (F 2,36 = 5.252, p = 0.01 level of fatigue by level of skill interaction. On examination of the mean scores it is clear that following high intensity total body fatigue there is a significant detriment in the passing performance of both novice and expert basketball players when compared to their resting scores. Fundamentally however, the detrimental impact of fatigue on passing performance is not as steep in the expert players compared to the novice players. The results suggest that expert or skilled players are better able to cope with both moderate and high intensity fatigue conditions and maintain a higher level of performance when compared to novice players. The findings of this research therefore, suggest the need for trainers and conditioning coaches in basketball to include moderate, but particularly high intensity exercise into their skills sessions. This specific training may enable players at all levels of the game to better cope with the demands of the game on court and maintain a higher standard of play

  5. An Empirical Comparison of Joint and Stratified Frameworks for Studying G × E Interactions: Systolic Blood Pressure and Smoking in the CHARGE Gene-Lifestyle Interactions Working Group

    NARCIS (Netherlands)

    Sung, Y.J. (Yun Ju); T.W. Winkler (Thomas W.); A.K. Manning (Alisa); H. Aschard (Hugues); V. Gudnason (Vilmundur); T.B. Harris (Tamara); A.V. Smith (Albert Vernon); E.A. Boerwinkle (Eric); M.R. Brown; A.C. Morrison (Alanna); M. Fornage (Myriam); L.-A. Lin (Li-An); Richard, M. (Melissa); T.M. Bartz (Traci M.); B.M. Psaty (Bruce); C. Hayward (Caroline); O. Polasek (Ozren); J. Marten (Jonathan); I. Rudan (Igor); M.F. Feitosa (Mary Furlan); A. Kraja (Aldi); M.A. Province (Mike); Deng, X. (Xuan); Fisher, V.A. (Virginia A.); Y. Zhou (Yanhua); L.F. Bielak (Lawrence F.); J.A. Smith (Jennifer A); J.E. Huffman (Jennifer); S. Padmanabhan (Sandosh); B.H. Smith (Blair); Ding, J. (Jingzhong); Y. Liu (YongMei); Lohman, K. (Kurt); C. Bouchard (Claude); T. Rankinen (Tuomo); Rice, T.K. (Treva K.); D.K. Arnett (Donna); K. Schwander; X. Guo (Xiuqing); W. Palmas (Walter); Rotter, J.I. (Jerome I.); Alfred, T. (Tamuno); E.P. Bottinger (Erwin); R.J.F. Loos (Ruth); N. Amin (Najaf); O.H. Franco (Oscar); C.M. van Duijn (Cornelia); D. Vojinovic (Dina); D.I. Chasman (Daniel); P.M. Ridker (Paul); L.M. Rose (Lynda); S.L.R. Kardia (Sharon); X. Zhu (Xiaofeng); K.M. Rice (Kenneth); I.B. Borecki (Ingrid); D.C. Rao (Dabeeru C.); Gauderman, W.J. (W. James); L.A. Cupples (Adrienne)

    2016-01-01

    textabstractStudying gene-environment (G × E) interactions is important, as they extend our knowledge of the genetic architecture of complex traits and may help to identify novel variants not detected via analysis of main effects alone. The main statistical framework for studying G × E interactions

  6. Coping strategies of soccer players | Plaatjie | South African Journal ...

    African Journals Online (AJOL)

    This study focused on coping strategies used by soccer (football) players by exploring the role of the environment, ethnicity and culture in players' response to stressful situations. An interpretive-qualitative research methodology was applied with a sample of 33 professional soccer players. The subjects were representative ...

  7. Higher Drop in Speed during a Repeated Sprint Test in Soccer Players Reporting Former Hamstring Strain Injury

    Science.gov (United States)

    Røksund, Ola D.; Kristoffersen, Morten; Bogen, Bård E.; Wisnes, Alexander; Engeseth, Merete S.; Nilsen, Ann-Kristin; Iversen, Vegard V.; Mæland, Silje; Gundersen, Hilde

    2017-01-01

    Aim: Hamstring strain injury is common in soccer. The aim of this study was to evaluate the physical capacity of players who have and have not suffered from hamstring strain injury in a sample of semi-professional and professional Norwegian soccer players in order to evaluate characteristics and to identify possible indications of insufficient rehabilitation. Method: Seventy-five semi-professional and professional soccer players (19 ± 3 years) playing at the second and third level in the Norwegian league participated in the study. All players answered a questionnaire, including one question about hamstring strain injury (yes/no) during the previous 2 years. They also performed a 40 m maximal sprint test, a repeated sprint test (8 × 20 m), a countermovement jump, a maximal oxygen consumption (VO2max) test, strength tests and flexibility tests. Independent sample t-tests were used to evaluate differences in the physical capacity of the players who had suffered from hamstring strain injury and those who had not. Mixed between-within subject's analyses of variance was used to compare changes in speed during the repeated sprint test between groups. Results: Players who reported hamstring strain injury during the previous two years (16%) had a significantly higher drop in speed (0.07 vs. 0.02 s, p = 0.007) during the repeated sprint test, compared to players reporting no previous hamstring strain injury. In addition, there was a significant interaction (groups × time) (F = 3.22, p = 0.002), showing that speed in the two groups changed differently during the repeated sprint test. There were no significant differences in relations to age, weight, height, body fat, linear speed, countermovement jump height, leg strength, VO2max, or hamstring flexibility between the groups. Conclusion: Soccer players who reported hamstring strain injury during the previous 2 years showed significant higher drop in speed during the repeated sprint test compared to players with no hamstring

  8. Comparative analysis of the physique of volleyball players selected from different volleyball clubs

    Directory of Open Access Journals (Sweden)

    Adrian Sieroń

    2017-12-01

    Full Text Available In recent years we have seen a steady increase in interest in sport among the public. This is due primarily to the deepening of knowledge about the health-promoting aspects for people who practice it regularly. Considerable interest primarily characterized by team games, which due to their accessibility, clearly defined rules, the variety of forms of movement, or finally, the interaction between human are the most popular sport disciplines. In Poland, one of the most popular team sports of football is next to volleyball. From year to year, this form of recreation is more and more supporters.  For many years, extremely important for researchers from around the world was to find the factors that determine the achievement of high results volleyball. This problem is steadily gaining in importance, because modern training methods contribute to maximizing the potential of each player. Many researchers believe that making attempts to find factors that are of potential players is one of the few areas where you can find the reserves to increase results. The aim of this study is to compare intergroup somatic athletes practicing volleyball, playing and trainees in four different teams in Lower Silesia. The study enrolled 54 men aged 12-15 years with a group of four volleyball players representing the same level of sports preparation. The study used data measuring 17 somatic features. The results show that the somatic features of individual players in all four teams are similar and homogeneous.

  9. Thermodynamics of solvent interaction with the metal-organic framework MOF-5.

    Science.gov (United States)

    Akimbekov, Zamirbek; Wu, Di; Brozek, Carl K; Dincă, Mircea; Navrotsky, Alexandra

    2016-01-14

    The inclusion of solvent in metal-organic framework (MOF) materials is a highly specific form of guest-host interaction. In this work, the energetics of solvent MOF-5 interactions has been investigated by solution calorimetry in 5 M sodium hydroxide (NaOH) at room temperature. Solution calorimetric measurement of enthalpy of formation (ΔH(f)) of Zn4O(C8H4O4)3·C3H7NO (MOF-5·DMF) and Zn4O(C8H4O4)3·0.60C5H11NO (MOF-5·0.60DEF) from the dense components zinc oxide (ZnO), 1,4-benzenedicarboxylic acid (H2BDC), N,N-dimethylformamide (DMF) and N,N-diethylformamide (DEF) gives values of 16.69 ± 1.21 and 45.90 ± 1.46 kJ (mol Zn4O)(-1), respectively. The enthalpies of interaction (ΔH(int)) for DMF and DEF with MOF-5 are -82.78 ± 4.84 kJ (mol DMF)(-1) and -89.28 ± 3.05 kJ (mol DEF)(-1), respectively. These exothermic interaction energies suggest that, at low guest loading, Lewis base solvents interact more strongly with electron accepting Zn4O clusters in the MOF than at high solvent loading. These data provide a quantitative thermodynamic basis to investigate transmetallation and solvent assisted linker exchange (SALE) methods and to synthesize new MOFs.

  10. Time-motion analysis and physiological responses of small-sided team handball games in youth male players: Influence of player number

    Directory of Open Access Journals (Sweden)

    Jan Bělka

    2016-12-01

    Full Text Available Background: Effective training depends on knowledge of a sport's requirements. Small-sided games (SSG are a spontaneous form of specific training, where exercise intensity can be manipulated mainly by modifying external factors. In SSG the players develop technical and tactical skills in the similar situations, such as during a match and can also develop their physical skills. Objective: The purpose of this study was to examine the distance covered and physiological response of altering the number of youth male players during small-sided team handball games with modified rules. Methods: The subjects consisted of 12 male youth team handball players (age 16.6 ± 0.5 years playing the first league for youth male players in the Czech Republic. The study was conducted during six weeks (one training session per week. Only three SSG were played in each training session. The SSG were played, first with five players on each side (5 vs. 5, then four (4 vs. 4, then three (3 vs. 3. Each game was four minutes long, followed by three minutes of passive rest. Results: The players covered the greatest distance (520.6 ± 61.4 m in the SSG 3 vs. 3. There was a difference in the distance covered between players in the 3 vs. 3 SSG and the other SSG (4 vs. 4 and 5 vs. 5 (p = .041 and p = .043, respectively. In individual speed zones a difference occurred only in the first and third speed zone and always among the 3 vs. 3 and 5 vs. 5 SSG (p = .034 and p = .044, respectively. The highest average intensity (87.9 ± 4.8% HRmax was in 3 vs. 3 SSG. Loading of the players in 5 vs. 5 was lower compared to 4 vs. 4 (p = .035 and 3 vs. 3 (p < .001. There was a difference in zone load intensity (> 90% HRmax between 3 vs. 3 and 5 vs. 5 SSG (p = .041. Conclusions: These results indicate that changing the number of players during SSG with modified rules in youth team handball may be used to manipulate the physiological response

  11. Effect Of Plyometric Training On Vertical Jump Performance And Neuromuscular Adaptation In Volleyball Player

    Directory of Open Access Journals (Sweden)

    Dara Hosseini

    2012-12-01

    Full Text Available The purpose of this study was to examine the effectiveness of 12-week plyometric training on vertical jump performance (Vj, maximal surface EMG, M-wave amplitude, M�wave latency, and nerve conduction velocity (NCV in men volleyball player. Thirty junior high school volleyball players' volunteers (age: 17.53� 0.74; Height: 177.67� 3.14; Weight: 61.31 � 5.32 were divided into plyometric training [PT] (n=15 and control group[c] (n=15. PT group trained so.w' but C group didn't participate in this training. Both groups were pre- and post tested in EMG, M-wave parameters, NCV and Vj test. Tow way ANOVA (group*time interaction and Bonferroni post hoes test demonstrated significant differences (P

  12. THE EFFECT OF MODERATE AND HIGH-INTENSITY FATIGUE ON GROUNDSTROKE ACCURACY IN EXPERT AND NON-EXPERT TENNIS PLAYERS

    Directory of Open Access Journals (Sweden)

    Mark Lyons

    2013-06-01

    Full Text Available Exploring the effects of fatigue on skilled performance in tennis presents a significant challenge to the researcher with respect to ecological validity. This study examined the effects of moderate and high-intensity fatigue on groundstroke accuracy in expert and non-expert tennis players. The research also explored whether the effects of fatigue are the same regardless of gender and player's achievement motivation characteristics. 13 expert (7 male, 6 female and 17 non-expert (13 male, 4 female tennis players participated in the study. Groundstroke accuracy was assessed using the modified Loughborough Tennis Skills Test. Fatigue was induced using the Loughborough Intermittent Tennis Test with moderate (70% and high-intensities (90% set as a percentage of peak heart rate (attained during a tennis-specific maximal hitting sprint test. Ratings of perceived exertion were used as an adjunct to the monitoring of heart rate. Achievement goal indicators for each player were assessed using the 2 x 2 Achievement Goals Questionnaire for Sport in an effort to examine if this personality characteristic provides insight into how players perform under moderate and high-intensity fatigue conditions. A series of mixed ANOVA's revealed significant fatigue effects on groundstroke accuracy regardless of expertise. The expert players however, maintained better groundstroke accuracy across all conditions compared to the novice players. Nevertheless, in both groups, performance following high-intensity fatigue deteriorated compared to performance at rest and performance while moderately fatigued. Groundstroke accuracy under moderate levels of fatigue was equivalent to that at rest. Fatigue effects were also similar regardless of gender. No fatigue by expertise, or fatigue by gender interactions were found. Fatigue effects were also equivalent regardless of player's achievement goal indicators. Future research is required to explore the effects of fatigue on

  13. Upper extremity sensorimotor control among collegiate football players.

    Science.gov (United States)

    Laudner, Kevin G

    2012-03-01

    Injuries stemming from shoulder instability are very common among athletes participating in contact sports, such as football. Previous research has shown that increased laxity negatively affects the function of the sensorimotor system potentially leading to a pathological cycle of shoulder dysfunction. Currently, there are no data detailing such effects among football players. Therefore, the purpose of this study was to examine the differences in upper extremity sensorimotor control among football players compared with that of a control group. Forty-five collegiate football players and 70 male control subjects with no previous experience in contact sports participated. All the subjects had no recent history of upper extremity injury. Each subject performed three 30-second upper extremity balance trials on each arm. The balance trials were conducted in a single-arm push-up position with the test arm in the center of a force platform and the subjects' feet on a labile device. The trials were averaged, and the differences in radial area deviation between groups were analyzed using separate 1-way analyses of variance (p football players showed significantly more radial area deviation of the dominant (0.41 ± 1.23 cm2, p = 0.02) and nondominant arms (0.47 ± 1.63 cm2, p = 0.03) when compared with the control group. These results suggest that football players may have decreased sensorimotor control of the upper extremity compared with individuals with no contact sport experience. The decreased upper extremity sensorimotor control among the football players may be because of the frequent impacts accumulated during football participation. Football players may benefit from exercises that target the sensorimotor system. These findings may also be beneficial in the evaluation and treatment of various upper extremity injuries among football players.

  14. Finite stage asymmetric repeated games: Both players' viewpoints

    KAUST Repository

    Li, Lichun; Feron, Eric; Shamma, Jeff S.

    2017-01-01

    the opponents' corresponding best responses depends only on the informed player's history action sequences. Moreover, efficient LP formulations to compute both player's security strategies are provided.

  15. I Fought the Law: Transgressive Play and The Implied Player

    DEFF Research Database (Denmark)

    Aarseth, Espen J.

    2007-01-01

    This paper is an attempt to understand Game Studies through the contested notion of the “player” both inside and outside “the game object” – that is the object that game users perceive and respond to when they play. Building on Hans-Georg Gadamer’s notion of games as a subject that “masters...... the players”, the paper will go beyond the traditional split between the social sciences’ real players and the aesthetics/humanities critical author-as-player, and present a theory of the player and player studies that incorporates the complex tensions between the real, historical player and the game’s human...... components. Since games are both aesthetic and social phenomena, a theory of the player must combine both social and aesthetic perspectives to be successful. The tension between the humanities and the social sciences over who controls the idea of the player can be found mirrored also in the struggle between...

  16. An adaptation framework for turning real life events into games

    DEFF Research Database (Denmark)

    Therkildsen, Sacha Kjærhus; Bunkenborg, Nanna Cassøe; Larsen, Lasse Juel

    2017-01-01

    Many games are inspired by real life events. The presented adaptation framework is based on the design of a board game with a companion app that addresses the Syrian refugee crisis. The aim of the game is to allow players to simulate the experience of being a Syrian refugee traveling through Europe....... We applied an agile development method and participatory design to achieve our ambition. In conclusion we found that turning real life events into board games can be advanced by the following game design adaptation framework, which balances four interrelated layers: (1) real life events (game fiction...

  17. How should "hot" players in basketball be defended? The use of fast-and-frugal heuristics by basketball coaches and players in response to streakiness.

    Science.gov (United States)

    Csapo, Peter; Avugos, Simcha; Raab, Markus; Bar-Eli, Michael

    2015-01-01

    Previous research has shown that changes in shot difficulty may have rendered the hot-hand effect in basketball unobservable and are potentially a result of defensive adjustments. However, it has not been directly analysed whether strategic changes indeed take place in response to streakiness and whether they are effective with respect to winning games. The current work consists of an experimental study with 18 professional coaches and 20 players based on video sequences from National Basketball Association games, where the shown player displayed a streaky performance in half of the sequences. While coaches were asked to devise a defensive strategy after each viewed sequence, players had to assume the role of the shown player and decide whether to shoot or pass the ball. We find that coaches tended to increase the defensive pressure significantly more often on presumably hot players and thus make use of the hot-hand heuristic. Meanwhile, players chose to shoot more frequently in low-pressure and streaky situations but selected "pass" regardless of the previous performance when they faced increased defensive pressure. Assuming that a streaky player's performance is indeed elevated during hot phases, hot-hand behaviour can be considered adaptive in certain situations as it led hot players to pass instead of shoot.

  18. [Muscular trunk stability in professional and amateur volleyball players].

    Science.gov (United States)

    Miltner, O; Siebert, C; Tschaepe, R; Maus, U; Kieffer, O

    2010-03-01

    The aim of this study was to analyse the efficiency of muscular activity in the trunk stabilisation of professional volleyball players compared to a group of amateur hobby players. The results were compared amongst the groups as well as with a reference group consisting of asymptomatic individuals. The question to be answered was whether or not professional volleyball players possess a characteristic strength profile in their trunk musculature and if differences exist with regard to the individuals' competitive playing level. In this comparative study 12 professional volleyball players (German Bundesliga) and 18 non-professional volleyball players were analysed with regard to their isometric strength profile in all three planes. The reference group was provided by the Proxomed company, which had previously analysed healthy untrained individuals (n = 1045) of various age groups. A sports-specific profile for the musculature of volleyball players revealed a significant reduction in the flexion and rotation strength as well as a well-developed lateral flexion strength (highly significant when compared to the reference group). With reference to the level played, better strength values in flexion and lateral flexion were found among the professional athletes. Professional volleyball players present with a characteristic trunk musculature strength profile. A detailed analysis of the muscle strength of the spine as part of a sports medicine work-up could prove helpful in preventing injuries and overuse problems in professional and hobby volleyball players.

  19. Risk Factors for Injuries in Professional Football Players.

    Science.gov (United States)

    Haxhiu, Bekim; Murtezani, Ardiana; Zahiti, Bedri; Shalaj, Ismet; Sllamniku, Sabit

    2015-01-01

    The aim of this study was to identify risk factors related to the occurrence of injuries in football players. The study included 216 football players from 12 teams in the elite football league. Football-related injury data were collected prospectively during the 2012/2013 competitive season. At baseline the following information was collected for the players: anthropometric measurements (weight, height, BMI, subcutaneous skinfolds), playing experience, injury history, physical fitness performance test (agility run), peak oxygen uptake. The incidence, type and severity of injuries and training and game exposure times were prospectively documented for each player. Most of the players (n = 155, 71.7%) sustained the injures during the study period. The overall injury incidence during the regular season was 6.3 injuries per 1000 athlete-exposures (95% confidence interval, 4.31-9.67). Multivariate logistic regression analysis showed that playing experience (odds ratio [OR] = 0.44; 95% CI = 0.32-0.61, p football for more than 1 month, with knee injuries (25.42%) being the most severe type. The risk factors that increase injury rates in football players were previous injury, higher age and years of playing. Future research should include adequate rehabilitation program to reduce the risk of injuries.

  20. Menstrual cycle disorders in female volleyball players.

    Science.gov (United States)

    Wodarska, M; Witkoś, J; Drosdzol-Cop, A; Dąbrowska, J; Dąbrowska-Galas, M; Hartman, M; Plinta, R; Skrzypulec-Plinta, V

    2013-07-01

    The aim of this study was to examine the relation between increased physical activity and menstrual disorders in adolescent female volleyball players. The study was conducted on 210 Polish female volleyball players, aged 13-17 years, the authorship questionnaire was used. The results of the study showed that irregular menstruation occurred in 19% of girls, spotting between menstrual periods in 27% and heavy menstruation was reported in 33% of girls. Out of all volleyball female players participating in the study, 94 girls (45%) declared absence of menstrual periods after regular cycles. Statistical analysis showed that the more training hours per week, the bigger probability of the occurrence of irregular menstruation. It was concluded that the number of hours of volleyball training per week affects regularity of menstrual cycles in female volleyball players. The absence of menstruation might be caused by the duration of training per week or years of training.

  1. Bone Mineral Density of Adolescent Female Tennis Players and Nontennis Players

    Directory of Open Access Journals (Sweden)

    Kevser Ermin

    2012-01-01

    Full Text Available The purpose of this study was to determine differences in bone mineral density (BMD among adolescent female tennis players (TPs and nontennis players (NTPs and to assess body composition as a predictor variable of BMD. Nineteen female TPs and 19 female NTPs, ages 14 to 18 years, participated in this study. Lumbar spine, total hip, femoral neck, forearms BMD, and body composition were assessed using dual-energy X-ray absorptiometry (DXA. Lumbar spine and total hip BMD measurements for TP were greater than NTP. However, these differences were not statistically significant (=0.37 and 0.12, resp.. TP had significantly greater femoral neck BMD than NTPs (=0.02. This difference might play an important role in preventing osteoporosis and decreasing the risk of fractures at the hip later in life.

  2. Effect of Concussion on Performance of National Football League Players.

    Science.gov (United States)

    Reams, Nicole; Hayward, Rodney A; Kutcher, Jeffrey S; Burke, James F

    2017-09-01

    Lingering neurologic injury after concussion may expose athletes to increased risk if return to play is premature. The authors explored whether on-field performance after concussion is a marker of lingering neurologic injury. Retrospective cohort study on 1882 skill-position players who played in the National Football League (NFL) during 2007-2010. Players with concussion based on the weekly injury report were compared with players with other head and neck injuries (controls) on measures of on-field performance using Football Outsiders' calculation of defense-adjusted yards above replacement (DYAR), a measure of a player's contribution controlling for game context. Changes in performance, relative to a player's baseline level of performance, were estimated before and after injury using fixed-effects models. The study included 140 concussed players and 57 controls. Players with concussion performed no better or worse than their baseline on return to play. However, a decline in DYAR relative to their prior performance was noted 2 wk and 1 wk before appearing on the injury report. Concussed players performed slightly better than controls in situations where they returned to play the same week as appearing on the injury report. On return, concussed NFL players performed at their baseline level of performance, suggesting that players have recovered from concussion. Decline in performance noted 2 wk and 1 wk before appearing on the injury report may suggest that concussion diagnosis was delayed or that concussion can be a multihit phenomenon. Athletic performance may be a novel tool for assessing concussion injury and recovery.

  3. EscapED: A Framework for Creating Educational Escape Rooms and Interactive Games to For Higher/Further Education.

    Directory of Open Access Journals (Sweden)

    Samantha Jane Clarke

    2017-09-01

    Full Text Available Game-based learning (GBL is often found to be technologically driven and more often than not, serious games for instance, are conceptualised and designed solely for digital platforms and state of the art technologies. To encourage a greater discussion on the potential benefits and challenges of a more holistic approach to developing GBL that promote human centered interactions and play for learning, the authors present the escapED programme. The escapED programme was conceived following the recent entertainment trend of escape rooms and is used for developing non-digital GBL approaches within education. escapED aids the design and creation of educational Escape Rooms and Interactive Gaming Experiences for staff and students in further/higher education settings. The paper first presents a pilot study that was used to assess the feasibility and acceptance of University teaching staff of embedding interactive GBL into a higher education environment. The authors then present the escapED theoretical framework that was used to create the prototype game for the pilot study as a tool to aid future design and development of on-site interactive experiences. The paper also presents an external developer report of using the escapED framework to develop a prototype game for teaching research methods to Southampton University students. Finally, the authors present a discussion on the use of the escapED framework so far and plans for future work and evaluation in order to provide engaging alternatives for learning and soft skills development amongst higher education staff andstudents.

  4. Screen Design Guidelines for Motivation in Interactive Multimedia Instruction: A Survey and Framework for Designers.

    Science.gov (United States)

    Lee, Sung Heum; Boling, Elizabeth

    1999-01-01

    Identifies guidelines from the literature relating to screen design and design of interactive instructional materials. Describes two types of guidelines--those aimed at enhancing motivation and those aimed at preventing loss of motivation--for typography, graphics, color, and animation and audio. Proposes a framework for considering motivation in…

  5. Learning from instructional explanations: effects of prompts based on the active-constructive-interactive framework.

    Science.gov (United States)

    Roelle, Julian; Müller, Claudia; Roelle, Detlev; Berthold, Kirsten

    2015-01-01

    Although instructional explanations are commonly provided when learners are introduced to new content, they often fail because they are not integrated into effective learning activities. The recently introduced active-constructive-interactive framework posits an effectiveness hierarchy in which interactive learning activities are at the top; these are then followed by constructive and active learning activities, respectively. Against this background, we combined instructional explanations with different types of prompts that were designed to elicit these learning activities and tested the central predictions of the active-constructive-interactive framework. In Experiment 1, N = 83 students were randomly assigned to one of four combinations of instructional explanations and prompts. To test the active learning hypothesis, the learners received either (1) complete explanations and engaging prompts designed to elicit active activities or (2) explanations that were reduced by inferences and inference prompts designed to engage learners in constructing the withheld information. Furthermore, in order to explore how interactive learning activities can be elicited, we gave the learners who had difficulties in constructing the prompted inferences adapted remedial explanations with either (3) unspecific engaging prompts or (4) revision prompts. In support of the active learning hypothesis, we found that the learners who received reduced explanations and inference prompts outperformed the learners who received complete explanations and engaging prompts. Moreover, revision prompts were more effective in eliciting interactive learning activities than engaging prompts. In Experiment 2, N = 40 students were randomly assigned to either (1) a reduced explanations and inference prompts or (2) a reduced explanations and inference prompts plus adapted remedial explanations and revision prompts condition. In support of the constructive learning hypothesis, the learners who received

  6. Interactive Classification of Construction Materials: Feedback Driven Framework for Annotation and Analysis of 3d Point Clouds

    Science.gov (United States)

    Hess, M. R.; Petrovic, V.; Kuester, F.

    2017-08-01

    Digital documentation of cultural heritage structures is increasingly more common through the application of different imaging techniques. Many works have focused on the application of laser scanning and photogrammetry techniques for the acquisition of threedimensional (3D) geometry detailing cultural heritage sites and structures. With an abundance of these 3D data assets, there must be a digital environment where these data can be visualized and analyzed. Presented here is a feedback driven visualization framework that seamlessly enables interactive exploration and manipulation of massive point cloud data. The focus of this work is on the classification of different building materials with the goal of building more accurate as-built information models of historical structures. User defined functions have been tested within the interactive point cloud visualization framework to evaluate automated and semi-automated classification of 3D point data. These functions include decisions based on observed color, laser intensity, normal vector or local surface geometry. Multiple case studies are presented here to demonstrate the flexibility and utility of the presented point cloud visualization framework to achieve classification objectives.

  7. Tracking of ball and players in beach volleyball videos.

    Directory of Open Access Journals (Sweden)

    Gabriel Gomez

    Full Text Available This paper presents methods for the determination of players' positions and contact time points by tracking the players and the ball in beach volleyball videos. Two player tracking methods are compared, a classical particle filter and a rigid grid integral histogram tracker. Due to mutual occlusion of the players and the camera perspective, results are best for the front players, with 74,6% and 82,6% of correctly tracked frames for the particle method and the integral histogram method, respectively. Results suggest an improved robustness against player confusion between different particle sets when tracking with a rigid grid approach. Faster processing and less player confusions make this method superior to the classical particle filter. Two different ball tracking methods are used that detect ball candidates from movement difference images using a background subtraction algorithm. Ball trajectories are estimated and interpolated from parabolic flight equations. The tracking accuracy of the ball is 54,2% for the trajectory growth method and 42,1% for the Hough line detection method. Tracking results of over 90% from the literature could not be confirmed. Ball contact frames were estimated from parabolic trajectory intersection, resulting in 48,9% of correctly estimated ball contact points.

