WorldWideScience

Sample records for sports video retrieval

  1. Content-based TV sports video retrieval using multimodal analysis

    Science.gov (United States)

    Yu, Yiqing; Liu, Huayong; Wang, Hongbin; Zhou, Dongru

    2003-09-01

    In this paper, we propose content-based video retrieval, which is a kind of retrieval by its semantical contents. Because video data is composed of multimodal information streams such as video, auditory and textual streams, we describe a strategy of using multimodal analysis for automatic parsing sports video. The paper first defines the basic structure of sports video database system, and then introduces a new approach that integrates visual stream analysis, speech recognition, speech signal processing and text extraction to realize video retrieval. The experimental results for TV sports video of football games indicate that the multimodal analysis is effective for video retrieval by quickly browsing tree-like video clips or inputting keywords within predefined domain.

  2. Identifying sports videos using replay, text, and camera motion features

    Science.gov (United States)

    Kobla, Vikrant; DeMenthon, Daniel; Doermann, David S.

    1999-12-01

    Automated classification of digital video is emerging as an important piece of the puzzle in the design of content management systems for digital libraries. The ability to classify videos into various classes such as sports, news, movies, or documentaries, increases the efficiency of indexing, browsing, and retrieval of video in large databases. In this paper, we discuss the extraction of features that enable identification of sports videos directly from the compressed domain of MPEG video. These features include detecting the presence of action replays, determining the amount of scene text in vide, and calculating various statistics on camera and/or object motion. The features are derived from the macroblock, motion,and bit-rate information that is readily accessible from MPEG video with very minimal decoding, leading to substantial gains in processing speeds. Full-decoding of selective frames is required only for text analysis. A decision tree classifier built using these features is able to identify sports clips with an accuracy of about 93 percent.

  3. An automatic analyzer for sports video databases using visual cues and real-world modeling

    NARCIS (Netherlands)

    Han, Jungong; Farin, D.S.; With, de P.H.N.; Lao, Weilun

    2006-01-01

    With the advent of hard-disk video recording, video databases gradually emerge for consumer applications. The large capacity of disks requires the need for fast storage and retrieval functions. We propose a semantic analyzer for sports video, which is able to automatically extract and analyze key

  4. Content-based video retrieval by example video clip

    Science.gov (United States)

    Dimitrova, Nevenka; Abdel-Mottaleb, Mohamed

    1997-01-01

    This paper presents a novel approach for video retrieval from a large archive of MPEG or Motion JPEG compressed video clips. We introduce a retrieval algorithm that takes a video clip as a query and searches the database for clips with similar contents. Video clips are characterized by a sequence of representative frame signatures, which are constructed from DC coefficients and motion information (`DC+M' signatures). The similarity between two video clips is determined by using their respective signatures. This method facilitates retrieval of clips for the purpose of video editing, broadcast news retrieval, or copyright violation detection.

  5. A scheme for racquet sports video analysis with the combination of audio-visual information

    Science.gov (United States)

    Xing, Liyuan; Ye, Qixiang; Zhang, Weigang; Huang, Qingming; Yu, Hua

    2005-07-01

    As a very important category in sports video, racquet sports video, e.g. table tennis, tennis and badminton, has been paid little attention in the past years. Considering the characteristics of this kind of sports video, we propose a new scheme for structure indexing and highlight generating based on the combination of audio and visual information. Firstly, a supervised classification method is employed to detect important audio symbols including impact (ball hit), audience cheers, commentator speech, etc. Meanwhile an unsupervised algorithm is proposed to group video shots into various clusters. Then, by taking advantage of temporal relationship between audio and visual signals, we can specify the scene clusters with semantic labels including rally scenes and break scenes. Thirdly, a refinement procedure is developed to reduce false rally scenes by further audio analysis. Finally, an exciting model is proposed to rank the detected rally scenes from which many exciting video clips such as game (match) points can be correctly retrieved. Experiments on two types of representative racquet sports video, table tennis video and tennis video, demonstrate encouraging results.

  6. Semantic-based surveillance video retrieval.

    Science.gov (United States)

    Hu, Weiming; Xie, Dan; Fu, Zhouyu; Zeng, Wenrong; Maybank, Steve

    2007-04-01

    Visual surveillance produces large amounts of video data. Effective indexing and retrieval from surveillance video databases are very important. Although there are many ways to represent the content of video clips in current video retrieval algorithms, there still exists a semantic gap between users and retrieval systems. Visual surveillance systems supply a platform for investigating semantic-based video retrieval. In this paper, a semantic-based video retrieval framework for visual surveillance is proposed. A cluster-based tracking algorithm is developed to acquire motion trajectories. The trajectories are then clustered hierarchically using the spatial and temporal information, to learn activity models. A hierarchical structure of semantic indexing and retrieval of object activities, where each individual activity automatically inherits all the semantic descriptions of the activity model to which it belongs, is proposed for accessing video clips and individual objects at the semantic level. The proposed retrieval framework supports various queries including queries by keywords, multiple object queries, and queries by sketch. For multiple object queries, succession and simultaneity restrictions, together with depth and breadth first orders, are considered. For sketch-based queries, a method for matching trajectories drawn by users to spatial trajectories is proposed. The effectiveness and efficiency of our framework are tested in a crowded traffic scene.

  7. Content-based analysis and indexing of sports video

    Science.gov (United States)

    Luo, Ming; Bai, Xuesheng; Xu, Guang-you

    2001-12-01

    An explosion of on-line image and video data in digital form is already well underway. With the exponential rise in interactive information exploration and dissemination through the World-Wide Web, the major inhibitors of rapid access to on-line video data are the management of capture and storage, and content-based intelligent search and indexing techniques. This paper proposes an approach for content-based analysis and event-based indexing of sports video. It includes a novel method to organize shots - classifying shots as close shots and far shots, an original idea of blur extent-based event detection, and an innovative local mutation-based algorithm for caption detection and retrieval. Results on extensive real TV programs demonstrate the applicability of our approach.

  8. Application of MPEG-7 descriptors for content-based indexing of sports videos

    Science.gov (United States)

    Hoeynck, Michael; Auweiler, Thorsten; Ohm, Jens-Rainer

    2003-06-01

    The amount of multimedia data available worldwide is increasing every day. There is a vital need to annotate multimedia data in order to allow universal content access and to provide content-based search-and-retrieval functionalities. Since supervised video annotation can be time consuming, an automatic solution is appreciated. We review recent approaches to content-based indexing and annotation of videos for different kind of sports, and present our application for the automatic annotation of equestrian sports videos. Thereby, we especially concentrate on MPEG-7 based feature extraction and content description. We apply different visual descriptors for cut detection. Further, we extract the temporal positions of single obstacles on the course by analyzing MPEG-7 edge information and taking specific domain knowledge into account. Having determined single shot positions as well as the visual highlights, the information is jointly stored together with additional textual information in an MPEG-7 description scheme. Using this information, we generate content summaries which can be utilized in a user front-end in order to provide content-based access to the video stream, but further content-based queries and navigation on a video-on-demand streaming server.

  9. An unsupervised method for summarizing egocentric sport videos

    Science.gov (United States)

    Habibi Aghdam, Hamed; Jahani Heravi, Elnaz; Puig, Domenec

    2015-12-01

    People are getting more interested to record their sport activities using head-worn or hand-held cameras. This type of videos which is called egocentric sport videos has different motion and appearance patterns compared with life-logging videos. While a life-logging video can be defined in terms of well-defined human-object interactions, notwithstanding, it is not trivial to describe egocentric sport videos using well-defined activities. For this reason, summarizing egocentric sport videos based on human-object interaction might fail to produce meaningful results. In this paper, we propose an unsupervised method for summarizing egocentric videos by identifying the key-frames of the video. Our method utilizes both appearance and motion information and it automatically finds the number of the key-frames. Our blind user study on the new dataset collected from YouTube shows that in 93:5% cases, the users choose the proposed method as their first video summary choice. In addition, our method is within the top 2 choices of the users in 99% of studies.

  10. Video Retrieval Berdasarkan Teks dan Gambar

    Directory of Open Access Journals (Sweden)

    Rahmi Hidayati

    2013-01-01

    Abstract Retrieval video has been used to search a video based on the query entered by user which were text and image. This system could increase the searching ability on video browsing and expected to reduce the video’s retrieval time. The research purposes were designing and creating a software application of retrieval video based on the text and image on the video. The index process for the text is tokenizing, filtering (stopword, stemming. The results of stemming to saved in the text index table. Index process for the image is to create an image color histogram and compute the mean and standard deviation at each primary color red, green and blue (RGB of each image. The results of feature extraction is stored in the image table The process of video retrieval using the query text, images or both. To text query system to process the text query by looking at the text index tables. If there is a text query on the index table system will display information of the video according to the text query. To image query system to process the image query by finding the value of the feature extraction means red, green means, means blue, red standard deviation, standard deviation and standard deviation of blue green. If the value of the six features extracted query image on the index table image will display the video information system according to the query image. To query text and query images, the system will display the video information if the query text and query images have a relationship that is query text and query image has the same film title.   Keywords—  video, index, retrieval, text, image

  11. Current and Emerging Topics in Sports Video Processing

    NARCIS (Netherlands)

    Xinguo, Yu; Farin, D.S.

    2005-01-01

    Sports video processing is an interesting topic for research, since the clearly defined game rules in sports provide the rich domain knowledge for analysis. Moreover, it is interesting because many specialized applications for sports video processing are emerging. This paper gives an overview of

  12. Cobra: A content-based video retrieval system

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, W.; Jensen, C.S.; Jeffery, K.G.; Pokorny, J.; Saltenis, S.; Bertino, E.; Böhm, K.; Jarke, M.

    2002-01-01

    An increasing number of large publicly available video libraries results in a demand for techniques that can manipulate the video data based on content. In this paper, we present a content-based video retrieval system called Cobra. The system supports automatic extraction and retrieval of high-level

  13. Collaborative Video Search Combining Video Retrieval with Human-Based Visual Inspection

    NARCIS (Netherlands)

    Hudelist, M.A.; Cobârzan, C.; Beecks, C.; van de Werken, Rob; Kletz, S.; Hürst, W.O.; Schoeffmann, K.

    2016-01-01

    We propose a novel video browsing approach that aims at optimally integrating traditional, machine-based retrieval methods with an interface design optimized for human browsing performance. Advanced video retrieval and filtering (e.g., via color and motion signatures, and visual concepts) on a

  14. A content-based news video retrieval system: NVRS

    Science.gov (United States)

    Liu, Huayong; He, Tingting

    2009-10-01

    This paper focus on TV news programs and design a content-based news video browsing and retrieval system, NVRS, which is convenient for users to fast browsing and retrieving news video by different categories such as political, finance, amusement, etc. Combining audiovisual features and caption text information, the system automatically segments a complete news program into separate news stories. NVRS supports keyword-based news story retrieval, category-based news story browsing and generates key-frame-based video abstract for each story. Experiments show that the method of story segmentation is effective and the retrieval is also efficient.

  15. User and Device Adaptation in Summarizing Sports Videos

    Science.gov (United States)

    Nitta, Naoko; Babaguchi, Noboru

    Video summarization is defined as creating a video summary which includes only important scenes in the original video streams. In order to realize automatic video summarization, the significance of each scene needs to be determined. When targeted especially on broadcast sports videos, a play scene, which corresponds to a play, can be considered as a scene unit. The significance of every play scene can generally be determined based on the importance of the play in the game. Furthermore, the following two issues should be considered: 1) what is important depends on each user's preferences, and 2) the summaries should be tailored for media devices that each user has. Considering the above issues, this paper proposes a unified framework for user and device adaptation in summarizing broadcast sports videos. The proposed framework summarizes sports videos by selecting play scenes based on not only the importance of each play itself but also the users' preferences by using the metadata, which describes the semantic content of videos with keywords, and user profiles, which describe users' preference degrees for the keywords. The selected scenes are then presented in a proper way using various types of media such as video, image, or text according to device profiles which describe the device type. We experimentally verified the effectiveness of user adaptation by examining how the generated summaries are changed by different preference degrees and by comparing our results with/without using user profiles. The validity of device adaptation is also evaluated by conducting questionnaires using PCs and mobile phones as the media devices.

  16. Scorebox extraction from mobile sports videos using Support Vector Machines

    Science.gov (United States)

    Kim, Wonjun; Park, Jimin; Kim, Changick

    2008-08-01

    Scorebox plays an important role in understanding contents of sports videos. However, the tiny scorebox may give the small-display-viewers uncomfortable experience in grasping the game situation. In this paper, we propose a novel framework to extract the scorebox from sports video frames. We first extract candidates by using accumulated intensity and edge information after short learning period. Since there are various types of scoreboxes inserted in sports videos, multiple attributes need to be used for efficient extraction. Based on those attributes, the optimal information gain is computed and top three ranked attributes in terms of information gain are selected as a three-dimensional feature vector for Support Vector Machines (SVM) to distinguish the scorebox from other candidates, such as logos and advertisement boards. The proposed method is tested on various videos of sports games and experimental results show the efficiency and robustness of our proposed method.

  17. Study on the Detection of Moving Target in the Mining Method Based on Hybrid Algorithm for Sports Video Analysis

    Directory of Open Access Journals (Sweden)

    Huang Tian

    2014-10-01

    Full Text Available Moving object detection and tracking is the computer vision and image processing is a hot research direction, based on the analysis of the moving target detection and tracking algorithm in common use, focus on the sports video target tracking non rigid body. In sports video, non rigid athletes often have physical deformation in the process of movement, and may be associated with the occurrence of moving target under cover. Media data is surging to fast search and query causes more difficulties in data. However, the majority of users want to be able to quickly from the multimedia data to extract the interested content and implicit knowledge (concepts, rules, rules, models and correlation, retrieval and query quickly to take advantage of them, but also can provide the decision support problem solving hierarchy. Based on the motion in sport video object as the object of study, conducts the system research from the theoretical level and technical framework and so on, from the layer by layer mining between low level motion features to high-level semantic motion video, not only provides support for users to find information quickly, but also can provide decision support for the user to solve the problem.

  18. Video retrieval by still-image analysis with ImageMiner

    Science.gov (United States)

    Kreyss, Jutta; Roeper, M.; Alshuth, Peter; Hermes, Thorsten; Herzog, Otthein

    1997-01-01

    The large amount of available multimedia information (e.g. videos, audio, images) requires efficient and effective annotation and retrieval methods. As videos start playing a more important role in the frame of multimedia, we want to make these available for content-based retrieval. The ImageMiner-System, which was developed at the University of Bremen in the AI group, is designed for content-based retrieval of single images by a new combination of techniques and methods from computer vision and artificial intelligence. In our approach to make videos available for retrieval in a large database of videos and images there are two necessary steps: First, the detection and extraction of shots from a video, which is done by a histogram based method and second, the construction of the separate frames in a shot to one still single images. This is performed by a mosaicing-technique. The resulting mosaiced image gives a one image visualization of the shot and can be analyzed by the ImageMiner-System. ImageMiner has been tested on several domains, (e.g. landscape images, technical drawings), which cover a wide range of applications.

  19. Video Gaming Disorder and Sport and Exercise in Emerging Adulthood: A Longitudinal Study.

    Science.gov (United States)

    Henchoz, Yves; Studer, Joseph; Deline, Stéphane; N'Goran, Alexandra A; Baggio, Stéphanie; Gmel, Gerhard

    2016-01-01

    Among the negative consequences of video gaming disorder, decreased participation in sport and exercise has received little attention. This study aimed to assess the longitudinal association between video gaming disorder and the level of sport and exercise in emerging adult men. A questionnaire was completed at baseline and 15-month follow-up by a representative national sample of 4,933 respondents. The seven items of the Game Addiction Scale were used to construct a latent variable representing video gaming disorder. Level of sport and exercise was also self-reported. Cross-lagged path modeling indicated a reciprocal causality between video gaming disorder and the level of sport and exercise, even after adjusting for a large set of confounders. These findings support the need for better promotion of sport and exercise among emerging adults in order to contribute to the prevention of video gaming disorder, and to raise the level of sport and exercise activity in addicted gamers.

  20. Large-Scale Query-by-Image Video Retrieval Using Bloom Filters

    OpenAIRE

    Araujo, Andre; Chaves, Jason; Lakshman, Haricharan; Angst, Roland; Girod, Bernd

    2016-01-01

    We consider the problem of using image queries to retrieve videos from a database. Our focus is on large-scale applications, where it is infeasible to index each database video frame independently. Our main contribution is a framework based on Bloom filters, which can be used to index long video segments, enabling efficient image-to-video comparisons. Using this framework, we investigate several retrieval architectures, by considering different types of aggregation and different functions to ...

  1. A novel video recommendation system based on efficient retrieval of human actions

    Science.gov (United States)

    Ramezani, Mohsen; Yaghmaee, Farzin

    2016-09-01

    In recent years, fast growth of online video sharing eventuated new issues such as helping users to find their requirements in an efficient way. Hence, Recommender Systems (RSs) are used to find the users' most favorite items. Finding these items relies on items or users similarities. Though, many factors like sparsity and cold start user impress the recommendation quality. In some systems, attached tags are used for searching items (e.g. videos) as personalized recommendation. Different views, incomplete and inaccurate tags etc. can weaken the performance of these systems. Considering the advancement of computer vision techniques can help improving RSs. To this end, content based search can be used for finding items (here, videos are considered). In such systems, a video is taken from the user to find and recommend a list of most similar videos to the query one. Due to relating most videos to humans, we present a novel low complex scalable method to recommend videos based on the model of included action. This method has recourse to human action retrieval approaches. For modeling human actions, some interest points are extracted from each action and their motion information are used to compute the action representation. Moreover, a fuzzy dissimilarity measure is presented to compare videos for ranking them. The experimental results on HMDB, UCFYT, UCF sport and KTH datasets illustrated that, in most cases, the proposed method can reach better results than most used methods.

  2. Does Playing Sports Video Games Predict Increased Involvement in Real-Life Sports Over Several Years Among Older Adolescents and Emerging Adults?

    Science.gov (United States)

    Adachi, Paul J C; Willoughby, Teena

    2016-02-01

    Given the extreme popularity of video games among older adolescents and emerging adults, the investigation of positive outcomes of video game play during these developmental periods is crucial. An important direction for research in this area is the investigation of a link between sports video game play and involvement in real-life sports among youth. Yet, this association has not been examined in the long-term among older adolescents and emerging adults, and thus represents an exciting new area for discovery. The primary goal of the current study, therefore, was to examine the long-term association between sports video game play and involvement in real-life sports clubs among older adolescents and emerging adults. In addition, we examined whether self-esteem was an underlying mechanism of this longitudinal association. We surveyed older adolescents and emerging adults (N = 1132; 70.6 % female; M age = 19.06 years, range of 17-25 years at the first assessment) annually over 3 years about their video game play, self-esteem, and involvement in real-life sports. We found a long-term predictive effect of sports video game play on increased involvement in real-life sports over the 3 years. Furthermore, we demonstrated that self-esteem was an underlying mechanism of this long-term association. Our findings make an important contribution to an emerging body of literature on the positive outcomes of video game play, as they suggest that sports video game play may be an effective tool to promote real-life sports participation and physical activity among older adolescents and emerging adults.

  3. Dress like a Star: Retrieving Fashion Products from Videos

    OpenAIRE

    Garcia, Noa; Vogiatzis, George

    2017-01-01

    This work proposes a system for retrieving clothing and fashion products from video content. Although films and television are the perfect showcase for fashion brands to promote their products, spectators are not always aware of where to buy the latest trends they see on screen. Here, a framework for breaking the gap between fashion products shown on videos and users is presented. By relating clothing items and video frames in an indexed database and performing frame retrieval with temporal a...

  4. Hierarchical structure for audio-video based semantic classification of sports video sequences

    Science.gov (United States)

    Kolekar, M. H.; Sengupta, S.

    2005-07-01

    A hierarchical structure for sports event classification based on audio and video content analysis is proposed in this paper. Compared to the event classifications in other games, those of cricket are very challenging and yet unexplored. We have successfully solved cricket video classification problem using a six level hierarchical structure. The first level performs event detection based on audio energy and Zero Crossing Rate (ZCR) of short-time audio signal. In the subsequent levels, we classify the events based on video features using a Hidden Markov Model implemented through Dynamic Programming (HMM-DP) using color or motion as a likelihood function. For some of the game-specific decisions, a rule-based classification is also performed. Our proposed hierarchical structure can easily be applied to any other sports. Our results are very promising and we have moved a step forward towards addressing semantic classification problems in general.

  5. Content-based retrieval in videos from laparoscopic surgery

    Science.gov (United States)

    Schoeffmann, Klaus; Beecks, Christian; Lux, Mathias; Uysal, Merih Seran; Seidl, Thomas

    2016-03-01

    In the field of medical endoscopy more and more surgeons are changing over to record and store videos of their endoscopic procedures for long-term archival. These endoscopic videos are a good source of information for explanations to patients and follow-up operations. As the endoscope is the "eye of the surgeon", the video shows the same information the surgeon has seen during the operation, and can describe the situation inside the patient much more precisely than an operation report would do. Recorded endoscopic videos can also be used for training young surgeons and in some countries the long-term archival of video recordings from endoscopic procedures is even enforced by law. A major challenge, however, is to efficiently access these very large video archives for later purposes. One problem, for example, is to locate specific images in the videos that show important situations, which are additionally captured as static images during the procedure. This work addresses this problem and focuses on contentbased video retrieval in data from laparoscopic surgery. We propose to use feature signatures, which can appropriately and concisely describe the content of laparoscopic images, and show that by using this content descriptor with an appropriate metric, we are able to efficiently perform content-based retrieval in laparoscopic videos. In a dataset with 600 captured static images from 33 hours recordings, we are able to find the correct video segment for more than 88% of these images.

  6. Recent advances in intelligent image search and video retrieval

    CERN Document Server

    2017-01-01

    This book initially reviews the major feature representation and extraction methods and effective learning and recognition approaches, which have broad applications in the context of intelligent image search and video retrieval. It subsequently presents novel methods, such as improved soft assignment coding, Inheritable Color Space (InCS) and the Generalized InCS framework, the sparse kernel manifold learner method, the efficient Support Vector Machine (eSVM), and the Scale-Invariant Feature Transform (SIFT) features in multiple color spaces. Lastly, the book presents clothing analysis for subject identification and retrieval, and performance evaluation methods of video analytics for traffic monitoring. Digital images and videos are proliferating at an amazing speed in the fields of science, engineering and technology, media and entertainment. With the huge accumulation of such data, keyword searches and manual annotation schemes may no longer be able to meet the practical demand for retrieving relevant conte...

  7. Application of discriminative models for interactive query refinement in video retrieval

    Science.gov (United States)

    Srivastava, Amit; Khanwalkar, Saurabh; Kumar, Anoop

    2013-12-01

    The ability to quickly search for large volumes of videos for specific actions or events can provide a dramatic new capability to intelligence agencies. Example-based queries from video are a form of content-based information retrieval (CBIR) where the objective is to retrieve clips from a video corpus, or stream, using a representative query sample to find more like this. Often, the accuracy of video retrieval is largely limited by the gap between the available video descriptors and the underlying query concept, and such exemplar queries return many irrelevant results with relevant ones. In this paper, we present an Interactive Query Refinement (IQR) system which acts as a powerful tool to leverage human feedback and allow intelligence analyst to iteratively refine search queries for improved precision in the retrieved results. In our approach to IQR, we leverage discriminative models that operate on high dimensional features derived from low-level video descriptors in an iterative framework. Our IQR model solicits relevance feedback on examples selected from the region of uncertainty and updates the discriminating boundary to produce a relevance ranked results list. We achieved 358% relative improvement in Mean Average Precision (MAP) over initial retrieval list at a rank cutoff of 100 over 4 iterations. We compare our discriminative IQR model approach to a naïve IQR and show our model-based approach yields 49% relative improvement over the no model naïve system.

  8. Semantic reasoning in zero example video event retrieval

    NARCIS (Netherlands)

    Boer, M.H.T. de; Lu, Y.J.; Zhang, H.; Schutte, K.; Ngo, C.W.; Kraaij, W.

    2017-01-01

    Searching in digital video data for high-level events, such as a parade or a car accident, is challenging when the query is textual and lacks visual example images or videos. Current research in deep neural networks is highly beneficial for the retrieval of high-level events using visual examples,

  9. Sports video games: re-shaping football and re-defining fandom?

    OpenAIRE

    ervine bangor ac uk, j.

    2017-01-01

    This paper will examine ways in which football video games, such as Football Manager and FIFA, are re- shaping the sport of football and re-defining the relationship between fans and the sport. In so doing, it will explore ways in which football video games have been portrayed in both the UK and France through close study of the press, academic literature, the press and popular culture.To begin with, it will be argued that dismissive attitudes of some journalists and football managers towards...

  10. The Use of Active Video Games in Physical Education and Sport

    Directory of Open Access Journals (Sweden)

    Natalia Chukhlantseva

    2017-02-01

    Full Text Available ICT cause and accelerate the processes of getting and developing knowledge, facilitate the process of modernization of education. Active video games, which involve physical movement of the player’s body, are used to increase the efficiency of perception of the educational material connected with motor activity and to raise the level of motor activity of young people Active video games which require the display of strength, coordination and flexibility are included into the curriculum of physical education, combining physical education with a game. These games use the player’s body movements as a controller, thus providing an alternative to static games and helping to preserve health. The study is the analysis of publications on the use of ICT, namely active video games (exergames in the field of physical culture and sports. The study has found that the use of active video games in educational and training process promotes physical qualities, improves cognitive functions, improves socialization and motivation to exercise. It has been proved that the use of exergames motivation increases motor activity of students and adults. Specially selected exergames help to familiarize students with various types of sports activities, such as those that are difficult to practice in the gym. Rational use of active video games in the classroom optimizes the educational process. Modern mobile exergames on one platform include several sports and can be used outside sports facilities, encouraging more people to exercise. Exergames personalize elements of the game, the level of difficulty, type of physical activity, have a system of evaluation of changes in the user’s preparedness, increase motivation to exercise.

  11. Retrieval evaluation and distance learning from perceived similarity between endomicroscopy videos.

    Science.gov (United States)

    André, Barbara; Vercauteren, Tom; Buchner, Anna M; Wallace, Michael B; Ayache, Nicholas

    2011-01-01

    Evaluating content-based retrieval (CBR) is challenging because it requires an adequate ground-truth. When the available groundtruth is limited to textual metadata such as pathological classes, retrieval results can only be evaluated indirectly, for example in terms of classification performance. In this study we first present a tool to generate perceived similarity ground-truth that enables direct evaluation of endomicroscopic video retrieval. This tool uses a four-points Likert scale and collects subjective pairwise similarities perceived by multiple expert observers. We then evaluate against the generated ground-truth a previously developed dense bag-of-visual-words method for endomicroscopic video retrieval. Confirming the results of previous indirect evaluation based on classification, our direct evaluation shows that this method significantly outperforms several other state-of-the-art CBR methods. In a second step, we propose to improve the CBR method by learning an adjusted similarity metric from the perceived similarity ground-truth. By minimizing a margin-based cost function that differentiates similar and dissimilar video pairs, we learn a weight vector applied to the visual word signatures of videos. Using cross-validation, we demonstrate that the learned similarity distance is significantly better correlated with the perceived similarity than the original visual-word-based distance.

  12. Bring It to the Pitch: Combining Video and Movement Data to Enhance Team Sport Analysis.

    Science.gov (United States)

    Stein, Manuel; Janetzko, Halldor; Lamprecht, Andreas; Breitkreutz, Thorsten; Zimmermann, Philipp; Goldlucke, Bastian; Schreck, Tobias; Andrienko, Gennady; Grossniklaus, Michael; Keim, Daniel A

    2018-01-01

    Analysts in professional team sport regularly perform analysis to gain strategic and tactical insights into player and team behavior. Goals of team sport analysis regularly include identification of weaknesses of opposing teams, or assessing performance and improvement potential of a coached team. Current analysis workflows are typically based on the analysis of team videos. Also, analysts can rely on techniques from Information Visualization, to depict e.g., player or ball trajectories. However, video analysis is typically a time-consuming process, where the analyst needs to memorize and annotate scenes. In contrast, visualization typically relies on an abstract data model, often using abstract visual mappings, and is not directly linked to the observed movement context anymore. We propose a visual analytics system that tightly integrates team sport video recordings with abstract visualization of underlying trajectory data. We apply appropriate computer vision techniques to extract trajectory data from video input. Furthermore, we apply advanced trajectory and movement analysis techniques to derive relevant team sport analytic measures for region, event and player analysis in the case of soccer analysis. Our system seamlessly integrates video and visualization modalities, enabling analysts to draw on the advantages of both analysis forms. Several expert studies conducted with team sport analysts indicate the effectiveness of our integrated approach.

  13. Learning semantic and visual similarity for endomicroscopy video retrieval.

    Science.gov (United States)

    Andre, Barbara; Vercauteren, Tom; Buchner, Anna M; Wallace, Michael B; Ayache, Nicholas

    2012-06-01

    Content-based image retrieval (CBIR) is a valuable computer vision technique which is increasingly being applied in the medical community for diagnosis support. However, traditional CBIR systems only deliver visual outputs, i.e., images having a similar appearance to the query, which is not directly interpretable by the physicians. Our objective is to provide a system for endomicroscopy video retrieval which delivers both visual and semantic outputs that are consistent with each other. In a previous study, we developed an adapted bag-of-visual-words method for endomicroscopy retrieval, called "Dense-Sift," that computes a visual signature for each video. In this paper, we present a novel approach to complement visual similarity learning with semantic knowledge extraction, in the field of in vivo endomicroscopy. We first leverage a semantic ground truth based on eight binary concepts, in order to transform these visual signatures into semantic signatures that reflect how much the presence of each semantic concept is expressed by the visual words describing the videos. Using cross-validation, we demonstrate that, in terms of semantic detection, our intuitive Fisher-based method transforming visual-word histograms into semantic estimations outperforms support vector machine (SVM) methods with statistical significance. In a second step, we propose to improve retrieval relevance by learning an adjusted similarity distance from a perceived similarity ground truth. As a result, our distance learning method allows to statistically improve the correlation with the perceived similarity. We also demonstrate that, in terms of perceived similarity, the recall performance of the semantic signatures is close to that of visual signatures and significantly better than those of several state-of-the-art CBIR methods. The semantic signatures are thus able to communicate high-level medical knowledge while being consistent with the low-level visual signatures and much shorter than them

  14. Can Previewing Sport-Specific Video Influence Reactive-Agility Response Time?

    Science.gov (United States)

    Holding, Ryan; Meir, Rudi; Zhou, Shi

    2017-02-01

    The purpose of this study was to examine whether a video-based warm-up could provide an acute performance benefit to response time for athletes in a sport-specific agility task. In addition, 2 learning strategies, explicit and implicit, were compared for their effectiveness in facilitating an improvement in sport-specific agility. Thirty representative male junior rugby union players (age 14-16 y, mean age 14.6 ± 1.09 y) were placed in 3 experimental groups (explicit, implicit, and control) and completed 2 intervention sessions. Testing sessions included preintervention testing, completion of the video-based warm-up intervention, and postintervention testing. A 3D motion-analysis system was used to assess response time in the testing battery. The athletes' response times on the pre- to postintervention tests were compared to determine the effectiveness of the video-based warm-up. A 2-way general linear model with repeated-measures analysis indicated that both the explicit (P = .030, d = 0.28) and implicit (P = .049, d = 0.33) groups significantly improved their response time by the intervention compared with the control group (P = .367, d = 0.08). The mean postintervention response time for the explicit group improved by 19.1% (from 0.246 s pre to 0.199 s post), and the implicit group improved by 15.7% (from 0.268 s to 0.226 s). Findings suggest that a video-based warm-up may provide an acute benefit to sport-specific agility performance for junior athletes.

  15. Spatial Pyramid Covariance based Compact Video Code for Robust Face Retrieval in TV-series.

    Science.gov (United States)

    Li, Yan; Wang, Ruiping; Cui, Zhen; Shan, Shiguang; Chen, Xilin

    2016-10-10

    We address the problem of face video retrieval in TV-series which searches video clips based on the presence of specific character, given one face track of his/her. This is tremendously challenging because on one hand, faces in TV-series are captured in largely uncontrolled conditions with complex appearance variations, and on the other hand retrieval task typically needs efficient representation with low time and space complexity. To handle this problem, we propose a compact and discriminative representation for the huge body of video data, named Compact Video Code (CVC). Our method first models the face track by its sample (i.e., frame) covariance matrix to capture the video data variations in a statistical manner. To incorporate discriminative information and obtain more compact video signature suitable for retrieval, the high-dimensional covariance representation is further encoded as a much lower-dimensional binary vector, which finally yields the proposed CVC. Specifically, each bit of the code, i.e., each dimension of the binary vector, is produced via supervised learning in a max margin framework, which aims to make a balance between the discriminability and stability of the code. Besides, we further extend the descriptive granularity of covariance matrix from traditional pixel-level to more general patchlevel, and proceed to propose a novel hierarchical video representation named Spatial Pyramid Covariance (SPC) along with a fast calculation method. Face retrieval experiments on two challenging TV-series video databases, i.e., the Big Bang Theory and Prison Break, demonstrate the competitiveness of the proposed CVC over state-of-the-art retrieval methods. In addition, as a general video matching algorithm, CVC is also evaluated in traditional video face recognition task on a standard Internet database, i.e., YouTube Celebrities, showing its quite promising performance by using an extremely compact code with only 128 bits.