  8. Differences in energy capacities between tennis players and runners.

    Science.gov (United States)

    Novak, Dario; Vucetić, Vlatko; Zugaj, Sanja

    2013-05-01

    The primary purpose of this study was to determine differences between elite athletes and tennis players in order to provide a clearer picture regarding the energy demands in modern tennis. Forty-eight (48) athletes and 24 tennis players from Croatian national leagues were compared in morphological and physiological parameters of an all-out incremental treadmill test with gas exchange measurements. Tennis players' HRmax (192.96+/-7.75 bpm) shows values that are most different to 400-meters sprinters (200.13+/-6.95 bpm). Maximum running speed of tennis players on the treadmill (vmax) is no different with the speed achieved by sprinters, while there are significant differences among other athletes. Values in running speed at anaerobic threshold (vAnT) show no statistically significant difference with the values for athlete sprinters and 400-m sprinters. Values of RvO2max for tennis players indicate significant similarities with athlete sprinters and 400-m sprinters while the values of RvO2AnT are nearly identical with the values for sprinters and show no statistically significant differences (psprint endurance in tennis players. Knowing these characteristics is the basis for planning and implementing training systems that will enable the increase and optimal usage of energy capacities of tennis players in possibly improving sports results.

  9. Tracking of Ball and Players in Beach Volleyball Videos

    Science.gov (United States)

    Gomez, Gabriel; Herrera López, Patricia; Link, Daniel; Eskofier, Bjoern

    2014-01-01

    This paper presents methods for the determination of players' positions and contact time points by tracking the players and the ball in beach volleyball videos. Two player tracking methods are compared, a classical particle filter and a rigid grid integral histogram tracker. Due to mutual occlusion of the players and the camera perspective, results are best for the front players, with 74,6% and 82,6% of correctly tracked frames for the particle method and the integral histogram method, respectively. Results suggest an improved robustness against player confusion between different particle sets when tracking with a rigid grid approach. Faster processing and less player confusions make this method superior to the classical particle filter. Two different ball tracking methods are used that detect ball candidates from movement difference images using a background subtraction algorithm. Ball trajectories are estimated and interpolated from parabolic flight equations. The tracking accuracy of the ball is 54,2% for the trajectory growth method and 42,1% for the Hough line detection method. Tracking results of over 90% from the literature could not be confirmed. Ball contact frames were estimated from parabolic trajectory intersection, resulting in 48,9% of correctly estimated ball contact points. PMID:25426936

  10. Arthroscopic rotator cuff repair in elite rugby players

    OpenAIRE

    Tambe, Amol; Badge, Ravi; Funk, Lennard

    2009-01-01

    Background: Rugby is an increasingly popular collision sport. A wide spectrum of injuries can be sustained during training and match play. Rotator cuff injury is uncommon in contact sports and there is little published literature on the treatment of rotator cuff tears in rugby players. Aims: We therefore reviewed the results and functional outcomes of arthroscopic rotator cuff repair in elite rugby players. Materials and Methods: Eleven professional rugby players underwent arthroscopic ...

  11. Exploring Online Game Players' Flow Experiences and Positive Affect

    Science.gov (United States)

    Chiang, Yu-Tzu; Lin, Sunny S. J.; Cheng, Chao-Yang; Liu, Eric Zhi-Feng

    2011-01-01

    The authors conducted two studies to explore online game players' flow experiences and positive affect. Our findings indicated that online game are capable of evoking flow experiences and positive affect, and games of violent or nonviolent type may not arouse players' aggression. The players could be placed into four flow conditions: flow,…

  12. Foot morphology of Turkish football players according to foot ...

    African Journals Online (AJOL)

    Football is the most popular sport in the world. Foot morphology and foot preference are important factors in football player's performance. The aim of this cross-sectional study was to evaluate the foot morphology of elite football players with different foot preferences. 407 male football players participated in this study. 328 of ...

  13. Soccer and Relative Age Effect: A Walk among Elite Players and Young Players

    Directory of Open Access Journals (Sweden)

    Manuel Jacob Sierra-Díaz

    2017-01-01

    Full Text Available Grouping people according to chronological age is popular in fields such as education and sport. Athletes who are born in the first months of the year usually have cognitive and physical development differences in contrast to those born in the last months of the same year. That is why competitive teams tend to select older players more often than youngsters. Age differences between athletes born in the same year as well as an over-representation of older players are known as the Relative Age Effect. This effect is extensively described in young and elite team sports such as basketball, volleyball or, ice-hockey, as well as in soccer. The purpose of this study is to examine the state-of-the-art of the Relative Age Effect in youth and elite soccer players. This review summarizes recent research articles on the Relative Age Effect related to competitive soccer from 2010 to 2016. The systematic literature search was conducted in four databases: SPORTDiscus, Medline, EBSCO host and Google Scholar. Although causes and final solutions have not been clearly achieved yet, it is necessary to continue investigating this phenomenon in order to provide a starting point for future research.

  14. Training habits and injuries of masters' level football players: a preliminary report.

    Science.gov (United States)

    Newsham-West, R; Button, C; Milburn, P D; Mündermann, A; Sole, G; Schneiders, A G; Sullivan, S J

    2009-05-01

    To profile training habits and injuries in football players participating in a national Masters tournament. A cross-sectional retrospective study design was used to survey male football players attending the 2008 New Zealand Masters Games. Information regarding player demographics, football injuries, football related training, and risk factors for injury were collected. 199 Players were recruited, with a median age of 44 yrs (range 35-73) and a median football playing history of 15 yrs (range 0-66). Irrespective of age, 112 (84%) players included a warm-up and 104 (78%) included a stretching regime in their regular training programme. In the 12 months prior to the tournament, 128 football related injuries were reported by 93 players (64 injuries/100 players or 46 injured players/100 players). The most frequently injured region was the lower limb; specifically the lower leg (n=23), ankle (n=18), hamstring (n=17), knee (n=15), and Achilles tendon (n=15). This study provides a preliminary insight into the training habits and injury profiles of Masters football players. Despite all players including some form of injury prevention strategy in their training, a significant number of players experienced an injury in the 12 months prior to the tournament.

  15. Experiences of time loss among videogame players: an empirical study.

    Science.gov (United States)

    Wood, Richard T A; Griffiths, Mark D; Parke, Adrian

    2007-02-01

    Playing videogames is now a major leisure pursuit, yet research in the area is comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of time loss among a relatively large group of gamers (n = 280). Quantitative and qualitative data were collected through an online survey. Results showed that time loss occurred irrespective of gender, age, or frequency of play, but was associated with particular structural characteristics of games such as their complexity, the presence of multi-levels, missions and/or high scores, multiplayer interactions, and plot. Results also demonstrated that time loss could have both positive and negative outcomes for players. Positive aspects of time loss included helping players to relax and temporarily escape from reality. Negative aspects included the sacrificing of other things in their lives, guilty feelings about wasted time, and social conflict. It is concluded that for many gamers, losing track of time is a positive experience and is one of the main reasons for playing videogames.

  16. Relations of competitive state anxiety and efficacy of young volleyball players.

    Science.gov (United States)

    Milavić, Boris; Jurko, Damir; Grgantov, Zoran

    2013-05-01

    With the aim of validating the Competitive State Anxiety Inventory on a population of young Croatian volleyball players, 286 examinees, 106 male and 180 female volleyball players (average age of 16.09+/-1.83), filled out the CSAI-2, constructed by Martens, Vealey, Burton, Bump and Smith (1990)1. Given the fact that all scales of the Competitive State Anxiety Inventory have good homogeneity, reliability and sensitivity, it can be concluded that they represent high-quality measuring instruments for measuring psychological characteristics of young volleyball players. Young male and female volleyball players generally have a moderate level of self-confidence, and their cognitive anxiety is more prominent that somatic anxiety. In order to determine the age and gender differences in somatic and cognitive anxiety and self-confidence, parametric analysis of differences was performed and coefficients of the independent samples t-test were calculated. By analysis of differences according to age, it has been established that female junior players, in relation to female youth players, express a significantly lower level of somatic and cognitive anxiety and a significantly higher level of self-confidence. As opposed to female players, male youth and junior players do not differ in any of the analysed variables. By analysis of differences according to gender, it has been established that male youth players have a significantly higher level of self-confidence in comparison to female youth players. No significant differences were found in the level of competitive anxiety and self-confidence by analysis of variance between different player roles. No significant differences were found by discriminant analysis in somatic and cognitive anxiety, and self-confidence of female volleyball players of different situational efficacy. The group of least efficient male volleyball players is characterized by a very low level of self-confidence, while the most efficient group of volleyball

  17. The spawns of creative behaviour in team sports: a creativity developmental framework

    Directory of Open Access Journals (Sweden)

    Sara Diana Leal Dos Santos

    2016-08-01

    Full Text Available Developing creativity in team sports players is becoming an increasing focus in sports sciences. The Creativity Developmental Framework is presented to provide an updated science based background. This Framework describes five incremental creative stages (beginner, explorer, illuminati, creator and rise and combines them into multidisciplinary approaches embodied in creative assumptions. In the first training stages, the emphasis is placed on the enrollment in diversification, deliberate play and physical literacy approaches grounded in nonlinear pedagogies. These approaches allow more freedom to discover different movement patterns increasing the likelihood of emerging novel, adaptive and functional solutions. In the later stages, the progressive specialization in sports and the differential learning commitment are extremely important to push the limits of the creative progress at higher levels of performance by increasing the range of skills configurations. Notwithstanding, during all developmental stages the teaching games for understanding, a game-centred approach, linked with the constraints-led approach play an important role to boost the tactical creative behaviour. Both perspectives might encourage players to explore all actions possibilities (improving divergent thinking and prevents the standardization in their actions. Overall, considering the aforementioned practice conditions the Creativity Developmental Framework scrutinizes the main directions that lead to a long-term improvement of the creative behaviour in team sports. Nevertheless, this framework should be seen as a work in progress to be later used as the paramount reference in creativity training.

  18. The Spawns of Creative Behavior in Team Sports: A Creativity Developmental Framework

    Science.gov (United States)

    Santos, Sara D. L.; Memmert, Daniel; Sampaio, Jaime; Leite, Nuno

    2016-01-01

    Developing creativity in team sports players is becoming an increasing focus in sports sciences. The Creativity Developmental Framework is presented to provide an updated science based background. This Framework describes five incremental creative stages (beginner, explorer, illuminati, creator, and rise) and combines them into multidisciplinary approaches embodied in creative assumptions. In the first training stages, the emphasis is placed on the enrollment in diversification, deliberate play and physical literacy approaches grounded in nonlinear pedagogies. These approaches allow more freedom to discover different movement patterns increasing the likelihood of emerging novel, adaptive and functional solutions. In the later stages, the progressive specialization in sports and the differential learning commitment are extremely important to push the limits of the creative progress at higher levels of performance by increasing the range of skills configurations. Notwithstanding, during all developmental stages the teaching games for understanding, a game-centered approach, linked with the constraints-led approach play an important role to boost the tactical creative behavior. Both perspectives might encourage players to explore all actions possibilities (improving divergent thinking) and prevents the standardization in their actions. Overall, considering the aforementioned practice conditions the Creativity Developmental Framework scrutinizes the main directions that lead to a long-term improvement of the creative behavior in team sports. Nevertheless, this framework should be seen as a work in progress to be later used as the paramount reference in creativity training. PMID:27617000

  19. Computing Decoupled Residuals for Compact Disc Players

    DEFF Research Database (Denmark)

    Odgaard, Peter Fogh; Stoustrup, Jakob; Andersen, Palle

    2006-01-01

    a pair of residuals generated by Compact Disc Player. However, these residuals depend on the performance of position servos in the Compact Disc Player. In other publications of the same authors a pair of decoupled residuals is derived. However, the computation of these alternative residuals has been...

  20. Physiological characteristics of elite soccer players.

    Science.gov (United States)

    Tumilty, D

    1993-08-01

    Soccer is one of the most popular sports in the world. There is still much uncertainty and debate surrounding its physiological requirements because emphasis is on skills to the neglect of fitness, conservative training methods and the difficulty of studying the sport scientifically. The frequently found values for total distance covered in a game of about 10 km and an above-average, though not outstanding, maximum oxygen uptake of 60 ml/kg/min suggest a moderate overall aerobic demand. A comparison of top teams and players with less able participants indicates that the components of anaerobic fitness-speed, power, strength and the capacity of the lactic acid system may differentiate better between the 2 groups. Generally, there is a reduction in the level of activity in the second half of games compared with the first. There is some evidence that increased aerobic fitness may help counteract this. Progressively lower muscle glycogen stores are one likely cause of reduction in activity, and nutrition also appears to be a key factor in minimising performance deterioration, both in terms of overall diet and, more particularly, the ingestion of carbohydrates immediately before, during and after a game. There are evolutionary trends in the sport such as greater frequency of games, changes in the roles of players, and new strategies and tactics which are placing increasing demands on the all-round fitness of players. Many studies indicate scope for improvement in player fitness. The challenge for coaches and players is to meet these fitness requirements without sacrificing the skill work which makes the sport unique.

  1. Clustering Professional Basketball Players by Performance

    OpenAIRE

    Patel, Riki

    2017-01-01

    Basketball players are traditionally grouped into five distinct positions, but these designationsare quickly becoming outdated. We attempt to reclassify players into new groupsbased on personal performance in the 2016-2017 NBA regular season. Two dimensionalityreduction techniques, t-Distributed Stochastic Neighbor Embedding (t-SNE) and principalcomponent analysis (PCA), were employed to reduce 18 classic metrics down to two dimensionsfor visualization. k-means clustering discovered four grou...

  2. Exploring Stereotypical Perceptions of Female Players in Digital Gaming Contexts.

    Science.gov (United States)

    Kaye, Linda K; Gresty, Claire E; Stubbs-Ennis, Natasha

    2017-12-01

    Gender stereotypes are still reported to exist in digital gaming contexts, despite the fact that participation of females is relatively equal to that of males. The current research explored a number of factors and their impact upon stereotypical perceptions and attitudes toward female players. This included avatar gender, gender identity by gaming context, as well as more general gender-role beliefs. We undertook two studies, each utilizing an online questionnaire targeted toward online players. Study 1 recruited online gamers (N = 489) and compared competence perceptions of players, which varied by player gender (male, female) and avatar gender (male, female), whereby four conditions were established. Overall, player competence was perceived to be highest when male avatars were used, specifically when female players were depicted in this way. Study 2 explored the relationships between male social identity and gender-role beliefs, with sexist attitudes in gaming, and whether this varied by gaming context (massively multiplayer online [MMO] vs. first-person shooter [FPS]). Male online gamers (N = 193) were recruited, of which 112 were MMO players, and 81 were FPS players. It was found that identifying as male social identity was not related to sexist attitudes in either gaming context. However, more general gender-role beliefs were related to sexist attitudes. The findings indicate that although certain stereotypes exist (e.g., competence perceptions), these are not necessarily harvested by players' identities within communities, but may derive through more operational functions such as avatar gender.

  3. Physical and physiological attributes of female volleyball players--a review.

    Science.gov (United States)

    Lidor, Ronnie; Ziv, Gal

    2010-07-01

    The main objective of this article was to review a series of studies (n = 31) on physical attributes, physiological attributes, and on-court performances of female volleyball players. Empirical and practical knowledge emerging from studies on training-related issues in volleyball, such as body mass, fat-free mass, aerobic profile, strength, and agility and speed, should be integrated and applied when planning annual training programs for volleyball players. Based on our review, it was found that (a) players of a higher skill level are taller, somewhat heavier, and have higher vertical jump values than players of a lower level; (b) the aerobic profile of female volleyball players is similar to that of female basketball players; (c) ballistic resistance training can increase vertical jump values in female volleyball players; and (d) preseason conditioning should be conducted to prevent fatigue and reduced performance at the beginning of the season. Among the research concerns discussed in the article are that there is a lack data for on-court performance and time-motion analysis in female volleyball players and that more experimental/manipulative studies are needed to examine the effectiveness of different training programs on physiological attributes of female volleyball players. Two practical implications are suggested for volleyball and strength and conditioning coaches: (a) functional and nonfunctional overreaching should be carefully monitored when planning strength and conditioning programs, and (b) volleyball programs should include ballistic-type training.

  4. A Profile of Fitness Parameters and Performance of Volleyball Players

    Directory of Open Access Journals (Sweden)

    Govind B. Taware

    2013-07-01

    Full Text Available Background: Ball games require comprehen-sive ability including physical, technical, men-tal and tactical abilities. Among them, physicalabilities of players exert marked effects on theskill of the players themselves and the tacticsof the team. Therefore players must have thephysical abilities to meet the demand of thesport. Volleyball is one of the most popularlyplayed games in the world. Unfortunately, thelevel of performance of the Indian volleyballplayers lags far behind the international stan-dards. Aim of the Study: The present study wasaimed to assess flexibility, muscular endurance,power and cardio-respiratory endurance of vol-leyball players and to compare the results withage matched controls. Also, to compare thefindings of the volleyball players with that ofthe international norms from the available lit-erature and to make some suggestions for theimprovement in their performance level. Ma-terial and Methods: The study was carried outin 40 male volleyball players aged between 17to 26 years and 40 ages matched male controls.Physical fitness parameters namely flexibility,muscular endurance, power and cardio-respi-ratory endurance were measured, data was ana-lyzed using unpaired ‘t’-test. Results: It was ob-served that all physical fitness parameters weresignificantly more in players as compared totheir aged-matched controls but when values ofthe subjects were compared to internationalstandards; our subjects were behind the recom-mended norms for the elite volleyball players.Conclusion: The volleyball players have moreadvantage of flexibility muscular endurance,power and cardio-respiratory endurance.

  5. Comparison of metamotivational dominance and cultural identity between Japanese National Team and Māori All Blacks rugby players.

    Science.gov (United States)

    Kuroda, Yusuke; Palmer, Farah; Nakazawa, Makoto

    2017-11-01

    This pilot study used a reversal theory framework to examine metamotivational dominance of rugby players on the Māori All Blacks (MABs) squad of New Zealand and the Japanese National Team (JNT). Since the two groups have different cultural team demographics, cultural identity was also examined. Twenty six players from the MABs and 31 from the JNT completed questionnaires on metamotivational dominance and cultural identity. In terms of metamotivational dominance, the findings indicated that the MABs were more playful minded and spontaneous oriented than the JNT. Regarding cultural identity, the JNT showed a greater knowledge of their own culture and higher comfort level in their cultural context, while the MABs felt more positive and willing to sustain their own culture. The motivational personality differences between the teams may reflect the style of play that is valued within each team culture that is, flair, spontaneity and high-risk play within Māori rugby, and structure, team unity and conformity within the JNT. This suggests that metamotivational dominance of teams and players is influenced by the cultural identity of both the individuals and the group, which may have a further impact on team cohesion and performance.

  6. Speed and countermovement-jump characteristics of elite female soccer players, 1995-2010.

    Science.gov (United States)

    Haugen, Thomas A; Tønnessen, Espen; Seiler, Stephen

    2012-12-01

    The purpose of this investigation was to compare sprint and countermovement-jump (CMJ) performance among female competitive soccer players as a function of performance level, field position, and age. In addition, the authors wanted to quantify the evolution of these physical characteristics among elite players over a 15-y period. 194 female elite players (22± 4.1 y, 63 ± 5.6 kg), including an Olympic winning squad, tested 40-m sprint with electronic timing and CMJ on a force platform at the Norwegian Olympic training center from 1995 to 2010. Moderate to large velocity differences across performance levels and positions were observed. National-team players were 2% faster than 1st-division players (P = .027, d = 0.5) and 5% faster than 2nd-division players (P players jumped 8-9% higher than 1st-division players (P = .001, d = 0.6) and junior elite players (P = .023, d = 0.5). Forwards were 3-4% faster than midfielders (P Players from 2006-2010 were 2% faster (P players from 1995-1999 over 20 m, whereas no differences in 20- to 40-m velocity or CMJ performance were observed. This study provides effect-magnitude estimates for the influence of performance level, age, and player position on sprint and CMJ performance in female soccer players. While 20- to 40-m velocity and CMJ performance have remained stable over the time, there has been a moderate but positive development in 0- to 20-m velocity among elite performers.

  7. Sports hernia in National Hockey League players: does surgery affect performance?

    Science.gov (United States)

    Jakoi, Andre; O'Neill, Craig; Damsgaard, Christopher; Fehring, Keith; Tom, James

    2013-01-01

    Athletic pubalgia is a complex injury that results in loss of play in competitive athletes, especially hockey players. The number of reported sports hernias has been increasing, and the importance of their management is vital. There are no studies reporting whether athletes can return to play at preinjury levels. The focus of this study was to evaluate the productivity of professional hockey players before an established athletic pubalgia diagnosis contrasted with the productivity after sports hernia repair. Cohort study; Level of evidence, 3. Professional National Hockey League (NHL) players who were reported to have a sports hernia and who underwent surgery from 2001 to 2008 were identified. Statistics were gathered on the players' previous 2 full seasons and compared with the statistics 2 full seasons after surgery. Data concerning games played, goals, average time on ice, time of productivity, and assists were gathered. Players were divided into 3 groups: group A incorporated all players, group B were players with 6 or fewer seasons of play, and group C consisted of players with 7 or more seasons of play. A control group was chosen to compare player deterioration or improvement over a career; each player selected for the study had a corresponding control player with the same tenure in his career and position during the same years. Forty-three hockey players were identified to have had sports hernia repairs from 2001 to 2008; ultimately, 80% would return to play 2 or more full seasons. Group A had statistically significant decreases in games played, goals scored, and assists. Versus the control group, the decreases in games played and assists were supported. Statistical analysis showed significant decreases in games played, goals scored, assists, and average time on ice the following 2 seasons in group C, which was also seen in comparison with the control group. Group B (16 players) showed only statistical significance in games played versus the control group

  8. Sports injuries in Plus League volleyball players.

    Science.gov (United States)

    Cieśla, E; Dutkiewicz, R; Mgłosiek, M; Nowak-Starz, G; Markowska, M; Jasiński, P; Dudek, J

    2015-06-01

    Although physical activity brings a range of lifelong health benefits, it may also lead to injuries that pose a significant threat to health. It is particularly noticeable in people involved in professional sports where sport-related injuries commonly occur and are associated with intense exercise which aims to improve physical fitness. The article attempts to determine incidence of sports injuries reported by Plus League volleyball players, as well as to identify their most common types and causes. The research project involved 90 Plus League volleyball players aged 18-37 with the average age of 25.11 (SD±5.378). A method of diagnostic survey was applied to collect empirical data by means of questionnaire developed by the authors (researchers). The results were statistically analysed and verified with the analysis of variance (ANOVA) and χ2 test at the significance level (or critical P-value) of P≤0.05. Over 87% of the respondents suffered from at least one sport-related injury. In total, 362 injuries occurred, on average 4.02 injuries per one volleyball player. The most common sports injuries involved ankle or talocrural joint (46 injuries), knee and lower leg muscles (30), interphalangeal articulations of fingers (30) as well as shoulder joint. More than half of the injuries (57%) occurred twice or three times. Volleyball players commonly sustain injuries through contact with an opposing player in competition. Sport-specific injuries may also occur due to exhaustion, lack of rest and undertreated injuries. The most common volleyball-related injuries are primarily talocrural joint, hand and shoulder injuries. Common types of injuries that can affect volleyball players include muscles, joints and ligaments injuries, sprains and strains as well as bruises. Most of these injuries are caused by exhaustion, contact with an opposing player during competition and fatigue. The incidence of sport-related injuries seems to be influenced by such factors as somatic

  9. FACET: A simulation software framework for modeling complex societal processes and interactions

    Energy Technology Data Exchange (ETDEWEB)

    Christiansen, J. H.

    2000-06-02

    FACET, the Framework for Addressing Cooperative Extended Transactions, was developed at Argonne National Laboratory to address the need for a simulation software architecture in the style of an agent-based approach, but with sufficient robustness, expressiveness, and flexibility to be able to deal with the levels of complexity seen in real-world social situations. FACET is an object-oriented software framework for building models of complex, cooperative behaviors of agents. It can be used to implement simulation models of societal processes such as the complex interplay of participating individuals and organizations engaged in multiple concurrent transactions in pursuit of their various goals. These transactions can be patterned on, for example, clinical guidelines and procedures, business practices, government and corporate policies, etc. FACET can also address other complex behaviors such as biological life cycles or manufacturing processes. To date, for example, FACET has been applied to such areas as land management, health care delivery, avian social behavior, and interactions between natural and social processes in ancient Mesopotamia.

  10. How to know and choose online games: differences between current and potential players.

    Science.gov (United States)

    Teng, Ching-I; Lo, Shao-Kang; Wang, Pe-Cheng

    2007-12-01

    This study investigated how different adolescent players acquire game information and the criteria they use in choosing online games and found that (1) current players generally use comprehensive information sources more than potential players do; (2) current players rely on free trials and smooth display of motion graphics as choice criteria more than potential players do; (3) potential players rely on the look of advertisements more than current players do; (4) both current and potential players most likely use word-of-mouth and gaming programs on TV as information sources; and (5) endorser attractiveness is ranked the least important among six choice criteria by both current and potential players.

  11. Fitness Profiles of Elite Portuguese Rugby Union Players

    Science.gov (United States)

    Vaz, Luís; Morais, Tomaz; Rocha, Henrique; James, Nic

    2014-01-01

    The aim of this study was to describe the fitness profiles of senior elite Portuguese rugby players. Forty-six senior Portuguese rugby players, classified as backs (n=22; age 26.2±2.8) and forwards (n=24; age 26.7±2.9) were assessed during physical testing sessions carried out for the Portuguese National rugby team. The body composition, maximum strength and anaerobic capacity of players are hypothesized to be important physical characteristics as successful performance in rugby is predicated on the ability to undertake skilled behaviours both quickly and whilst withstanding large forces when in contact situations. No absolute differences were found between the backs and forwards for the speed performance variables although positional differences were found across all speeds when assessed relative to body mass since the forwards were significantly heavier. Coaches and the management team can use this information for monitoring progressive improvements in the physiological capacities of rugby players. These physical characteristics of elite rugby players provide normative profiles for specific positions and should form the basis of developmental programmes for adolescents. PMID:25114750

  12. Fitness Profiles of Elite Portuguese Rugby Union Players

    Directory of Open Access Journals (Sweden)

    Vaz Luís

    2014-07-01

    Full Text Available The aim of this study was to describe the fitness profiles of senior elite Portuguese rugby players. Forty-six senior Portuguese rugby players, classified as backs (n=22; age 26.2±2.8 and forwards (n=24; age 26.7±2.9 were assessed during physical testing sessions carried out for the Portuguese National rugby team. The body composition, maximum strength and anaerobic capacity of players are hypothesized to be important physical characteristics as successful performance in rugby is predicated on the ability to undertake skilled behaviours both quickly and whilst withstanding large forces when in contact situations. No absolute differences were found between the backs and forwards for the speed performance variables although positional differences were found across all speeds when assessed relative to body mass since the forwards were significantly heavier. Coaches and the management team can use this information for monitoring progressive improvements in the physiological capacities of rugby players. These physical characteristics of elite rugby players provide normative profiles for specific positions and should form the basis of developmental programmes for adolescents.

  13. Writing Game Center Apps in iOS Bringing Your Players Into the Game

    CERN Document Server

    Nahavandipoor, Vandad

    2011-01-01

    Now that Apple has introduced the GameKit framework to its iOS SDK, you can integrate Game Center features directly into your iPhone and iPad apps. This concise cookbook shows you how it's done, with 18 targeted recipes for adding leaderboards, user authentication, achievements, multiplayer games, and many other features. How do you display players' scores and achievements? How do you create Game Center accounts and add friends? Each recipe in this book includes a simple code solution you can put to work immediately, along with a detailed discussion that offers insight into why and how the r

  14. Cricket club looking for new players

    CERN Multimedia

    Cricket Club

    2016-01-01

    The CERN Cricket Club, having lost several key players, has had a very difficult season so far and is desperately in need of new players. Having qualified for the Cricket Switzerland semi-finals for the last two years (unfortunately losing both), this year we are bottom of the Western Pool, having played the last two league matches with only 10 players. If you are interested in playing cricket please join us at net practice, which takes place on the Prevessin site each Thursday evening from 18:00 to around 20:00 (weather permitting) or send me an e-mail (see below). Please have a look at the Cricket Club web site for more information: http://cern.ch/Club-Cricket/ Chris Onions, President of the CERN Cricket Club   (christopher.onions@gmail.com)

  15. Fault Predictive Control of Compact Disk Players

    DEFF Research Database (Denmark)

    Odgaard, Peter Fogh; Wickerhauser, Mladen Victor

    2006-01-01

    Optical disc players such as CD-players have problems playing certain discs with surface faults like scratches and fingerprints. The problem is to be found in the servo controller which positions the optical pick-up, such that the laser beam is focused on the information track. A scheme handling...