  16. Measuring energy expenditure in sports by thermal video analysis

    DEFF Research Database (Denmark)

    Gade, Rikke; Larsen, Ryan Godsk; Moeslund, Thomas B.

    2017-01-01

    Estimation of human energy expenditure in sports and exercise contributes to performance analyses and tracking of physical activity levels. The focus of this work is to develop a video-based method for estimation of energy expenditure in athletes. We propose a method using thermal video analysis...... to automatically extract the cyclic motion pattern, in walking and running represented as steps, and analyse the frequency. Experiments are performed with one subject in two different tests, each at 5, 8, 10, and 12 km/h. The results of our proposed video-based method is compared to concurrent measurements...

  17. The psychosocial impact of professional gambling, professional video gaming & eSports

    OpenAIRE

    Griffiths, MD

    2017-01-01

    The convergence of digital technologies, sport, and gambling industry has multiplied the possible combinations of products that, having originated in one field, have evolved into something different. This article briefly examines eSports and gambling, as well as a brief examination of the convergence between professional gambling and professional video game playing.

  18. TRECVID: evaluating the effectiveness of information retrieval tasks on digital video

    NARCIS (Netherlands)

    Smeaton, A.F.; Over, P.; Kraaij, W.

    2004-01-01

    TRECVID is an annual exercise which encourages research in information retrieval from digital video by providing a large video test collection, uniform scoring procedures, and a forum for organizations interested in comparing their results. TRECVID benchmarking covers both interactive and manual

  19. Applying GA for Optimizing the User Query in Image and Video Retrieval

    OpenAIRE

    Ehsan Lotfi

    2014-01-01

    In an information retrieval system, the query can be made by user sketch. The new method presented here, optimizes the user sketch and applies the optimized query to retrieval the information. This optimization may be used in Content-Based Image Retrieval (CBIR) and Content-Based Video Retrieval (CBVR) which is based on trajectory extraction. To optimize the retrieval process, one stage of retrieval is performed by the user sketch. The retrieval criterion is based on the proposed distance met...

  20. Rocchio-based relevance feedback in video event retrieval

    NARCIS (Netherlands)

    Pingen, G.L.J.; de Boer, M.H.T.; Aly, Robin; Amsaleg, Laurent; Guðmundsson, Gylfi Þór; Gurrin, Cathal; Jónsson, Björn Þór; Satoh, Shin’ichi

    This paper investigates methods for user and pseudo relevance feedback in video event retrieval. Existing feedback methods achieve strong performance but adjust the ranking based on few individual examples. We propose a relevance feedback algorithm (ARF) derived from the Rocchio method, which is a

  1. Which technology to investigate visual perception in sport: video vs. virtual reality.

    Science.gov (United States)

    Vignais, Nicolas; Kulpa, Richard; Brault, Sébastien; Presse, Damien; Bideau, Benoit

    2015-02-01

    Visual information uptake is a fundamental element of sports involving interceptive tasks. Several methodologies, like video and methods based on virtual environments, are currently employed to analyze visual perception during sport situations. Both techniques have advantages and drawbacks. The goal of this study is to determine which of these technologies may be preferentially used to analyze visual information uptake during a sport situation. To this aim, we compared a handball goalkeeper's performance using two standardized methodologies: video clip and virtual environment. We examined this performance for two response tasks: an uncoupled task (goalkeepers show where the ball ends) and a coupled task (goalkeepers try to intercept the virtual ball). Variables investigated in this study were percentage of correct zones, percentage of correct responses, radial error and response time. The results showed that handball goalkeepers were more effective, more accurate and started to intercept earlier when facing a virtual handball thrower than when facing the video clip. These findings suggested that the analysis of visual information uptake for handball goalkeepers was better performed by using a 'virtual reality'-based methodology. Technical and methodological aspects of these findings are discussed further. Copyright © 2014 Elsevier B.V. All rights reserved.

  2. Size matters!: how thumbnail number, size, and motion influence mobile video retrieval

    NARCIS (Netherlands)

    Hürst, W.; Snoek, C.G.M.; Spoel, W.J.; Tomin, M.

    2011-01-01

    Various interfaces for video browsing and retrieval have been proposed that provide improved usability, better retrieval performance, and richer user experience compared to simple result lists that are just sorted by relevance. These browsing interfaces take advantage of the rather large screen

  3. Multi-modal highlight generation for sports videos using an information-theoretic excitability measure

    Science.gov (United States)

    Hasan, Taufiq; Bořil, Hynek; Sangwan, Abhijeet; L Hansen, John H.

    2013-12-01

    The ability to detect and organize `hot spots' representing areas of excitement within video streams is a challenging research problem when techniques rely exclusively on video content. A generic method for sports video highlight selection is presented in this study which leverages both video/image structure as well as audio/speech properties. Processing begins where the video is partitioned into small segments and several multi-modal features are extracted from each segment. Excitability is computed based on the likelihood of the segmental features residing in certain regions of their joint probability density function space which are considered both exciting and rare. The proposed measure is used to rank order the partitioned segments to compress the overall video sequence and produce a contiguous set of highlights. Experiments are performed on baseball videos based on signal processing advancements for excitement assessment in the commentators' speech, audio energy, slow motion replay, scene cut density, and motion activity as features. Detailed analysis on correlation between user excitability and various speech production parameters is conducted and an effective scheme is designed to estimate the excitement level of commentator's speech from the sports videos. Subjective evaluation of excitability and ranking of video segments demonstrate a higher correlation with the proposed measure compared to well-established techniques indicating the effectiveness of the overall approach.

  4. Video Stream Retrieval of Unseen Queries using Semantic Memory

    NARCIS (Netherlands)

    Cappallo, S.; Mensink, T.; Snoek, C.G.M.; Wilson, R.C.; Hancock, E.R.; Smith, W.A.P.

    2016-01-01

    Retrieval of live, user-broadcast video streams is an under-addressed and increasingly relevant challenge. The on-line nature of the problem requires temporal evaluation and the unforeseeable scope of potential queries motivates an approach which can accommodate arbitrary search queries. To account

  5. A Retrieval Optimized Surveillance Video Storage System for Campus Application Scenarios

    Directory of Open Access Journals (Sweden)

    Shengcheng Ma

    2018-01-01

    Full Text Available This paper investigates and analyzes the characteristics of video data and puts forward a campus surveillance video storage system with the university campus as the specific application environment. Aiming at the challenge that the content-based video retrieval response time is too long, the key-frame index subsystem is designed. The key frame of the video can reflect the main content of the video. Extracted from the video, key frames are associated with the metadata information to establish the storage index. The key-frame index is used in lookup operations while querying. This method can greatly reduce the amount of video data reading and effectively improves the query’s efficiency. From the above, we model the storage system by a stochastic Petri net (SPN and verify the promotion of query performance by quantitative analysis.

  6. Video genre classification using multimodal features

    Science.gov (United States)

    Jin, Sung Ho; Bae, Tae Meon; Choo, Jin Ho; Ro, Yong Man

    2003-12-01

    We propose a video genre classification method using multimodal features. The proposed method is applied for the preprocessing of automatic video summarization or the retrieval and classification of broadcasting video contents. Through a statistical analysis of low-level and middle-level audio-visual features in video, the proposed method can achieve good performance in classifying several broadcasting genres such as cartoon, drama, music video, news, and sports. In this paper, we adopt MPEG-7 audio-visual descriptors as multimodal features of video contents and evaluate the performance of the classification by feeding the features into a decision tree-based classifier which is trained by CART. The experimental results show that the proposed method can recognize several broadcasting video genres with a high accuracy and the classification performance with multimodal features is superior to the one with unimodal features in the genre classification.

  7. Bridging the semantic gap in sports

    Science.gov (United States)

    Li, Baoxin; Errico, James; Pan, Hao; Sezan, M. Ibrahim

    2003-01-01

    One of the major challenges facing current media management systems and the related applications is the so-called "semantic gap" between the rich meaning that a user desires and the shallowness of the content descriptions that are automatically extracted from the media. In this paper, we address the problem of bridging this gap in the sports domain. We propose a general framework for indexing and summarizing sports broadcast programs. The framework is based on a high-level model of sports broadcast video using the concept of an event, defined according to domain-specific knowledge for different types of sports. Within this general framework, we develop automatic event detection algorithms that are based on automatic analysis of the visual and aural signals in the media. We have successfully applied the event detection algorithms to different types of sports including American football, baseball, Japanese sumo wrestling, and soccer. Event modeling and detection contribute to the reduction of the semantic gap by providing rudimentary semantic information obtained through media analysis. We further propose a novel approach, which makes use of independently generated rich textual metadata, to fill the gap completely through synchronization of the information-laden textual data with the basic event segments. An MPEG-7 compliant prototype browsing system has been implemented to demonstrate semantic retrieval and summarization of sports video.

  8. MPEG-7 based video annotation and browsing

    Science.gov (United States)

    Hoeynck, Michael; Auweiler, Thorsten; Wellhausen, Jens

    2003-11-01

    The huge amount of multimedia data produced worldwide requires annotation in order to enable universal content access and to provide content-based search-and-retrieval functionalities. Since manual video annotation can be time consuming, automatic annotation systems are required. We review recent approaches to content-based indexing and annotation of videos for different kind of sports and describe our approach to automatic annotation of equestrian sports videos. We especially concentrate on MPEG-7 based feature extraction and content description, where we apply different visual descriptors for cut detection. Further, we extract the temporal positions of single obstacles on the course by analyzing MPEG-7 edge information. Having determined single shot positions as well as the visual highlights, the information is jointly stored with meta-textual information in an MPEG-7 description scheme. Based on this information, we generate content summaries which can be utilized in a user-interface in order to provide content-based access to the video stream, but further for media browsing on a streaming server.

  9. Automating the construction of scene classifiers for content-based video retrieval

    NARCIS (Netherlands)

    Khan, L.; Israël, Menno; Petrushin, V.A.; van den Broek, Egon; van der Putten, Peter

    2004-01-01

    This paper introduces a real time automatic scene classifier within content-based video retrieval. In our envisioned approach end users like documentalists, not image processing experts, build classifiers interactively, by simply indicating positive examples of a scene. Classification consists of a

  10. Normalized Metadata Generation for Human Retrieval Using Multiple Video Surveillance Cameras

    Directory of Open Access Journals (Sweden)

    Jaehoon Jung

    2016-06-01

    Full Text Available Since it is impossible for surveillance personnel to keep monitoring videos from a multiple camera-based surveillance system, an efficient technique is needed to help recognize important situations by retrieving the metadata of an object-of-interest. In a multiple camera-based surveillance system, an object detected in a camera has a different shape in another camera, which is a critical issue of wide-range, real-time surveillance systems. In order to address the problem, this paper presents an object retrieval method by extracting the normalized metadata of an object-of-interest from multiple, heterogeneous cameras. The proposed metadata generation algorithm consists of three steps: (i generation of a three-dimensional (3D human model; (ii human object-based automatic scene calibration; and (iii metadata generation. More specifically, an appropriately-generated 3D human model provides the foot-to-head direction information that is used as the input of the automatic calibration of each camera. The normalized object information is used to retrieve an object-of-interest in a wide-range, multiple-camera surveillance system in the form of metadata. Experimental results show that the 3D human model matches the ground truth, and automatic calibration-based normalization of metadata enables a successful retrieval and tracking of a human object in the multiple-camera video surveillance system.

  11. Real-time billboard trademark detection and recognition in sports video

    Science.gov (United States)

    Bu, Jiang; Lao, Song-Yan; Bai, Liang

    2013-03-01

    Nowadays, different applications like automatic video indexing, keyword based video search and TV commercials can be developed by detecting and recognizing the billboard trademark. We propose a hierarchical solution for real-time billboard trademark recognition in various sports video, billboard frames are detected in the first level, fuzzy decision tree with easily-computing features are employed to accelerate the process, while in the second level, color and regional SIFT features are combined for the first time to describe the appearance of trademarks, and the shared nearest neighbor (SNN) clustering with x2 distance is utilized instead of traditional K-means clustering to construct the SIFT vocabulary, at last, Latent Semantic Analysis (LSA) based SIFT vocabulary matching is performed on the template trademark and the candidate regions in billboard frame. The preliminary experiments demonstrate the effectiveness of the hierarchical solution, and real time constraints are also met by our solution.

  12. Broadcast court-net sports video analysis using fast 3-D camera modeling

    NARCIS (Netherlands)

    Han, Jungong; Farin, D.S.; With, de P.H.N.

    2008-01-01

    This paper addresses the automatic analysis of court-net sports video content. We extract information about the players, the playing-field in a bottom-up way until we reach scene-level semantic concepts. Each part of our framework is general, so that the system is applicable to several kinds of

  13. Sports Physicals

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Sports Physicals KidsHealth / For Teens / Sports Physicals What's in ... beginning of your sports season. What Is a Sports Physical? In the sports medicine field, the sports ...

  14. Sports Supplements

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Sports Supplements KidsHealth / For Teens / Sports Supplements What's in ... really work? And are they safe? What Are Sports Supplements? Sports supplements (also called ergogenic aids ) are ...

  15. Visual content highlighting via automatic extraction of embedded captions on MPEG compressed video

    Science.gov (United States)

    Yeo, Boon-Lock; Liu, Bede

    1996-03-01

    Embedded captions in TV programs such as news broadcasts, documentaries and coverage of sports events provide important information on the underlying events. In digital video libraries, such captions represent a highly condensed form of key information on the contents of the video. In this paper we propose a scheme to automatically detect the presence of captions embedded in video frames. The proposed method operates on reduced image sequences which are efficiently reconstructed from compressed MPEG video and thus does not require full frame decompression. The detection, extraction and analysis of embedded captions help to capture the highlights of visual contents in video documents for better organization of video, to present succinctly the important messages embedded in the images, and to facilitate browsing, searching and retrieval of relevant clips.

  16. Affective video retrieval: violence detection in Hollywood movies by large-scale segmental feature extraction.

    Science.gov (United States)

    Eyben, Florian; Weninger, Felix; Lehment, Nicolas; Schuller, Björn; Rigoll, Gerhard

    2013-01-01

    Without doubt general video and sound, as found in large multimedia archives, carry emotional information. Thus, audio and video retrieval by certain emotional categories or dimensions could play a central role for tomorrow's intelligent systems, enabling search for movies with a particular mood, computer aided scene and sound design in order to elicit certain emotions in the audience, etc. Yet, the lion's share of research in affective computing is exclusively focusing on signals conveyed by humans, such as affective speech. Uniting the fields of multimedia retrieval and affective computing is believed to lend to a multiplicity of interesting retrieval applications, and at the same time to benefit affective computing research, by moving its methodology "out of the lab" to real-world, diverse data. In this contribution, we address the problem of finding "disturbing" scenes in movies, a scenario that is highly relevant for computer-aided parental guidance. We apply large-scale segmental feature extraction combined with audio-visual classification to the particular task of detecting violence. Our system performs fully data-driven analysis including automatic segmentation. We evaluate the system in terms of mean average precision (MAP) on the official data set of the MediaEval 2012 evaluation campaign's Affect Task, which consists of 18 original Hollywood movies, achieving up to .398 MAP on unseen test data in full realism. An in-depth analysis of the worth of individual features with respect to the target class and the system errors is carried out and reveals the importance of peak-related audio feature extraction and low-level histogram-based video analysis.

  17. Affective video retrieval: violence detection in Hollywood movies by large-scale segmental feature extraction.

    Directory of Open Access Journals (Sweden)

    Florian Eyben

    Full Text Available Without doubt general video and sound, as found in large multimedia archives, carry emotional information. Thus, audio and video retrieval by certain emotional categories or dimensions could play a central role for tomorrow's intelligent systems, enabling search for movies with a particular mood, computer aided scene and sound design in order to elicit certain emotions in the audience, etc. Yet, the lion's share of research in affective computing is exclusively focusing on signals conveyed by humans, such as affective speech. Uniting the fields of multimedia retrieval and affective computing is believed to lend to a multiplicity of interesting retrieval applications, and at the same time to benefit affective computing research, by moving its methodology "out of the lab" to real-world, diverse data. In this contribution, we address the problem of finding "disturbing" scenes in movies, a scenario that is highly relevant for computer-aided parental guidance. We apply large-scale segmental feature extraction combined with audio-visual classification to the particular task of detecting violence. Our system performs fully data-driven analysis including automatic segmentation. We evaluate the system in terms of mean average precision (MAP on the official data set of the MediaEval 2012 evaluation campaign's Affect Task, which consists of 18 original Hollywood movies, achieving up to .398 MAP on unseen test data in full realism. An in-depth analysis of the worth of individual features with respect to the target class and the system errors is carried out and reveals the importance of peak-related audio feature extraction and low-level histogram-based video analysis.

  18. Coaching the exploration and exploitation in active learning for interactive video retrieval.

    Science.gov (United States)

    Wei, Xiao-Yong; Yang, Zhen-Qun

    2013-03-01

    Conventional active learning approaches for interactive video/image retrieval usually assume the query distribution is unknown, as it is difficult to estimate with only a limited number of labeled instances available. Thus, it is easy to put the system in a dilemma whether to explore the feature space in uncertain areas for a better understanding of the query distribution or to harvest in certain areas for more relevant instances. In this paper, we propose a novel approach called coached active learning that makes the query distribution predictable through training and, therefore, avoids the risk of searching on a completely unknown space. The estimated distribution, which provides a more global view of the feature space, can be used to schedule not only the timing but also the step sizes of the exploration and the exploitation in a principled way. The results of the experiments on a large-scale data set from TRECVID 2005-2009 validate the efficiency and effectiveness of our approach, which demonstrates an encouraging performance when facing domain-shift, outperforms eight conventional active learning methods, and shows superiority to six state-of-the-art interactive video retrieval systems.

  19. Sports and Concussions

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Sports and Concussions KidsHealth / For Teens / Sports and Concussions ... skiers or snowboarders How Can I Prevent a Sports Concussion? Start With the Right Equipment Everyone should ...

  20. Cold-Weather Sports

    Science.gov (United States)

    ... Videos for Educators Search English Español Cold-Weather Sports KidsHealth / For Teens / Cold-Weather Sports What's in this article? What to Do? Classes ... weather. What better time to be outdoors? Winter sports can help you burn calories, increase your cardiovascular ...

  1. Evaluation of the effectiveness of color attributes for video indexing

    Science.gov (United States)

    Chupeau, Bertrand; Forest, Ronan

    2001-10-01

    Color features are reviewed and their effectiveness assessed in the application framework of key-frame clustering for abstracting unconstrained video. Existing color spaces and associated quantization schemes are first studied. Description of global color distribution by means of histograms is then detailed. In our work, 12 combinations of color space and quantization were selected, together with 12 histogram metrics. Their respective effectiveness with respect to picture similarity measurement was evaluated through a query-by-example scenario. For that purpose, a set of still-picture databases was built by extracting key frames from several video clips, including news, documentaries, sports and cartoons. Classical retrieval performance evaluation criteria were adapted to the specificity of our testing methodology.

  2. Dealing with Sports Injuries

    Science.gov (United States)

    ... Videos for Educators Search English Español Dealing With Sports Injuries KidsHealth / For Teens / Dealing With Sports Injuries ... a long way toward preventing injuries. Types of Sports Injuries Common reasons why teens get injured playing ...

  3. Probabilistic Approaches to Video Retrieval

    NARCIS (Netherlands)

    Ianeva, Tzvetanka; Boldareva, L.; Westerveld, T.H.W.; Cornacchia, Roberto; Hiemstra, Djoerd; de Vries, A.P.

    Our experiments for TRECVID 2004 further investigate the applicability of the so-called “Generative Probabilistic Models to video retrieval��?. TRECVID 2003 results demonstrated that mixture models computed from video shot sequences improve the precision of “query by examples��? results when

  4. Handbook of video databases design and applications

    CERN Document Server

    Furht, Borko

    2003-01-01

    INTRODUCTIONIntroduction to Video DatabasesOge Marques and Borko FurhtVIDEO MODELING AND REPRESENTATIONModeling Video Using Input/Output Markov Models with Application to Multi-Modal Event DetectionAshutosh Garg, Milind R. Naphade, and Thomas S. HuangStatistical Models of Video Structure and SemanticsNuno VasconcelosFlavor: A Language for Media RepresentationAlexandros Eleftheriadis and Danny HongIntegrating Domain Knowledge and Visual Evidence to Support Highlight Detection in Sports VideosJuergen Assfalg, Marco Bertini, Carlo Colombo, and Alberto Del BimboA Generic Event Model and Sports Vid

  5. An interactive sports video game as an intervention for rehabilitation of community-living patients with schizophrenia: A controlled, single-blind, crossover study

    OpenAIRE

    Shimizu, Nobuko; Umemura, Tomohiro; Matsunaga, Masahiro; Hirai, Takayoshi

    2017-01-01

    Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort) on frontal lobe function of patients with schizophrenia. A sa...

  6. Multiple player tracking in sports video: a dual-mode two-way bayesian inference approach with progressive observation modeling.

    Science.gov (United States)

    Xing, Junliang; Ai, Haizhou; Liu, Liwei; Lao, Shihong

    2011-06-01

    Multiple object tracking (MOT) is a very challenging task yet of fundamental importance for many practical applications. In this paper, we focus on the problem of tracking multiple players in sports video which is even more difficult due to the abrupt movements of players and their complex interactions. To handle the difficulties in this problem, we present a new MOT algorithm which contributes both in the observation modeling level and in the tracking strategy level. For the observation modeling, we develop a progressive observation modeling process that is able to provide strong tracking observations and greatly facilitate the tracking task. For the tracking strategy, we propose a dual-mode two-way Bayesian inference approach which dynamically switches between an offline general model and an online dedicated model to deal with single isolated object tracking and multiple occluded object tracking integrally by forward filtering and backward smoothing. Extensive experiments on different kinds of sports videos, including football, basketball, as well as hockey, demonstrate the effectiveness and efficiency of the proposed method.

  7. Sport and Physics

    Directory of Open Access Journals (Sweden)

    Leopold Mathelitsch

    2017-04-01

    Full Text Available The combination of sport and physics offers several attractive ingredients for teaching physics, at primary, secondary, as well as university level. These cover topics like interdisciplinary teaching, sports activities as physics experiments, video analysis or modeling. A variety of examples are presented that should act as stimulus, accompanied by a list of references that should support the implementation of sport topics into physics teaching.

  8. Classification of sports types from tracklets

    DEFF Research Database (Denmark)

    Gade, Rikke; Moeslund, Thomas B.

    Automatic analysis of video is important in order to process and exploit large amounts of data, e.g. for sports analysis. Classification of sports types is one of the first steps to- wards a fully automatic analysis of the activities performed at sports arenas. In this work we test the idea...... that sports types can be classified from features extracted from short trajectories of the players. From tracklets created by a Kalman filter tracker we extract four robust features; Total distance, lifespan, distance span and mean speed. For clas- sification we use a quadratic discriminant analysis. In our...... experiments we use 30 2-minutes thermal video sequences from each of five different sports types. By applying a 10- fold cross validation we obtain a correct classification rate of 94.5 %....

  9. A Fisher Kernel Approach for Multiple Instance Based Object Retrieval in Video Surveillance

    Directory of Open Access Journals (Sweden)

    MIRONICA, I.

    2015-11-01

    Full Text Available This paper presents an automated surveillance system that exploits the Fisher Kernel representation in the context of multiple-instance object retrieval task. The proposed algorithm has the main purpose of tracking a list of persons in several video sources, using only few training examples. In the first step, the Fisher Kernel representation describes a set of features as the derivative with respect to the log-likelihood of the generative probability distribution that models the feature distribution. Then, we learn the generative probability distribution over all features extracted from a reduced set of relevant frames. The proposed approach shows significant improvements and we demonstrate that Fisher kernels are well suited for this task. We demonstrate the generality of our approach in terms of features by conducting an extensive evaluation with a broad range of keypoints features. Also, we evaluate our method on two standard video surveillance datasets attaining superior results comparing to state-of-the-art object recognition algorithms.

  10. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... Fitness Diseases & Conditions Infections Drugs & Alcohol School & Jobs Sports Expert Answers (Q&A) Staying Safe Videos for Educators Search English Español A Guide to Eating for Sports KidsHealth / For Teens / A Guide to Eating for ...

  11. Does playing a sports active video game improve object control skills of children with autism spectrum disorder?

    OpenAIRE

    Edwards, Jacqueline; Jeffrey, Sarah; May, Tamara; Rinehart, Nicole J.; Barnett, Lisa M.

    2017-01-01

    Background: Active video games (AVGs) encourage whole body movements to interact or control the gaming system, allowing the opportunity for skill development. Children with autism spectrum disorder (ASD) show decreased fundamental movement skills in comparison with their typically developing (TD) peers and might benefit from this approach. This pilot study investigates whether playing sports AVGs can increase the actual and perceived object control (OC) skills of 11 children with ASD aged 6–1...

  12. Geographic Video 3d Data Model And Retrieval

    Science.gov (United States)

    Han, Z.; Cui, C.; Kong, Y.; Wu, H.

    2014-04-01

    Geographic video includes both spatial and temporal geographic features acquired through ground-based or non-ground-based cameras. With the popularity of video capture devices such as smartphones, the volume of user-generated geographic video clips has grown significantly and the trend of this growth is quickly accelerating. Such a massive and increasing volume poses a major challenge to efficient video management and query. Most of the today's video management and query techniques are based on signal level content extraction. They are not able to fully utilize the geographic information of the videos. This paper aimed to introduce a geographic video 3D data model based on spatial information. The main idea of the model is to utilize the location, trajectory and azimuth information acquired by sensors such as GPS receivers and 3D electronic compasses in conjunction with video contents. The raw spatial information is synthesized to point, line, polygon and solid according to the camcorder parameters such as focal length and angle of view. With the video segment and video frame, we defined the three categories geometry object using the geometry model of OGC Simple Features Specification for SQL. We can query video through computing the spatial relation between query objects and three categories geometry object such as VFLocation, VSTrajectory, VSFOView and VFFovCone etc. We designed the query methods using the structured query language (SQL) in detail. The experiment indicate that the model is a multiple objective, integration, loosely coupled, flexible and extensible data model for the management of geographic stereo video.

  13. Standardized access, display, and retrieval of medical video

    Science.gov (United States)

    Bellaire, Gunter; Steines, Daniel; Graschew, Georgi; Thiel, Andreas; Bernarding, Johannes; Tolxdorff, Thomas; Schlag, Peter M.

    1999-05-01

    The system presented here enhances documentation and data- secured, second-opinion facilities by integrating video sequences into DICOM 3.0. We present an implementation for a medical video server extended by a DICOM interface. Security mechanisms conforming with DICOM are integrated to enable secure internet access. Digital video documents of diagnostic and therapeutic procedures should be examined regarding the clip length and size necessary for second opinion and manageable with today's hardware. Image sources relevant for this paper include 3D laparoscope, 3D surgical microscope, 3D open surgery camera, synthetic video, and monoscopic endoscopes, etc. The global DICOM video concept and three special workplaces of distinct applications are described. Additionally, an approach is presented to analyze the motion of the endoscopic camera for future automatic video-cutting. Digital stereoscopic video sequences are especially in demand for surgery . Therefore DSVS are also integrated into the DICOM video concept. Results are presented describing the suitability of stereoscopic display techniques for the operating room.

  14. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... para adolescentes Body Mind Sexual Health Food & Fitness Diseases & Conditions Infections Drugs & Alcohol School & Jobs Sports Expert Answers (Q&A) Staying Safe Videos for Educators Search English Español A Guide to Eating for Sports KidsHealth / For Teens / A Guide to ...

  15. Event detection in athletics for personalized sports content delivery

    DEFF Research Database (Denmark)

    Katsarakis, N.; Pnevmatikakis, A.

    2009-01-01

    Broadcasting of athletics is nowadays biased towards running (sprint and longer distances) sports. Personalized content delivery can change that for users that wish to focus on different content. Using a combination of video signal processing algorithms and live information that accompanies the v...... algorithms needed for the extraction of the events that trigger both between and within sport camera selection, and describes a system that handles user preferences, live information andvideo-generated events to offer personalized content to the users.......Broadcasting of athletics is nowadays biased towards running (sprint and longer distances) sports. Personalized content delivery can change that for users that wish to focus on different content. Using a combination of video signal processing algorithms and live information that accompanies...... the video of large-scale sports like the Olympics, a system can attend to the preferences of users by selecting the most suitable camera view for them.There are two types of camera selection for personalized content delivery. According to the between sport camera selection, the view is changed between two...

  16. A Framework for Video Modeling

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, Willem

    In recent years, research in video databases has increased greatly, but relatively little work has been done in the area of semantic content-based retrieval. In this paper, we present a framework for video modelling with emphasis on semantic content of video data. The video data model presented

  17. Does playing a sports active video game improve young children's ball skill competence?

    Science.gov (United States)

    Johnson, Tara M; Ridgers, Nicola D; Hulteen, Ryan M; Mellecker, Robin R; Barnett, Lisa M

    2016-05-01

    Actual and perceived object control (commonly ball) skill proficiency is associated with higher physical activity in children and adolescents. Active video games (AVGs) encourage whole body movement to control/play the electronic gaming system and therefore provide an opportunity for screen time to become more active. The purpose of this study was to determine whether playing sports AVGs has a positive influence on young children's actual and perceived object control skills. Two group pre/post experimental design study. Thirty-six children aged 6-10 years old from one school were randomly allocated to a control or intervention condition. The Test of Gross Motor Development-3 assessed object control skill. The Pictorial Scale of Perceived Competence for Young Children assessed perceived object control skill. The intervention consisted of 6×50min lunchtime AVG sessions on the Xbox Kinect. Two to three sport games were chosen for participants to play each session. General linear models with either perceived object control or actual object control skill as the outcome variables were conducted. Each base model adjusted for intervention status and pre-score of the respective outcome variable. Additional models adjusted for potential confounding variables (sex of child and game at home). No significant differences between the control and intervention groups were observed for both outcomes. This study found that playing the Xbox Kinect does not significantly influence children's perceived or actual object control skills, suggesting that the utility of the Xbox Kinect for developing perceived and actual object control skill competence is questionable. Copyright © 2015 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  18. Today's and tomorrow's retrieval practice in the audiovisual archive

    NARCIS (Netherlands)

    Huurnink, B.; Snoek, C.G.M.; de Rijke, M.; Smeulders, A.W.M.

    2010-01-01

    Content-based video retrieval is maturing to the point where it can be used in real-world retrieval practices. One such practice is the audiovisual archive, whose users increasingly require fine-grained access to broadcast television content. We investigate to what extent content-based video

  19. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... Q&A) Staying Safe Videos for Educators Search English Español A Guide to Eating for Sports KidsHealth / For Teens / A Guide to Eating for Sports What's in this article? Eat Extra for Excellence Athletes and Dieting Eat a Variety of Foods Muscular Minerals and Vital Vitamins Protein ...

  20. Process model to implement organisational team sport interventions ...

    African Journals Online (AJOL)

    South African Journal for Research in Sport, Physical Education and Recreation ... electronic mail, sports competitions among different departments and videos. ... to make known the different events, coordinate training sessions and events, ...

  1. OLIVE: Speech-Based Video Retrieval

    NARCIS (Netherlands)

    de Jong, Franciska M.G.; Gauvain, Jean-Luc; den Hartog, Jurgen; den Hartog, Jeremy; Netter, Klaus

    1999-01-01

    This paper describes the Olive project which aims to support automated indexing of video material by use of human language technologies. Olive is making use of speech recognition to automatically derive transcriptions of the sound tracks, generating time-coded linguistic elements which serve as the

  2. Upper limb muscle activation during sports video gaming of persons with spinal cord injury.

    Science.gov (United States)

    Jaramillo, Jeffrey P; Johanson, M Elise; Kiratli, B Jenny

    2018-04-04

    Video gaming as a therapeutic tool has largely been studied within the stroke population with some benefits reported in upper limb motor performance, balance, coordination, and cardiovascular status. To date, muscle activation of upper limb muscles in persons with spinal cord injuries (SCI) has not been studied during video game play. In this paper, we provide descriptive and comparative data for muscle activation and strength during gaming for players with tetraplegia and paraplegia, as well as, compare these results with data from traditional arm exercises (ie, biceps curl and shoulder press) with light weights which are commonly prescribed for a home program. Fourteen individuals with chronic SCI (9 tetraplegia, 5 paraplegia). We measured upper limb muscle activation with surface electromyography (EMG) during Wii Sports video game play. Muscle activation was recorded from the playing arm during 4 selected games and normalized to a maximum voluntary contraction (MVC). Heart rate and upper limb motion were recorded simultaneously with EMG. Wilcoxon signed rank tests were used to analyze differences in muscle activation between participants with paraplegia versus tetraplegia and compare gaming with traditional arm exercises with light weights. A Friedman 2-way analysis of variance identified key muscle groups active during game play. Overall muscle activation across the games was not different between those with paraplegia and tetraplegia. Heart rate during video game play for tennis and boxing were on average 10 to 20 beats/minute above resting heart rate. The magnitude of EMG was relatively greater for traditional arm exercises with light weights compared with game play. The selected Wii games were able to elicit upper extremity muscle activation and elevated heart rates for individuals with SCI that may be used to target therapeutic outcomes.