  16. Leadership Preferences of Adolescent Players in Sport: Influence of Coach Gender

    Directory of Open Access Journals (Sweden)

    Angelita B. Cruz, Hyun-Duck Kim

    2017-06-01

    Full Text Available The authors investigated the coaching behavior preferences and the relationships of these preferences with variables such as gender, type of sport, playing experience, competitive level, and coach gender among young athletes in the national badminton league. Participants were 167 elementary and high school badminton players (91 girls and 76 boys; age range = 9–18 years; M = 13.5 (SD = 2.22 years competing in the badminton event of a national league. Players’ preferences for coaching behavior were measured using athlete preference version of the LSS to evaluate the five dimensions of leadership behavior in a sporting context. Notably, young athletes strongly preferred training and instruction, followed by positive feedback, democratic behavior, social support, and autocratic behavior. An interaction effect of athlete and coach gender on the leadership dimensions of democratic behavior, autocratic behavior, and social support was found. Male athletes with female coaches preferred more democratic behavior, autocratic behavior, and social support behavior than did those with male coaches. Conversely, female players with male coaches favored more democratic behavior, autocratic behavior, and social support than did those with female coaches. This study provides valuable insight into understanding the dynamics of sport leadership environments among young athletes, and how crucial is the role of coach’s gender in the athlete–coach dyad interaction.

  17. Expert-novice differences in brain function of field hockey players.

    Science.gov (United States)

    Wimshurst, Z L; Sowden, P T; Wright, M

    2016-02-19

    The aims of this study were to use functional magnetic resonance imaging to examine the neural bases for perceptual-cognitive superiority in a hockey anticipation task. Thirty participants (15 hockey players, 15 non-hockey players) lay in an MRI scanner while performing a video-based task in which they predicted the direction of an oncoming shot in either a hockey or a badminton scenario. Video clips were temporally occluded either 160 ms before the shot was made or 60 ms after the ball/shuttle left the stick/racquet. Behavioral data showed a significant hockey expertise×video-type interaction in which hockey experts were superior to novices with hockey clips but there were no significant differences with badminton clips. The imaging data on the other hand showed a significant main effect of hockey expertise and of video type (hockey vs. badminton), but the expertise×video-type interaction did not survive either a whole-brain or a small-volume correction for multiple comparisons. Further analysis of the expertise main effect revealed that when watching hockey clips, experts showed greater activation in the rostral inferior parietal lobule, which has been associated with an action observation network, and greater activation than novices in Brodmann areas 17 and 18 and middle frontal gyrus when watching badminton videos. The results provide partial support both for domain-specific and domain-general expertise effects in an action anticipation task. Copyright © 2015 The Authors. Published by Elsevier Ltd.. All rights reserved.

  18. Parasocial interaction with my avatar: effects of interdependent self-construal and the mediating role of self-presence in an avatar-based console game, Wii.

    Science.gov (United States)

    Jin, Seung-A Annie; Park, Namkee

    2009-12-01

    The "self" concept has grown increasingly important in interactive media environments. This study investigated self-related processes in an avatar-based game console, Wii. A key feature of the Wii is its motion-sensing capability that empowers players to manipulate and interact with items on-screen via movement. The present study examined the effects of video game players' self-construal on parasocial interaction with their avatars and feelings of self-presence. In this study, parasocial interaction was operationally defined as the extent of game players' interpersonal involvement with their avatar and the extent to which game players perceive themselves as interacting with the avatar. Self-presence was defined as the degree to which video game players feel as if their avatar on the screen were their real self. Based on an experiment, the study discovered that game players with high interdependent self-construal showed closer parasocial interaction and higher level of self-presence than those with low interdependent self-construal. Results also showed that self-presence mediated the effects of interdependent self-construal on the parasocial relationship with game players' avatars. Thus, the study discovered an important individual difference factor, interdependent self-construal, affecting the degree to which people form a parasocial relationship with their virtual self that is visually manifested in the form of an avatar. In addition, the present study added empirical evidence about the mediating role played by self-presence in avatar-based video games.

  19. Thermoregulation, Fluid Balance, and Sweat Losses in American Football Players.

    Science.gov (United States)

    Davis, Jon K; Baker, Lindsay B; Barnes, Kelly; Ungaro, Corey; Stofan, John

    2016-10-01

    Numerous studies have reported on the thermoregulation and hydration challenges athletes face in team and individual sports during exercise in the heat. Comparatively less research, however, has been conducted on the American Football player. Therefore, the purpose of this article is to review data collected in laboratory and field studies and discuss the thermoregulation, fluid balance, and sweat losses of American Football players. American Football presents a unique challenge to thermoregulation compared with other sports because of the encapsulating nature of the required protective equipment, large body size of players, and preseason practice occurring during the hottest time of year. Epidemiological studies report disproportionately higher rates of exertional heat illness and heat stroke in American Football compared with other sports. Specifically, larger players (e.g., linemen) are at increased risk for heat ailments compared with smaller players (e.g., backs) because of greater body mass index, increased body fat, lower surface area to body mass ratio, lower aerobic capacity, and the stationary nature of the position, which can reduce heat dissipation. A consistent finding across studies is that larger players exhibit higher sweating rates than smaller players. Mean sweating rates from 1.0 to 2.9 L/h have been reported for college and professional American Football players, with several studies reporting 3.0 L/h or more in some larger players. Sweat sodium concentration of American Football players does not seem to differ from that of athletes in other sports; however, given the high volume of sweat loss, the potential for sodium loss is higher in American Football than in other sports. Despite high sweating rates with American Football players, the observed disturbances in fluid balance have generally been mild (mean body mass loss ≤2 %). The majority of field-based studies have been conducted in the northeastern part of the United States, with limited

  20. Pre-training perceived wellness impacts training output in Australian football players.

    Science.gov (United States)

    Gallo, Tania F; Cormack, Stuart J; Gabbett, Tim J; Lorenzen, Christian H

    2016-08-01

    The impact of perceived wellness on a range of external load parameters, rating of perceived exertion (RPE) and external load:RPE ratios, was explored during skill-based training in Australian footballers. Fifteen training sessions involving 36 participants were analysed. Each morning before any physical training, players completed a customised perceived wellness questionnaire (sleep quality, fatigue, stress, mood and muscle soreness). Microtechnology devices provided external load (average speed, high-speed running distance, player load and player load slow). Players provided RPE using the modified Borg category-ratio 10 RPE scale. Mixed-effect linear models revealed significant effects of wellness Z-score on player load and player load slow. Effects are reported with 95% confidence limits. A wellness Z-score of -1 corresponded to a -4.9 ± 3.1 and -8.6 ± 3.9% reduction in player load and player load slow, respectively, compared to those without reduced wellness. Small significant effects were also seen in the average speed:RPE and player load slow:RPE models. A wellness Z-score of -1 corresponded to a 0.43 ± 0.38 m·min(-1) and -0.02 ± 0.01 au·min(-1) change in the average speed:RPE and player load slow:RPE ratios, respectively. Magnitude-based analysis revealed that the practical size of the effect of a pre-training perceived wellness Z-score of -1 would have on player load slow was likely negative. The results of this study suggests that monitoring pre-training perceived wellness may provide coaches with information about the intensity of output that can be expected from individual players during a training session.

  1. Prevalence and variance of shoulder injuries in elite collegiate football players.

    Science.gov (United States)

    Kaplan, Lee D; Flanigan, David C; Norwig, John; Jost, Patrick; Bradley, James

    2005-08-01

    Shoulder injuries are the fourth most common musculoskeletal injury encountered in American football players. There is little information in the literature on the role of playing position in the type of shoulder injuries seen. There is a high prevalence of shoulder injuries in elite collegiate American football players, with type of injury varying by playing position. Cohort study (prevalence); Level of evidence, 3. A total of 336 elite collegiate American football players were invited to the National Football League Combine for physical testing and medical evaluation. Current and historical data were evaluated for the purpose of this study, and all players underwent radiographic examinations, including plain radiographs and/or magnetic resonance imaging when necessary. All shoulder pathological conditions and shoulder surgical procedures were recorded. Players were categorized by position for the analysis of position-specific trends. Of the players, 50% had a history of shoulder injuries, with a total of 226 shoulder injuries (1.3 injuries per player injured); 56 players (34%) had a total of 73 surgeries. The most common injuries were acromioclavicular separation (41%), anterior instability (20%), rotator cuff injury (12%), clavicle fracture (4%), and posterior instability (4%). The most common surgeries performed were anterior instability reconstruction (48%), Mumford/Weaver-Dunn surgery (15%), posterior instability surgery (10%), and rotator cuff surgery (10%). Shoulder injuries were more common in quarterbacks and defensive backs. Surgery was more common in linebackers or linemen. A history of anterior instability was more common in defensive players, with surgery required 76% of the time. Linemen had more rotator cuff injuries and posterior instability than players in other positions. Shoulder injuries are common injuries in elite collegiate football players, with one-third undergoing surgical procedures. There are definitive trends in the types of injuries

  2. Kinanthropometric and performance characteristics of elite and non-elite female softball players.

    Science.gov (United States)

    Singh, S; Singh, M; Rathi, B

    2013-12-01

    The purpose of the present study was to compare the kinanthropometric and performance characteristics of elite and non-elite female softball players. A total forty elite and non-elite level female softball players were selected from the different colleges affiliated to the Guru Nanak Dev University, Amritsar, for the present study. The height of subjects was measured by using the standard anthropometric rod. Weight was measured with portable weighing machine. Widths and diameters of body parts were measured by using digital caliper. Girths and lengths were taken with steel tape. Skinfold thickness measurements were taken using the Slimguide skinfold caliper. All subjects were also assessed for performance tests i.e. vertical jump, 50m sprint, medicine ball throw, 10×4m shuttle run and reaction time. Independent samples t-test reveals that elite female softball players were significantly taller (Psoftball players also had significantly greater biacromial (Psoftball players. The non-elite female softball players were found to have significantly greater thigh circumference (Psoftball players. The non-elite players were also found to have significantly higher percentage body fat (Psoftball players. The elite female softball players had significantly greater kinanthropometric characteristics, body composition and performance characteristics than the non-elite female softball players.

  3. Decreased shoulder function and pain common in recreational badminton players.

    Science.gov (United States)

    Fahlström, M; Söderman, K

    2007-06-01

    The aim of this study was to describe the prevalence and consequences of painful conditions in the shoulder region in recreational badminton players. A questionnaire study was performed on 99 players, of whom 57 were also assessed with Constant score. Previous or present pain in the dominant shoulder was reported by 52% of the players. Sixteen percent of the players had on-going shoulder pain associated with badminton play. A majority of these players reported that their training habits were affected by the pain. Total Constant score was lower in the painful shoulders. Furthermore, range of active pain-free shoulder abduction was decreased. However, isometric shoulder strength test showed no differences when compared with pain-free shoulders. Even though the pain caused functional problems, the players were still playing with on-going symptoms. The diagnoses were mostly unknown, although history and clinical tests indicate problems resembling subacromial impingement.

  4. Little League Baseball and Players' Self-Esteem.

    Science.gov (United States)

    Hawkins, Donna B.; Gruber, Joseph J.

    1982-01-01

    The effect of a season of little league baseball on the self-esteem of 94 pre-adolescent players was investigated. The Coopersmith Self-esteem Inventory and a newly devised Baseball-Self scale were administered. Significant improvements in players' total Self-esteem, Home-Parents and School-Academic scores were found. (Author/PN)

  5. Incidence of injuries in high school softball and baseball players.

    Science.gov (United States)

    Shanley, Ellen; Rauh, Mitchell J; Michener, Lori A; Ellenbecker, Todd S

    2011-01-01

    Participation in high school sports has grown 16.1% over the last decade, but few studies have compared the overall injury risks in girls' softball and boys' baseball. To examine the incidence of injury in high school softball and baseball players. Cohort study. Greenville, South Carolina, high schools. Softball and baseball players (n = 247) from 11 high schools. Injury rates, locations, types; initial or subsequent injury; practice or game setting; positions played; seasonal trends. The overall incidence injury rate was 4.5/1000 athlete-exposures (AEs), with more injuries overall in softball players (5.6/1000 AEs) than in baseball players (4.0/1000 AEs). Baseball players had a higher initial injury rate (75.9/1000 AEs) than softball players (66.4/1000 AEs): rate ratio (RR) = 0.88, 95% confidence interval (CI) = 0.4, 1.7. The initial injury rate was higher than the subsequent injury rate for the overall sample (P softball (P Softball players were more likely to be injured in a game than were baseball players (RR = 1.92, 95% CI = 0.8, 4.3). Most injuries (77%) were mild (3.5/1000 AEs). The upper extremity accounted for the highest proportion of injuries (63.3%). The incidence of injury for pitchers was 37.3% and for position players was 15.3%. The rate of injury was highest during the first month of the season (7.96/1000 AEs). The incidence of injury was low for both softball and baseball. Most injuries were minor and affected the upper extremity. The injury rates were highest in the first month of the season, so prevention strategies should be focused on minimizing injuries and monitoring players early in the season.

  6. Match activities of elite women soccer players at different performance levels

    DEFF Research Database (Denmark)

    Mohr, Magni; Krustrup, Peter; Andersson, Helena

    2008-01-01

    , (2) fatigue develops temporarily during and towards the end of a game, and (3) defenders have lower work rates than midfielders and attackers. The difference in high-intensity running between the 2 levels demonstrates the importance of intense intermittent exercise for match performance in women......We sought to study the physical demands and match performance of women soccer players. Nineteen top-class and 15 high-level players were individually videotaped in competitive matches, and time-motion analysis were performed. The players changed locomotor activity >1,300 times in a game...... fewer (P women soccer players (1) top-class international players perform more intervals of high-intensity running than elite players at a lower level...

  7. Performance Outcomes After Metacarpal Fractures in National Basketball Association Players.

    Science.gov (United States)

    Guss, Michael S; Begly, John P; Ramme, Austin J; Hinds, Richard M; Karia, Raj J; Capo, John T

    2016-12-01

    Background: The aim was to determine whether players in the National Basketball Association (NBA) who sustain metacarpal fractures demonstrate decreased performance upon return to competition when compared with their performance before injury and that of their control-matched peers. Methods: Data for 32 NBA players with metacarpal fractures incurred over 11 seasons (2002-2003 to 2012-2013) were obtained from injury reports, press releases, and player profiles (www.nba.com and www.basketballreference.com). Player age, body mass index (BMI), position, shooting hand, number of years in the league, and treatment (surgical vs nonsurgical) were recorded. Individual season statistics for the 2 seasons immediately prior to injury and the 2 seasons after injury, including player efficiency rating (PER), were obtained. Thirty-two controls matched by player position, age, and performance statistics were identified. A performance comparison of the cohorts was performed. Results: Mean age at the time of injury was 27 years with an average player BMI of 24. Players had a mean 5.6 seasons of NBA experience prior to injury. There was no significant change in PER when preinjury and postinjury performances were compared. Neither injury to their shooting hand nor operative management of the fracture led to a decrease in performance during the 2 seasons after injury. When compared with matched controls, no significant decline in performance in PER the first season and second season after injury was found. Conclusion: NBA players sustaining metacarpal fractures can reasonably expect to return to their preinjury performance levels following appropriate treatment.

  8. Physiological characteristics of elite and sub-elite badminton players.

    Science.gov (United States)

    Ooi, Cheong Hwa; Tan, Albert; Ahmad, Azwari; Kwong, Kien Weng; Sompong, Ruji; Ghazali, Khairul Aswadi Mohd; Liew, Swee Lee; Chai, Wen Jin; Thompson, Martin William

    2009-12-01

    The aims of this study were to establish the physical and physiological attributes of elite and sub-elite Malaysian male badminton players and to determine whether these attributes discriminate elite players from sub-elite players. Measurements and tests of basic anthropometry, explosive power, anaerobic recovery capacity, badminton-specific movement agility, maximum strength, and aerobic capacity were conducted on two occasions, separated by at least one day. The elite (n = 12) and sub-elite (n = 12) players' characteristics were, respectively: mean age 24.6 years (s = 3.7) and 20.5 years (s = 0.7); mass 73.2 kg (s = 7.6) and 62.7 kg (s = 4.2); stature 1.76 m (s = 0.07) and 1.71 m (s = 0.05); body fat 12.5% (s = 4.8) and 9.5% (s = 3.4); estimated VO(2max) 56.9 ml . kg(-1) . min(-1) (s = 3.7) and 59.5 ml . kg(-1) . min(-1) (s = 5.2). The elite players had greater maximum absolute strength in one-repetition maximum bench press (P = 0.015) compared with the sub-elite players. There were significant differences in instantaneous lower body power estimated from vertical jump height between the elite and sub-elite groups (P badminton-specific movement agility tests. Our results show that elite Malaysian male badminton players are taller, heavier, and stronger than their sub-elite counterparts. The test battery, however, did not allow us to discriminate between the elite and sub-elite players, suggesting that at the elite level tactical knowledge, technical skills, and psychological readiness could be of greater importance.

  9. Assessment of Cardiovascular Risk in Collegiate Football Players and Nonathletes

    Science.gov (United States)

    Dobrosielski, Devon A.; Rosenbaum, Daryl; Wooster, Benjamin M.; Merrill, Michael; Swanson, John; Moore, J. Brian; Brubaker, Peter H.

    2010-01-01

    Collegiate American football players may be at risk for cardiovascular disease. Objective: To compare cardiovascular disease risk factors and cardiovascular structure and function parameters of football players, stratified by position, to a group of sedentary, nonathletes. Participants: Twenty-six collegiate football players and 13 nonathletes…

  10. Role-player expectations regarding the education of nursing research.

    Science.gov (United States)

    Zeelie, S C; Bornman, J E; Botes, A C

    2003-12-01

    This article reports on role player expectations regarding the education of nursing research. The importance of the role player expectations are two-fold: firstly as a factor in the external environment influencing and guiding the formulation phase of the development of standards and secondly, due to the clear indications of problems regarding nursing research in the nursing profession in literature. The role player expectations were elicited using a qualitative, exploratory and contextual design. The role player population included nurse educators, nurses in managerial, clinical and research positions, students and the medical profession. The data was gathered using the naïve sketches and qualitative data analysis was done using Morse & Field's approach (1996:103-107) in combination with Tesch's data analysis approach as cited by Creswell (1994:154-156). Sixty initial categories were narrowed down to six final categories, which are the research learning programme, personnel, students, departmental policies, funding and support systems. The role player expectations were elicited as part of a research study aiming tot develop a self-evaluation system for quality assurance in nursing research and as such, the role player expectations plays a pivotal role in the development of standards for the self-evaluation system.

  11. IT-adoption and the interaction of task, technology and individuals: a fit framework and a case study

    Directory of Open Access Journals (Sweden)

    Iller Carola

    2006-01-01

    Full Text Available Abstract Background Factors of IT adoption have largely been discussed in the literature. However, existing frameworks (such as TAM or TTF are failing to include one important aspect, the interaction between user and task. Method Based on a literature study and a case study, we developed the FITT framework to help analyse the socio-organisational-technical factors that influence IT adoption in a health care setting. Results Our FITT framework ("Fit between Individuals, Task and Technology" is based on the idea that IT adoption in a clinical environment depends on the fit between the attributes of the individual users (e.g. computer anxiety, motivation, attributes of the technology (e.g. usability, functionality, performance, and attributes of the clinical tasks and processes (e.g. organisation, task complexity. We used this framework in the retrospective analysis of a three-year case study, describing the adoption of a nursing documentation system in various departments in a German University Hospital. We will show how the FITT framework helped analyzing the process of IT adoption during an IT implementation: we were able to describe every found IT adoption problem with regard to the three fit dimensions, and any intervention on the fit can be described with regard to the three objects of the FITT framework (individual, task, technology. We also derive facilitators and barriers to IT adoption of clinical information systems. Conclusion This work should support a better understanding of the reasons for IT adoption failures and therefore enable better prepared and more successful IT introduction projects. We will discuss, however, that from a more epistemological point of view, it may be difficult or even impossible to analyse the complex and interacting factors that predict success or failure of IT projects in a socio-technical environment.

  12. The players of the photovoltaic sector in France

    International Nuclear Information System (INIS)

    Houot, G.

    2012-01-01

    This document reviews 338 players in the French photovoltaic industry. Each player can be the owner of a photovoltaic power plant, or its operator, or the manufacturer of photovoltaic systems, or the manufacturer of components involved in photovoltaic systems, or the equipment wholesaler, or the designer of photovoltaic projects, or the photovoltaic system installer. For each player some pieces of information are gathered: a brief history of the enterprise, the enterprise activity, its staff, its turnover, its main achievements and its prospects. (A.C.)

  13. Monitoring Elite Soccer Players' External Loads Using Real-Time Data.

    Science.gov (United States)

    Barrett, Steve

    2017-11-01

    To assess the validity of measuring locomotor activities and PlayerLoad using real-time (RT) data collection during soccer training. Twenty-nine English soccer players participated. Each player wore the same MEMS device (Micromechanical Electrical Systems; S5, Optimeye; CatapultSports, Melbourne, Australia) during 21 training sessions (N = 331 data sets) in the 2015-16 and 2016-17 seasons. An RT receiver (TRX; Catapultsports, Melbourne, Australia) was used to collect the locomotor activities and PlayerLoad data in RT and compared with the postevent downloaded (PED) data. PlayerLoad and locomotor activities (total distance covered; total high-speed running distance covered, >5.5#x00A0;m/s; total sprinting distance covered, >7 m/s; maximum velocity) were analyzed. Correlations were near perfect for all variables analyzed (r = .98-1.00), with a varied level of noise between RT and PED also (0.3-9.7% coefficient of variation). Locomotor activities and PlayerLoad can use both RT and PED concurrently to quantify a player's physical output during a training session. Caution should be taken with higher-velocity-based locomotor activities during RT compared to PED.

  14. Online Game Elements, Players and the Bond Between Them

    OpenAIRE

    Schweizer, Sandra

    2017-01-01

    The results are guidelines for game developers to improve their game design. Through using the guidelines of the paper, developers know how to implement appealing online game elements which appeal to the player and draw them in. The result of the thesis are socializing, achievements and immersion are motivated the player to play online games, as well as the way online games stimulate the player's brain.

  15. The impact of industry role players on the competitiveness and profitability of an entity in a volatile environment

    Directory of Open Access Journals (Sweden)

    MGS Muli

    2014-01-01

    Full Text Available In the face of numerous challenges that organisations encounter they cannot survive independently of the industry in which they operate. Constant interaction with industry role players and the ability to adapt and align organisational strategies to changes within the industry are instrumental to improved profitability. This study aimed to better understand the impact that industry role players have on their profitability and competitiveness in a volatile environment. Such an appreciation will assist organisations to continuously adapt their strategies to industry variations. The airline industry was selected because of its volatility that has seen a decline in the profitability of airlines operating worldwide; and Air Zimbabwe in particular because of the extreme macro and micro environmental forces under which it operates. Zimbabwean aviation industry employees' in current employ at Air Zimbabwe, employed by foreign airlines, travel agents, ground handling agents and aviation regulators were interviewed. The impact on competitiveness and profitability of six major industry role players (competitor airlines, suppliers, buyers, substitute products, new entrants and regulatory authorities in the airline industry was analysed. There was general consensus among respondents that industry role players strongly impact on both the profitability and competitiveness.

  16. The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall

    Directory of Open Access Journals (Sweden)

    Jonathan DeHaan

    2010-06-01

    Full Text Available Video games are potential sources of second language input; however, the medium’s fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second language vocabulary. Eighty randomly-selected Japanese university undergraduates were paired based on similar English language and game proficiencies. One subject played an English-language music video game for 20 minutes while the paired subject watched the game simultaneously on another monitor. Following gameplay, a vocabulary recall test, a cognitive load measure, an experience questionnaire, and a two-week delayed vocabulary recall test were administered. Results were analyzed using paired samples t-tests and various analyses of variance. Both the players and the watchers of the video game recalled vocabulary from the game, but the players recalled significantly less vocabulary than the watchers. This seems to be a result of the extraneous cognitive load induced by the interactivity of the game; the players perceived the game and its language to be significantly more difficult than the watchers did. Players also reported difficulty simultaneously attending to gameplay and vocabulary. Both players and watchers forgot significant amounts of vocabulary over the course of the study. We relate these findings to theories and studies of vocabulary acquisition and video game-based language learning, and then suggest implications for language teaching and learning with interactive multimedia.

  17. Towards Player-Driven Procedural Content Generation

    DEFF Research Database (Denmark)

    Shaker, Noor

    Generating immersive game content is one of the ultimate goals for a game designer. This goal can be achieved taken into account that players’ perceptions of the same game differ according to a number of factors including: players’ personality, playing styles, expertise and cultural background. One...... promising avenue towards optimizing the gameplay experience for individual game players - and thereby attempt to close the affective loop in games - is to automatically tailor the game content in real-time. To realize player-driven procedural content generation one needs to specify the aspects of the game...... that have a key influence on the gameplay experience, identify the relationship between these aspects and player experience and define a mechanism for tailoring the game content to each individual needs. In this dissertation we attempt to address the following research questions towards the aim...

  18. Motivational patterns as an instrument for predicting success in promising young football players.

    Science.gov (United States)

    Zuber, Claudia; Zibung, Marc; Conzelmann, Achim

    2015-01-01

    Psychological characteristics are crucial to identifying talents, which is why these are being incorporated in today's multidimensional talent models. In addition to multidimensionality, talent studies are increasingly drawing on holistic theories of development, leading to the use of person-oriented approaches. The present study adopts such an approach by looking at the influence that motivational characteristics have on the development of performance, in a person-oriented way. For this purpose, it looks at how the constructs achievement motive, achievement goal orientation and self-determination interact with one another, what patterns they form and how these patterns are linked to subsequent sports success. Ninety-seven top young football players were questioned twice. Another year later, it was enquired which of these players had been selected for the U15 national team. At both measuring points, four patterns were identified, which displayed a high degree of structural and individual stability. As expected, the highly intrinsically achievement-oriented players were significantly more likely to move up into the U15 national team. The results point to the importance of favourable patterns of motivational variables in the form of specific types, for medium-term performance development among promising football talents, and thus provide valuable clues for the selection and promotion of those.

  19. Motivational profile quality players handball

    Directory of Open Access Journals (Sweden)

    Alfonso Martínez Moreno

    2017-06-01

    Full Text Available In the sport context, elite category, it is necessary to know all the factors, which in one way or another, affect the athletes throughout the different competitions. The object of study is to know the motivational profile of elite handball players. The sample consisted of 495 players, of whom 47.8% were boys and 52.2% girls, their ages ranged from 12 to 16 years, with an average of 13.8 years (dt = 1.0. Descriptive statistical analyzes of the sample, absolute and relative frequencies were performed for the qualitative variables and for the quantitative values minimum, maximum, mean, standard deviation, Cronbach's alpha. Correlation between variables, with the Pearson correlation coefficient. The MANCOVA test was performed to determine if there were differences between the dimensions of the questionnaire, according to age and years of practice. The results reveal that handball players elite category of the sample object of study have mainly intrinsic motivation, achieving high scores on general motivation, motivation achievement and motivation stimulation. In addition to moderately high values in introjected regulation and very low values in demotivation.

  20. Does shoe heel design influence ground reaction forces and knee moments during maximum lunges in elite and intermediate badminton players?

    Directory of Open Access Journals (Sweden)

    Wing-Kai Lam

    Full Text Available Lunge is one frequently executed movement in badminton and involves a unique sagittal footstrike angle of more than 40 degrees at initial ground contact compared with other manoeuvres. This study examined if the shoe heel curvature design of a badminton shoe would influence shoe-ground kinematics, ground reaction forces, and knee moments during lunge.Eleven elite and fifteen intermediate players performed five left-forward maximum lunge trials with Rounded Heel Shoe (RHS, Flattened Heel Shoe (FHS, and Standard Heel Shoes (SHS. Shoe-ground kinematics, ground reaction forces, and knee moments were measured by using synchronized force platform and motion analysis system. A 2 (Group x 3 (Shoe ANOVA with repeated measures was performed to determine the effects of different shoes and different playing levels, as well as the interaction of two factors on all variables.Shoe effect indicated that players demonstrated lower maximum vertical loading rate in RHS than the other two shoes (P < 0.05. Group effect revealed that elite players exhibited larger footstrike angle, faster approaching speed, lower peak horizontal force and horizontal loading rates but higher vertical loading rates and larger peak knee flexion and extension moments (P < 0.05. Analysis of Interactions of Group x Shoe for maximum and mean vertical loading rates (P < 0.05 indicated that elite players exhibited lower left maximum and mean vertical loading rates in RHS compared to FHS (P < 0.01, while the intermediate group did not show any Shoe effect on vertical loading rates.These findings indicate that shoe heel curvature would play some role in altering ground reaction force impact during badminton lunge. The differences in impact loads and knee moments between elite and intermediate players may be useful in optimizing footwear design and training strategy to minimize the potential risks for impact related injuries in badminton.