  3. The thrill of the chase: uncovering illegal sport hunting in Brazil through YouTube™ posts

    Directory of Open Access Journals (Sweden)

    Hani R. El Bizri

    2015-09-01

    Full Text Available The impacts of unregulated sport hunting can severely affect populations of target game species. Because hunting in Brazil is limited by law, obtaining data on illegal sport hunting in this country is challenging. We used an unusual online resource, YouTube™, to detect the occurrence of sport hunting in Brazil, measure the impacts of the activity on the main Brazilian game species and biomes, evaluate the opinions of hunters and internet users on sport hunting, and discuss the need for policy interventions in wildlife conservation in this country. We found 383 videos related to Brazilian sport hunting on YouTube™, accounting for more than 15 million views. Most videos were produced in the Cerrado (Brazilian savannah and approximately 70% of them depicted events of pursuit and killing of wild animals, especially lowland pacas (Cuniculus paca and armadillos (Family Dasypodidae. Videos were posted primarily in July and December, coinciding with the two main Brazilian vacation periods. Furthermore, the shotguns identified on videos show that sport hunters expend large sums of money to undertake their hunts. These results indicate that Brazilian sport hunters are possibly wealthier urban residents who travel to rural areas to hunt, contrasting with previous hunting studies in the country. Most viewers declared themselves in favor of sport hunting in comments (n = 2893 and ratings (n = 36,570 of the videos. Discussions generated by comments suggest that Brazilian sport hunters employ several informal management strategies to maintain game species stocks for future hunting and intensely question the restrictions of Brazilian environmental policies. Our results demonstrate that solutions are needed for the regulation of sport hunting in Brazil. Government actions, whether to increase surveillance or legalize hunting programs, should take into account the opinions of sport hunters and their perceptions on hunting dynamics to support effective policy

  4. Active fantasy sports: rationale and feasibility of leveraging online fantasy sports to promote physical activity.

    Science.gov (United States)

    Moller, Arlen C; Majewski, Sara; Standish, Melanie; Agarwal, Pooja; Podowski, Aleksandra; Carson, Rebecca; Eyesus, Biruk; Shah, Aakash; Schneider, Kristin L

    2014-11-25

    The popularity of active video games (AVGs) has skyrocketed over the last decade. However, research suggests that the most popular AVGs, which rely on synchronous integration between players' activity and game features, fail to promote physical activity outside of the game or for extended periods of engagement. This limitation has led researchers to consider AVGs that involve asynchronous integration of players' ongoing physical activity with game features. Rather than build an AVG de novo, we selected an established sedentary video game uniquely well suited for the incorporation of asynchronous activity: online fantasy sports. The primary aim of this study was to explore the feasibility of a new asynchronous AVG-active fantasy sports-designed to promote physical activity. We conducted two pilot studies of an active fantasy sports game designed to promote physical activity. Participants wore a low cost triaxial accelerometer and participated in an online fantasy baseball (Study 1, n=9, 13-weeks) or fantasy basketball (Study 2, n=10, 17-weeks) league. Privileges within the game were made contingent on meeting weekly physical activity goals (eg, averaging 10,000 steps/day). Across the two studies, the feasibility of integrating physical activity contingent features and privileges into online fantasy sports games was supported. Participants found the active fantasy sports game enjoyable, as or more enjoyable than traditional (sedentary) online fantasy sports (Study 1: t8=4.43, Pgame was cited as a key motivating factor for increasing physical activity. Preliminary evidence supports potential for the active fantasy sports system as a sustainable and scalable intervention for promoting adult physical activity.

  5. Storage, access, and retrieval of endoscopic and laparoscopic video

    Science.gov (United States)

    Bellaire, Gunter; Steines, Daniel; Graschew, Georgi; Thiel, Andreas; Bernarding, Johannes; Tolxdorff, Thomas; Schlag, Peter M.

    1999-05-01

    The system presented here enhances documentation and data- secured, second-opinion facilities by integrating video into DICOM3.0. Digital stereoscopic video sequences (DSVS) are especially in demand for surgery (laparoscopy, microsurgery, surgical microscopy, second opinion, virtual reality). Therefore DSVS are also integrated into the DICOM video concept. We present an implementation for a medical video server extended by a DICOM interface. Security mechanisms conforming with DICOM are integrated to enable secure internet access. Digital (stereoscopic) video sequences relevant for surgery should be examined regarding the clip length necessary for diagnosis and documentation and the clip size manageable with today's hardware. Methods for DSVS compression are described, implemented, and tested. Image sources relevant for this paper include, among others, a stereoscopic laparoscope and a monoscopic endoscope. Additionally, an approach is presented to analyze the motion of the endoscopic camera for future automatic video- cutting.

  6. Video content analysis of surgical procedures.

    Science.gov (United States)

    Loukas, Constantinos

    2018-02-01

    In addition to its therapeutic benefits, minimally invasive surgery offers the potential for video recording of the operation. The videos may be archived and used later for reasons such as cognitive training, skills assessment, and workflow analysis. Methods from the major field of video content analysis and representation are increasingly applied in the surgical domain. In this paper, we review recent developments and analyze future directions in the field of content-based video analysis of surgical operations. The review was obtained from PubMed and Google Scholar search on combinations of the following keywords: 'surgery', 'video', 'phase', 'task', 'skills', 'event', 'shot', 'analysis', 'retrieval', 'detection', 'classification', and 'recognition'. The collected articles were categorized and reviewed based on the technical goal sought, type of surgery performed, and structure of the operation. A total of 81 articles were included. The publication activity is constantly increasing; more than 50% of these articles were published in the last 3 years. Significant research has been performed for video task detection and retrieval in eye surgery. In endoscopic surgery, the research activity is more diverse: gesture/task classification, skills assessment, tool type recognition, shot/event detection and retrieval. Recent works employ deep neural networks for phase and tool recognition as well as shot detection. Content-based video analysis of surgical operations is a rapidly expanding field. Several future prospects for research exist including, inter alia, shot boundary detection, keyframe extraction, video summarization, pattern discovery, and video annotation. The development of publicly available benchmark datasets to evaluate and compare task-specific algorithms is essential.

  7. Foreign Body Retrieval

    Medline Plus

    Full Text Available Toggle navigation Test/Treatment Patient Type Screening/Wellness Disease/Condition Safety En Español More Info Images/Videos About Us News Physician Resources Professions Site Index A-Z Foreign Body Retrieval Foreign ...

  8. E-sport organization and professional gamers in Finland

    OpenAIRE

    Nguyen, Quoc Hung; Phan, Hao

    2016-01-01

    E-sports nowadays are considered as a billion dollars industry. Indeed, playing video gaming step by step become a worthy occupation and would bring decent furture for any person who have talented and determination. This thesis describes how e-sports organizations in Finland are structured. Also, it identifies the common characteristics of professional e-sports players in this coun-try. Related on interviews with persons who already have experiences by involve in E-sports, the resuls of t...

  9. eSports: the new age of dietary supplements

    OpenAIRE

    Rodrigues, José Emídio Tinoco

    2017-01-01

    Dissertação de mestrado em Media Interativos eSports – the competitive form of video gaming – is a growing industry with millions of active players and viewers worldwide. Seen by many as a digital sport, rather than ordinary entertainment, this study explores the definition of eSports and its resemblances with traditional sports. It proposes the possibility of targeting, communicating, market, and selling dietary supplements to digital athletes. The study findings indicate that...

  10. Foreign Body Retrieval

    Medline Plus

    Full Text Available ... object is solid or filled with fluid). In medicine, ultrasound is used to detect changes in appearance, ... Anesthesia Safety X-ray, Interventional Radiology and Nuclear Medicine Radiation Safety Videos related to Foreign Body Retrieval ...

  11. Generic Film Forms for Dynamic Virtual Video Synthesis

    NARCIS (Netherlands)

    C.A. Lindley

    1999-01-01

    textabstractThe FRAMES project within the RDN CRC (Cooperative Research Centre for Research Data Networks) is developing an experimental environment for video content-based retrieval and dynamic virtual video synthesis from archives of video data. The FRAMES research prototype is a video synthesis

  12. Content-based multimedia retrieval: indexing and diversification

    NARCIS (Netherlands)

    van Leuken, R.H.

    2009-01-01

    The demand for efficient systems that facilitate searching in multimedia databases and collections is vastly increasing. Application domains include criminology, musicology, trademark registration, medicine and image or video retrieval on the web. This thesis discusses content-based retrieval

  13. Chinese Language Video Clips. [CD-ROM].

    Science.gov (United States)

    Fleming, Stephen; Hipley, David; Ning, Cynthia

    This compact disc includes video clips covering six topics for the learner of Chinese: personal information, commercial transactions, travel and leisure, health and sports, food and school. Filmed on location in Beijing, these naturalistic video clips consist mainly of unrehearsed interviews of ordinary people. The learner is lead through a series…

  14. Multimodal Semantics Extraction from User-Generated Videos

    Directory of Open Access Journals (Sweden)

    Francesco Cricri

    2012-01-01

    Full Text Available User-generated video content has grown tremendously fast to the point of outpacing professional content creation. In this work we develop methods that analyze contextual information of multiple user-generated videos in order to obtain semantic information about public happenings (e.g., sport and live music events being recorded in these videos. One of the key contributions of this work is a joint utilization of different data modalities, including such captured by auxiliary sensors during the video recording performed by each user. In particular, we analyze GPS data, magnetometer data, accelerometer data, video- and audio-content data. We use these data modalities to infer information about the event being recorded, in terms of layout (e.g., stadium, genre, indoor versus outdoor scene, and the main area of interest of the event. Furthermore we propose a method that automatically identifies the optimal set of cameras to be used in a multicamera video production. Finally, we detect the camera users which fall within the field of view of other cameras recording at the same public happening. We show that the proposed multimodal analysis methods perform well on various recordings obtained in real sport events and live music performances.

  15. ELECTRONIC SPORT: HOW PRO-GAMING NEGOTIATES TERRITORIAL BELONGING AND GENDER

    OpenAIRE

    Janina Maric

    2011-01-01

    The article explores the phenomenon of electronic sport (e-sport), which refers to organised and competitive video gaming. It is approached as a 'social world' and a specific culture of gaming, which produces organised groups, events and broadcasting. Located at the intersection of gaming and sports, e-sport adopts elements from both areas. From a grounded theory perspective, the article discusses the contexts, meanings and practices of pro-gaming within e-sport as researched in a study consi...

  16. Diavideos: a diabetes health video portal.

    Science.gov (United States)

    Sánchez-Bocanegra, C L; Rivero-Rodriguez, A; Fernández-Luque, L; Sevillano, J L

    2013-01-01

    Diavideos is a web platform that collects trustworthy diabetes health videos from YouTube and offers them in a easy way. YouTube is a big repository of health videos, but good content is sometimes mixed with misleading and harmful videos such as promoting anorexia [1]. Diavideos is a web portal that provides easy access to a repository of trustworthy diabetes videos. This poster describes Diavideos and explains the crawling method used to retrieve these videos from trusted channels.

  17. Cortical fMRI activation to opponents' body kinematics in sport-related anticipation: expert-novice differences with normal and point-light video.

    Science.gov (United States)

    Wright, M J; Bishop, D T; Jackson, R C; Abernethy, B

    2011-08-18

    Badminton players of varying skill levels viewed normal and point-light video clips of opponents striking the shuttle towards the viewer; their task was to predict in which quadrant of the court the shuttle would land. In a whole-brain fMRI analysis we identified bilateral cortical networks sensitive to the anticipation task relative to control stimuli. This network is more extensive and localised than previously reported. Voxel clusters responding more strongly in experts than novices were associated with all task-sensitive areas, whereas voxels responding more strongly in novices were found outside these areas. Task-sensitive areas for normal and point-light video were very similar, whereas early visual areas responded differentially, indicating the primacy of kinematic information for sport-related anticipation. Copyright © 2011 Elsevier Ireland Ltd. All rights reserved.

  18. Search the Audio, Browse the Video—A Generic Paradigm for Video Collections

    Directory of Open Access Journals (Sweden)

    Efrat Alon

    2003-01-01

    Full Text Available The amount of digital video being shot, captured, and stored is growing at a rate faster than ever before. The large amount of stored video is not penetrable without efficient video indexing, retrieval, and browsing technology. Most prior work in the field can be roughly categorized into two classes. One class is based on image processing techniques, often called content-based image and video retrieval, in which video frames are indexed and searched for visual content. The other class is based on spoken document retrieval, which relies on automatic speech recognition and text queries. Both approaches have major limitations. In the first approach, semantic queries pose a great challenge, while the second, speech-based approach, does not support efficient video browsing. This paper describes a system where speech is used for efficient searching and visual data for efficient browsing, a combination that takes advantage of both approaches. A fully automatic indexing and retrieval system has been developed and tested. Automated speech recognition and phonetic speech indexing support text-to-speech queries. New browsable views are generated from the original video. A special synchronized browser allows instantaneous, context-preserving switching from one view to another. The system was successfully used to produce searchable-browsable video proceedings for three local conferences.

  19. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... Diseases & Conditions Pregnancy & Baby Nutrition & Fitness Emotions & Behavior School & Family Life First Aid & Safety Doctors & Hospitals Videos ... Health Food & Fitness Diseases & Conditions Infections Drugs & Alcohol School & Jobs Sports Expert Answers (Q&A) Staying Safe ...

  20. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... Food & Fitness Diseases & Conditions Infections Drugs & Alcohol School & Jobs Sports Expert Answers (Q&A) Staying Safe Videos ... may hurt. Caffeine increases heart rate and blood pressure. Too much caffeine can leave an athlete feeling ...

  1. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... Food & Fitness Diseases & Conditions Infections Drugs & Alcohol School & Jobs Sports Expert Answers (Q&A) Staying Safe Videos ... large, strong muscles. Muscle growth comes from regular training and hard work. And taking in too much ...

  2. The Potential of Active Video Games (AVG to Improve Motor Efficiency

    Directory of Open Access Journals (Sweden)

    Luka Šlosar

    2016-04-01

    Full Text Available The growing interest in video games and the related increase in sedentary lifestyles among adolescents has encouraged researchers to look for alternative strategies replacing the passive time in front of the screen with the active one. The solution was found in active video games (AVG, which require physical activity from the player. Given encouraging results about the impact of AVG on healthy lifestyle, subsequent studies were expanded to cover the area of motor abilities and sports performance. The purpose of our article is to determine whether the use of AVG can improve sport performance, bring progress in sports and rehabilitation.

  3. Content-based analysis improves audiovisual archive retrieval

    NARCIS (Netherlands)

    Huurnink, B.; Snoek, C.G.M.; de Rijke, M.; Smeulders, A.W.M.

    2012-01-01

    Content-based video retrieval is maturing to the point where it can be used in real-world retrieval practices. One such practice is the audiovisual archive, whose users increasingly require fine-grained access to broadcast television content. In this paper, we take into account the information needs

  4. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... Answers (Q&A) Staying Safe Videos for Educators Search English Español A Guide to Eating for Sports ... Nondiscrimination Visit the Nemours Web site. Note: All information on TeensHealth® is for educational purposes only. For ...

  5. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... Safe Videos for Educators Search English Español A Guide to Eating for Sports KidsHealth / For Teens / A ... is that eating to reach your peak performance level likely doesn't require a special diet or ...

  6. Public gaming: eSport and event marketing in the experience economy

    OpenAIRE

    Borowy, Michael

    2012-01-01

    This thesis situates organized competitive digital gaming (eSport) in the context of historical sport, the rise of the computer and video games industry, event marketing, and the experience economy. It argues that the oftentimes misattributed origins of eSport in truth first took place during the early 1980s in arcades, when the various criteria for sport, including public contest, a structured framework for victory and defeat, mediatization and promotion, professionalization, record-keeping,...