  1. Long non-coding RNAs as molecular players in plant defense against pathogens.

    Science.gov (United States)

    Zaynab, Madiha; Fatima, Mahpara; Abbas, Safdar; Umair, Muhammad; Sharif, Yasir; Raza, Muhammad Ammar

    2018-05-31

    Long non-coding RNAs (lncRNAs) has significant role in of gene expression and silencing pathways for several biological processes in eukaryotes. lncRNAs has been reported as key player in remodeling chromatin and genome architecture, RNA stabilization and transcription regulation, including enhancer-associated activity. Host lncRNAs are reckoned as compulsory elements of plant defense. In response to pathogen attack, plants protect themselves with the help of lncRNAs -dependent immune systems in which lncRNAs regulate pathogen-associated molecular patterns (PAMPs) and other effectors. Role of lncRNAs in plant microbe interaction has been studied extensively but regulations of several lncRNAs still need extensive research. In this study we discussed and provide as overview the topical advancements and findings relevant to pathogen attack and plant defense mediated by lncRNAs. It is hoped that lncRNAs would be exploited as a mainstream player to achieve food security by tackling different plant diseases. Copyright © 2018. Published by Elsevier Ltd.

  2. Towards A Framework of Digital Payment Platform Design

    DEFF Research Database (Denmark)

    Kazan, Erol; Damsgaard, Jan

    This paper focuses on the triumph march of mobile phones that currently are annexing music players, navigation devices, and cameras as separate physical objects. The next target is set on payment. Through synthesizing available literature, we construct a framework for studying digital payment...... platforms that combines platform, technology and business design aspects. The framework is applied to conduct a comparative case study of digital payment platforms. Four types of market actors are considered: banks, mobile network operators, merchants, and startups, which are incumbents and disrupters....... By hosting third-party services, payment instruments are evolving from single-purpose to multi-functional ones. Our research extends existing payment literature from the MSP perspective to emphasize certain digital payment platform components, which impact strategies and complementary products....

  3. The Cognitive and Motivation Intervention Program in Youth Female Volleyball Players

    Directory of Open Access Journals (Sweden)

    Claver Fernando

    2017-10-01

    Full Text Available This study, grounded in Self-Determination Theory (Deci and Ryan, 1985, 2002 was aimed to determine the influence of a cognitive-motivational intervention program, to improve the basic psychological need satisfaction of autonomy and competence, autonomous motivation, procedural knowledge, perceived performance and sport commitment, in youth volleyball players. Participants included 34 Under-19 female volleyball players. A quasi-experimental design was carried out with an experimental group (n = 16; M = 17.45; SD = .45 and a control group (n = 18; M = 16.64; SD = .70. The experimental group followed a multidimensional intervention program comprised of 24 sessions held over three months (two training sessions per week. It was based on two strategies: giving athletes the possibility of choice in specific training tasks (proposing training situations with several action alternatives and questioning (cognitively involving players through tactical questions. A repeated-measures MANOVA 2 (group: experimental and control x 2 (time: pre-test and post-test was used to analyse the effect of Group x Time interaction. The results of the inter-group analysis showed significant differences in the post-test measurement between the experimental group and the control group (in favour of the experimental group in the variables: basic psychological need satisfaction of autonomy and competence, autonomous motivation, procedural knowledge, perceived performance and sport commitment. Given the relevance of the cognitive-motivational processes, not only for performance but also for sport commitment, this intervention has important implications for sport coaching.

  4. The Cognitive and Motivation Intervention Program in Youth Female Volleyball Players.

    Science.gov (United States)

    Claver, Fernando; Jiménez, Ruth; Gil-Arias, Alexander; Moreno, Alberto; Moreno, M Perla

    2017-10-01

    This study, grounded in Self-Determination Theory (Deci and Ryan, 1985, 2002) was aimed to determine the influence of a cognitive-motivational intervention program, to improve the basic psychological need satisfaction of autonomy and competence, autonomous motivation, procedural knowledge, perceived performance and sport commitment, in youth volleyball players. Participants included 34 Under-19 female volleyball players. A quasi-experimental design was carried out with an experimental group (n = 16; M = 17.45; SD = .45) and a control group (n = 18; M = 16.64; SD = .70). The experimental group followed a multidimensional intervention program comprised of 24 sessions held over three months (two training sessions per week). It was based on two strategies: giving athletes the possibility of choice in specific training tasks (proposing training situations with several action alternatives) and questioning (cognitively involving players through tactical questions). A repeated-measures MANOVA 2 (group: experimental and control) x 2 (time: pre-test and post-test) was used to analyse the effect of Group x Time interaction. The results of the inter-group analysis showed significant differences in the post-test measurement between the experimental group and the control group (in favour of the experimental group) in the variables: basic psychological need satisfaction of autonomy and competence, autonomous motivation, procedural knowledge, perceived performance and sport commitment. Given the relevance of the cognitive-motivational processes, not only for performance but also for sport commitment, this intervention has important implications for sport coaching.

  5. Diagnosis Aerobic Component of Operational Preparedness Skill Players

    Directory of Open Access Journals (Sweden)

    Vasylyuk Vasyl

    2017-01-01

    Full Text Available Considerable importance for the control system, selection and orientation of the players on the stage long-term preparation plays a selection of effective methods of testing the various components of functional fitness athlete for timely, objective information about the players. The use of reliable scientific methods of effective monitoring of the athlete contributes to the further improvement of skills, increase athletic achievements. The purpose of this article is to describe and summarize modern methods of diagnosis and development of aerobic component of operational preparedness players qualifications. This article describes methods that actively and effectively used in leading European football teams. Specifically Yo-Yo test, test Shuttle (beep-test, Bangsbo test, test Hoff-Helgerud, test Conconi, Wingate-test. These tests have a high level of reliability and security mechanisms for assessing aerobic power players.

  6. Noise effects in a three-player prisoner's dilemma quantum game

    International Nuclear Information System (INIS)

    Ramzan, M; Khan, M K

    2008-01-01

    We study the three-player prisoner's dilemma game under the effect of decoherence and correlated noise. It is seen that the quantum player is always better off than the classical players. It is also seen that the game's Nash equilibrium does not change in the presence of correlated noise in contradiction to the effect of decoherence in the multiplayer case. Furthermore, it is shown that for maximum correlation the game does not behave as a noiseless game and the quantum player is still better off for all values of the decoherence parameter p which is not possible in the two-player case. In addition, the payoffs reduction due to decoherence is controlled by the correlated noise throughout the course of the game

  7. Race differences in ventricular remodeling and function among college football players.

    Science.gov (United States)

    Haddad, Francois; Peter, Shanon; Hulme, Olivia; Liang, David; Schnittger, Ingela; Puryear, Josephine; Gomari, Fatemeh A; Finocchiaro, Gherardo; Myers, Jonathan; Froelicher, Victor; Garza, Daniel; Ashley, Euan A

    2013-07-01

    Athletic training is associated with increases in ventricular mass and volume. Recent studies have shown that left ventricular mass increases proportionally in white athletes with a mass/volume ratio approaching unity. The objective of this study was to compare the proportionality in ventricular remodeling and ventricular function in black versus white National Collegiate Athletic Association Division I football players. From 2008 to 2011, football players at Stanford University underwent cardiovascular screening with a 12-point history and physical examination, electrocardiography, and focused echocardiography. Compared with white players, black players had on average higher left ventricular mass indexes (77 ± 11 vs 71 ± 11 g/m(2), p = 0.009), higher mass/volume ratios (1.18 ± 0.16 vs 1.06 ± 0.09 g/ml, p 1.2. Mass/volume ratio was inversely related to early diastolic tissue Doppler velocity e' (r = -0.50, p football players exhibit more concentric ventricular remodeling, lower early diastolic annular velocities, and increased ventricular voltage compared with white players. Ventricular mass increases proportionally to volume in white players but not in black players. Copyright © 2013 Elsevier Inc. All rights reserved.

  8. Dental Trauma and Mouthguard Usage among Soccer Players in Izmir, Turkey

    Directory of Open Access Journals (Sweden)

    Ilhan Uzel

    2014-07-01

    Full Text Available The aims of this study were to verify the occurrence of dental injuries in 343 amateur Turkish soccer players in İzmir and the level of knowledge of the teams’ soccer players about mouthguards. The soccer players were interviewed to determine the occurrence of dental trauma during soccer and mouthguard usage level. The data were analyzed with descriptive analysis to determine absolute and relative frequencies of answers for each one of the questions. Only 35 (10.2% soccer players reported the occurrence of some type of dental injury during soccer practice. Regarding emergency conducts, approximately 84 players (24.48% answered that replantation could be obtained after teeth avulsion, 23 players (27.38% answered that successful replantation could be obtained within 2 hours immediately after injury, and 60.71% were not able to answer this question. Regarding mouthguard use, 61.8% of soccer players did not know about mouthguards. It was possible to conclude that dental injuries are common during amateur soccer practice and that there is a lack of information in the soccer players related to the emergency conducts and prevention of dental trauma.

  9. Nutrition Status of Young Elite Female German Football Players.

    Science.gov (United States)

    Braun, Hans; von Andrian-Werburg, Judith; Schänzer, Wilhelm; Thevis, Mario

    2018-02-01

    To investigate energy intake, energy expenditure, and the nutritional status of young female elite football players using 7-day food and activity records and blood parameters. A total of 56 female elite football players [14.8 (0.7) y] completed the requested food and activity protocols. Misreporting was assessed by the ratio of energy intake to energy expenditure. The food records were analyzed concerning energy and macronutrient and micronutrient intakes, and energy expenditure was calculated using predictive equations. Hematological data and 25-hydroxyvitamin D serum concentrations were determined. Mean energy intake was 2262 (368) kcal/d [40.5 (7.0) kcal/kg/d] and estimated EE averaged 2403 (195) kcal/d. Fifty-three percent of the players exhibited an energy availability nutrition status of some young female football players. As a consequence, strategies have to be developed for a better information and application of sport nutrition practice among young female football players.

  10. Nutrient intake and blood iron status of male collegiate soccer players.

    Science.gov (United States)

    Noda, Yuka; Iide, Kazuhide; Masuda, Reika; Kishida, Reina; Nagata, Atsumi; Hirakawa, Fumiko; Yoshimura, Yoshitaka; Imamura, Hiroyuki

    2009-01-01

    The purpose of this study was: 1) to collect baseline data on nutrient intake in order to advise athletes about nutrition practices that might enhance performance, and 2) to evaluate the dietary iron intake and blood iron status of Japanese collegiate soccer players. The subjects were 31 soccer players and 15 controls. Dietary information was obtained with a food frequency questionnaire. The mean carbohydrate (6.9 g.kg-1 BW) and protein (1.3 g/kg) intakes of the soccer players were marginal in comparisons with recommended targets. The mean intakes of calcium, magnesium, vitamin A, B1, B2, and C were lower than the respective Japanese recommended dietary allowances (RDAs) or adequate dietary intakes in the soccer players. The mean intakes of green and other vegetables, milk and dairy products, fruits, and eggs were lower than the recommended targets. Thus, we recommended athletes to increase the intake of these foodstuffs along with slight increase in carbohydrate and lean meat. The mean intake of iron was higher than the respective RDA in the soccer players. A high prevalence of hemolysis (71%) in the soccer players was found. None of the soccer players and controls had anemia. Two soccer players had iron depletion, while none was found in the controls. In those players who had iron deficiency, the training load need to be lowered and/or iron intake may be increased.

  11. SPORTS SHOES PURCHASE INTENTION AMONG MALAYSIAN VOLLEYBALL PLAYERS VS. NON-VOLLEYBALL PLAYERS: A CONCEPTUAL PAPER

    Directory of Open Access Journals (Sweden)

    GOH PIN SIANG

    2013-12-01

    Full Text Available The purpose of this study is to advance the understanding of volleyball players’ purchase intention toward sport shoes by investigating the relationship between the independent variables (endorsement, advertising, pricing and electronic word-of-mouth and purchase intention. Descriptive research and causal research will be used as the research design, thus questionnaire and experimentation will be used to obtain data. Primary data in this study is attained by distributing the questionnaire to the Malaysian volleyball players throughout several volleyball tournament venues in Malaysia. The experiment will be conducted by comparing two groups of respondents, including volleyball players and non-volleyball players. This study is limited to several independent variables such as endorsement, advertising, pricing and electronic word-of-mouth. This study is significant for marketers for solving the challenges faced in the sport industry. It also helps to identify consumers’ purchase preferences for sport shoes. The marketer would understand more about their targeted customers’ intentions to purchase, thus the sport industry related with sport marketing in Malaysia might gain more profit.

  12. Evaluation of Processes of Interaction between the Enterprise and Potential Contractors in the Context of Ensuring Economic Security of Foreign Economic Activity

    Directory of Open Access Journals (Sweden)

    Havlovska Nataliia I.

    2016-08-01

    Full Text Available The author’s approach to evaluating appropriateness of interaction of domestic enterprises-subjects of foreign economic activity with foreign partners taking into account balancing benefits and safety has been presented. To solve the problems set in the study, there were used means of economic and mathematical simulation, namely, conceptual provisions of the theory of games. Preconditions for simulating scenarios of interaction between contractors and evaluation of effects of this interaction have been determined. A dyadic game model, in which each player will only have two pure strategies, has been proposed, and possibility of using a three-player game with development of a corresponding matrix of wins of each player has been considered. On the basis of the calculation of possible options of interaction between the major players possible options for this interaction have been found and a questionnaire for expert evaluation of the matrix elements of each player’s decisions has been developed. There suggested solutions of the game by relevant matrices, where two Nash equilibrium situations and 10 Pareto efficient situations are defined. The optimal solution of the game for all participants in the interaction, which allows to achieve a sufficient level of efficiency and safety of each player has been found

  13. N-Player Stochastic Differential Games. [control theory

    Science.gov (United States)

    Varaiya, P.

    1974-01-01

    Conditions are described which guarantee that the control strategies adopted by N players constitute an efficient solution, an equilibrium, or a core solution. The system dynamics are described by an Ito equation, and all players have perfect information. It was found that when the set of instantaneous joint costs and velocity vectors is convex, the conditions are necessary.

  14. Quantum Two Player Game in Thermal Environment.

    Directory of Open Access Journals (Sweden)

    Jerzy Dajka

    Full Text Available A two-player quantum game is considered in the presence of thermal decoherence. It is shown how the thermal environment modeled in terms of rigorous Davies approach affects payoffs of the players. The conditions for either beneficial or pernicious effect of decoherence are identified. The general considerations are exemplified by the quantum version of Prisoner Dilemma.

  15. Development of speed qualities of skilled water-polo players

    Directory of Open Access Journals (Sweden)

    Ostrovsky M.V.

    2010-02-01

    Full Text Available Swimming preparation of water-polo players is the basic factor of victory of command. There are a few variants of development of speed swimming preparation. The effective pedagogical mean of stimulation of speed qualities is brief exercises at the end of employments after long aerobic work. The purpose of work is an improvement of method of speed preparation of skilled water-polo players. 26 skilled water-polo players (MS -14 and KMS - 12 took part in an experiment in age from 21 to 32 years. The results of correction of structure of training employment are in-process presented in micro cycle. They are directed on the improvement of speed qualities of water-polo players.

  16. Interactive Data Framework and User Interface for Wisconsin’s Oversize-Overweight Vehicle Permits

    Directory of Open Access Journals (Sweden)

    Ahmed S. Shatnawi

    2018-06-01

    Full Text Available With continuing increases in the number of Oversize-Overweight (OSOW vehicle permits issued in recent years, the management and analysis of OSOW permit data is becoming more inefficient and time-consuming. Large quantities of archived OSOW permit data are held by Departments of Transportation (DOTs across the United States, and manual extraction and analysis of this data requires significant effort. In this paper, the authors present a new framework for analyzing Wisconsin’s historic OSOW permit program data. This framework provides an interactive, web-based interface to query the OSOW permit data, link OSOW records to geospatial data features, and dynamically visualize query results. The web-based interface offers scalability and broad accessibility to the data across different DOT divisions, and use cases. Furthermore, a user survey and heuristic evaluation of the interface demonstrate the project’s utility, and identify goals for future system development.

  17. Towards Player Adaptivity in a Serious Game for Conflict Resolution

    DEFF Research Database (Denmark)

    Grappiolo, C.; Cheong, Yun-Gyung; Togelius, J.

    2011-01-01

    to resolve this type of conflict, the underlying system generates level content automatically which adapts to player experience and behaviour. Preliminary results demonstrate the efficiency of the procedural content generation mechanism in guiding the training of players towards targeted learning objectives.......We present a technology demonstrator for an adaptive serious game for teaching conflict resolution and discuss the research questions associated with the project. The prototype is a single-player 3D mini-game which simulates a resource management conflict scenario. In order to teach the player how...

  18. An Interactive Visualization Framework to Support Exploration and Analysis of TBI/PTSD Clinical Data

    Science.gov (United States)

    2017-05-01

    to (1) extend our interactive visual analytic framework which combines multiple clinical measurements to allow it to be used to explore large...18. NUMBER OF PAGES 16 19a. NAME OF RESPONSIBLE PERSON a. REPORT b. ABSTRACT c. THIS PAGE 19b. TELEPHONE NUMBER (include area code) jmolstre...stress disorder (PTSD) and complex comorbid conditions. See attached paper for more information about VISXplore. Figure 1: Screenshot of our VisXplore

  19. Interactive floating windows: a new technique for stereoscopic video games

    Science.gov (United States)

    Zerebecki, Chris; Stanfield, Brodie; Tawadrous, Mina; Buckstein, Daniel; Hogue, Andrew; Kapralos, Bill

    2012-03-01

    The film industry has a long history of creating compelling experiences in stereoscopic 3D. Recently, the video game as an artistic medium has matured into an effective way to tell engaging and immersive stories. Given the current push to bring stereoscopic 3D technology into the consumer market there is considerable interest to develop stereoscopic 3D video games. Game developers have largely ignored the need to design their games specifically for stereoscopic 3D and have thus relied on automatic conversion and driver technology. Game developers need to evaluate solutions used in other media, such as film, to correct perceptual problems such as window violations, and modify or create new solutions to work within an interactive framework. In this paper we extend the dynamic floating window technique into the interactive domain enabling the player to position a virtual window in space. Interactively changing the position, size, and the 3D rotation of the virtual window, objects can be made to 'break the mask' dramatically enhancing the stereoscopic effect. By demonstrating that solutions from the film industry can be extended into the interactive space, it is our hope that this initiates further discussion in the game development community to strengthen their story-telling mechanisms in stereoscopic 3D games.

  20. Game Performance Evaluation in Male Goalball Players

    Science.gov (United States)

    Molik, Bartosz; Morgulec-Adamowicz, Natalia; Kosmol, Andrzej; Perkowski, Krzysztof; Bednarczuk, Grzegorz; Skowroński, Waldemar; Gomez, Miguel Angel; Koc, Krzysztof; Rutkowska, Izabela; Szyman, Robert J

    2015-01-01

    Goalball is a Paralympic sport exclusively for athletes who are visually impaired and blind. The aims of this study were twofold: to describe game performance of elite male goalball players based upon the degree of visual impairment, and to determine if game performance was related to anthropometric characteristics of elite male goalball players. The study sample consisted of 44 male goalball athletes. A total of 38 games were recorded during the Summer Paralympic Games in London 2012. Observations were reported using the Game Efficiency Sheet for Goalball. Additional anthropometric measurements included body mass (kg), body height (cm), the arm span (cm) and length of the body in the defensive position (cm). The results differentiating both groups showed that the players with total blindness obtained higher means than the players with visual impairment for game indicators such as the sum of defense (p = 0.03) and the sum of good defense (p = 0.04). The players with visual impairment obtained higher results than those with total blindness for attack efficiency (p = 0.04), the sum of penalty defenses (p = 0.01), and fouls (p = 0.01). The study showed that athletes with blindness demonstrated higher game performance in defence. However, athletes with visual impairment presented higher efficiency in offensive actions. The analyses confirmed that body mass, body height, the arm span and length of the body in the defensive position did not differentiate players’ performance at the elite level. PMID:26834872

  1. Game Performance Evaluation in Male Goalball Players

    Directory of Open Access Journals (Sweden)

    Molik Bartosz

    2015-12-01

    Full Text Available Goalball is a Paralympic sport exclusively for athletes who are visually impaired and blind. The aims of this study were twofold: to describe game performance of elite male goalball players based upon the degree of visual impairment, and to determine if game performance was related to anthropometric characteristics of elite male goalball players. The study sample consisted of 44 male goalball athletes. A total of 38 games were recorded during the Summer Paralympic Games in London 2012. Observations were reported using the Game Efficiency Sheet for Goalball. Additional anthropometric measurements included body mass (kg, body height (cm, the arm span (cm and length of the body in the defensive position (cm. The results differentiating both groups showed that the players with total blindness obtained higher means than the players with visual impairment for game indicators such as the sum of defense (p = 0.03 and the sum of good defense (p = 0.04. The players with visual impairment obtained higher results than those with total blindness for attack efficiency (p = 0.04, the sum of penalty defenses (p = 0.01, and fouls (p = 0.01. The study showed that athletes with blindness demonstrated higher game performance in defence. However, athletes with visual impairment presented higher efficiency in offensive actions. The analyses confirmed that body mass, body height, the arm span and length of the body in the defensive position did not differentiate players’ performance at the elite level.

  2. [Eating habits of a group of professional volleyball players].

    Science.gov (United States)

    Gacek, Maria

    2011-01-01

    The aim of the research was an analysis of the eating habits of professional volleyball players according to their sex and age. The research has been carried out on a group of 210 men players and women players at the age of 13-25, representatives of sports clubs in Ostrołeka, Myślenice, Bydgoszcz and Warszawa. The research has revealed a limited realisation of rational diets by both men and women players. The most common mistakes made by them include a smaller number of meals during the day than recommended (especially among men), taking up training on empty stomach and insufficient frequency of consumption of dairy products, fish, vegetables and fruit. The research has also revealed excessive consumption of sweets, sweet sparkling drinks and fast food (mainly among men). The examined players to some extent only apply regular strategies of rehydration of their organisms. A high percentage of them do not pay attention to supplementation of liquids after an effort or they drink a lot of liquids at one time. The most frequently chosen drinks were mineral water and isotonic drinks. Supplementation was applied by a small percentage of the players, mainly men, who most often chose vitamins, Izostar, creatine, L-carnitine and HMB.

  3. The health status of retired American football players: Super Bowl III revisited.

    Science.gov (United States)

    Nicholas, Stephen J; Nicholas, James A; Nicholas, Calvin; Diecchio, Jennifer R; McHugh, Malachy P

    2007-10-01

    Despite a perception that retired professional football players have poor health, there are little supporting data. Retired football players have poor health compared with age-matched population norms. Cross-sectional study; Level of evidence, 4. Thirty-six of 41 members of the 1969 Super Bowl winning team were contacted 35 years after that event (3 were deceased, and no contact information was available for 2). Players completed an SF-36 health survey and a medical history and football-specific questionnaire. Each player's football-related injury history before 1969 was documented from medical records. It was estimated that there was 80% power to detect a 10% difference in physical and mental health scores between the retired football players (age, 62 +/- 3 y) and population norms (n = 741) at an alpha level of 0.05. SF-36 scores for physical and mental health were not different from age-matched norms (physical health P = .69; mental health P = .49). The most prevalent medical conditions were arthritis (24 of 36 players), hypertension (13 of 36 players), and chronic low back pain (13 of 36 players). SF-36 physical health scores were 21% lower in players with arthritis (P football for 8.3 +/- 3.8 years, and 33 players (94%) reported having had "very fulfilling" (n = 24) or "somewhat fulfilling" (n = 9) careers. These professional football players had long and fulfilling careers with no apparent long-term detrimental effects on physical or mental health scores despite a high prevalence of arthritis.

  4. Credit of ecological interactions: A new conceptual framework to support conservation in a defaunated world.

    Science.gov (United States)

    Genes, Luísa; Cid, Bruno; Fernandez, Fernando A S; Pires, Alexandra S

    2017-03-01

    As defaunation spreads through the world, there is an urgent need for restoring ecological interactions, thus assuring ecosystem processes. Here, we define the new concept of credit of ecological interactions , as the number of interactions that can be restored in a focal area by species colonization or reintroduction. We also define rewiring time , as the time span until all the links that build the credit of ecological interactions of a focal area have become functional again. We expect that the credit will be gradually cashed following refaunation in rates that are proportional to (1) the abundance of the reintroduced species (that is expected to increase in time since release), (2) the abundance of the local species that interact with them, and (3) the traits of reintroduced species. We illustrated this approach using a theoretical model and an empirical case study where the credit of ecological interactions was estimated. This new conceptual framework is useful for setting reintroduction priorities and for evaluating the success of conservation initiatives that aim to restore ecosystem services.

  5. Evaluating and treating neurobehavioral symptoms in professional American football players

    Science.gov (United States)

    Possin, Katherine L.; Hess, Christopher P.; Huang, Eric J.; Grinberg, Lea T.; Nolan, Amber L.; Cohn-Sheehy, Brendan I.; Ghosh, Pia M.; Lanata, Serggio; Merrilees, Jennifer; Kramer, Joel H.; Berger, Mitchel S.; Miller, Bruce L.; Yaffe, Kristine; Rabinovici, Gil D.

    2015-01-01

    Summary In the aftermath of multiple high-profile cases of chronic traumatic encephalopathy (CTE) in professional American football players, physicians in clinical practice are likely to face an increasing number of retired football players seeking evaluation for chronic neurobehavioral symptoms. Guidelines for the evaluation and treatment of these patients are sparse. Clinical criteria for a diagnosis of CTE are under development. The contribution of CTE vs other neuropathologies to neurobehavioral symptoms in these players remains unclear. Here we describe the experience of our academic memory clinic in evaluating and treating a series of 14 self-referred symptomatic players. Our aim is to raise awareness in the neurology community regarding the different clinical phenotypes, idiosyncratic but potentially treatable symptoms, and the spectrum of underlying neuropathologies in these players. PMID:26336629

  6. Comprehensive process model of clinical information interaction in primary care: results of a "best-fit" framework synthesis.

    Science.gov (United States)

    Veinot, Tiffany C; Senteio, Charles R; Hanauer, David; Lowery, Julie C

    2018-06-01

    To describe a new, comprehensive process model of clinical information interaction in primary care (Clinical Information Interaction Model, or CIIM) based on a systematic synthesis of published research. We used the "best fit" framework synthesis approach. Searches were performed in PubMed, Embase, the Cumulative Index to Nursing and Allied Health Literature (CINAHL), PsycINFO, Library and Information Science Abstracts, Library, Information Science and Technology Abstracts, and Engineering Village. Two authors reviewed articles according to inclusion and exclusion criteria. Data abstraction and content analysis of 443 published papers were used to create a model in which every element was supported by empirical research. The CIIM documents how primary care clinicians interact with information as they make point-of-care clinical decisions. The model highlights 3 major process components: (1) context, (2) activity (usual and contingent), and (3) influence. Usual activities include information processing, source-user interaction, information evaluation, selection of information, information use, clinical reasoning, and clinical decisions. Clinician characteristics, patient behaviors, and other professionals influence the process. The CIIM depicts the complete process of information interaction, enabling a grasp of relationships previously difficult to discern. The CIIM suggests potentially helpful functionality for clinical decision support systems (CDSSs) to support primary care, including a greater focus on information processing and use. The CIIM also documents the role of influence in clinical information interaction; influencers may affect the success of CDSS implementations. The CIIM offers a new framework for achieving CDSS workflow integration and new directions for CDSS design that can support the work of diverse primary care clinicians.

  7. Situational and gender comparisons of digital game players' preferences for game features and gratifications

    DEFF Research Database (Denmark)

    Reinhard, CarrieLynn D.; Dervin, Brenda

    2009-01-01

    As with “new media” fifty years ago, today's “new media” are scrutinized from the uses and gratifications perspective to understand peoples’ reasons for engaging with them. The new media of interest in this paper are digital games.  Research is in the early stages with this medium, exploring player...... gratifications from game playing and preferences for game playing features.  This research has consistently found gender differences for both, with men more preferring competition gratifications and violent games, and women preferring socializing gratifications and puzzles.  Past research has mostly looked...... preferences.  In addition, 64,3% of the gender by situation interactions were also significant, showing that introducing game playing situation complicated the picture with some gender differences disappearing depending on the game situation.  These results showed a tendency for male players to be receiving...