  7. Quantifying the physical demands of collision sports: does microsensor technology measure what it claims to measure?

    Science.gov (United States)

    Gabbett, Tim J

    2013-08-01

    The physical demands of rugby league, rugby union, and American football are significantly increased through the large number of collisions players are required to perform during match play. Because of the labor-intensive nature of coding collisions from video recordings, manufacturers of wearable microsensor (e.g., global positioning system [GPS]) units have refined the technology to automatically detect collisions, with several sport scientists attempting to use these microsensors to quantify the physical demands of collision sports. However, a question remains over the validity of these microtechnology units to quantify the contact demands of collision sports. Indeed, recent evidence has shown significant differences in the number of "impacts" recorded by microtechnology units (GPSports) and the actual number of collisions coded from video. However, a separate study investigated the validity of a different microtechnology unit (minimaxX; Catapult Sports) that included GPS and triaxial accelerometers, and also a gyroscope and magnetometer, to quantify collisions. Collisions detected by the minimaxX unit were compared with video-based coding of the actual events. No significant differences were detected in the number of mild, moderate, and heavy collisions detected via the minimaxX units and those coded from video recordings of the actual event. Furthermore, a strong correlation (r = 0.96, p sports. Until such validation research is completed, sport scientists should be circumspect of the ability of other units to perform similar functions.

  8. Video Field Studies with your Cell Phone

    DEFF Research Database (Denmark)

    Buur, Jacob; Fraser, Euan

    2010-01-01

    Pod? Or with the GoPRO sports camera? Our approach has a strong focus on how to use video in design, rather than on the technical side. The goal is to engage design teams in meaningful discussions based on user empathy, rather than to produce beautiful videos. Basically it is a search for a minimalist way...

  9. Subarachnoid Haemorrhage and Sports.

    Science.gov (United States)

    Sousa Nanji, Liliana; Melo, Teresa P; Canhão, Patrícia; Fonseca, Ana Catarina; Ferro, José Manuel

    2015-01-01

    Some cases of subarachnoid haemorrhage (SAH) have been associated with vigorous physical activity, including sports. Our research aimed to describe the association between SAH and sports and to identify the types of sports that were more frequently found as precipitating factors in a tertiary single-centre SAH register. We retrieved information from a prospectively collected SAH registry and reviewed discharge notes of acute SAH patients admitted to the Stroke Unit of Hospital de Santa Maria, Lisbon, between 1995 and 2014. Out of 738 patients included in the analysis, 424 (57.5%) cases of SAH were preceded by physical activity. Nine cases (1.2%) were associated with sports, namely running (2 cases), aerobics (2 cases), cycling, body balance, dance, surf and windsurf. Patients with SAH while practicing sports were younger than controls (average age 43.1 vs. 57.0 years; p = 0.007). In 1 patient, there was a report of trauma to the neck. Patients in the sports group only had Hunt and Hess scale grades 1 (11.1%) or 2 (88.9%) at admission, while patients in the control group had a wider distribution in severity. Our findings indicate that SAH precipitated by sports is not very frequent and is uncommonly related to trauma. Patients who suffered SAH associated with sports were younger and apparently had a milder clinical presentation.

  10. Guide to Eating for Sports

    Medline Plus

    Full Text Available ... A) Staying Safe Videos for Educators Search English Español A Guide to Eating for Sports KidsHealth / For ... Ditch Dehydration Caffeine Game-Day Eats Print en español Guía de alimentación para deportistas Eat Extra for ...

  11. Content-Based Video Retrieval: A Database Perspective

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, Willem

    2003-01-01

    Recent advances in computing, communication, and data storage have led to an increasing number of large digital libraries publicly available on the Internet. In addition to alphanumeric data, other modalities, including video play an important role in these libraries. Ordinary techniques will not

  12. How to make sense of team sport data

    DEFF Research Database (Denmark)

    Stein, Manuel; Janetzko, Halldór; Seebacher, Daniel

    2017-01-01

    commercial and research interest. The analysis of team ball games can serve many goals, e.g., in coaching to understand effects of strategies and tactics, or to derive insights improving performance. Also, it is often decisive to trainers and analysts to understand why a certain movement of a player...... data perspectives, including high-dimensional, video, and movement data, as well as considering team behavior and rules (constraints) given in the particular team sport. We identify important components of team sport data, exemplified by the soccer case, and explain how to analyze team sport data...

  13. Automatic video shot boundary detection using k-means clustering and improved adaptive dual threshold comparison

    Science.gov (United States)

    Sa, Qila; Wang, Zhihui

    2018-03-01

    At present, content-based video retrieval (CBVR) is the most mainstream video retrieval method, using the video features of its own to perform automatic identification and retrieval. This method involves a key technology, i.e. shot segmentation. In this paper, the method of automatic video shot boundary detection with K-means clustering and improved adaptive dual threshold comparison is proposed. First, extract the visual features of every frame and divide them into two categories using K-means clustering algorithm, namely, one with significant change and one with no significant change. Then, as to the classification results, utilize the improved adaptive dual threshold comparison method to determine the abrupt as well as gradual shot boundaries.Finally, achieve automatic video shot boundary detection system.

  14. Thermal Tracking of Sports Players

    DEFF Research Database (Denmark)

    Gade, Rikke; Moeslund, Thomas B.

    2014-01-01

    We present here a real-time tracking algorithm for thermal video from a sports game. Robust detection of people includes routines for handling occlusions and noise before tracking each detected person with a Kalman filter. This online tracking algorithm is compared with a state-of-the-art offline...

  15. Biomechanical aspects of sports-related head injuries.

    Science.gov (United States)

    Park, Min S; Levy, Michael L

    2008-02-01

    With the increased conditioning, size, and speed of professional athletes and the increase in individuals engaging in sports and recreational activities, there is potential for rising numbers of traumatic brain injuries in sports. Fortunately, parallel strides in basic research technology and improvements in computer and video technology have created a new era of discovery in the study of the biomechanical aspects of sports-related head injuries. Although prevention will always be the most important factor in reducing the incidence of sports-related traumatic brain injuries, ongoing studies will lead to the development of newer protective equipment, improved recognition and management of concussions on the field of play, and modification of rules and guidelines to make these activities safer and more enjoyable.

  16. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... Diseases & Conditions Pregnancy & Baby Nutrition & Fitness Emotions & Behavior School & Family Life First Aid & Safety Doctors & Hospitals Videos ... Health Food & Fitness Diseases & Conditions Infections Drugs & Alcohol School & Jobs Sports Expert Answers (Q&A) Staying Safe ...

  17. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... Food & Fitness Diseases & Conditions Infections Drugs & Alcohol School & Jobs Sports Expert Answers (Q&A) Staying Safe Videos ... everything from financial and health care benefits to employment and housing options. More on this topic for: ...

  18. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... Food & Fitness Diseases & Conditions Infections Drugs & Alcohol School & Jobs Sports Expert Answers (Q&A) Staying Safe Videos ... Care for Your Child With Special Needs Special Education: Getting Help for Your Child Words to Know ( ...

  19. Effects of playing video games on pain response during a cold pressor task.

    Science.gov (United States)

    Raudenbush, Bryan; Koon, Jerrod; Cessna, Trevor; McCombs, Kristin

    2009-04-01

    Two studies assessed whether playing video games would significantly distract participants from painful stimulation via a cold pressor test. In Study 1, participants (8 men, 22 women, M age = 18.5 yr., SD = 1.3) in an action-oriented game condition tolerated pain for a longer time period and reported lower pain intensity ratings than those in a nonaction-oriented game or a nongame control condition. No differences were found on scores of aggressiveness, competitiveness, or prior video game experience, suggesting that these factors play little role. In Study 2, participants (14 men, 13 women, M age = 19.7 yr., SD = 1.3) engaged in six video game conditions (action, fighting, puzzle, sports, arcade, and boxing) and a nongame control condition. Video game play produced an increase in pulse, which was greatest during the action, fighting, sports, and boxing games. Pain tolerance was greatest during the sports and fighting games. Thus, certain games produce greater distraction, which may have implications for the medical field as an adjunct to pain management.

  20. What Is a Pediatric Sports Medicine Specialist?

    Science.gov (United States)

    ... Ribbon Commands Skip to main content Turn off Animations Turn on Animations Our Sponsors Log in | Register Menu Log in | ... in mind. They may have toys, videos, and reading materials for young people available. Pediatric sports medicine ...

  1. ELECTRONIC SPORT: HOW PRO-GAMING NEGOTIATES TERRITORIAL BELONGING AND GENDER

    Directory of Open Access Journals (Sweden)

    Janina Maric

    2011-11-01

    Full Text Available The article explores the phenomenon of electronic sport (e-sport, which refers to organised and competitive video gaming. It is approached as a 'social world' and a specific culture of gaming, which produces organised groups, events and broadcasting. Located at the intersection of gaming and sports, e-sport adopts elements from both areas. From a grounded theory perspective, the article discusses the contexts, meanings and practices of pro-gaming within e-sport as researched in a study consisting of semi-structured interviews with e-sport fans, gamers, journalists and team managers and observation of e-sport events and clubhouses. The results point out that territorial belonging and gender remain relevant for pro-gaming. Both can inspire belonging and result in exclusions or inclusions. But while territorial belonging is adopted as a flexible practice, gender is structuring gaming within e-sport.

  2. Multimedia information retrieval theory and techniques

    CERN Document Server

    Raieli, Roberto

    2013-01-01

    Novel processing and searching tools for the management of new multimedia documents have developed. Multimedia Information Retrieval (MMIR) is an organic system made up of Text Retrieval (TR); Visual Retrieval (VR); Video Retrieval (VDR); and Audio Retrieval (AR) systems. So that each type of digital document may be analysed and searched by the elements of language appropriate to its nature, search criteria must be extended. Such an approach is known as the Content Based Information Retrieval (CBIR), and is the core of MMIR. This novel content-based concept of information handling needs to be integrated with more traditional semantics. Multimedia Information Retrieval focuses on the tools of processing and searching applicable to the content-based management of new multimedia documents. Translated from Italian by Giles Smith, the book is divided in to two parts. Part one discusses MMIR and related theories, and puts forward new methodologies; part two reviews various experimental and operating MMIR systems, a...

  3. Using budget-friendly methods to analyze sport specific movements

    Science.gov (United States)

    Jackson, Lindsay; Williams, Sarah; Ferrara, Davon

    2015-03-01

    When breaking down the physics behind sport specific movements, athletes, usually professional, are often assessed in multimillion-dollar laboratories and facilities. Budget-friendly methods, such as video analysis using low-cost cameras, iPhone sensors, or inexpensive force sensors can make this process more accessible to amateur athletes, which in-turn can give insight into injury mechanisms. Here we present a comparison of two methods of determining the forces experienced by a cheerleader during co-education stunting and soccer goalies while side-diving. For the cheerleader, accelerometer measurements were taken by an iPhone 5 and compared to video analysis. The measurements done on the soccer players were taken using FlexiForce force sensors and again compared to video analysis. While these budget-friendly methods could use some refining, they show promise for producing usable measurements for possibly increasing our understanding of injury in amateur players. Furthermore, low-cost physics experiments with sports can foster an active learning environment for students with minimum physics and mathematical background.

  4. Player-Driven Video Analysis to Enhance Reflective Soccer Practice in Talent Development

    Science.gov (United States)

    Hjort, Anders; Henriksen, Kristoffer; Elbæk, Lars

    2018-01-01

    In the present article, we investigate the introduction of a cloud-based video analysis platform called Player Universe (PU). Video analysis is not a new performance-enhancing element in sports, but PU is innovative in how it facilitates reflective learning. Video analysis is executed in the PU platform by involving the players in the analysis…

  5. Methods and Algorithms for Detecting Objects in Video Files

    Directory of Open Access Journals (Sweden)

    Nguyen The Cuong

    2018-01-01

    Full Text Available Video files are files that store motion pictures and sounds like in real life. In today's world, the need for automated processing of information in video files is increasing. Automated processing of information has a wide range of application including office/home surveillance cameras, traffic control, sports applications, remote object detection, and others. In particular, detection and tracking of object movement in video file plays an important role. This article describes the methods of detecting objects in video files. Today, this problem in the field of computer vision is being studied worldwide.

  6. Innovative video feedback on jump landing improves landing technique in males

    NARCIS (Netherlands)

    Dallinga, Joan; Benjaminse, Anne; Gokeler, Alli; Cortes, N.; Otten, E.; Lemmink, Koen

    2016-01-01

    Video feedback may be a powerful tool to change biomechanical landing patterns associated with anterior cruciate ligament (ACL) injury risk. This study investigated the effect of video feedback on drop vertical jump (DVJ) landing strategies in team sport athletes. 59 athletes were assigned to a

  7. Innovative Video Feedback on Jump Landing Improves Landing Technique in Males

    NARCIS (Netherlands)

    Dallinga, Joan; Benjaminse, Anne; Gokeler, Alli; Cortes, Nelson; Otten, Egbert; Lemmink, Koen

    Video feedback may be a powerful tool to change biomechanical landing patterns associated with anterior cruciate ligament (ACL) injury risk. This study investigated the effect of video feedback on drop vertical jump (DVJ) landing strategies in team sport athletes. 59 athletes were assigned to a

  8. Research on Construction of Road Network Database Based on Video Retrieval Technology

    Directory of Open Access Journals (Sweden)

    Wang Fengling

    2017-01-01

    Full Text Available Based on the characteristics of the video database and the basic structure of the video database and several typical video data models, the segmentation-based multi-level data model is used to describe the landscape information video database, the network database model and the road network management database system. Landscape information management system detailed design and implementation of a detailed preparation.

  9. A review of vision-based motion analysis in sport.

    Science.gov (United States)

    Barris, Sian; Button, Chris

    2008-01-01

    Efforts at player motion tracking have traditionally involved a range of data collection techniques from live observation to post-event video analysis where player movement patterns are manually recorded and categorized to determine performance effectiveness. Due to the considerable time required to manually collect and analyse such data, research has tended to focus only on small numbers of players within predefined playing areas. Whilst notational analysis is a convenient, practical and typically inexpensive technique, the validity and reliability of the process can vary depending on a number of factors, including how many observers are used, their experience, and the quality of their viewing perspective. Undoubtedly the application of automated tracking technology to team sports has been hampered because of inadequate video and computational facilities available at sports venues. However, the complex nature of movement inherent to many physical activities also represents a significant hurdle to overcome. Athletes tend to exhibit quick and agile movements, with many unpredictable changes in direction and also frequent collisions with other players. Each of these characteristics of player behaviour violate the assumptions of smooth movement on which computer tracking algorithms are typically based. Systems such as TRAKUS, SoccerMan, TRAKPERFORMANCE, Pfinder and Prozone all provide extrinsic feedback information to coaches and athletes. However, commercial tracking systems still require a fair amount of operator intervention to process the data after capture and are often limited by the restricted capture environments that can be used and the necessity for individuals to wear tracking devices. Whilst some online tracking systems alleviate the requirements of manual tracking, to our knowledge a completely automated system suitable for sports performance is not yet commercially available. Automatic motion tracking has been used successfully in other domains outside

  10. Language-based multimedia information retrieval

    NARCIS (Netherlands)

    de Jong, Franciska M.G.; Gauvain, J.L.; Hiemstra, Djoerd; Netter, K.

    2000-01-01

    This paper describes various methods and approaches for language-based multimedia information retrieval, which have been developed in the projects POP-EYE and OLIVE and which will be developed further in the MUMIS project. All of these project aim at supporting automated indexing of video material

  11. Audio-Visual Classification of Sports Types

    DEFF Research Database (Denmark)

    Gade, Rikke; Abou-Zleikha, Mohamed; Christensen, Mads Græsbøll

    2015-01-01

    In this work we propose a method for classification of sports types from combined audio and visual features ex- tracted from thermal video. From audio Mel Frequency Cepstral Coefficients (MFCC) are extracted, and PCA are applied to reduce the feature space to 10 dimensions. From the visual modali...

  12. Sport and Re/creation: What Skateboarders Can Teach Us about Learning

    Science.gov (United States)

    Jones, Rodney H.

    2011-01-01

    This paper explores the role of digital media and creativity in the processes of learning that occur in groups of urban skateboarders. In particular, it examines how the production and consumption of amateur videos contribute to both skaters' mastery of the techniques of the sport and their integration into the culture of the sport. The data come…

  13. Music retrieval in ICOR

    Science.gov (United States)

    Finsterle, Lutz; Fischer, Stephan; Rimac, Ivica; Steinmetz, Ralf

    1999-08-01

    In this paper we describe music retrieval in ICOR, a project of Darmstadt TU. It is the goal of ICOR to find new interfaces to support applications of music video and music CDs. Although the project consists of audio and video analysis we concentrate on a description of the audio algorithms in this paper. We describe our MPEG-7 like data structure to store meta information for music pieces and explain which algorithms we use to analyze the content of music pieces automatically. We currently use an applause detection to distinguish live music from studio recordings, a genre classifier to distinguish pieces with beats form classical music, and a singer recognition.