  8. Prevalent morphometric vertebral fractures in professional male rugby players.

    Directory of Open Access Journals (Sweden)

    Karen Hind

    Full Text Available There is an ongoing concern about the risk of injury to the spine in professional rugby players. The objective of this study was to investigate the prevalence of vertebral fracture using vertebral fracture assessment (VFA dual energy X-ray absorptiometry (DXA imaging in professional male rugby players. Ninety five professional rugby league (n = 52 and union (n = 43 players (n = 95; age 25.9 (SD 4.3 years; BMI: 29.5 (SD 2.9 kg.m2 participated in the research. Each participant received one VFA, and one total body and lumbar spine DXA scan (GE Lunar iDXA. One hundred and twenty vertebral fractures were identified in over half of the sample by VFA. Seventy four were graded mild (grade 1, 40 moderate (grade 2 and 6 severe (grade 3. Multiple vertebral fractures (≥2 were found in 37 players (39%. There were no differences in prevalence between codes, or between forwards and backs (both 1.2 v 1.4; p>0.05. The most common sites of fracture were T8 (n = 23, T9 (n = 18 and T10 (n = 21. The mean (SD lumbar spine bone mineral density Z-score was 2.7 (1.3 indicating high player bone mass in comparison with age- and sex-matched norms. We observed a high number of vertebral fractures using DXA VFA in professional rugby players of both codes. The incidence, aetiology and consequences of vertebral fractures in professional rugby players are unclear, and warrant timely, prospective investigation.

  9. ANTHROPOMETRIC AND PHYSIOLOGICAL CHARACTERISTICS ON INDIAN INTERUNIVERSITY BASKETBALL PLAYERS

    Directory of Open Access Journals (Sweden)

    Shyamal Koley

    2010-08-01

    Full Text Available The purpose of this study was two-fold, firstly, to evaluate the anthropometric profile of Indian interuniversity basketball players and, secondly, to search the correlation of body mass index, % body fat, hand grip strength (right dominant and Vo2max,with other anthropometric characteristics studied. Eleven anthropometriccharacteristics, four body composition parameters, two physical and two physiological variables were measured on randomly selected 60 inter-university Indian basketball players (35 males and 25 females aged 18–25 years from Guru Nanak Dev University, Amritsar, Punjab, India with adequate controls (n = 102, 52 males and 50 females. The results indicated that male basketball players were taller (6.63% and heavier (7.31% and female basketball players were slightly taller (0.31% and lighter (3.74% than their control counterparts. One way analysis of variance showed significant (p ≤ .004 - .000 between group differences in all the variables (excepthip circumference between basketball players and controls. In basketball players, significantly positive correlations were found with BMI and other 12 variables, with percent body fat and 7 variables, with right hand grip strength and 12 variables and with Vo2max and other 9 variables, and significantly negative correlationswere found with BMI and other 1 variable (% lean body mass, with percent body fat and other 6 variables, with right hand grip strength and other 2 variables and with Vo2max with other 3 variables. The findings of the present study might be useful in future investigation on player selection, talent identification in the game of basketball and its training program development.

  10. Mobile augmented games in playable cities : Humorous interaction with Pokémon Go

    NARCIS (Netherlands)

    Andujar, Marvin; Nijholt, Anton; Gilbert, Juan E.

    2017-01-01

    Mobile Augmented Reality (AR) games are changing the way players interact with other players and in cities in the real world. The game’s content influences players’ decision to explore the outside world (whole body movement outside the house) instead of staying inside playing stationary games (not

  11. Injury Pattern in Icelandic Elite Male Handball Players.

    Science.gov (United States)

    Rafnsson, Elis Thor; Valdimarsson, Örnólfur; Sveinsson, Thorarinn; Árnason, Árni

    2017-10-10

    To examine the incidence, type, location, and severity of injuries in Icelandic elite male handball players and compare across factors like physical characteristics and playing position. Prospective cohort study. The latter part of the preseason and the competitive season of Icelandic male handball. Eleven handball teams (185 players) from the 2 highest divisions in Iceland participated in the study. Six teams (109 players) completed the study. Injuries were recorded by the players under supervision from their team physiotherapists or coaches. Coaches recorded training exposure, and match exposure was obtained from the Icelandic and European Handball Federations. The players directly recorded potential risk factors, such as age, height, weight, previous injuries, and player position. Injury incidence and injury location and number of injury days. Recorded time-loss injuries were 86, of which 53 (62%) were acute and 33 (38%) were due to overuse. The incidence of acute injuries was 15.0 injuries/1000 hours during games and 1.1 injuries/1000 hours during training sessions. No significant difference was found in injury incidence between teams, but number of injury days did differ between teams (P = 0.0006). Acute injuries were most common in knees (26%), ankles (19%), and feet/toes (17%), but overuse injuries occurred in low back/pelvic region (39%), shoulders (21%), and knees (21%). Previous knee injuries were the only potential risk factor found for knee injury. The results indicate a higher rate of overuse injuries in low back/pelvic region and shoulders than in comparable studies.

  12. Physical qualities and activity profiles of sub-elite and recreational Australian football players.

    Science.gov (United States)

    Stein, Josh G; Gabbett, Tim J; Townshend, Andrew D; Dawson, Brian T

    2015-11-01

    To investigate the relationship between physical qualities and match activity profiles of recreational Australian football players. Prospective cohort study. Forty players from three recreational Australian football teams (Division One, Two and Three) underwent a battery of fitness tests (vertical jump, 10 and 40 m sprint, 6 m × 30 m repeated sprint test, Yo-Yo intermittent recovery level Two and 2-km time trial). The activity profiles of competitive match-play were quantified using 10-Hz Global Positioning System units. Division One players possessed greater maximum velocity, Yo-Yo level Two and 2-km time trial performances than Division Two and Three players. In addition, Division One players covered greater relative distance, and relative distances at moderate- and high-intensities during match-play than Division Two and Three players. Division Two players had better 2-km time trial performances than Division Three players. Positive associations (P football players competing at a higher level exhibit greater physical qualities and match-play activity profiles than lesser-skilled recreational players. Acceleration and maximum velocity, 2-km time trial and Yo-Yo level Two performances discriminate between players of different playing levels, and are related to physical match performance in recreational Australian football. The development of these qualities is likely to contribute to improved match performance in recreational Australian football players. Copyright © 2014 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  13. Motivation and Sport Injuries in Handball Players

    Directory of Open Access Journals (Sweden)

    Laguna, María

    2010-12-01

    Full Text Available The aim of the study was to test whether different levels of motivation are related to the injuries suffered by elite athletes. The sample consists of 80 professional handball players of ASOBAL League, with a mean age of 24.83 years (+ 5.21. Motivation was assessed through the CPRD scale (Gimeno, Buceta & Pérez-Llantada; 1999 and a self-report questionnaire was used to register sports injuries. The results indicate that there is a relationship between motivational levels and the risk for injury. Specifically, players with high motivated players had a greater number of moderate injuries. Although it may seem paradoxical, it is possible that an excessively high motivation leads to overachievement and risk behaviors, which in turn facilitate the appearance of lesions.

  14. A Framework for Categorizing Social Interactions Related to End-of-Life Care in Nursing Homes

    Science.gov (United States)

    Bern-Klug, Mercedes

    2009-01-01

    Purpose: Almost half of people age 85 and older who die annually in the United States die as nursing home residents, yet because it is not always clear who is close to death, not all residents who might benefit from end-of-life care receive it. The purpose of this study is to develop a framework for organizing social interactions related to…

  15. Repeated change-of-direction test for collegiate male soccer players.

    Science.gov (United States)

    Mizuguchi, S; Gray, H; Calabrese, L S; Haff, G G; Sands, W A; Ramsey, M W; Cardinale, M; Stone, M H

    2014-08-01

    The aim of the study was to investigate the applicability of a repeated change-of-direction (RCoD) test for NCAA Division-I male soccer players. The RCoD test consisted of 5 diagonal direction changes per repetition with a soccer ball to be struck at the end. Each player performed 15 repetitions with approximately 10 seconds to jog back between repetitions. Data were collected in two sessions. In the first session, 13 players were examined for heart rate responses and blood lactate concentrations. In the second session, 22 players were examined for the test's ability to discriminate the primary from secondary players (78.0±16.1 and 10.4±13.3 minutes per match, respectively). Heart rate data were available only from 9 players due to artifacts. The peak heart rate (200.2±6.6 beats∙min-1: 99.9±3.0% maximum) and blood lactate concentration (14.8±2.4 mmol∙L-1 immediately after) resulted in approximately 3.5 and 6.4-fold increases from the resting values, respectively. These values appear comparable to those during intense periods of soccer matches. In addition, the average repetition time of the test was found to discriminate the primary (4.85±0.23 s) from the secondary players (5.10±0.24 s) (P=0.02). The RCoD test appears to induce physiological responses similar to intense periods of soccer matches with respect to heart rate and blood lactate concentration. Players with better average repetition times tend to be those who play major minutes.

  16. Lateral Scapular Slide Test and Scapular Mobility in Volleyball Players

    Science.gov (United States)

    Ozunlu, Nihan; Tekeli, Hatice; Baltaci, Gul

    2011-01-01

    Context: The stability of the scapula in relation to the entire moving upper extremity is the key in the throwing sequence. The importance of scapular positioning in volleyball players has been well documented in the literature, but no one has compared scapular positioning between volleyball players and sedentary people. Objective: To compare measurements of scapular mobility obtained using the lateral scapular slide test between volleyball players and sedentary participants without shoulder impairments and to compare changes in scapular mobility in players according to the number of years of sport participation. Design: Cross-sectional study. Setting: University research laboratory. Patients or Other Participants: A total of 121 people at a single university volunteered. Of these, 67 were sedentary (age = 24.3 ± 2.34 years, height = 1.69 ± 0.09 m, mass = 65.1 ± 11.91 kg); 54 were volleyball players from 4 professional teams and were separated into 2 groups according to their years of sport participation. The first group was named young players (n = 31; age = 17.7 ± 2.58 years, height = 1.83 ± 0.10 m, mass = 68.3 ± 12.21 kg, sport participation ≤ 9 years), and the second group was named old players (n = 23; age = 26.9 ± 3.39 years, height = 1.95 ± 4.38 m, mass = 90.7 ± 5.75 kg, sport participation ≥ 10 years). Main Outcome Measure(s): Study participants completed a rating scale for pain and a questionnaire about demographic and shoulder problems. One assessor performed the lateral scapular slide test and additional flexibility measurements around the shoulder girdle. Flexibility (external rotation, internal rotation) and scapular position (1, 2, 3) were compared among groups (young players, old players, sedentary people) and between sides (dominant, nondominant). Results: In sedentary participants, we found differences for position 1 (t66 = 3.327, P = .002), position 2 (t66 = 2.491, P = .004), position 3 (t66 = 2.512, P = .006), and internal rotation

  17. TENDENCY OF PLAYERS IS TRIAL AND ERROR: CASE STUDY OF COGNITIVE CLASSIFICATION IN THE COGNITIVE SKILL GAMES

    Directory of Open Access Journals (Sweden)

    Moh. Aries Syufagi

    2012-07-01

    Full Text Available To assess the cognitive level of player ability is difficult; many instruments are potentially biased, unreliable, and invalid test. Whereas, in serious game is important to know the cognitive level. If the cognitive level can be measured well, the mastery learning can be achieved. Mastery learning is the core of the learning process in serious game. To classify the cognitive level of players, researchers propose a Cognitive Skill Game (CSG. CSG improves this cognitive concept to monitor how players interact with the game. This game employs Learning Vector Quantization (LVQ for optimizing the cognitive skill input classification of the player. Training data in LVQ use data observation from the teacher. Populations of cognitive skill classification in this research are pupils when playing the game. Mostly players cognitive skill game have cognitive skill category are Trial and Error. Some of them have Expert category, and a few included in the group carefully. Thus, the general level of skill of the player is still low. Untuk menilai tingkat kognitif dari kemampuan pemain sangatlah sulit; banyak instrumen yang berpotensi bias, tidak dapat diandalkan, dan merupakan tes yang tidak valid. Padahal, dalam serious game penting untuk mengetahui tingkat kognitif. Jika tingkat kognitif dapat diukur dengan baik, penguasaan pembelajaran dapat dicapai. Penguasaan belajar adalah inti dari proses belajar dalam serious game. Untuk mengklasifikasikan tingkat kognitif pemain, kami mengusulkan Cognitive Skill Game (CSG. CSG meningkatkan konsep kognitif untuk memantau bagaimana pemain berinteraksi dengan permainan. Permainan ini menggunakan Learning Vector Quantization (LVQ untuk mengoptimalkan input klasifikasi keterampilan kognitif pemain. Data trining dalam observasi LVQ menggunakan data dari guru. Populasi klasifikasi keterampilan kognitif dalam penelitian ini adalah siswa saat memainkan permainan. Sebagian besar pemain CSG berkategori keterampilan kognitif

  18. Preferred Leadership Behaviours of Male and Female Badminton Players

    Directory of Open Access Journals (Sweden)

    Rajkumar S HARMA

    2015-06-01

    Full Text Available Pr eferences for specific coaching behaviours of male and female Badminton players were measured by the modified and revised Leadership Scale for Sport. Eighty two (Males=61, Females=21 badminton players were selected from amongst the players representing th eir respective university teams in East - zone Inter - university Badminton (Men/Women tournaments held at Bilaspur (CG. The present investigation noted the statistically significant differences among East - zone Inter - university level male as well as female B adminton player’s preferences for specific coaching behaviour. Differences were not observed between male and female badminton players in all the dimensions together of specific coaching behaviours of preferred leadership. It is recommended that coaches a lign their coaching style to meet the needs of their teams.

  19. Epidemiology of neurodegeneration in American-style professional football players.

    Science.gov (United States)

    Lehman, Everett J

    2013-01-01

    The purpose of this article is to review the history of head injuries in relation to American-style football play, summarize recent research that has linked football head injuries to neurodegeneration, and provide a discussion of the next steps for refining the examination of neurodegeneration in football players. For most of the history of football, the focus of media reports and scientific studies on football-related head injuries was on the acute or short-term effects of serious, traumatic head injuries. Beginning about 10 years ago, a growing concern developed among neurologists and researchers about the long-term effects that playing professional football has on the neurologic health of the players. Autopsy-based studies identified a pathologically distinct neurodegenerative disorder, chronic traumatic encephalopathy, among athletes who were known to have experienced concussive and subconcussive blows to the head during their playing careers. Football players have been well represented in these autopsy findings. A mortality study of a large cohort of retired professional football players found a significantly increased risk of death from neurodegeneration. Further analysis found that non-line players were at higher risk than line players, possibly because of an increased risk of concussion. Although the results of the studies reviewed do not establish a cause effect relationship between football-related head injury and neurodegenerative disorders, a growing body of research supports the hypothesis that professional football players are at an increased risk of neurodegeneration. Significant progress has been made in the last few years on detecting and defining the pathology of neurodegenerative diseases. However, less progress has been made on other factors related to the progression of those diseases in football players. This review identifies three areas for further research: (a) quantification of exposure - a consensus is needed on the use of clinically

  20. A flexible object-based software framework for modeling complex systems with interacting natural and societal processes.

    Energy Technology Data Exchange (ETDEWEB)

    Christiansen, J. H.

    2000-06-15

    The Dynamic Information Architecture System (DIAS) is a flexible, extensible, object-based framework for developing and maintaining complex multidisciplinary simulations. The DIAS infrastructure makes it feasible to build and manipulate complex simulation scenarios in which many thousands of objects can interact via dozens to hundreds of concurrent dynamic processes. The flexibility and extensibility of the DIAS software infrastructure stem mainly from (1) the abstraction of object behaviors, (2) the encapsulation and formalization of model functionality, and (3) the mutability of domain object contents. DIAS simulation objects are inherently capable of highly flexible and heterogeneous spatial realizations. Geospatial graphical representation of DIAS simulation objects is addressed via the GeoViewer, an object-based GIS toolkit application developed at ANL. DIAS simulation capabilities have been extended by inclusion of societal process models generated by the Framework for Addressing Cooperative Extended Transactions (FACET), another object-based framework developed at Argonne National Laboratory. By using FACET models to implement societal behaviors of individuals and organizations within larger DIAS-based natural systems simulations, it has become possible to conveniently address a broad range of issues involving interaction and feedback among natural and societal processes. Example DIAS application areas discussed in this paper include a dynamic virtual oceanic environment, detailed simulation of clinical, physiological, and logistical aspects of health care delivery, and studies of agricultural sustainability of urban centers under environmental stress in ancient Mesopotamia.

  1. Characteristics of anteroposterior curvatures of the spine in soccer and futsal players

    Directory of Open Access Journals (Sweden)

    Chromik Krystyna

    2017-12-01

    Full Text Available Purpose. The aim of the study was to determine differences in anteroposterior spine curvatures between futsal players, soccer players, and non-training students. The results may contribute to the development of present-day knowledge of posturometry, and its implementation in training can help reduce the risk of body posture disorders in athletes. Methods. The examined group consisted of 48 athletes and 38 non-training college students. Body posture parameters were measured with the use of Posturometr-S. The normality of distribution was checked with the Shapiro-Wilk test, and the differences between the groups were measured with ANOVA and the Bonferroni post-hoc test. The level of statistical significance was set at p < 0.05. Results. The analysis of angle values revealed the widest and most similar measurements in the group of futsal players and soccer players. The analysis of variance proved statistically significant differences between the soccer players and futsal players (p = 0.003. The difference between the soccer players and non-training students was statistically significant. The highest γ angular value was measured in non-training students, followed by futsal players and soccer players. The statistical analysis revealed significant differences between the non-training students and futsal players, as well as non-training students and soccer players (p < 0.001. Conclusions. A complex assessment of athletes’ body posture is crucial in injury prevention. Training overloads may often lead to disorders of the organ of locomotion and affect the correct body posture in athletes. This, in turn, may result in pains and injuries.

  2. Algorithms for finding optimal paths in network games with p players

    Directory of Open Access Journals (Sweden)

    R. Boliac

    1997-08-01

    Full Text Available We study the problem of finding optimal paths in network games with p players. Some polynomial-time algorithms for finding optimal paths and optimal by Nash strategies of the players in network games with p players are proposed.

  3. Asymmetric Evolutionary Games

    Science.gov (United States)

    McAvoy, Alex; Hauert, Christoph

    2015-01-01

    Evolutionary game theory is a powerful framework for studying evolution in populations of interacting individuals. A common assumption in evolutionary game theory is that interactions are symmetric, which means that the players are distinguished by only their strategies. In nature, however, the microscopic interactions between players are nearly always asymmetric due to environmental effects, differing baseline characteristics, and other possible sources of heterogeneity. To model these phenomena, we introduce into evolutionary game theory two broad classes of asymmetric interactions: ecological and genotypic. Ecological asymmetry results from variation in the environments of the players, while genotypic asymmetry is a consequence of the players having differing baseline genotypes. We develop a theory of these forms of asymmetry for games in structured populations and use the classical social dilemmas, the Prisoner’s Dilemma and the Snowdrift Game, for illustrations. Interestingly, asymmetric games reveal essential differences between models of genetic evolution based on reproduction and models of cultural evolution based on imitation that are not apparent in symmetric games. PMID:26308326

  4. Sex-specific differences in injury types among basketball players

    OpenAIRE

    Ito E; Iwamoto J; Azuma K; Matsumoto H

    2014-01-01

    Eri Ito, Jun Iwamoto, Koichiro Azuma, Hideo MatsumotoInstitute for Integrated Sports Medicine, Keio University School of Medicine, Tokyo, JapanAbstract: The purpose of the present study was to investigate sex-specific differences in injury types among basketball players. According to our database, during the 20-year period between October 1991 and June 2011, 1,219 basketball players (640 males and 579 females) consulted our sports medicine clinic; in total, 1,414 injuries in basketball player...

  5. Analyzing In-Game Movements of Soccer Players at Scale

    OpenAIRE

    Gyarmati, Laszlo; Hefeeda, Mohamed

    2016-01-01

    It is challenging to get access to datasets related to the physical performance of soccer players. The teams consider such information highly confidential, especially if it covers in-game performance.Hence, most of the analysis and evaluation of the players' performance do not contain much information on the physical aspect of the game, creating a blindspot in performance analysis. We propose a novel method to solve this issue by deriving movement characteristics of soccer players. We use eve...

  6. Comparison of metamotivational dominance and cultural identity between Japanese National Team and Māori All Blacks rugby players

    Directory of Open Access Journals (Sweden)

    Yusuke Kuroda

    2017-11-01

    Full Text Available This pilot study used a reversal theory framework to examine metamotivational dominance of rugby players on the Māori All Blacks (MABs squad of New Zealand and the Japanese National Team (JNT. Since the two groups have different cultural team demographics, cultural identity was also examined. Twenty six players from the MABs and 31 from the JNT completed questionnaires on metamotivational dominance and cultural identity. In terms of metamotivational dominance, the findings indicated that the MABs were more playful minded and spontaneous oriented than the JNT. Regarding cultural identity, the JNT showed a greater knowledge of their own culture and higher comfort level in their cultural context, while the MABs felt more positive and willing to sustain their own culture. The motivational personality differences between the teams may reflect the style of play that is valued within each team culture that is, flair, spontaneity and high-risk play within Māori rugby, and structure, team unity and conformity within the JNT. This suggests that metamotivational dominance of teams and players is influenced by the cultural identity of both the individuals and the group, which may have a further impact on team cohesion and performance. Keywords: Sociology, Psychology

  7. Profiling in basketball: physical and physiological characteristics of elite players.

    Science.gov (United States)

    Ostojic, Sergej M; Mazic, Sanja; Dikic, Nenad

    2006-11-01

    The purpose of this study was to describe structural and functional characteristics of elite Serbian basketball players and to evaluate whether players in different positional roles have different physical and physiological profiles. Five men's basketball teams participated in the study and competed in the professional First National League. Physiological measurements were taken of 60 players during the final week of their preparatory training for competition. According to positional roles, players were categorized as guards (n = 20), forwards (n = 20), and centers (n = 20). Guards were older (p Vertical jump power was significantly higher in centers (p basketball.

  8. Helping Hands: Designing Video Games with Interpersonal Touch Interaction

    OpenAIRE

    Watts , Cody; Sharlin , Ehud; Woytiuk , Peter

    2010-01-01

    International audience; Increasingly, the movements of players' physical bodies are being used as a method of controlling and playing video games. This trend is evidenced by the recent development of interpersonal touch-based games; multiplayer games which players control by physically touching their partners. Although a small number of interpersonal touch-based games have recently been designed, the best practices for creating video games based on this unconventional interaction technique re...

  9. Body composition of italian female hockey players

    Directory of Open Access Journals (Sweden)

    P Pavan

    2009-07-01

    Full Text Available Objective: In this work the anthropometric features and the body composition of Italian hockey players, members of the Female National team, were analysed. The purpose of the research was to verify if morphological features could influence the performance of different positional groups. Materials and Methods: Each player was measured for her total and sitting height, weight, 9 skinfolds thickness and bioelectrical impedance analysis. Different equations were used to calculate the Fat% from skinfolds thickness. Results: Average height is not a crucial advantage for this sport. On the contrary the proportion trunk-limb seems to play an important role for the performance of the midfield players. Percentage of body fat of the hockey players was lower than the Fat% of the non-athletes women of the same age. Significant differences were found between Fat% determined by skinfolds thickness and Fat% obtained by bioelectrical impedance analysis. Conclusions: The results of this study indicate that there are significant differences in anthropometric features and in body composition between positional groups, stressing the importance of a specific training program. Keywords: field hockey, bioelectrical impedance, skinfolds thickness, anthropometry.

  10. Programming Entity Framework

    CERN Document Server

    Lerman, Julia

    2010-01-01

    Get a thorough introduction to ADO.NET Entity Framework 4 -- Microsoft's core framework for modeling and interacting with data in .NET applications. The second edition of this acclaimed guide provides a hands-on tour of the framework latest version in Visual Studio 2010 and .NET Framework 4. Not only will you learn how to use EF4 in a variety of applications, you'll also gain a deep understanding of its architecture and APIs. Written by Julia Lerman, the leading independent authority on the framework, Programming Entity Framework covers it all -- from the Entity Data Model and Object Service

  11. Hypoconnectivity and Hyperfrontality in Retired American Football Players

    Science.gov (United States)

    Hampshire, Adam; MacDonald, Alex; Owen, Adrian M.

    2013-10-01

    Recent research has raised concerns about the long-term neurological consequences of repetitive concussive and sub-concussive injuries in professional players of American Football. Despite this interest, the neural and psychological status of retired players remains unknown. Here, we evaluated the performances and brain activation patterns of retired National Football League players (NFL alumni) relative to controls using an fMRI-optimised neuropsychological test of executive function. Behaviourally, the NFL alumni showed only modest performance deficits on the executive task. By contrast, they showed pronounced hyperactivation and hypoconnectivity of the dorsolateral frontal and frontopolar cortices. Critically, abnormal frontal-lobe function was correlated with the number of times that NFL alumni reported having been removed from play after head injury and was evident in individual players. These results support the hypothesis that NFL alumni have a heightened probability of developing executive dysfunction and suggest that fMRI provides the most sensitive biomarker of the underlying neural abnormality.

  12. Underlying Motives, Moral Agendas and Unlikely Partnerships: The Formulation of the U.S. Trafficking in Victims Protection Act Through the Data and Voices of Key Policy Players

    Directory of Open Access Journals (Sweden)

    Nicole Footen Bromfield

    2012-08-01

    Full Text Available In response to the overwhelming amount of attention to human trafficking, the debates surrounding its definition, and its focus on the sex industry, the purpose of this study was to understand the motivations behind the formation of the Trafficking in Victims Protection Act (TVPA. Using the Advocacy Coalition Framework (ACF as a model, data was collected and analyzed in order to examine the coalition identities of key players and their positions. Through the presentation of in-depth interview data with key policy players involved in the making of the TVPA, this article illustrates how and why the TVPA was formulated, the implications of its development, and the necessity for critical analysis of its effects. The use of alternative frameworks of labor and migration for understanding trafficking is proposed. Further consideration is given to legislative changes to eliminate anti-prostitution ideology and to support anti-oppressive approaches to addressing forced or deceptive working conditions.

  13. Smart Grid as Multi-layer Interacting System for Complex Decision Makings

    Science.gov (United States)

    Bompard, Ettore; Han, Bei; Masera, Marcelo; Pons, Enrico

    This chapter presents an approach to the analysis of Smart Grids based on a multi-layer representation of their technical, cyber, social and decision-making aspects, as well as the related environmental constraints. In the Smart Grid paradigm, self-interested active customers (prosumers), system operators and market players interact among themselves making use of an extensive cyber infrastructure. In addition, policy decision makers define regulations, incentives and constraints to drive the behavior of the competing operators and prosumers, with the objective of ensuring the global desired performance (e.g. system stability, fair prices). For these reasons, the policy decision making is more complicated than in traditional power systems, and needs proper modeling and simulation tools for assessing "in vitro" and ex-ante the possible impacts of the decisions assumed. In this chapter, we consider the smart grids as multi-layered interacting complex systems. The intricacy of the framework, characterized by several interacting layers, cannot be captured by closed-form mathematical models. Therefore, a new approach using Multi Agent Simulation is described. With case studies we provide some indications about how to develop agent-based simulation tools presenting some preliminary examples.

  14. Cavum Septum Pellucidum in Retired American Pro-Football Players.

    Science.gov (United States)

    Gardner, Raquel C; Hess, Christopher P; Brus-Ramer, Marcel; Possin, Katherine L; Cohn-Sheehy, Brendan I; Kramer, Joel H; Berger, Mitchel S; Yaffe, Kristine; Miller, Bruce; Rabinovici, Gil D

    2016-01-01

    Previous studies report that cavum septum pellucidum (CSP) is frequent among athletes with a history of repeated traumatic brain injury (TBI), such as boxers. Few studies of CSP in athletes, however, have assessed detailed features of the septum pellucidum in a case-control fashion. This is important because prevalence of CSP in the general population varies widely (2% to 85%) between studies. Further, rates of CSP among American pro-football players have not been described previously. We sought to characterize MRI features of the septum pellucidum in a series of retired pro-football players with a history of repeated concussive/subconcussive head traumas compared with controls. We retrospectively assessed retired American pro-football players presenting to our memory clinic with cognitive/behavioral symptoms in whom structural MRI was available with slice thickness ≤2 mm (n=17). Each player was matched to a memory clinic control patient with no history of TBI. Scans were interpreted by raters blinded to clinical information and TBI/football history, who measured CSP grade (0-absent, 1-equivocal, 2-mild, 3-moderate, 4-severe) and length according to a standard protocol. Sixteen of 17 (94%) players had a CSP graded ≥2 compared with 3 of 17 (18%) controls. CSP was significantly higher grade (pfootball players compared with patients without a history of TBI.

  15. Non-invasive Player Experience Estimation from Body Motion and Game Context

    DEFF Research Database (Denmark)

    Burelli, Paolo; Triantafyllidis, George; Patras, Ioannis

    2014-01-01

    In this paper, we investigate on the relationship between player experience and body movements in a non-physical 3D computer game. During an experiment, the participants played a series of short game sessions and rated their experience while their body movements were tracked using a depth camera....... The data collected was analysed and a neural network was trained to find the mapping between player body movements, player in- game behaviour and player experience. The results reveal that some aspects of player experience, such as anxiety or challenge, can be detected with high accuracy (up to 81......%). Moreover, taking into account the playing context, the accuracy can be raised up to 86%. Following such a multi-modal approach, it is possible to estimate the player experience in a non-invasive fashion during the game and, based on this information, the game content could be adapted accordingly....

  16. A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game

    Directory of Open Access Journals (Sweden)

    Tiffany Y. Tang

    2008-01-01

    Full Text Available Massively multiplayer online games (MMOGs have been known to create rich and versatile social worlds for thousands of millions of players to participate. As such, various game elements and advance technologies such as artificial intelligence have been applied to encourage and facilitate social interactions in these online communities, the key to the success of MMOGs. However, there is a lack of studies addressing the usability of these elements in games. In this paper, we look into interaction patterns and awareness design elements that support the awareness in LastWorld and FairyLand. Experimental results obtained through both in-game experiences and player interviews reveal that not all awareness tools (e.g., an in-game map have been fully exploited by players. In addition, those players who are aware of these tools are not satisfied with them. Our findings suggest that awareness-oriented tools/channels should be easy to interpret and rich in conveying “knowledge” so as to reduce players-cognitive overload. These findings of this research recommend considerations of early stage MMOG design.

  17. Iliopsoas and Gluteal Muscles Are Asymmetric in Tennis Players but Not in Soccer Players

    Science.gov (United States)

    Sanchis-Moysi, Joaquin; Idoate, Fernando; Izquierdo, Mikel; Calbet, Jose A. L.; Dorado, Cecilia

    2011-01-01

    Purpose To determine the volume and degree of asymmetry of iliopsoas (IL) and gluteal muscles (GL) in tennis and soccer players. Methods IL and GL volumes were determined using magnetic resonance imaging (MRI) in male professional tennis (TP) and soccer players (SP), and in non-active control subjects (CG) (n = 8, 15 and 6, respectively). Results The dominant and non-dominant IL were hypertrophied in TP (24 and 36%, respectively, Psoccer players had similar volumes in both sides (P = 0.87). The degree of side-to-side asymmetry decreased linearly from the first lumbar disc to the pubic symphysis in TP (r = −0.97, PSoccer and CG had similar GL volumes in both sides (P = 0.11 and P = 0.19, for the dominant and contralateral GL, respectively). GL was asymmetrically hypertrophied in TP. The non-dominant GL volume was 20% greater in TP than in CG (Psoccer is associated to a symmetric hypertrophy of IL. Gluteal muscles are asymmetrically hypertrophied in TP, while SP display a similar size to that observed in controls. It remains to be determined whether the different patterns of IL and GL hypertrophy may influence the risk of injury. PMID:21829539

  18. Body Image Amongst Elite Rugby Union Players.

    Science.gov (United States)

    Gibson, Claire; Hindle, Chloe; McLay-Cooke, Rebecca; Slater, Joanne; Brown, Rachel; Smith, Brett; Baker, Dane; Healey, Philip; Black, Katherine

    2017-11-16

    There is limited information on the risk of eating disorders and body image of elite male athletes. However, research suggests there are some athletes who have poor body image and they may be at increased risk of developing eating disorders. Therefore, the current study investigated risk of eating disorders, body image, and the relationship with age, in elite rugby union players during their pre-season training period.This cross-sectional study was undertaken at the start of the pre-season amongst elite rugby union players in New Zealand. Twenty-six professional rugby union players completed a 49-item questionnaire on body image and disordered eating. A 'body image score' was calculated from questionnaire subscales including 'drive for thinness', 'bulimia' and 'body dissatisfaction', with total scores above twenty indicative of poor body image.Body image scores varied from 8-39 out of a possible 0-100. Disordered eating behaviours were reported, including binge eating at least once a week (15%, n=4/26), pathogenic weight control use (4%, n=1/26) and avoidance of certain foods (77%, n=20/26). There was a statistically significant inverse association between the bulimia subscale and age (P = 0.034).At the start of the pre-season training period, many elite rugby union players experience disturbances in body image. The prevalence of disordered eating behaviours is of concern, and needs to be minimised due to the negative impact on health and performance. A focus on assessment and education of younger male rugby players may be required in order to reduce disordered eating patterns.

  19. Effect of Core Training on 16 Year-Old Soccer Players

    Science.gov (United States)

    Afyon, Yakup Akif

    2014-01-01

    Core trainings have been widely used by trainers recently in order to improve performance of soccer players. In this context, the aim of this study is to examine the effect of core training on some motoric capabilities of 16 years old soccer players. Thirty certified soccer players who were 16 years old from B.B. Bodrumspor Club in 2013-2014…

  20. Estimation of player's preference for cooperative RPGs using multi-strategy Monte-Carlo method

    OpenAIRE

    Sato, Naoyuki; Ikeda, Kokolo; Wada, Takayuki

    2015-01-01

    In many video games such as role playing games(RPGs) or sports games, computer players act not only as the opponents of the human player but also as team-mates. But computer players as team-mates often behave in a way that human players do not expect, and such mismatches cause bigger dissatisfaction than in the case of computer players as opponents. One of the reasons for such mismatches is that there are several types of sub-goals or play-styles in these games and the Ai players act without ...

  1. Energy and macronutrient intakes of professional football (soccer) players.

    OpenAIRE

    Maughan, R J

    1997-01-01

    OBJECTIVE: To examine the dietary habits of professional soccer players at two Scottish Premier League clubs during the competitive season. METHODS: A study of the dietary intake of 51 professional soccer players with two different clubs was carried out by the seven day weighed intake method. RESULTS: Physical characteristics of the two groups of players were similar, with only small differences in age and body mass but no difference in height and body fat. Mean (SD) daily energy intake for c...

  2. Prevalence of Os Styloideum in National Hockey League Players

    Science.gov (United States)

    Greditzer, Harry G.; Hutchinson, Ian D.; Geannette, Christian S.; Hotchkiss, Robert N.; Kelly, Bryan T.; Potter, Hollis G.

    2017-01-01

    Background: Os styloideum describes an accessory carpal ossicle between the trapezoid, the capitate, and the second and third metacarpals. Injuries to this tissue have been described as part of the carpal boss syndrome. While the etiology of os styloideum remains uncertain, it may represent a physiologic response to altered loading forces in the wrist, similar to the development of cam-type deformity in the hips of ice hockey players or the Bennett lesion in the shoulders of baseball pitchers. Hypothesis: Professional hockey players will have a higher prevalence of os styloideum compared with the general population. Study Design: Case series. Level of Evidence: Level 4. Methods: A retrospective review of 16 professional hockey players from 4 different National Hockey League (NHL) teams who underwent unilateral imaging of the wrist was performed. Seventeen wrists were reviewed for the presence of os styloideum. Results: Thirteen of 16 players (81%) had an os styloideum, representing an increased prevalence compared with the general population. Previous clinical and cadaveric studies estimated a general prevalence of up to 19% (P < 0.001). For the 10 players who had their leading wrist scanned, 9 had an os styloideum (90%). Ten of 11 (91%) players demonstrated a bone marrow edema pattern within the metacarpal and the os styloideum on magnetic resonance imaging. There was no significant association between the presence of an os styloideum and the player’s position, leading wrist, or years in the league. Conclusion: There appears to be an increased prevalence of os styloideum among NHL players, and team physicians should consider this finding while formulating a differential diagnosis for dorsal wrist pain. Clinical Relevance: This study identified NHL players as having an increased prevalence of os styloideum compared with the general population. By doing so, these findings represent an opportunity to enhance our understanding of the etiology, clinical significance

  3. Realtime Interaction Analysis of Social Interplay in a Multimodal Musical-Sonic Interaction Context

    DEFF Research Database (Denmark)

    Hansen, Anne-Marie

    2010-01-01

    This paper presents an approach to the analysis of social interplay among users in a multimodal interaction and musical performance situation. The approach consists of a combined method of realtime sensor data analysis for the description and interpretation of player gestures and video micro......-analysis methods used to describe the interaction situation and the context in which the social interplay takes place. This combined method is used in an iterative process, where the design of interactive games with musical-sonic feedback is improved according to newly discovered understandings and interpretations...

  4. Three-player conflicting interest games and nonlocality

    Science.gov (United States)

    Bolonek-Lasoń, Katarzyna

    2017-08-01

    We outline the general construction of three-player games with incomplete information which fulfil the following conditions: (i) symmetry with respect to the permutations of players; (ii) the existence of an upper bound for total payoff resulting from Bell inequalities; (iii) the existence of both fair and unfair Nash equilibria saturating this bound. Conditions (i)-(iii) imply that we are dealing with conflicting interest games. An explicit example of such a game is given. A quantum counterpart of this game is considered. It is obtained by keeping the same utilities but replacing classical advisor by a quantum one. It is shown that the quantum game possesses only fair equilibria with strictly higher payoffs than in the classical case. This implies that quantum nonlocality can be used to resolve the conflict between the players.

  5. Shoulder pain -- a common problem in world-class badminton players.

    Science.gov (United States)

    Fahlström, Martin; Yeap, Joo Seng; Alfredson, Håkan; Söderman, Kerstin

    2006-06-01

    Badminton is a sport that requires a lot of over-shoulder motion, with the shoulder in abduction/external rotation. This questionnaire study on 188 international top-level badminton players during the World Mixed Team Championships showed that previous or present shoulder pain on the dominant side was reported by 52% of the players. Previous shoulder pain was reported by 37% of the players and on-going shoulder pain by 20% of the players. There were no significant differences in the prevalence of shoulder pain between men and women. The majority of the shoulder pain had started gradually. The pain was usually associated with shoulder activity, and stiffness was a common, associated symptom. Furthermore, the shoulder pain was associated with consequences such as sleeping disturbances, changes in training and competition habits, and it also affected activities of daily living. The majority of the players had sought medical advice and had been given different kinds of treatment. The study showed that shoulder pain is a common and significant problem in world-class badminton players, and the consequences are most likely of importance for their training and playing capacity.

  6. Effects of 1 versus 2 games a week on physical and subjective scores of subelite soccer players.

    Science.gov (United States)

    Rollo, Ian; Impellizzeri, Franco M; Zago, Matteo; Iaia, F Marcello

    2014-05-01

    The physical-performance profiles of subelite male footballers were monitored during 6 wk of a competitive season. The same squad of players played either 1 (1G, n = 15) or 2 (2G, n = 15) competitive matches per week. On weeks 0, 3, and 6, 48 h postmatch, players completed countermovement jump (CMJ), 10- and 20-m sprints, the Yo-Yo Intermittent Recovery Test (YYIRT), and the Recovery-Stress Questionnaire. Both groups undertook 2 weekly training sessions. The 2G showed after 6 wk lower YYIRT (-11% to 3%, 90% CI -15.8% to -6.8%; P m (4.4%, 1.8-6.9%; P = .007) and 20-m sprints values (4.7%, 2.9% to 6.4%; P < .001). No differences were found at 3 wk (.06 < P < .99). No changes over time (.169 < P < .611) and no differences time × group interactions (.370 < P < .550) were found for stress, recovery, and the Stress Recovery Index. In conclusion players' ability to sprint, jump, and perform repeated intense exercise was impaired when playing 2 competitive matches a week over 6 wk.

  7. Nutrient consumption pattern of male soccer players in Shiraz/Iran

    Directory of Open Access Journals (Sweden)

    Saeed Najafpour Bushehry

    2003-09-01

    Full Text Available Exercise and nutrition have a significant impact on health. To evaluate nutrient consumption pattern of soccer players in city of Shiraz, 323 players were selected by proportional multi-stage cluster random sampling from 11 clubs in Shiraz. Anthropometric indices, socioeconomic status, 24 hours dietary recall and food frequency data were collected. Protein, carbohydrate and fat intake of the players were 73.73 gr (10.8%, 493.3 gr (72.4% and 50.8 gr (16.7%, respectively. Calcium (689.6 mg, phosphorus (734.4 mg, iron (20.3 mg, vitamin B1 (2 mg, vitamin B2 (1.6 mg, vitamin C (107.5 mg and vitamin A (962.4 mcg RE intake were lower than the desirable levels. The mean energy consumption of the players was 2723 Kcal per day. In conclusion, protein and micronutrients intakes are not desirable in Iranian soccer players in Shiraz.

  8. Communication aspects of a three-player Prisoner's Dilemma quantum game

    International Nuclear Information System (INIS)

    Ramzan, M; Khan, M K

    2009-01-01

    We present a quantization scheme for a three-player Prisoner's Dilemma game. It is shown that entanglement plays a dominant role in the three-player quantum game. Four different types of payoffs are identified on the basis of different combinations of initial state and measurement basis entanglement parameters. A relation among these different payoffs is also established. We also study the communication aspects of the three-player game. By exploiting different combinations of initial state and measurement basis entanglement parameters, we establish a relationship for the information shared among the parties. It is seen that the strategies of the players act as carriers of information in quantum games

  9. Managing player load in professional rugby union: a review of current knowledge and practices.

    Science.gov (United States)

    Quarrie, Kenneth L; Raftery, Martin; Blackie, Josh; Cook, Christian J; Fuller, Colin W; Gabbett, Tim J; Gray, Andrew J; Gill, Nicholas; Hennessy, Liam; Kemp, Simon; Lambert, Mike; Nichol, Rob; Mellalieu, Stephen D; Piscione, Julien; Stadelmann, Jörg; Tucker, Ross

    2017-03-01

    The loads to which professional rugby players are subjected has been identified as a concern by coaches, players and administrators. In November 2014, World Rugby commissioned an expert group to identify the physical demands and non-physical load issues associated with participation in professional rugby. To describe the current state of knowledge about the loads encountered by professional rugby players and the implications for their physical and mental health. The group defined 'load' as it relates to professional rugby players as the total stressors and demands applied to the players. In the 2013-2014 seasons, 40% of professional players appeared in 20 matches or more, and 5% of players appeared in 30 matches or more. Matches account for ∼5-11% of exposure to rugby-related activities (matches, team and individual training sessions) during professional competitions. The match injury rate is about 27 times higher than that in training. The working group surmised that players entering a new level of play, players with unresolved previous injuries, players who are relatively older and players who are subjected to rapid increases in load are probably at increased risk of injury. A mix of 'objective' and 'subjective' measures in conjunction with effective communication among team staff and between staff and players was held to be the best approach to monitoring and managing player loads. While comprehensive monitoring holds promise for individually addressing player loads, it brings with it ethical and legal responsibilities that rugby organisations need to address to ensure that players' personal information is adequately protected. Administrators, broadcasters, team owners, team staff and the players themselves have important roles in balancing the desire to have the 'best players' on the field with the ongoing health of players. In contrast, the coaching, fitness and medical staff exert significant control over the activities, duration and intensity of training

  10. Towards a framework in interaction training for staff working with clients with intellectual disabilities and challenging behaviour

    NARCIS (Netherlands)

    Willems, A.P.A.M.; Embregts, P.J.C.M.; Hendriks, A.H.C.; Bosman, A.M.T.

    2016-01-01

    Background: Training support staff in dealing with challenging behaviour in clients with intellectual disabilities (ID) is needed. The goal of this study is to determine which elements need to be incorporated in a training on staff interactions with these clients, building upon a framework and an

  11. Towards a framework in interaction training for staff working with clients with intellectual disabilities and challenging behavior

    NARCIS (Netherlands)

    Willems, A.P.A.M.; Embregts, P.J.C.M.; Hendriks, A.H.C.; Bosman, A.M.T.

    2016-01-01

    Background Training support staff in dealing with challenging behaviour in clients with intellectual disabilities (ID) is needed. The goal of this study is to determine which elements need to be incorporated in a training on staff interactions with these clients, building upon a framework and an

  12. Nutrition review for hockey players : enhancing performance through nutrition

    OpenAIRE

    Bursich, Chris

    2011-01-01

    With the advancement of sports medicine in the past decade, hockey players all over the world are always trying to find a competitive edge through nutritional education and proper eating. It is very common to find young junior players looking to make the jump into the professional game always trying to find ways to get bigger and add lean muscle mass, likewise, there are always players looking to drop a few pounds while keeping their muscle mass. Research has proven that through proper educat...

  13. Authoring of Adaptive Single-Player Educational Games

    OpenAIRE

    Mehm, Florian

    2013-01-01

    Digital Educational Games, as one of the most important application areas of Serious Games, combine positive properties of digital games, such as strong motivation for players and inherent learning processes, with educational methods and technologies. Adaptive algorithms allow such games to be aligned automatically to the needs of different players, thereby increasing the learning efficacy. However, educational games are among the most complex game production endeavors, since they are often f...

  14. Evolution of altruism in spatial prisoner's dilemma: Intra- and inter-cellular interactions

    Science.gov (United States)

    Yokoi, Hiroki; Uehara, Takashi; Sakata, Tomoyuki; Naito, Hiromi; Morita, Satoru; Tainaka, Kei-ichi

    2014-12-01

    Iterated prisoner's dilemma game is carried out on lattice with “colony” structure. Each cell is regarded as a colony which contains plural players with an identical strategy. Both intra- and inter-cellular interactions are assumed. In the former a player plays with all other players in the same colony, while in the latter he plays with one player each from adjacent colonies. Spatial patterns among four typical strategies exhibit various dynamics and winners. Both theory and simulation reveal that All Cooperation (AC) wins, when the members of colony or the intensity of noise increases. This result explains the evolution of altruism in animal societies, even though errors easily occur in animal communications.

  15. Physical Fitness Qualities of Professional Rugby League Football Players: Determination of Positional Differences.

    Science.gov (United States)

    Meir, Rudi; Newton, Robert; Curtis, Edgar; Fardell, Matthew; Butler, Benjamin

    2001-01-01

    Australian and English professional rugby players completed various physical fitness performance tests to determine differences when grouping players into three different rugby positional categories. Results found minimal differences in test scores on the basis of players' specific positions on a team, however, when players were grouped according…

  16. Early Sport Specialization: Effectiveness and Risk of Injury in Professional Baseball Players.

    Science.gov (United States)

    Wilhelm, Andrew; Choi, Changryol; Deitch, John

    2017-09-01

    The rate of early sport specialization in professional baseball players is unknown. To report the incidence and age of sport specialization in current professional baseball players and the impact of early specialization on the frequency of serious injuries sustained during the players' careers. We also queried participants about when serious injuries occurred, the players' current position on the field, and their opinions regarding the need for young athletes to specialize early to play at the professional level. Descriptive epidemiological study. A total of 102 current professional baseball players anonymously completed a 7-question written survey. Early sport specialization was defined as "single-sport participation prior to high school." Injury was defined as "a serious injury or surgery that required the player to refrain from sports (baseball) for an entire year." Chi-square tests were used to investigate the risk of injury in those who specialized early in baseball versus those who did not. Independent-sample t tests were used to compare injury rates based on current player position. Fifty (48%) baseball players specialized early. The mean age at initiation of sport specialization was 8.91 years (SD, 3.7 years). Those who specialized early reported more serious injuries (mean, 0.54; SD, 0.838) during their professional baseball career than those who did not (mean, 0.23; SD, 0.425) ( P = .044). Finally, 63.4% of the queried players believed that early sport specialization was not required to play professional baseball. Our study demonstrated a statistically significant higher rate of serious injury during a baseball player's professional career in those players who specialized early. Most current professional baseball players surveyed believed that sport specialization was not required prior to high school to master the skills needed to play at the professional level. Our findings demonstrate an increased incidence of serious injuries in professional baseball

  17. Plasma and erythrocyte phospholipid fatty acid profile in professional basketball and football players.

    Science.gov (United States)

    Tepsic, Jasna; Vucic, Vesna; Arsic, Aleksandra; Blazencic-Mladenovic, Vera; Mazic, Sanja; Glibetic, Marija

    2009-10-01

    The effect of intensive long-term physical activity on phospholipid fatty acid (FA) composition has not been studied thoroughly. We determined plasma and erythrocyte phospholipid FA status of professional basketball and football players. Our results showed differences in plasma FA profile not only between sportsmen and sedentary subjects, but also between two groups of sportsmen. Plasma FA profile in basketball players showed significantly higher proportion of n-6 FA (20:3, 20:4, and 22:4) and total polyunsaturated FA (PUFA) than controls, while football players had higher palmitoleic acid (16:1) than basketball players and controls. Total PUFA and 22:4 were also higher in basketball than in football players. Erythrocyte FA profile showed no differences between football players and controls. However, basketball players had higher proportion of 18:0 than controls, higher saturated FA and lower 18:2 than two other groups, and higher 22:4 than football players. These findings suggest that long-term intensive exercise and type of sport influence FA profile.

  18. MEANING TO BE VOLLEYBALL PLAYER IN CAREER TRANSITION PHASE

    Directory of Open Access Journals (Sweden)

    Adriana Justino

    2016-09-01

    Full Text Available The objective of this study is to assess the meaning of being that a volleyball player for the under-19 players who are experiencing a transition in their in career. Sixteen male players aged 17 and 18 were evaluated, by being asked the triggering question “What does being a volleyball player mean to you?” The analysis of the discourses was carried out according to the procedures recommended by Miles & Huberman (2004. Four response categories resulted: psychoemotional and behavioral skills, emotions in sport, recognition and financial return, skills as an athlete/player. The athletes showed that the meaning of sport lies especially in the passion for practice, but also, in the improving of their tactics and techniques, in the development of psychoemotional and behavioral skills, in the professional recognition and, to a lesser degree, in the financial aspect. Most athletes state they intend to continue in the juvenile sports categories, therefore, understanding the meaning of this activity in their life can be the key to the elaboration of a plan of psychological preparation whose aim is to provide support to their needs in this moment of professional choice.

  19. ANTHROPOMETRIC AND MOTOR CHARACTERISTICS IN VOLLEYBALL AND BASKETBALL PLAYERS

    Directory of Open Access Journals (Sweden)

    Enver Tahiraj

    2011-09-01

    Full Text Available The purpose of this study is the morphological and motor status players for both teams, and then based on the results of anthropometric and motor status of this work can also do a comparative analysis between these two sports, volleyball and basketball. Therefore, the present study is in the results (achieved of the differences and their special achievement and to skills top players. In this research, we have participation 30 players (15 for each team volleyball and basketball, the teams is from Pristina. It should be noted that all players are fully able to follow regular exercise in their clubs. Those two clubs in Pristina, have the training five days a week, the clubs are in super league and the current champion in country. We as a coach interesed about the comparisons and differences of these two sports for anthropometric and motor characteristics, and in these sports, in those two sports players have a special that is characterized by height body and explosive power. We think, that this research work serves as a continuation of the way and further research on these two sports that have a significant increase from the psycho-physical and anthropometric aspects

  20. The effects of progressive muscle relaxation and autogenic relaxation on young soccer players' mood states.

    Science.gov (United States)

    Hashim, Hairul Anuar; Hanafi Ahmad Yusof, Hazwani

    2011-06-01

    This study was designed to compare the effects of two different relaxation techniques, namely progressive muscle relaxation (PMR) and autogenic relaxation (AGR) on moods of young soccer players. sixteen adolescent athletes (mean age: 14.1 ± 1.3) received either PMR or AGR training. Using Profile of Mood States- Adolescents, their mood states were measured one week before relaxation training, before the first relaxation session, and after the twelfth relaxation session. Mixed ANOVA revealed no significant interaction effects and no significant main effects in any of the subscales. However, significant main effects for testing sessions were found for confusion, depression, fatigue, and tension subscales. Post hoc tests revealed post-intervention reductions in the confusion, depression, fatigue, and tension subscale scores. These two relaxation techniques induce equivalent mood responses and may be used to regulate young soccer players' mood states.

  1. Countermovement-Jump-Phase Characteristics of Senior and Academy Rugby League Players.

    Science.gov (United States)

    McMahon, John J; Murphy, Shannon; Rej, Sophie J E; Comfort, Paul

    2017-07-01

    Gross measures of countermovement-jump (CMJ) performance are commonly used to track maturational changes in neuromuscular function in rugby league (RL). The purpose of this study was to conduct both a gross and a more detailed temporal-phase analysis of the CMJ performances of senior and academy RL players, to provide greater insight into how neuromuscular function differs between these groups. Twenty senior and 14 academy (under-19) male RL players performed 3 maximal-effort CMJs on a force platform, with forward dynamics subsequently employed to allow gross performance measures and entire kinetic- and kinematic-time curves to be compared between groups. Jump height (JH), reactive strength index modified, concentric displacement, and relative concentric impulse (C-IMP) were the only gross measures that were greater for senior players (d = 0.58-0.91) than for academy players. The relative force- and displacement-time curves were similar between groups, but the relative power- and velocity-time curves were greater (d = 0.59-0.97) for the senior players at 94-96% and 89-100% of the total movement time, respectively. The CMJ distinguished between senior and academy RL players, with seniors demonstrating greater JH through applying a larger C-IMP and thus achieving greater velocity throughout the majority of the concentric phase and at takeoff. Therefore, academy RL players should train to improve triple (ie, ankle, knee, and hip) extension velocity during the CMJ to bring their JH scores in line with those attained by senior players.

  2. Video game players show more precise multisensory temporal processing abilities.

    Science.gov (United States)

    Donohue, Sarah E; Woldorff, Marty G; Mitroff, Stephen R

    2010-05-01

    Recent research has demonstrated enhanced visual attention and visual perception in individuals with extensive experience playing action video games. These benefits manifest in several realms, but much remains unknown about the ways in which video game experience alters perception and cognition. In the present study, we examined whether video game players' benefits generalize beyond vision to multisensory processing by presenting auditory and visual stimuli within a short temporal window to video game players and non-video game players. Participants performed two discrimination tasks, both of which revealed benefits for video game players: In a simultaneity judgment task, video game players were better able to distinguish whether simple visual and auditory stimuli occurred at the same moment or slightly offset in time, and in a temporal-order judgment task, they revealed an enhanced ability to determine the temporal sequence of multisensory stimuli. These results suggest that people with extensive experience playing video games display benefits that extend beyond the visual modality to also impact multisensory processing.

  3. The architecture of the chess player's brain.

    Science.gov (United States)

    Hänggi, Jürgen; Brütsch, Karin; Siegel, Adrian M; Jäncke, Lutz

    2014-09-01

    The game of chess can be seen as a typical example for an expertise task requiring domain-specific training and experience. Despite intensive behavioural studies the neural underpinnings of chess performance and expertise are not entirely understood. A few functional neuroimaging studies have shown that expert chess players recruit different psychological functions and activate different brain areas while they are engaged in chess-related activities. Based on this functional literature, we predicted to find morphological differences in a network comprised by parietal and frontal areas and especially the occipito-temporal junction (OTJ), fusiform gyrus, and caudate nucleus. Twenty expert chess players and 20 control subjects were investigated using voxel-based and surface-based morphometry as well as diffusion tensor imaging. Grey matter volume and cortical thickness were reduced in chess players compared with those of control men in the OTJ and precunei. The volumes of both caudate nuclei were not different between groups, but correlated inversely with the years of chess playing experience. Mean diffusivity was increased in chess players compared with that of controls in the left superior longitudinal fasciculus and the Elo score (a chess tournament ranking) was inversely related to mean diffusivity within the right superior longitudinal fasciculus. To the best of our knowledge we showed for the first time that there are specific differences in grey and white matter morphology between chess players and control subjects in brain regions associated with cognitive functions important for playing chess. Whether these anatomical alterations are the cause or consequence of the intensive and long-term chess training and practice remains to be shown in future studies. Copyright © 2014 Elsevier Ltd. All rights reserved.

  4. A communicational framework for evaluating interaction with IT by analyzing user-reception of electronic texts

    DEFF Research Database (Denmark)

    Wentzer, Helle

    2006-01-01

    Interpreting IT as a medium for continuous communication across time and place of the communicators offers a way of analyzing the effect of IT in concrete practices. The users’ readings determine the actual communication with IT. A poetics of how meaning is translated from one person to another...... through semiotic texts is presented, termed the poetics of the e-text. The poetics of the e-text offers a meta-communicational framework for identifying user constraints in the possibilities of interacting with the system. Identifying communicational problems with ICT-mediated interactions again offer...... grounds for redesigning and re-author the e-text. The poetics of the e-text are subsequently applied as a method of analyzing user-reception and evaluating the interaction with ICT. Examples are given from user-receptions of collaborating with ICT in home care, Denmark....