  14. Eating Disorders, Physical Fitness and Sport Performance: A Systematic Review

    Directory of Open Access Journals (Sweden)

    Marwan El Ghoch

    2013-12-01

    Full Text Available Background: Eating disorders are health problems that are particularly prevalent in adolescents and young adults. They are associated with considerable physical health and psychosocial morbidity, and increased risk of mortality. We set out to conduct a systematic review to determine their effect on physical fitness in the general population and on sport performance in athletes. Methods/Design: A systematic review of the relevant peer-reviewed literature was performed. For inclusion, articles retrieved from PubMed had to be published in English between 1977 and 2013. Wherever possible, methods and reporting adhere to the guidelines outlined in the PRISMA statement. Some additional studies were retrieved from among those cited in the reference lists of included studies and from non-electronic databases. Literature searches, study selection, method and quality appraisal were performed independently by two authors, and data was synthesized using a narrative approach. Results: Of the 1183 articles retrieved, twenty-nine studies met the inclusion criteria and were consequently analysed. The available data indicate that eating disorders have a negative effect on physical fitness and sport performance by causing low energy availability, excessive loss of fat and lean mass, dehydration, and electrolyte disturbance. Discussion: Although the paucity of the available data mean that findings to date should be interpreted with caution, the information collated in this review has several practical implications. First, eating disorders have a negative effect on both physical fitness and sport performance. Second athletics coaches should be targeted for education about the risk factors of eating disorders, as deterioration in sport performance in athletes, particularly if they are underweight or show other signs of an eating disorder, may indicate the need for medical intervention. However, future studies are needed, especially to assess the direct effect of

  15. Eating Disorders, Physical Fitness and Sport Performance: A Systematic Review

    Science.gov (United States)

    El Ghoch, Marwan; Soave, Fabio; Calugi, Simona; Dalle Grave, Riccardo

    2013-01-01

    Background: Eating disorders are health problems that are particularly prevalent in adolescents and young adults. They are associated with considerable physical health and psychosocial morbidity, and increased risk of mortality. We set out to conduct a systematic review to determine their effect on physical fitness in the general population and on sport performance in athletes. Methods/Design: A systematic review of the relevant peer-reviewed literature was performed. For inclusion, articles retrieved from PubMed had to be published in English between 1977 and 2013. Wherever possible, methods and reporting adhere to the guidelines outlined in the PRISMA statement. Some additional studies were retrieved from among those cited in the reference lists of included studies and from non-electronic databases. Literature searches, study selection, method and quality appraisal were performed independently by two authors, and data was synthesized using a narrative approach. Results: Of the 1183 articles retrieved, twenty-nine studies met the inclusion criteria and were consequently analysed. The available data indicate that eating disorders have a negative effect on physical fitness and sport performance by causing low energy availability, excessive loss of fat and lean mass, dehydration, and electrolyte disturbance. Discussion: Although the paucity of the available data mean that findings to date should be interpreted with caution, the information collated in this review has several practical implications. First, eating disorders have a negative effect on both physical fitness and sport performance. Second athletics coaches should be targeted for education about the risk factors of eating disorders, as deterioration in sport performance in athletes, particularly if they are underweight or show other signs of an eating disorder, may indicate the need for medical intervention. However, future studies are needed, especially to assess the direct effect of eating disorders on

  16. Identification, synchronisation and composition of user-generated videos

    OpenAIRE

    Bano, Sophia

    2016-01-01

    Cotutela Universitat Politècnica de Catalunya i Queen Mary University of London The increasing availability of smartphones is facilitating people to capture videos of their experience when attending events such as concerts, sports competitions and public rallies. Smartphones are equipped with inertial sensors which could be beneficial for event understanding. The captured User-Generated Videos (UGVs) are made available on media sharing websites. Searching and mining of UGVs of the same eve...

  17. A Videography Analysis Framework for Video Retrieval and Summarization (Open Access)

    Science.gov (United States)

    2012-09-07

    J. S. D. Mason, and M.Pawlewski. Video genre classification using dy- namics. In IEEE ICASSP, 2001. [16] Ashutosh Saxena, Sung H. Chung, and Andrew Y...directing semantics for film shot classification. IEEE Transactions on Circuits and Systems for Video Technology (TCSVT), 19(10):1529–1542, 2009. [23

  18. Using Photogrammetry to Estimate Tank Waste Volumes from Video

    Energy Technology Data Exchange (ETDEWEB)

    Field, Jim G. [Washington River Protection Solutions, LLC, Richland, WA (United States)

    2013-03-27

    Washington River Protection Solutions (WRPS) contracted with HiLine Engineering & Fabrication, Inc. to assess the accuracy of photogrammetry tools as compared to video Camera/CAD Modeling System (CCMS) estimates. This test report documents the results of using photogrammetry to estimate the volume of waste in tank 241-C-I04 from post-retrieval videos and results using photogrammetry to estimate the volume of waste piles in the CCMS test video.

  19. Using Photogrammetry to Estimate Tank Waste Volumes from Video

    International Nuclear Information System (INIS)

    Field, Jim G.

    2013-01-01

    Washington River Protection Solutions (WRPS) contracted with HiLine Engineering and Fabrication, Inc. to assess the accuracy of photogrammetry tools as compared to video Camera/CAD Modeling System (CCMS) estimates. This test report documents the results of using photogrammetry to estimate the volume of waste in tank 241-C-I04 from post-retrieval videos and results using photogrammetry to estimate the volume of waste piles in the CCMS test video

  20. Sport électronique, agressivité motrice et sociabilités

    OpenAIRE

    BESOMBES, Nicolas

    2016-01-01

    This transdiciplinary work, at the intersection of motor praxeology, the sociology of sports and game studies, seeks to understand the phenomenon of “electronic sport” (Wagner, 2006; Taylor, 2012), using the fighting game Mortal Kombat X as its primary focus. The first chapter of this dissertation examines the competitive video gaming practice under four objective and operational criteria commonly used to define a sport: the physicality, the organization of competitions, the regulatory system...

  1. Modern psychological science to sport

    Directory of Open Access Journals (Sweden)

    Artem I. Kovalev

    2015-06-01

    Full Text Available In April 2015 the 7th All-Russian Festival of Student Sport took place. It was established seven years ago by the decision of the Academician V.A. Sadovnichy, rector of Lomonosov Moscow State University. This year the sports festival has embraced more than two hundreds of higher education institutions of the Russian Federation. A variety of sporting events with the participation of undergraduate and graduate students, performances by famous athletes, delivery standards and other sport events allowed to attract both participants and spectators of all ages, professional sports facilities and the degree of preparedness. A distinctive feature of the Festival’2015 was the fact of timing the celebration of the 70th anniversary of Victory in the 1941-1945Great Patriotic War in Russia. As a result, the program of the festival in addition to traditional sports and competitive events also includes sports and patriotic elements, i.e. trips to places of military glory, lectures and discussion clubs devoted to the development of sport and athletes during the war. Another innovation this year was held in the framework of the festival of scientific-practical conference “Fundamental science – sport”. The interdisciplinary nature of the conference allowed to unite representatives of different areas of knowledge, e.g. psychologists, biologists, doctors, philosophers and educators. The wide coverage of the audience and the speakers allowed to hold the conference in the format of online video simultaneously with the Tomsk State University, St. Petersburg State University, Southern Federal University and Perm State Humanitarian Teacher-Training University. To emphasize the importance of both fundamental and practical research, the conference was divided into two parts: the plenary session which highlighted the important methodological issues of interaction between science and sport, and the youth section of the conference that included reports on the

  2. Performance evaluation software moving object detection and tracking in videos

    CERN Document Server

    Karasulu, Bahadir

    2013-01-01

    Performance Evaluation Software: Moving Object Detection and Tracking in Videos introduces a software approach for the real-time evaluation and performance comparison of the methods specializing in moving object detection and/or tracking (D&T) in video processing. Digital video content analysis is an important item for multimedia content-based indexing (MCBI), content-based video retrieval (CBVR) and visual surveillance systems. There are some frequently-used generic algorithms for video object D&T in the literature, such as Background Subtraction (BS), Continuously Adaptive Mean-shift (CMS),

  3. The Effects of Emotional Visual Context on the Encoding and Retrieval of Body Odor Information.

    Science.gov (United States)

    Parma, Valentina; Macedo, Stephanie; Rocha, Marta; Alho, Laura; Ferreira, Jacqueline; Soares, Sandra C

    2018-04-01

    Conditions during information encoding and retrieval are known to influence the sensory material stored and its recapitulation. However, little is known about such processes in olfaction. Here, we capitalized on the uniqueness of body odors (BOs) which, similar to fingerprints, allow for the identification of a specific person, by associating their presentation to a negative or a neutral emotional context. One hundred twenty-five receivers (68 F) were exposed to a male BO while watching either criminal or neutral videos (encoding phase) and were subsequently asked to recognize the target BO within either a congruent or an incongruent visual context (retrieval phase). The results showed that criminal videos were rated as more vivid, unpleasant, and arousing than neutral videos both at encoding and retrieval. Moreover, in terms of BO ratings, we found that odor intensity and arousal allow to distinguish the target from the foils when congruent criminal information is presented at encoding and retrieval. Finally, the accuracy performance was not significantly different from chance level for either condition. These findings provide insights on how olfactory memories are processed in emotional situations.

  4. Motion analysis systems as optimization training tools in combat sports and martial arts

    Directory of Open Access Journals (Sweden)

    Ewa Polak

    2016-01-01

    Full Text Available Introduction: Over the past years, a few review papers about possibilities of using motion analysis systems in sport were published, but there are no articles that discuss this problem in the field of combat sports and martial arts. Aim: This study presents the diversity of contemporary motion analysis systems both, those that are used in scientific research, as well as those that can be applied in daily work of coaches and athletes in combat sports and martial arts. An additional aim is the indication of example applications in scientific research and range of applications in optimizing the training process. It presents a brief description of each type of systems that are currently used in sport, specific examples of systems and the main advantages and disadvantages of using them. The presentation and discussion takes place in the following sections: motion analysis utility for combat sports and martial arts, systems using digital video and systems using markers, sensors or transmitters. Conclusions: Not all types of motion analysis systems used in sport are suitable for combat sports and martial arts. Scientific studies conducted so far showed the usefulness of video-based, optical and electromechanical systems. The use of research results made with complex motion analysis systems, or made with simple systems, local application and immediate visualization is important for the preparation of training and its optimization. It may lead to technical and tactical improvement in athletes as well as the prevention of injuries in combat sports and martial arts.

  5. Big hits on the small screen: an evaluation of concussion-related videos on YouTube.

    Science.gov (United States)

    Williams, David; Sullivan, S John; Schneiders, Anthony G; Ahmed, Osman Hassan; Lee, Hopin; Balasundaram, Arun Prasad; McCrory, Paul R

    2014-01-01

    YouTube is one of the largest social networking websites, allowing users to upload and view video content that provides entertainment and conveys many messages, including those related to health conditions, such as concussion. However, little is known about the content of videos relating to concussion. To identify and classify the content of concussion-related videos available on YouTube. An observational study using content analysis. YouTube's video database was systematically searched using 10 search terms selected from MeSH and Google Adwords. The 100 videos with the largest view counts were chosen from the identified videos. These videos and their accompanying text were analysed for purpose, source and description of content by a panel of assessors who classified them into data-driven thematic categories. 434 videos met the inclusion criteria and the 100 videos with the largest view counts were chosen. The most common categories of the videos were the depiction of a sporting injury (37%) and news reports (25%). News and media organisations were the predominant source (51%) of concussion-related videos on YouTube, with very few being uploaded by professional or academic organisations. The median number of views per video was 26 191. Although a wide range of concussion-related videos were identified, there is a need for healthcare and educational organisations to explore YouTube as a medium for the dissemination of quality-controlled information on sports concussion.

  6. Associative conceptual space-based information retrieval systems

    NARCIS (Netherlands)

    M.J. Schuemie (Martijn); J.H. van den Berg (Jan)

    1998-01-01

    textabstractIn this `Information Era' with the availability of large collections of books, articles, journals, CD-ROMs, video films and so on, there exists an increasing need for intelligent information retrieval systems that enable users to find the information desired easily. Many attempts have

  7. METs in adults while playing active video games: a metabolic chamber study.

    Science.gov (United States)

    Miyachi, Motohiko; Yamamoto, Kenta; Ohkawara, Kazunori; Tanaka, Shigeho

    2010-06-01

    Active video game systems controlled through arm gestures and motions (Nintendo Wii Sports) and video games controlled through force plate (Wii Fit Plus) are becoming increasingly popular. This study was performed to determine the energy expenditure (EE) during Wii Fit Plus and Wii Sports game activities. Twelve adult men and women performed all the activities of Wii Sports (five activities: golf, bowling, tennis, baseball, and boxing) and Wii Fit Plus (63 activities classified as yoga, resistance, balance, and aerobic exercises). Each activity was continued for at least 8 min to obtain a steady-state EE. Because EE was assessed in an open-circuit indirect metabolic chamber consisting of an airtight room (20,000 or 15,000 L), subjects were freed of apparatus to collect expired gas while playing the games. MET value was calculated from resting EE and steady-state EE during activity. The mean MET values of all 68 activities were distributed over a wide range from 1.3 METs (Lotus Focus) to 5.6 METs (single-arm stand). The mean MET values in yoga, balance, resistance, and aerobic exercise of Wii Fit Plus and Wii Sports were 2.1, 2.0, 3.2, 3.4, and 3.0 METs, respectively. Forty-six activities (67%) were classified as light intensity (6.0 METs). Time spent playing one-third of the activities supplied by motion- and gesture-controlled video games can count toward the daily amount of exercise required according to the guidelines provided by the American College of Sports Medicine and the American Heart Association, which focus on 30 min of moderate-intensity daily physical activity 5 d x wk(-1).

  8. Prior video game exposure does not enhance robotic surgical performance.

    Science.gov (United States)

    Harper, Jonathan D; Kaiser, Stefan; Ebrahimi, Kamyar; Lamberton, Gregory R; Hadley, H Roger; Ruckle, Herbert C; Baldwin, D Duane

    2007-10-01

    Prior research has demonstrated that counterintuitive laparoscopic surgical skills are enhanced by experience with video games. A similar relation with robotic surgical skills has not been tested. The purpose of this study was to determine whether prior video-game experience enhances the acquisition of robotic surgical skills. A series of 242 preclinical medical students completed a self-reported video-game questionnaire detailing the frequency, duration, and peak playing time. The 10 students with the highest and lowest video-game exposure completed a follow-up questionnaire further quantifying video game, sports, musical instrument, and craft and hobby exposure. Each subject viewed a training video demonstrating the use of the da Vinci surgical robot in tying knots, followed by 3 minutes of proctored practice time. Subjects then tied knots for 5 minutes while an independent blinded observer recorded the number of knots tied, missed knots, frayed sutures, broken sutures, and mechanical errors. The mean playing time for the 10 game players was 15,136 total hours (range 5,840-30,000 hours). Video-game players tied fewer knots than nonplayers (5.8 v 9.0; P = 0.04). Subjects who had played sports for at least 4 years had fewer mechanical errors (P = 0.04), broke fewer sutures (P = 0.01), and committed fewer total errors (P = 0.01). Similarly, those playing musical instruments longer than 5 years missed fewer knots (P = 0.05). In the extremes of video-game experience tested in this study, game playing was inversely correlated with the ability to learn robotic suturing. This study suggests that advanced surgical skills such as robotic suturing may be learned more quickly by athletes and musicians. Prior extensive video-game exposure had a negative impact on robotic performance.

  9. Analysis, Retrieval and Delivery of Multimedia Content

    CERN Document Server

    Cavallaro, Andrea; Leonardi, Riccardo; Migliorati, Pierangelo

    2013-01-01

    Covering some of the most cutting-edge research on the delivery and retrieval of interactive multimedia content, this volume of specially chosen contributions provides the most updated perspective on one of the hottest contemporary topics. The material represents extended versions of papers presented at the 11th International Workshop on Image Analysis for Multimedia Interactive Services, a vital international forum on this fast-moving field. Logically organized in discrete sections that approach the subject from its various angles, the content deals in turn with content analysis, motion and activity analysis, high-level descriptors and video retrieval, 3-D and multi-view, and multimedia delivery. The chapters cover the finest detail of emerging techniques such as the use of high-level audio information in improving scene segmentation and the use of subjective logic for forensic visual surveillance. On content delivery, the book examines both images and video, focusing on key subjects including an efficient p...