  5. Nutritional Practices of National Female Soccer Players: Analysis and Recommendations

    Science.gov (United States)

    Martin, Louise; Lambeth, Anneliese; Scott, Dawn

    2006-01-01

    The aim of the study was to establish the nutritional practices and activity patterns of elite female soccer players. The nutritional intake of 16 female England Soccer players was self-reported over a seven-day period. Participants were provided with written and verbal guidelines for the completion of the diaries. Training details were also recorded, and used in combination with BMR predictions to calculate daily energy expenditure. Energy, macronutrient and micronutrient intakes were determined using DietMaster 4.0 software. Results suggest that energy intake was low (1904 ± 366.3 kcal) in relation to previous recommendations for soccer players. Energy expenditure (2153.5 ± 596.2 kcal) was not significantly different (p > 0.05) from intake, suggesting energy balance was achieved. Carbohydrate (53.8 ± 6.8%), protein (16.8 ± 2.1%) and fat (28.8 ± 6.6%) intakes were in line with recommendations. Fluid intake (2466 ± 1350.5ml·day-1) was sufficient to meet baseline recommendations, but would need to be higher to meet the additional requirement of training and competition. With the exception of vitamin A and iron, all micronutrient intakes were higher than the DRI. In conclusion, recommendations for female soccer players are to encourage consumption of carbohydrate-electrolyte beverages to enhance carbohydrate intake and increase fluid intake, and ensure sufficient iron rich foods are included in the diet to meet the DRI. Key points Female soccer players demonstrate a low energy intake in relation to predicted requirements, but were in energy balance in this study. Increased carbohydrate intake may be beneficial to both training and competition performance of elite female soccer players Fluid requirements should be addressed on an individual basis and matched to player requirements. The iron status of female soccer players may be compromised due to insufficient dietary intake to meet the DRV. PMID:24198690

  6. Nutritional practices of national female soccer players: analysis and recommendations.

    Science.gov (United States)

    Martin, Louise; Lambeth, Anneliese; Scott, Dawn

    2006-01-01

    The aim of the study was to establish the nutritional practices and activity patterns of elite female soccer players. The nutritional intake of 16 female England Soccer players was self-reported over a seven-day period. Participants were provided with written and verbal guidelines for the completion of the diaries. Training details were also recorded, and used in combination with BMR predictions to calculate daily energy expenditure. Energy, macronutrient and micronutrient intakes were determined using DietMaster 4.0 software. Results suggest that energy intake was low (1904 ± 366.3 kcal) in relation to previous recommendations for soccer players. Energy expenditure (2153.5 ± 596.2 kcal) was not significantly different (p > 0.05) from intake, suggesting energy balance was achieved. Carbohydrate (53.8 ± 6.8%), protein (16.8 ± 2.1%) and fat (28.8 ± 6.6%) intakes were in line with recommendations. Fluid intake (2466 ± 1350.5ml·day(-1)) was sufficient to meet baseline recommendations, but would need to be higher to meet the additional requirement of training and competition. With the exception of vitamin A and iron, all micronutrient intakes were higher than the DRI. In conclusion, recommendations for female soccer players are to encourage consumption of carbohydrate-electrolyte beverages to enhance carbohydrate intake and increase fluid intake, and ensure sufficient iron rich foods are included in the diet to meet the DRI. Key pointsFemale soccer players demonstrate a low energy intake in relation to predicted requirements, but were in energy balance in this study.Increased carbohydrate intake may be beneficial to both training and competition performance of elite female soccer playersFluid requirements should be addressed on an individual basis and matched to player requirements.The iron status of female soccer players may be compromised due to insufficient dietary intake to meet the DRV.

  7. In-season training periodization of professional soccer players

    Directory of Open Access Journals (Sweden)

    A Los Arcos

    2017-04-01

    Full Text Available The aim of this study was to quantify the seasonal perceived respiratory and muscular training loads (i.e., sRPEres-TL and sRPEmus-TL completed by elite-oriented young professional soccer players. Twentyfour players (20.3 ± 2.0 years belonging to the same reserve team of a Spanish La Liga club participated in this study. Only the players that were available to train for a whole week with the team and also to play the weekly game were considered: Starters, players that participated in the match for at least 45 min and Non- Starters, players that did not participate or played less than 45 minutes in the match. The competitive period was analysed after the division into 5x6-8 week blocks and 35x1 week microcycles. Data were also analysed with respect to number of days before the immediate match. Weekly TL variation across the in-season blocks was trivial-small for both groups except between Block 2 and Block 3 (ES= moderate. Substantial TL differences (ES= small–very likely were found between training days, the TL pattern being a progressive increase up to MD-3 followed by a decrease until MD-1. Except for the match, sRPEres-/sRPEmus-TL was very similar between Starters and Non-Starters. In summary, perceived TL across the season displayed limited variation. Coaches periodized training contents to attain the highest weekly TL 72 hours before the match to progressively unload the players between MD-3 and the match day. The data revealed that the TL arising from the weekly game was solely responsible for the observed higher weekly TL of Starters in comparison with Non-Starters.

  8. Research of individual psychological particular qualities handball players 15-17 years.

    Directory of Open Access Journals (Sweden)

    Bikova H.O.

    2011-02-01

    Full Text Available The differences of individual-psychological characteristics of young handball players playing in different game roles. It is shown the relationship of certain personality characteristics of athletes with a line of attack handball players. In research took part handball players at the age of 15-17 years. It is analyzed data from questionnaires by R. Kettela and R. Rusalova. Evaluated the differences in the properties of the temperament handball players of different roles. Established that the distribution of game functions athletes must take into account their individual psychological characteristics.

  9. A framework for interactive visual analysis of heterogeneous marine data in an integrated problem solving environment

    Science.gov (United States)

    Liu, Shuai; Chen, Ge; Yao, Shifeng; Tian, Fenglin; Liu, Wei

    2017-07-01

    This paper presents a novel integrated marine visualization framework which focuses on processing, analyzing the multi-dimension spatiotemporal marine data in one workflow. Effective marine data visualization is needed in terms of extracting useful patterns, recognizing changes, and understanding physical processes in oceanography researches. However, the multi-source, multi-format, multi-dimension characteristics of marine data pose a challenge for interactive and feasible (timely) marine data analysis and visualization in one workflow. And, global multi-resolution virtual terrain environment is also needed to give oceanographers and the public a real geographic background reference and to help them to identify the geographical variation of ocean phenomena. This paper introduces a data integration and processing method to efficiently visualize and analyze the heterogeneous marine data. Based on the data we processed, several GPU-based visualization methods are explored to interactively demonstrate marine data. GPU-tessellated global terrain rendering using ETOPO1 data is realized and the video memory usage is controlled to ensure high efficiency. A modified ray-casting algorithm for the uneven multi-section Argo volume data is also presented and the transfer function is designed to analyze the 3D structure of ocean phenomena. Based on the framework we designed, an integrated visualization system is realized. The effectiveness and efficiency of the framework is demonstrated. This system is expected to make a significant contribution to the demonstration and understanding of marine physical process in a virtual global environment.

  10. Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF

    Directory of Open Access Journals (Sweden)

    Heinrich Söbke

    2017-06-01

    Full Text Available The growing availability of mobile communication infrastructure over the last decade has contributed significantly to the maturity of Pervasive Gaming. The massive success of games such as Ingress and Pokémon Go made pervasive gaming a viable option for transforming learning. By its adaptability to location and context, pervasive technology is a valuable support for the design of engaging learning experiences. Despite profound examples of pervasive gaming as learning tool, there is still a lack of reliable methodologies to construct purposeful pervasive learning experiences. The Pervasive Game Design Framework (PGDF is intended to fill this gap. In this article, we present the PGDF using the example of Ingress. Ingress is a prominent pervasive game, as it has received huge attention since its appearance in 2012. A large community of players and third-party-tool suppliers has created a rich set of experiences since then. In this research, we examine Ingress according to PGDF’s categories based on a survey among long-term Ingress players (N=133. Founded on this analysis we identify three main benefits for Ingress players. Furthermore, we discuss the consequences of these findings on the PGDF. Summarizing, this work strengthens the applicability of the PGDF, in order to enable the construction of enriched pervasive learning experiences.

  11. Autogenerator-based modelling framework for development of strategic games simulations: rational pigs game extended.

    Science.gov (United States)

    Fabac, Robert; Radošević, Danijel; Magdalenić, Ivan

    2014-01-01

    When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, "the tramp," one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players.

  12. Analyzing three-player quantum games in an EPR type setup.

    Directory of Open Access Journals (Sweden)

    James M Chappell

    Full Text Available We use the formalism of Clifford Geometric Algebra (GA to develop an analysis of quantum versions of three-player non-cooperative games. The quantum games we explore are played in an Einstein-Podolsky-Rosen (EPR type setting. In this setting, the players' strategy sets remain identical to the ones in the mixed-strategy version of the classical game that is obtained as a proper subset of the corresponding quantum game. Using GA we investigate the outcome of a realization of the game by players sharing GHZ state, W state, and a mixture of GHZ and W states. As a specific example, we study the game of three-player Prisoners' Dilemma.

  13. Audio Interaction in Computer Mediated Games

    Directory of Open Access Journals (Sweden)

    J. R. Parker

    2008-01-01

    Full Text Available The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways that a game can use sound as input, and will describe ways that the player can influence sound in a game. The role of sound in computer games will be explored some practical design ideas that can be used to improve the current state of the art will be given.

  14. Programming Entity Framework

    CERN Document Server

    Lerman, Julia

    2009-01-01

    Programming Entity Framework is a thorough introduction to Microsoft's new core framework for modeling and interacting with data in .NET applications. This highly-acclaimed book not only gives experienced developers a hands-on tour of the Entity Framework and explains its use in a variety of applications, it also provides a deep understanding of its architecture and APIs -- knowledge that will be extremely valuable as you shift to the Entity Framework version in .NET Framework 4.0 and Visual Studio 2010. From the Entity Data Model (EDM) and Object Services to EntityClient and the Metadata Work

  15. Definition and assessment of physical efficiency of students – basketball players

    Directory of Open Access Journals (Sweden)

    Kuzminchuk Artem

    2016-04-01

    Full Text Available Purpose: assess the level of physical efficiency of students – basketball players by using the Harvard step test. Material & Methods: the analysis of scientific-methodical literature, educational testing, pedagogical experiment, methods of mathematical statistics. For determination and assessment physical efficiency of students – basketball players used the Harvard step test. In pedagogical testing for assessing special performance was attended by 14 students – basketball players (n=14 men's teams of the Medical Institute of Sumy State University. Results: the analysis of scientific and technical literature showed gaps in training basketball players, namely, to improve the physical performance. Especially these problems are when basketball training sessions combine with study in higher educational institutions. The load that caused a combination of mental and physical labor is enough to affect on the performance, develop resistance to fatigue. Still need to look for approaches that can help in conditions of single 3-4 workouts per week to maintain a high level of physical capacity of basketball players. Conclusions: analyzing the test results of basketball team players at Medical Institute of Sumy State University, we can say that the level of physical performance is satisfactory and functional status is mediocre. Players need more regular training which includes special exercises with high intensity close to competitive conditions

  16. Free-sugar, total-sugar, fibre, and micronutrient intake within elite youth British soccer players: a nutritional transition from schoolboy to fulltime soccer player.

    Science.gov (United States)

    Naughton, Robert J; Drust, Barry; O'Boyle, Andy; Abayomi, Julie; Mahon, Elizabeth; Morton, James P; Davies, Ian G

    2017-05-01

    It is recommended that soccer players consume a high carbohydrate diet to augment performance. However, growing evidence suggests that there is a link between high free-sugar (FS) intake (>5% total energy intake; TEI) and metabolic diseases. Furthermore, foods that are often high in sugar, such as processed foods, are typically lacking in nutrient quality. We therefore analysed total-sugar, FS, dietary fibre, and micronutrient intake of players from an English Premier League academy under (U) 18 (n = 13), U15/16 (n = 25), and U13/14 (n = 21) using a 7-day food diary. Data were compared with current United Kingdom (UK) dietary reference value (DRV) for FS via a t test. The U13/14s (10% ± 18%) and U15/16s (11% ± 30%) both consumed higher amounts of FS in comparison with the UK DRV of 5% TEI (P elite youth soccer players. We report an apparent "nutritional transition" from schoolboy to fulltime soccer player, with U18s showing a significantly lower intake of sugar in comparison with younger squads, and a similar intake of FS to the UK DRVs. Practitioners should target improving player education around sugar and fibre consumption.

  17. Understanding gaming floor influences on player behaviour

    OpenAIRE

    Griffiths, MD

    2009-01-01

    Efforts to entice and retain player activity within a casino gaming environment require bringing to bear a range of sensory and physical influences. The challenge is to accomplish the operators’ objectives while at the same time ensuring any potential negative effects on the player are minimised. How casinos keep this in balance is at the heart of how the gaming floor works, and assessing such matters is becoming a necessary part of social responsibility.

  18. Brain damage in former association football players

    International Nuclear Information System (INIS)

    Sortland, O.; Tysvaer, A.T.

    1989-01-01

    Thirty-three former football players from the National Football Team of Norway were examined by cerebral computer tomography (CT). The CT studies, evaluated for brain atrophy, visually and by linear measurements compared two different normal materials. One third of the players were found to have central cerebral atrophy. It is concluded that the atrophy probably was caused by repeated small head injuries during the football play, mainly in connection with heading the ball. (orig.)

  19. No association between static and dynamic postural control and ACL injury risk among female elite handball and football players: a prospective study of 838 players.

    Science.gov (United States)

    Steffen, Kathrin; Nilstad, Agnethe; Krosshaug, Tron; Pasanen, Kati; Killingmo, Aleksander; Bahr, Roald

    2017-02-01

    Research on balance measures as potential risk factors for ACL injury is limited. To assess whether postural control was associated with an increased risk for ACL injuries in female elite handball and football players. Premier league players were tested in the preseason and followed prospectively for ACL injury risk from 2007 through 2015. At baseline, we recorded player demographics, playing experience, ACL and ankle injury history. We measured centre of pressure velocity in single-leg stabilisation tests and reach distances in the Star Excursion Balance Test. To examine the stability of postural control measures over time, we examined their short-term and long-term reproducibility. We generated logistic regression models, 1 for each of the proposed risk factors. A total of 55 (6.6%) out of 838 players (age 21±4 years; height 170±6 cm; body mass 66±8 kg) sustained a non-contact ACL injury after baseline testing (1.8±1.8 years). When comparing normalised balance measures between injured and uninjured players in univariate analyses, none of the variables were statistically associated with ACL injury risk. Short-term and long-term reproducibility of the selected variables was poor. Players with a previous ACL injury had a 3-fold higher risk of sustaining a new ACL injury compared with previously uninjured players (OR 2.9, CI 1.4 to 5.7). None of postural control measures examined were associated with increased ACL injury risk among female elite handball and football players. Hence, as measured in the current investigation, the variables included cannot be used to predict ACL injury risk. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  20. ANTROPOMETRIC CHARACTERISTICS AND MOTOR SKILLS OF YOUNG MONTENEGRO BASKETBALL PLAYERS

    Directory of Open Access Journals (Sweden)

    Milovan Ljubojević

    2012-09-01

    Full Text Available Testing and measurement in basketball is basically supposed to help in the initial evaluation and interpretation of features and capabilities of players that are important for their activity. The main objective of testing is the possibility of obtaining information about the three general indicators in basketball practice, namely: the level of current results in certain ability, the pace of results improvement in the ability and stability of the results in tests of ability. For this purpose, testing and measurement of young basketball players, members of the Montenegro under-18 team, was carried out. The aim of this paper is to present the basic features and capabilities of young basketball players of Montenegro and their comparison with some other teams. Variables from anthropometry space were measured: body height, arm span, reach height, body mass. Motor skills were observed by variables: the last squat, thrust from a flat bench, rear thrust, lying-sitting for 30 seconds, sargent test, long jump, 20 yard test, kamikaze, špagat, sitting bow. Based on the processed results it can be concluded that the motor skills of our young players, tested in this study, are at the level of the young players of other representations. The results will be of great help to coaches who work with these players.

  1. Self-appraisal of hockey players of high class of different playing position

    Directory of Open Access Journals (Sweden)

    Oleksiy Mikhnov

    2014-12-01

    Full Text Available Purpose: to expose the features of display of self-appraisal for the hockey players of high class of different playing position. Material and Methods: for the exposure of level of self-appraisal for hockey players, information of sportsmen of high class, taking part in the matches of the Kontinental hockey league (KHL in a season 2013–2014 was probed sixteen hockey players, having a sporting digit MS and MSWC, took part in researches. Methods were used: pedagogical supervision, pedagogical analysis and generalization of front-rank experience, psychological testing, analysis of data of the special scientific-methodical literature, expert questioning, an analysis of data is the Internet. Results: findings allowed to set that the players of line of attack (central and extreme forward have more high level of self-appraisal for certain, than players of defence and hockey goalkeepers. This tendency is looked over both on the separate constituents of self-appraisal and on the whole on all spectrums of the studied indexes. The got results of researches rotined that the hockey players of high class had or middle or high level of self-appraisal. Among testable hockey players, players were not exposed with the low level of self-appraisal. Conclusions: the exposed distinctions in the level of self-appraisal of hockey players of high class can be used for diagnostics of playing predisposition and choice of playing line of business in a command.

  2. Knee Control and Jump-Landing Technique in Young Basketball and Floorball Players.

    Science.gov (United States)

    Leppänen, M; Pasanen, K; Kulmala, J-P; Kujala, U M; Krosshaug, T; Kannus, P; Perttunen, J; Vasankari, T; Parkkari, J

    2016-04-01

    Poor knee alignment is associated with increased loading of the joints, ligaments and tendons, and may increase the risk of injury. The study purpose was to compare differences in knee kinematics between basketball and floorball players during a vertical drop jump (VDJ) task. We wanted to investigate whether basketball players, whose sport includes frequent jump-landings, exhibited better knee control compared with floorball players, whose sport involves less jumping. Complete data was obtained from 173 basketball and 141 floorball players. Peak knee valgus and flexion angles during the VDJ were analyzed by 3D motion analysis.Larger knee valgus angles were observed among basketball players (- 3.2°, 95%CI -4.5 to - 2.0) compared with floorball players (- 0.9°, 95%CI -2.3 to 0.6) (P=0.022). Basketball players landed with a decreased peak knee flexion angle (83.1°, 95%CI 81.4 to 84.8) compared with floorball players (86.5°, 95%CI 84.6 to 88.4) (P=0.016). There were no significant differences in height, weight or BMI between basketball and floorball players. Female athletes exhibited significantly greater valgus angles than males. This study revealed that proper knee control during jump-landing does not seem to develop in young athletes simply by playing the sport, despite the fact that jump-landings occur frequently in practice and games. © Georg Thieme Verlag KG Stuttgart · New York.

  3. DIFFERENCES IN TECHNICAL MOVEMENT PRECISION WITH BALL TO NEW AGES SOCCER PLAYERS

    Directory of Open Access Journals (Sweden)

    Sami Sermaxhaj

    2015-05-01

    Full Text Available The primary goal of this research is to compare the accuracy of the collision of the ball to players of both age groups U-17 and U-19. The research was conducted on a sample of 100 young soccer players Kosovo divided into two groups: the first group comprised of 50 young players U17 and second group comprised of 50 young soccer players U-19. To assess the precision of the attack on the ball all the players they have subjected technical demonstration testing in four tests: (T-JUGGL, T-PASI, T-KROS, T-SHOOT. Through T-test method are proven differences in favor of players U-19 to U-17 in all tests of precision technical movements with the ball, but statistically significant differences are shown in the collision test at the gateway (T-SHOOT and the test ball juggling (T-JUGGL . The results obtained show us that more experienced players U-19 have a better precision in demonstrating the technical movements with the ball, compared to U-17 players. Assuming that the training process is very important to voice learning, mastering demonstration, acquisition, and precise technical movements with the ball, because the precision peak levels is very significant.

  4. A biomechanical investigation of right-forward lunging step among badminton players.

    Science.gov (United States)

    Mei, Qichang; Gu, Yaodong; Fu, Fengqin; Fernandez, Justin

    2017-03-01

    This study presents the kinematics and plantar pressure characteristics of eight elite national-level badminton athletes and eight recreational college-level badminton players while performing a right-forward lunge movement in a laboratory-simulated badminton court. The hypothesis was that recreational players would be significantly different from elite players in kinematics and plantar pressure measures. Vicon ® motion capture and Novel ® insole plantar pressure measurement were simultaneously taken to record the lower extremity kinematics and foot loading during stance. Recreational players showed significantly higher peak pressure in the lateral forefoot (P = 0.002) and force time integral in the lateral forefoot (P = 0.013) and other toes (P = 0.005). Elite athletes showed higher peak pressure in the medial forefoot (P = 0.003), hallux (P = 0.037) and force time integral in the medial forefoot (P = 0.009). The difference in landing techniques for the lunge step between elite athletes and recreational players was observed with peak ankle eversion (-38.2°±2.4° for athletes and -11.1°±3.9° for players, P = 0.015); smaller knee range of motion in the coronal and transverse planes, with differences in peak knee adduction (28.9°±6.8° for athletes and 15.7°±6.2° for players, P = 0.031); peak knee internal rotation (20.3°±1.3° for athletes and 11.8°±3.2° for players, P = 0.029) and peak hip flexion (77.3°±4.1° for athletes and 91.3°±9.3° for players, P = 0.037).

  5. Patellar tendinopathy in junior basketball players: a controlled clinical and ultrasonographic study of 268 patellar tendons in players aged 14-18 years.

    Science.gov (United States)

    Cook, J L; Khan, K M; Kiss, Z S; Griffiths, L

    2000-08-01

    Anterior knee pain is a common presenting complaint amongst adolescent athletes. We hypothesised that patellar tendinopathy may occur at a younger age than is generally recognised. Thus, we studied the patellar tendons in 134 elite 14- to 18-year-old female (n=64) and male (n=70) basketball players and 29 control swimmers (17 female, 12 male) clinically and with ultrasonography. We found that of 268 tendons, 19 (7%) had current patellar tendinopathy on clinical grounds (11% in males, 2% in females). Twenty-six percent of the basketball players' patellar tendons contained an ultrasonographic hypoechoic region. Ultrasonographic abnormality was more prevalent in the oldest tertile of players (17-18 years) than the youngest tertile (14-15.9 years). Of tendons categorised clinically as 'Never patellar tendinopathy', 22% had an ultrasonographic hypoechoic region nevertheless. This study indicates that patellar tendinopathy can occur in 14- to 18-year-old basketball players. Ultrasonographic tendon abnormality is 3 times as common as clinical symptoms.

  6. Nutritional Habits & Knowledge in the Division I Collegiate Football Player

    OpenAIRE

    Hale, Mallory

    2013-01-01

    Objectives: Athlete’s nutritional habits and knowledge can directly affect their performance. The purpose of this study is to investigate the nutritional habits and knowledge of the Division I collegiate football player. Methods: The participants of this study are male Division I college football players at Utah State University. The athletes included 45 players ranging from 18-26 and include freshman through seniors. Results: Over eighty six percent of the athletes were unaware that a ...

  7. The Physiological Profile of Junior Soccer Players at SSBB Surabaya Bhakti

    Science.gov (United States)

    Nashirudin, M.; Kusnanik, N. W.

    2018-01-01

    Soccer players are required to have good physical fitness in order to achieve optimum accomplishment; physical fitness stands as the foundation of technical and tactical proficiency as well as the mental maturity during the matches. The purpose of this study was to identify the physiological profile of junior soccer players of SSB Surabaya Bhakti age 16-17. The research was conducted at 20 junior soccer players. This research was quantitative with descriptive analysis. Data were collected by testing of physiological (anaerobic power and capacity including explosive leg power, speed, agility; aerobic capacity: cardiovascular endurance). Data was analyzed using percentage. The result showed that the percentage of explosive leg power of junior soccer players were 30% (good category), speed was 85% (average category), right agility was 90% (average category), left agility was 75% (average category). On the other hand, the aerobic power and capacity of the junior soccer players in this study was 50% (average category). The conclusion of this research is that the physiological profile of junior soccer players at SSB Surabaya Bhakti age 16-17 was majority in average category.

  8. Laterality related to the successive selection of Dutch national youth soccer players.

    Science.gov (United States)

    Verbeek, Jan; Elferink-Gemser, Marije T; Jonker, Laura; Huijgen, Barbara C H; Visscher, Chris

    2017-11-01

    In the general population, estimates of left-foot preference are around 20%. In soccer, specific tasks create positional demands, requiring 40% of the players to be left-footed. Whether and how this is related to the selection of players is unknown. To examine the successive selection of soccer players for Dutch national youth teams in relation to foot preference, 280 youth players (age = 16.2 ± 1.08 years) were monitored from the U16 through the U19 teams over the last 5 years. No difference in successive selection between left- and right-footed players was found (p soccer teams.

  9. Position-Specific Acceleration and Deceleration Profiles in Elite Youth and Senior Soccer Players.

    Science.gov (United States)

    Vigh-Larsen, Jeppe F; Dalgas, Ulrik; Andersen, Thomas B

    2018-04-01

    Vigh-Larsen, JF, Dalgas, U, and Andersen, TB. Position-specific acceleration and deceleration profiles in elite youth and senior soccer players. J Strength Cond Res 32(4): 1114-1122, 2018-The purpose of the study was to characterize and compare the position-specific activity profiles of young and senior elite soccer players with special emphasis put on accelerations and decelerations. Eight professional senior matches were tracked using the ZXY tracking system and analyzed for the number of accelerations and decelerations and running distances within different speed zones. Likewise, 4 U19 and 5 U17 matches were analyzed for comparison between youth and senior players. In senior players, the total distance (TD) was 10,776 ± 107 m with 668 ± 28 and 143 ± 10 m being high-intensity running (HIR) and sprinting, respectively. Number of accelerations and decelerations were 81 ± 2 and 84 ± 3, respectively, with central defenders performing the lowest and wide players the highest number. Declines were found between first and second halves for accelerations and decelerations (11 ± 3%), HIR (6 ± 4%), and TD (5 ± 1%), whereas sprinting distance did not differ. U19 players performed a higher number of accelerations, decelerations, and TD compared with senior players. In conclusion, differences in the number and distribution of accelerations and decelerations appeared between player positions, which is of importance when monitoring training and match loads and when prescribing specific training exercises. Furthermore, youth players performed as much high-intensity activities as senior players, indicating that this is not a discriminating physiological parameter between these players.

  10. Development of repeated sprint ability in talented youth basketball players.

    Science.gov (United States)

    te Wierike, Sanne C M; de Jong, Mark C; Tromp, Eveline J Y; Vuijk, Pieter J; Lemmink, Koen A P M; Malina, Robert M; Elferink-Gemser, Marije T; Visscher, Chris

    2014-04-01

    Factors affecting repeated sprint ability (RSA) were evaluated in a mixed-longitudinal sample of 48 elite basketball players 14-19 years of age (16.1 ± 1.7 years). Players were observed on 6 occasions during the 2008-09 and 2009-10 seasons. Three following basketball-specific field tests were administered on each occasion: the shuttle sprint test for RSA, the vertical jump for lower body explosive strength (power), and the interval shuttle run test for interval endurance capacity. Height and weight were measured; body composition was estimated (percent fat, lean body mass). Multilevel modeling of RSA development curve was used with 32 players (16.0 ± 1.7 years) who had 2 or more observations. The 16 players (16.1 ± 1.8 years) measured on only 1 occasion were used as a control group to evaluate the appropriateness of the model. Age, lower body explosive strength, and interval endurance capacity significantly contributed to RSA (p ≤ 0.05). Repeated sprint ability improved with age from 14 to 17 years (p ≤ 0.05) and reached a plateau at 17-19 years. Predicted RSA did not significantly differ from measured RSA in the control group (p ≥ 0.05). The results suggest a potentially important role for the training of lower body explosive strength and interval endurance capacity in the development of RSA among youth basketball players. Age-specific reference values for RSA of youth players may assist basketball coaches in setting appropriate goals for individual players.

  11. Australian Football League concussion guidelines: what do community players think?

    Science.gov (United States)

    White, Peta E; Donaldson, Alex; Sullivan, S John; Newton, Joshua

    2016-01-01

    Background Preventing concussion in sport is a global challenge. To assess community-level adult male Australian Football players’ views on following the Australian Football League's (AFL) concussion guidelines. Methods 3 focus groups, each comprising 6 players from 1 regional league, were conducted until saturation of issues raised. Discussions followed a semistructured script and were audio-recorded and transcribed verbatim. Thematic analysis was conducted by 2 coders independently. Results Identified advantages of the guidelines included highlighting the seriousness of concussion; changing the culture around playing with concussion and shifting return-to-play decision responsibility from players to others. Disadvantages included players being removed from play unnecessarily; removal of players’ rights to decide if they are fit to play and players changing their behaviours to avoid being removed from play. Identified facilitators to guideline use included local league enforcement; broad information dissemination and impartial medically trained staff to assess concussion. Identified barriers to guideline use included players’ desire to play at all costs; external pressure that encouraged players to return to play prematurely; and inconvenience and cost. Conclusions Players generally understand that the AFL concussion guidelines protect their long-term welfare. However, their desire to play at all costs and help their team win is a common barrier to reporting concussion and adhering to guidelines. Leagues should take a lead role by mandating and enforcing the use of the guidelines and educating coaches, game day medical providers and players. The return-to-play component of the guidelines is complex and needs further consideration in the context of community sport. PMID:28890801

  12. Dynamic Difficulty Adaptation for Heterogeneously Skilled Player Groups in Multiplayer Collaborative Games

    OpenAIRE

    Greciano, Miguel Cristian

    2016-01-01

    This work focuses on the combination of two key concepts: Dynamic Difficulty Adjustment/Adaptation (video games adapting their difficulty according to the in-game performance of players, making themselves easier if the player performs poorly or more difficult if the player performs well) and Collaborative Multiplayer Games (video games where two or more human players work together to achieve a common goal). It considers and analyzes the challenges, potential and possibilities of Dynamic Diffi...

  13. Player Collaboration in the Explorative Sound Environment ToneInk

    DEFF Research Database (Denmark)

    Hansen, Anne-Marie S.; Andersen, Hans Jørgen; Raudaskoski, Pirkko Liisa

    2016-01-01

    mutual awareness, and in general were more passive when they needed to monitor a screen interface that supported the sound environment. Player collaboration was strongest when players negotiated rhythm, while the negotiation of melody was temporally offset and consisted of long individual explorations....

  14. Cardiac dimensions and function in female handball players.

    Science.gov (United States)

    Malmgren, A; Dencker, M; Stagmo, M; Gudmundsson, P

    2015-04-01

    Long-term intensive endurance training leads to increased left ventricular mass and increased left ventricular end-diastolic and left atrial end-systolic diameters. Different types of sports tend to give rise to distinct morphological forms of the athlete's heart. However, the sport-specific aspects have not been fully investigated in female athletes. The purpose of the present study was to investigate differences in left and right cardiac dimensions, cardiac volumes, and systolic and diastolic function in elite female handball players compared to sedentary controls. A cross-sectional study of 33 elite female handball players was compared to 33 matched sedentary controls. Mean age was 21.5±2 years. The subjects underwent echocardiography examinations, both 2-dimensional (2DE) and 3-dimensional (3DE). Cardiac dimensions and volumes were quantified using M-mode, 2DE and 3DE. Systolic and diastolic left ventricular functions were also evaluated. All cardiac dimensions and volumes were adjusted for body surface area (BSA). Left atrium and left ventricle volumes were significantly (Phandball players compared with sedentary controls. Even right atrium area as well as right ventricular end-diastolic and end-systolic area were significantly (Phandball players. Significant differences were observed in three out of five systolic parameters. Most diastolic function parameters did not differ between the two groups. The findings from the present study suggest that similar cardiac remodeling takes place in elite female handball players as it does in athletes pursuing endurance or team game sports.

  15. Psychopathology of Online Poker Players: Review of Literature.

    Science.gov (United States)

    Moreau, Axelle; Chabrol, Henri; Chauchard, Emeline

    2016-06-01

    Background and aims Online Texas Hold'em poker has become a spectacular form of entertainment in our society, and the number of people who use this form of gambling is increasing. It seems that online poker activity challenges existing theoretical concepts about problem gambling behaviors. The purpose of this literature review is to provide a current overview about the population of online poker players. Methods To be selected, articles had to focus on psychopathology in a sample of online poker players, be written in English or French, and be published before November 2015. A total of 17 relevant studies were identified. Results In this population, the proportion of problematic gamblers was higher than in other forms of gambling. Several factors predicting excessive gambling were identified such as stress, internal attribution, dissociation, boredom, negative emotions, irrational beliefs, anxiety, and impulsivity. The population of online poker players is largely heterogeneous, with experimental players forming a specific group. Finally, the validity of the tools used to measure excessive or problematic gambling and irrational beliefs are not suitable for assessing online poker activity. Discussion and conclusions Future studies need to confirm previous findings in the literature of online poker games. Given that skills are important in poker playing, skill development in the frames of excessive use of online poker should be explored more in depth, particularly regarding poker experience and loss chasing. Future research should focus on skills, self-regulation, and psychopathology of online poker players.

  16. The Astro Learning Design Player

    NARCIS (Netherlands)

    Sharples, Paul; Wilson, Scott; Popat, Kris; Griffiths, David; Beauvoir, Phillip

    2010-01-01

    Sharples, Paul Wilson, S., Popat, K., Griffiths, D., Beauvoir, P. (2009) The Astro Learning Design Player. This software is distributed under the three clause BSD license, copyright TENCompetence Foundation

  17. Kinanthropometric characteristics in teenager basketball players

    Directory of Open Access Journals (Sweden)

    Maria Abella del Campo

    2015-12-01

    Full Text Available Introduction: Basketball is a sport with a high heterogeneity anthropometric as playing position. Point guard is usually the lowest player but also the fastest. Guard is similar to point guard, faster and more agile than the others. Small forward has an intermediate height between the inside and outside players and it combines height with velocity. And center (pivot has a physical role, it has the highest and more muscle mass. The aim of this study is to describe the kinanthropometric profile of male cadet “Valencia Basket Club”. Material and Methods: A total of 20 male cadet basketball players were evaluated (15.35±0.59 years old. An anthropometrist level 1 took anthropometric measures according to the methodology of the International Society for the Advancement of Kinanthropometry (ISAK. Body composition was calculated according to the kinanthropometry consensus of the Kinanthropometry Spanish Group (GREC, somatotype with Heath-Carter’s method and adiposemuscular and cardiovascular risk index. Results: Differences in values of weight, height, skinfold and body composition from variables of sample and position were observed. Lower values were from point guard position and higher values were from center position. An increasing trend of these parameters was established in the following order: point guard, guard, small forward and center. Conclusions: The Valencia Basket Club cadet player overall somatotype is balance ectomorph. To know kinanthropometric profile may be beneficial to develop specific training and nutrition plans as well as to see evolution and characteristics for optimal performance

  18. A COMPARATIVE STUDY OF PERSONALITY OF INTERNATIONAL VOLLEYBALL PLAYERS OF BRAZIL AND INDIA

    Directory of Open Access Journals (Sweden)

    Govind Kadam

    2010-06-01

    Full Text Available The main objective was to study the personality of the volleyball players of India. All the players of Indian team and the players of Brazil team, who came for FIVB Men Volleyball World Championship held at Pune in August 2009, were selected for the study. They were administered the Cattell’s 16 PF questionnaire. The results wereanalyzed with the help of ‘t’ test which showed that there are significant differences found between Indian volleyball players and Brazilian Volleyball players on seven factors but not on nine factors of 16 PF Questionnaire. Indian players scored high on factor ‘F’, factor ‘I’ and factor ‘M’ whereas Brazilian players have scored high on factor ‘B’, factor ‘G’, factor ‘H’ and factor ‘L’. Indian players scored low on Factor B which means that they tend to be slow to learn and grasp and they were dull as compared with Brazilian team, and gives concrete and literal interpretation. This dullness simply represents poor functioning.

  19. From Tabletop RPG to Interactive Storytelling: Definition of a Story Manager for Videogames

    Science.gov (United States)

    Delmas, Guylain; Champagnat, Ronan; Augeraud, Michel

    Adding narrative in computer game is complicated because it may restrict player interactivity. Our aim is to design a controller that dynamically built a plot, through the game execution, centred on player's actions. Tabletop Role-playing games manage to deal with this goal. This paper presents a study of role-playing games, their organization, and the models commonly used for narrative generation. It then deduces a proposition of components and data structures for interactive storytelling in videogames. A prototype of a social game has been developed as example.

  20. How Two Players Negotiate Rhythm in a Shared Rhythm Game

    DEFF Research Database (Denmark)

    Hansen, Anne-Marie; Andersen, Hans Jørgen; Raudaskoski, Pirkko Liisa

    2012-01-01

    from each other. Video analysis of user interaction shines light upon how users engaged in a rhythmical relationship, and interviews give information about the user experience in terms of the game play and user collaboration. Based on the findings in this paper we propose design guidelines......In a design and working prototype of a shared music interface eleven teams of two people were to collaborate about filling in holes with tones and beats in an evolving ground rhythm. The hypothesis was that users would tune into each other and have sections of characteristic rhythmical...... relationships that related to the ground rhythm. Results from interaction data show that teams did find a mutual rhythm, and that they were able to keep this rhythm for a while and/or over several small periods. Results also showed that two players engaged in very specific rhythmical relationships that differed...

  1. Simple Unawareness in Dynamic Psychological Games

    DEFF Research Database (Denmark)

    Nielsen, Carsten Søren; Sebald, Alexander Christopher

    2017-01-01

    Building on Battigalli and Dufwenberg (2009)’s framework of dynamic psychological games and the progress in the modeling of dynamic unawareness by Heifetz, Meier, and Schipper (2013a) we model and analyze the impact of asymmetric awareness in the strategic interaction of players motivated...... by reciprocity and guilt. Specifically we characterize extensive-form games with psychological payoffs and simple unawareness, define extensive-form rationalizability and, using this, show that unawareness has a pervasive impact on the strategic interaction of psychologically motivated players. Intuitively...

  2. Incidence and variance of foot and ankle injuries in elite college football players.

    Science.gov (United States)

    Kaplan, Lee D; Jost, Patrick W; Honkamp, Nicholas; Norwig, John; West, Robin; Bradley, James P

    2011-01-01

    We conducted a study on the risk for foot and ankle injuries in college football players on the basis of injury type and player position. In February 2006, we evaluated 320 intercollegiate football players at the National Football League Combine. All pathologic conditions and surgical procedures of the foot and ankle were recorded, and data were analyzed by player position to detect any trends. Seventy-two percent (n = 231) of the players had a history of foot and ankle injuries, with a total of 287 foot and ankle injuries (1.24 injuries/player injured). The most common injuries were lateral ankle sprain (n = 115), syndesmotic sprain (50), metatarsophalangeal dislocation/turf toe (36), and fibular fracture (25). Foot and ankle injuries were most common in kickers/punters (100% incidence), special teams (100%), running backs (83%), wide receivers (83%), and offensive linemen (80%). Lateral ankle sprains, the most common injuries, were treated surgically only 2.6% of the time. Offensive linemen were most likely to have had syndesmotic sprains (32%), and quarterbacks had the highest incidence of fibular fractures (16%). Foot and ankle injuries are common in collegiate football players, affecting 72% of players. Thirteen percent underwent surgical treatment. Trends are seen in the types of injuries for the different player positions.

  3. WavePropaGator: interactive framework for X-ray free-electron laser optics design and simulations.

    Science.gov (United States)

    Samoylova, Liubov; Buzmakov, Alexey; Chubar, Oleg; Sinn, Harald

    2016-08-01

    This article describes the WavePropaGator ( WPG ) package, a new interactive software framework for coherent and partially coherent X-ray wavefront propagation simulations. The package has been developed at European XFEL for users at the existing and emerging free-electron laser (FEL) facilities, as well as at the third-generation synchrotron sources and future diffraction-limited storage rings. The WPG addresses the needs of beamline scientists and user groups to facilitate the design, optimization and improvement of X-ray optics to meet their experimental requirements. The package uses the Synchrotron Radiation Workshop ( SRW ) C/C++ library and its Python binding for numerical wavefront propagation simulations. The framework runs reliably under Linux, Microsoft Windows 7 and Apple Mac OS X and is distributed under an open-source license. The available tools allow for varying source parameters and optics layouts and visualizing the results interactively. The wavefront history structure can be used for tracking changes in every particular wavefront during propagation. The batch propagation mode enables processing of multiple wavefronts in workflow mode. The paper presents a general description of the package and gives some recent application examples, including modeling of full X-ray FEL beamlines and start-to-end simulation of experiments.

  4. Physical and physiological profiles of Boland netball players | Venter ...

    African Journals Online (AJOL)

    The netball players were assessed for flexibility, speed, agility, power and aerobic endurance. Anthropometrical measurements were also taken. Descriptive statistics were calculated, after which Student s unpaired t-tests were used to compare results between the Boland and Australian under-21 netball players. Results.

  5. Attributes of top elite team-handball players.

    Science.gov (United States)

    Massuça, Luís M; Fragoso, Isabel; Teles, Júlia

    2014-01-01

    Researchers in the field of excellence in sport performance are becoming increasingly focused on the study of sport-specific characteristics and requirements. In accordance with this, the purposes of this study were (a) to examine the morphologic-, fitness-, handball-specific skills and psychological and "biosocial" differences between top elite and nontop elite team-handball players and (b) to investigate the extent to which they may be used to identify top elite team-handball players. One hundred sixty-seven adult male team-handball players were studied and divided in 2 groups: top elite (n = 41) and nontop elite (n = 126). Twenty-eight morphologic-, 9 fitness-, 1 handball-specific skills and 2 psychological-based and 2 "biosocial"-based attributes were used. Top elite and nontop elite groups were compared for each variable of interest using Student's t-test, and 5 logistic regression analyses were performed with the athlete's performance group (top elite or nontop elite) as the dependent variable and the variables of each category as predictors. The results showed that (a) body mass, waist girth, radiale-dactylion length, midstylion-dactylion length, and absolute muscle mass (morphologic model); (b) 30-m sprint time, countermovement jump height and average power, abdominal strength and the class of performance in the Yo-Yo Intermittent Endurance Test (fitness model); (c) offensive power (specific-skills model); (d) ego-based motivational orientation (psychological model); (e) socioeconomic status and the energy spent (for week) in handball activity (biosocial model); significantly (p handball player. Moreover, the fitness model exhibited higher percentages of correct classification (i.e., 91.5%) than all the other models did. This study provided (a) the rational to reduce the battery of tests for evaluation purposes, and (b) the initial step to work on building a multidisciplinary model to predict the probability of a handball athlete to be a top elite player.

  6. Strength and Jump Biomechanics of Elite and Recreational Female Youth Soccer Players

    Science.gov (United States)

    Chrisman, Sara P.; O'Kane, John W.; Polissar, Nayak L.; Tencer, Allan F.; Mack, Christopher D.; Levy, Marni R.; Schiff, Melissa A.

    2012-01-01

    Context Most researchers investigating soccer injuries have studied elite athletes because they have greater athletic-exposure hours than other athletes, but most youth participate at the recreational level. If risk factors for injury vary by soccer level, then recommendations generated using research with elite youth soccer players might not generalize to recreational players. Objective To examine injury risk factors of strength and jump biomechanics by soccer level in female youth athletes and to determine whether research recommendations based on elite youth athletes could be generalized to recreational players. Design Cross-sectional study. Setting Seattle Youth Soccer Association. Patients or Other Participants Female soccer players (N = 92) aged 11 to 14 years were recruited from 4 randomly selected elite (n = 50; age = 12.5 years, 95% confidence interval [95% CI]) = 12.3, 12.8 years; height = 157.8 cm, 95% CI = 155.2, 160.3 cm; mass = 49.9 kg, 95% CI = 47.3, 52.6 kg) and 4 randomly selected recreational (n = 42; age = 13.2 years, 95% CI = 13.0, 13.5 years; height = 161.1 cm, 95% CI = 159.2, 163.1 cm; mass = 50.6 kg, 95% CI = 48.3, 53.0 kg) soccer teams. Main Outcome Measure(s) Players completed a questionnaire about demographics, history of previous injury, and soccer experience. Physical therapists used dynamometry to measure hip strength (abduction, adduction, extension, flexion) and knee strength (flexion, extension) and Sportsmetrics to measure vertical jump height and jump biomechanics. We compared all measurements by soccer level using linear regression to adjust for age and mass. Results Elite players were similar to recreational players in all measures of hip and knee strength, vertical jump height, and normalized knee separation (a valgus estimate generated using Sportsmetrics). Conclusions Female elite youth players and recreational players had similar lower extremity strength and jump biomechanics. This suggests that recommendations generated from

  7. Teaching Beginning Trombone Players.

    Science.gov (United States)

    Fallis, Todd L.

    2001-01-01

    Discusses the process of introducing the trombone to beginning students and addresses the issue of warming-up. Provides resources for beginning trombone methods, band methods, and daily warm-up studies. Includes resources for scale studies and etudes for beginning to intermediate trombone players. (CMK)

  8. Ultrasonographic investigation of the Achilles tendon in elite badminton players using color Doppler.

    Science.gov (United States)

    Boesen, Morten Ilum; Boesen, Anders; Koenig, Merete Juhl; Bliddal, Henning; Torp-Pedersen, Soren

    2006-12-01

    The most frequent injuries in badminton players are in the lower extremities, especially in the Achilles tendon. The game of badminton may be related to abnormal intratendinous flow in the Achilles tendon as detected by color Doppler ultrasound. To a certain extent, this blood flow might be physiological, especially when examined after match. Cohort study (prevalence); Level of evidence, 3. Seventy-two elite badminton players were interviewed regarding Achilles tendon pain (achillodynia) in the preceding 3 years. Color Doppler was used to examine the tendons of 64 players before their matches and 46 players after their matches. Intratendinous color Doppler flow was graded from 0 to 4. The Achilles tendon was divided into dominant (eg, right side for right-handed players and vice versa) and nondominant side and classified as midtendon, preinsertional, and calcaneal areas. Of 72 players, 26 had experienced achillodynia in 34 tendons, 18 on the dominant side and 16 on the nondominant side. In 62% of the players with achillodynia, the problems had begun slowly, and the median duration of symptoms was 4 months (range, 0-36 months). Thirty-five percent had ongoing pain in their tendons for a median duration of 12 months (range, 0-12 months). Achillodynia was not associated with the self-reported training load or with sex, age, weight, singles or doubles players, or racket side. Forty-six players were scanned before and after match. At baseline, color Doppler flow was present in the majority of players, and only 7 (16%) players had no color Doppler flow in either tendon. After match, all players had some color Doppler flow in 1 or both tendons. Achillodynia and color Doppler flow were related in the nondominant Achilles tendon (chi-square, P = .008). The grades of Doppler flow also increased significantly after match in the preinsertional area in both the nondominant (P = .0002) and dominant (P = .005) side tendons. A large proportion of the players had experienced

  9. Heart rate and activity profile for young female soccer players

    OpenAIRE

    Barbero Álvarez, José Carlos; Gómez López, Maite; Barbero Álvarez, Verónica; Granda Vera, Juan; Castagna, Carlo

    2008-01-01

    The physical and physiological demands of high-level male soccer have been studied extensively, while few studies have investigated the demands placed on females during match-play, however, there is no information available about the heart rate and activity profile of young female soccer players during match play. Therefore, the aim of this study was to examine cardiovascular (heart-rates HR) and physical demands of young female soccer players during a match. Players were observed during a fr...

  10. Laterality of the legs in young female soccer players

    Directory of Open Access Journals (Sweden)

    Antosiak-Cyrak Katarzyna Z.

    2015-12-01

    Full Text Available Purpose. The aim of the present study was assessment of laterality of the legs of young female soccer players and their non-training counterparts. Methods. The study sample comprised 9 female soccer players and 19 non-training girls. They underwent three measurement sessions, one every six months. The applied tests included kinesthetic differentiation, rate of local movements, static balance, single-leg hop, rate of global movements, strength and speed, and functional asymmetry of the legs tests. Results. The soccer players were better than the controls in their performance of the rate of local movements, rate of global movements, kinesthetic differentiation, single-leg 15m timed hop and static balance tests. Smaller differences between the results of the left and the right legs in soccer players, than in non-training girls, were noted in the rate of local movements, rate of global movements and kinesthetic differentiation tests. In the static balance test, the differences were greater in the group of soccer players. Conclusions. Lateralization of the lower limbs is a highly complex characteristic with a different variability in athletes than in nontraining individuals. The results of the present study also point to the specialization of soccer players’ left legs in body balance and single-leg hop tests.

  11. Relative age effect and selection of young basketball players

    Directory of Open Access Journals (Sweden)

    Vučković Igor

    2013-01-01

    Full Text Available Purpose of the present study was to examine whether influence of relative age effect (RAE exists or not in the selected 13 year old basketball players. Subjects were 20 basketball players (HT=177.35cm±6.73, BW=61.42kg±8.98, average age 13 years and 7 months ±.28, average experience in basketball training 4 years and 6 months ±1.15. Sample was divided in two groups: 11 players born in first half of the year and 9 players born in the second half of the year. One-way ANOVA was used in order to analyze the differences between the two groups of players in set of anthropometric variables (body height, arm span, standing reach height, body weight and percentage of body fat, motor variables (velocity of neuromuscular reaction time, vertical jump, 5 meters sprint, 10 meters sprint, 20 meters sprint, T-test, Zig-zag test, ball throw from sitting position, Sit-ups for 30 seconds and standing forward bend and one functional variable (20-M shuttle run test. Subjects do not differ in applied set of parameters, except in on variable (sit-ups for 30 seconds, p=.040. It was concluded that RAE does not exist in this sample of examinees.

  12. Towards a Framework in Interaction Training for Staff Working with Clients with Intellectual Disabilities and Challenging Behaviour

    Science.gov (United States)

    Willems, A.; Embregts, P.; Hendriks, L.; Bosman, A.

    2016-01-01

    Background: Training support staff in dealing with challenging behaviour in clients with intellectual disabilities (ID) is needed. The goal of this study is to determine which elements need to be incorporated in a training on staff interactions with these clients, building upon a framework and an interpersonal model. As in functional analysis,…

  13. How Multi-Levels of Individual and Team Learning Interact in a Public Healthcare Organisation: A Conceptual Framework

    Science.gov (United States)

    Doyle, Louise; Kelliher, Felicity; Harrington, Denis

    2016-01-01

    The aim of this paper is to review the relevant literature on organisational learning and offer a preliminary conceptual framework as a basis to explore how the multi-levels of individual learning and team learning interact in a public healthcare organisation. The organisational learning literature highlights a need for further understanding of…

  14. A comparison of two conative characteristics of top basketball and recreational table tennis players.

    Science.gov (United States)

    Sindik, Josko; Missoni, Sasa

    2013-05-01

    The purpose of this study is to adapt imported instruments for measuring multidimensional perfectionism in sport situations and perceived group cohesion, in terms of construct validity and reliability, as well as from the aspect of interpretability, addressed on Croatian samples of athletes. Group Environment Questionnaire (GEQ) and Sport Multidimensional Perfectionism Scale (MSSP) are applied. The sample of 223 male Croatian athletes comprises of N1 = 107 top basketball players from nine teams in A-1 Croatian Basketball League and N2 = 116 recreational table tennis players who play in Table Tennis Organization of Clubs and Actives in Zagreb. Principal Components Analyses at both instruments showed two-component structures: combined social-task cohesion and friendship were latent dimensions of perceived group cohesion, while the internalized standards and externalized standards revealed two aspects of multidimensional perfectionism in sport situations. In perceived group cohesion, basketball players achieved higher average results than table tennis players in the friendship, while the table tennis players showed higher combined social and task orientation than basketball players. In multidimensional sport perfectionism, basketball players have higher average result than table tennis players in the dimension of internalized perfectionism, but in externalized perfectionism there is no statistical significant difference. Younger players showed higher average results than older players in the dimension of friendship, while older players showed higher combined social and task orientation than younger players. Younger players have higher average scores in internalized perfectionism. The main importance of the research is adjustment of multidimensional perfectionism in sport situations and perceived group cohesion to Croatian athletes, providing additional possibility of cross-cultural adjustment of both concepts, psychometrically and theoretically.

  15. Comparison of posture among adolescent male volleyball players and non-athletes

    Directory of Open Access Journals (Sweden)

    Małgorzata Grabara

    2014-11-01

    Full Text Available Due to high training loads and frequently repeated unilateral exercises, several types of sports training can have an impact on the process of posture development in young athletes. The objective of the study was to assess and compare the postures of adolescent male volleyball players and their non-training peers. The study group comprised 104 volleyball players while the control group consisted of 114 non-training individuals aged 14-16 years. Body posture was assessed by the Moiré method. The volleyball players were significantly taller, and had greater body weight and fat-free mass. The analysis of posture relative to symmetry in the frontal and transverse planes did not show any significant differences between the volleyball players and non-athletes. Postural asymmetries were observed in both the volleyball players and the control participants. Lumbar lordosis was significantly less defined in the volleyball players compared to non-training individuals while no difference was observed in thoracic kyphosis. All athletes demonstrated a loss of lumbar lordosis and an increase in thoracic kyphosis. Significant differences in anteroposterior curvature of the spine between the volleyball players and the non-athletes might be associated with both training and body height. Considering the asymmetric spine overloads which frequently occur in sports training, meticulous posture assessment in young athletes seems well justified.

  16. Comparison of posture among adolescent male volleyball players and non-athlete

    Directory of Open Access Journals (Sweden)

    Małgorzata Grabara

    2014-10-01

    Full Text Available Due to high training loads and frequently repeated unilateral exercises, several types of sports training can have an impact on the process of posture development in young athletes. The objective of the study was to assess and compare the postures of adolescent male volleyball players and their non-training peers. The study group comprised 104 volleyball players while the control group consisted of 114 non-training individuals aged 14-16 years. Body posture was assessed by the Moiré method. The volleyball players were significantly taller, and had greater body weight and fat-free mass. The analysis of posture relative to symmetry in the frontal and transverse planes did not show any significant differences between the volleyball players and non-athletes. Postural asymmetries were observed in both the volleyball players and the control participants. Lumbar lordosis was significantly less defined in the volleyball players compared to non-training individuals while no difference was observed in thoracic kyphosis. All athletes demonstrated a loss of lumbar lordosis and an increase in thoracic kyphosis. Significant differences in anteroposterior curvature of the spine between the volleyball players and the non-athletes might be associated with both training and body height. Considering the asymmetric spine overloads which frequently occur in sports training, meticulous posture assessment in young athletes seems well justified.

  17. Comparison of posture among adolescent male volleyball players and non-athletes

    Science.gov (United States)

    2014-01-01

    Due to high training loads and frequently repeated unilateral exercises, several types of sports training can have an impact on the process of posture development in young athletes. The objective of the study was to assess and compare the postures of adolescent male volleyball players and their non-training peers. The study group comprised 104 volleyball players while the control group consisted of 114 non-training individuals aged 14-16 years. Body posture was assessed by the Moiré method. The volleyball players were significantly taller, and had greater body weight and fat-free mass. The analysis of posture relative to symmetry in the frontal and transverse planes did not show any significant differences between the volleyball players and non-athletes. Postural asymmetries were observed in both the volleyball players and the control participants. Lumbar lordosis was significantly less defined in the volleyball players compared to non-training individuals while no difference was observed in thoracic kyphosis. All athletes demonstrated a loss of lumbar lordosis and an increase in thoracic kyphosis. Significant differences in anteroposterior curvature of the spine between the volleyball players and the non-athletes might be associated with both training and body height. Considering the asymmetric spine overloads which frequently occur in sports training, meticulous posture assessment in young athletes seems well justified. PMID:25729154

  18. An Analysis of Futsal Players' Self-Esteem Levels

    Science.gov (United States)

    Kocak, Mehmet

    2015-01-01

    The purpose of this study is to investigate the self-esteem levels of futsal players according to certain variables. The samples of the study constituted 119 females and 96 males; a total of 215 players with an average age of 21.57 ± 2.20 years. The research was carried out with the end of "Rosenberg self-esteem Scale" developed by…

  19. Analisis Semiotika Komunikasi Virtual Player Game Dota 2 dalam Menerapkan Strategi Psywar

    OpenAIRE

    Andreyano, Dimas; ", Suyanto

    2017-01-01

    DotA 2 game is one of the online game played by millions of people around the world. That vast scale led to the birth of huge online community so that the only way for them to communicate with each other is through virtual communication. Dota 2 players assume that winning the game is their priority so that they will do various way to be win, one of those is by applying psywar strategy that means war by words through the chat and interaction through the web. This study aimed to fiind out the m...

  20. Utilization of cues in action anticipation in table tennis players.

    Science.gov (United States)

    Zhao, Qi; Lu, Yingzhi; Jaquess, Kyle J; Zhou, Chenglin

    2018-04-11

    By manipulating the congruency between body kinematics and subsequent ball trajectory, this study investigated the anticipation capabilities of regional-level, college-level, and novice table tennis players using a full video simulation occluder paradigm. Participants watched footage containing congruent, incongruent, or no ball trajectory information, to predict the landing point of the ball. They were required to choose between two potential locations to make their prediction. Percent accuracy and relevant indexes (d-prime, criterion, effect size) were calculated for each condition. Results indicated that experienced table tennis players (both regional and college players) were superior to novices in the ability to anticipate ball trajectory using kinematic information, but no difference was found between regional-level and college-level players. The findings of this study further demonstrate the superior anticipation ability of experienced table tennis players. Furthermore, the present result suggests that there may be a certain "baseline" level of motor experience in racquet sports for effective action anticipation, while the addition of further motor experience does not appear to assist direction anticipation.