  10. Query by example video based on fuzzy c-means initialized by fixed clustering center

    Science.gov (United States)

    Hou, Sujuan; Zhou, Shangbo; Siddique, Muhammad Abubakar

    2012-04-01

    Currently, the high complexity of video contents has posed the following major challenges for fast retrieval: (1) efficient similarity measurements, and (2) efficient indexing on the compact representations. A video-retrieval strategy based on fuzzy c-means (FCM) is presented for querying by example. Initially, the query video is segmented and represented by a set of shots, each shot can be represented by a key frame, and then we used video processing techniques to find visual cues to represent the key frame. Next, because the FCM algorithm is sensitive to the initializations, here we initialized the cluster center by the shots of query video so that users could achieve appropriate convergence. After an FCM cluster was initialized by the query video, each shot of query video was considered a benchmark point in the aforesaid cluster, and each shot in the database possessed a class label. The similarity between the shots in the database with the same class label and benchmark point can be transformed into the distance between them. Finally, the similarity between the query video and the video in database was transformed into the number of similar shots. Our experimental results demonstrated the performance of this proposed approach.

  11. Video content analysis on body-worn cameras for retrospective investigation

    Science.gov (United States)

    Bouma, Henri; Baan, Jan; ter Haar, Frank B.; Eendebak, Pieter T.; den Hollander, Richard J. M.; Burghouts, Gertjan J.; Wijn, Remco; van den Broek, Sebastiaan P.; van Rest, Jeroen H. C.

    2015-10-01

    In the security domain, cameras are important to assess critical situations. Apart from fixed surveillance cameras we observe an increasing number of sensors on mobile platforms, such as drones, vehicles and persons. Mobile cameras allow rapid and local deployment, enabling many novel applications and effects, such as the reduction of violence between police and citizens. However, the increased use of bodycams also creates potential challenges. For example: how can end-users extract information from the abundance of video, how can the information be presented, and how can an officer retrieve information efficiently? Nevertheless, such video gives the opportunity to stimulate the professionals' memory, and support complete and accurate reporting. In this paper, we show how video content analysis (VCA) can address these challenges and seize these opportunities. To this end, we focus on methods for creating a complete summary of the video, which allows quick retrieval of relevant fragments. The content analysis for summarization consists of several components, such as stabilization, scene selection, motion estimation, localization, pedestrian tracking and action recognition in the video from a bodycam. The different components and visual representations of summaries are presented for retrospective investigation.

  12. Marketing Food and Beverages to Youth Through Sports.

    Science.gov (United States)

    Bragg, Marie A; Roberto, Christina A; Harris, Jennifer L; Brownell, Kelly D; Elbel, Brian

    2018-01-01

    Food and beverage marketing has been identified as a major driver of obesity yet sports sponsorship remains common practice and represents millions of dollars in advertising expenditures. Research shows that food and beverage products associated with sports (e.g., M&M's with National Association for Stock Car Auto Racing logo) generate positive feelings, excitement, and a positive self-image among adults and children. Despite this, self-regulatory pledges made by food companies to limit exposure of unhealthy products to children have not improved the nutritional quality of foods marketed to children. We reviewed the literature about sports-related food marketing, including food and beverage companies' use of sports sponsorships, athlete endorsements, and sports video games. This review demonstrates that sports sponsorships with food and beverage companies often promote energy-dense, nutrient-poor products and while many of these promotions do not explicitly target youth, sports-related marketing affects food perceptions and preferences among youth. Furthermore, endorsement of unhealthy products by professional athletes sends mixed messages; although athletes may promote physical activity, they simultaneously encourage consumption of unhealthy products that can lead to negative health outcomes. We argue that more athletes and sports organizations should stop promoting unhealthy foods and beverages and work with health experts to encourage healthy eating habits among youth. Copyright © 2017 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  13. Thermal Tracking of Sports Players

    Directory of Open Access Journals (Sweden)

    Rikke Gade

    2014-07-01

    Full Text Available We present here a real-time tracking algorithm for thermal video from a sports game. Robust detection of people includes routines for handling occlusions and noise before tracking each detected person with a Kalman filter. This online tracking algorithm is compared with a state-of-the-art offline multi-target tracking algorithm. Experiments are performed on a manually annotated 2-minutes video sequence of a real soccer game. The Kalman filter shows a very promising result on this rather challenging sequence with a tracking accuracy above 70% and is superior compared with the offline tracking approach. Furthermore, the combined detection and tracking algorithm runs in real time at 33 fps, even with large image sizes of 1920 × 480 pixels.

  14. Thermal tracking of sports players.

    Science.gov (United States)

    Gade, Rikke; Moeslund, Thomas B

    2014-07-29

    We present here a real-time tracking algorithm for thermal video from a sports game. Robust detection of people includes routines for handling occlusions and noise before tracking each detected person with a Kalman filter. This online tracking algorithm is compared with a state-of-the-art offline multi-target tracking algorithm. Experiments are performed on a manually annotated 2-minutes video sequence of a real soccer game. The Kalman filter shows a very promising result on this rather challenging sequence with a tracking accuracy above 70% and is superior compared with the offline tracking approach. Furthermore, the combined detection and tracking algorithm runs in real time at 33 fps, even with large image sizes of 1920 × 480 pixels.

  15. The Reliability of Bariatric Surgery Videos in YouTube Platform.

    Science.gov (United States)

    Erdem, Hasan; Sisik, Abdullah

    2018-03-01

    The growing number of bariatric surgery videos shared on YouTube highlights the need for content and quality assessment. The aim of this study was to answer the question 'Is watching these videos useful to surgeons and patients?' YouTube was searched using the keywords 'obesity surgery', 'bariatric surgery' and 'weight loss surgery', and 100 videos retrieved using each keyword were classified based on their 'usefulness score' as very useful, useful and not useful. Video content; source; length and number of views, likes and dislikes were recorded. Upload sources included doctors or hospitals (DH), medical web sites or TV channels (MW), commercial web sites (CW) or civilians (CI). Between-group differences were compared. Of the 300 videos watched, 175 were included in the study; 53.7% were useful and 24.6% were very useful. There were no between-group differences in the number of likes (p = 0.480), dislikes (p = 0.592) and views (p = 0.104). Most videos were uploaded by MW and DH, also with no significant differences in the number of likes (p = 0.35), dislikes (p = 0.14) and views (p = 0.93). No videos were found with misleading information. The popularity of bariatric surgery and interest of both patients and surgeons are increasing daily. Although videos on bariatric surgery on YouTube may be more useful than those on other surgical procedures, it is important that the videos are uploaded by medical professionals and that specific upload and retrieval filters are applied.

  16. Paralympic sports medicine--current evidence in winter sport: considerations in the development of equipment standards for paralympic athletes.

    Science.gov (United States)

    Burkett, Brendan

    2012-01-01

    To highlight and discuss the considerations for the future development of equipment standards for Winter Paralympic sports. Literature searches were performed (in English) during May 2011 using the key words "technology, winter sport, Olympic, and Paralympic" in the computerized databases PubMed, PsycINFO, Science Direct, and Google Scholar. In addition, personal scientific observations were made at several Winter Paralympic Games. The retrieved articles were screened and assessed for relevance to the biological, biomechanical, and sport medicine aspects of equipment. There are 3 key areas in which technology has influenced sports performance in Paralympic winter sports, namely, specialized prostheses, crutch skis or outriggers (in lieu of poles), and sport-specific wheelchairs (such as the sit-ski). From a sport medicine perspective, a crucial factor not considered in the standard laboratory test of mechanical efficiency is the influence of the human-equipment connection, such as the stump-to-prosthesis interface or the required human-to-wheelchair control. This connectivity is critical to the effective operation of the assistive device. When assessing the efficiency of this equipment, the not-so-obvious, holistic, compensatory factors need to be considered. Assistive equipment is fundamental for a person with a disability to participate and compete in winter sport activities. Although there have been improvements in the mechanical function of some assistive devices, the key issue is matching the residual function of the person with the assistive equipment. Equitable access to this technology will also ensure that the fundamental spirit of fair play that underpins the Paralympic Games is maintained.

  17. Correlation Between Arthroscopy Simulator and Video Game Performance: A Cross-Sectional Study of 30 Volunteers Comparing 2- and 3-Dimensional Video Games.

    Science.gov (United States)

    Jentzsch, Thorsten; Rahm, Stefan; Seifert, Burkhardt; Farei-Campagna, Jan; Werner, Clément M L; Bouaicha, Samy

    2016-07-01

    To investigate the association between arthroscopy simulator performance and video game skills. This study compared the performances of 30 volunteers without experience performing arthroscopies in 3 different tasks of a validated virtual reality knee arthroscopy simulator with the video game experience using a questionnaire and actual performances in 5 different 2- and 3-dimensional (D) video games of varying genres on 2 different platforms. Positive correlations between knee arthroscopy simulator and video game performances (ρ = 0.63, P video game skills, they show a correlation with 2-D tile-matching puzzle games only for easier tasks with a rather limited focus, and highly correlate with 3-D sports and first-person shooter video games. These findings show that experienced and good 3-D gamers are better arthroscopists than nonexperienced and poor 3-D gamers. Level II, observational cross-sectional study. Copyright © 2016 Arthroscopy Association of North America. Published by Elsevier Inc. All rights reserved.

  18. Television, computer, and video viewing; physical activity; and upper limb fracture risk in children: a population-based case control study.

    Science.gov (United States)

    Ma, Deqiong; Jones, Graeme

    2003-11-01

    The effect of physical activity on upper limb fractures was examined in this population-based case control study with 321 age- and gender-matched pairs. Sports participation increased fracture risk in boys and decreased risk in girls. Television viewing had a deleterious dose response association with wrist and forearm fractures while light physical activity was protective. The aim of this population-based case control study was to examine the association between television, computer, and video viewing; types and levels of physical activity; and upper limb fractures in children 9-16 years of age. A total of 321 fracture cases and 321 randomly selected individually matched controls were studied. Television, computer, and video viewing and types and levels of physical activity were determined by interview-administered questionnaire. Bone strength was assessed by DXA and metacarpal morphometry. In general, sports participation increased total upper limb fracture risk in boys and decreased risk in girls. Gender-specific risk estimates were significantly different for total, contact, noncontact, and high-risk sports participation as well as four individual sports (soccer, cricket, surfing, and swimming). In multivariate analysis, time spent television, computer, and video viewing in both sexes was positively associated with wrist and forearm fracture risk (OR 1.6/category, 95% CI: 1.1-2.2), whereas days involved in light physical activity participation decreased fracture risk (OR 0.8/category, 95% CI: 0.7-1.0). Sports participation increased hand (OR 1.5/sport, 95% CI: 1.1-2.0) and upper arm (OR 29.8/sport, 95% CI: 1.7-535) fracture risk in boys only and decreased wrist and forearm fracture risk in girls only (OR 0.5/sport, 95% CI: 0.3-0.9). Adjustment for bone density and metacarpal morphometry did not alter these associations. There is gender discordance with regard to sports participation and fracture risk in children, which may reflect different approaches to sport

  19. Disembodied perspective: third-person images in GoPro videos

    OpenAIRE

    Bédard, Philippe

    2015-01-01

    Used as much in extreme-sports videos and professional productions as in amateur and home videos, GoPro wearable cameras have become ubiquitous in contemporary moving image culture. During its swift and ongoing rise in popularity, GoPro has also enabled the creation of new and unusual points of view, among which are “third-person images”. This article introduces and defines this particular phenomenon through an approach that deals with both the aesthetic and technical characteristics of the i...

  20. Continuity-Aware Scheduling Algorithm for Scalable Video Streaming

    Directory of Open Access Journals (Sweden)

    Atinat Palawan

    2016-05-01

    Full Text Available The consumer demand for retrieving and delivering visual content through consumer electronic devices has increased rapidly in recent years. The quality of video in packet networks is susceptible to certain traffic characteristics: average bandwidth availability, loss, delay and delay variation (jitter. This paper presents a scheduling algorithm that modifies the stream of scalable video to combat jitter. The algorithm provides unequal look-ahead by safeguarding the base layer (without the need for overhead of the scalable video. The results of the experiments show that our scheduling algorithm reduces the number of frames with a violated deadline and significantly improves the continuity of the video stream without compromising the average Y Peek Signal-to-Noise Ratio (PSNR.

  1. Visual Alphabets: Video classification by end users

    NARCIS (Netherlands)

    Israël, Menno; van den Broek, Egon; van der Putten, Peter; den Uyl, Marten J.; Petrushin, Valery A.; Khan, Latifur

    2007-01-01

    The work presented here introduces a real-time automatic scene classifier within content-based video retrieval. In our envisioned approach end users like documentalists, not image processing experts, build classifiers interactively, by simply indicating positive examples of a scene. Classification

  2. Video Games, Adolescents, and the Displacement Effect

    Science.gov (United States)

    Fisher, Carla Christine

    2012-01-01

    The displacement effect (the idea that time spent in one activity displaces time spent in other activities) was examined within the lens of adolescents' video game use and their time spent reading, doing homework, in physically active sports and activities, in creative play, and with parents and friends. Data were drawn from the Panel Study…

  3. Content-based video indexing and searching with wavelet transformation

    Science.gov (United States)

    Stumpf, Florian; Al-Jawad, Naseer; Du, Hongbo; Jassim, Sabah

    2006-05-01

    Biometric databases form an essential tool in the fight against international terrorism, organised crime and fraud. Various government and law enforcement agencies have their own biometric databases consisting of combination of fingerprints, Iris codes, face images/videos and speech records for an increasing number of persons. In many cases personal data linked to biometric records are incomplete and/or inaccurate. Besides, biometric data in different databases for the same individual may be recorded with different personal details. Following the recent terrorist atrocities, law enforcing agencies collaborate more than before and have greater reliance on database sharing. In such an environment, reliable biometric-based identification must not only determine who you are but also who else you are. In this paper we propose a compact content-based video signature and indexing scheme that can facilitate retrieval of multiple records in face biometric databases that belong to the same person even if their associated personal data are inconsistent. We shall assess the performance of our system using a benchmark audio visual face biometric database that has multiple videos for each subject but with different identity claims. We shall demonstrate that retrieval of relatively small number of videos that are nearest, in terms of the proposed index, to any video in the database results in significant proportion of that individual biometric data.

  4. Can video games be used to predict or improve laparoscopic skills?

    Science.gov (United States)

    Rosenberg, Bradley H; Landsittel, Douglas; Averch, Timothy D

    2005-04-01

    Performance of laparoscopic surgery requires adequate hand-eye coordination. Video games are an effective way to judge one's hand-eye coordination, and practicing these games may improve one's skills. Our goal was to see if there is a correlation between skill in video games and skill in laparoscopy. Also, we hoped to demonstrate that practicing video games can improve one's laparoscopic skills. Eleven medical students (nine male, two female) volunteered to participate. On day 1, each student played three commercially available video games (Top Spin, XSN Sports; Project Gotham Racing 2, Bizarre Creations; and Amped 2, XSN Sports) for 30 minutes on an X-box (Microsoft, Seattle, WA) and was judged both objectively and subjectively. Next, the students performed four laparoscopic tasks (object transfer, tracing a figure-of-eight, suture placement, and knot-tying) in a swine model and were assessed for time to complete the task, number of errors committed, and hand-eye coordination. The students were then randomized to control (group A) or "training" (i.e., video game practicing; group B) arms. Two weeks later, all students repeated the laparoscopic skills laboratory and were reassessed. Spearman correlation coefficients demonstrated a significant relation between many of the parameters, particularly time to complete each task and hand-eye coordination at the different games. There was a weaker association between video game performance and both laparoscopic errors committed and hand-eye coordination. Group B subjects did not improve significantly over those in group A in any measure (P >0.05 for all). Video game aptitude appears to predict the level of laparoscopic skill in the novice surgeon. In this study, practicing video games did not improve one's laparoscopic skill significantly, but a larger study with more practice time could prove games to be helpful.

  5. Exploring inter-frame correlation analysis and wavelet-domain modeling for real-time caption detection in streaming video

    Science.gov (United States)

    Li, Jia; Tian, Yonghong; Gao, Wen

    2008-01-01

    In recent years, the amount of streaming video has grown rapidly on the Web. Often, retrieving these streaming videos offers the challenge of indexing and analyzing the media in real time because the streams must be treated as effectively infinite in length, thus precluding offline processing. Generally speaking, captions are important semantic clues for video indexing and retrieval. However, existing caption detection methods often have difficulties to make real-time detection for streaming video, and few of them concern on the differentiation of captions from scene texts and scrolling texts. In general, these texts have different roles in streaming video retrieval. To overcome these difficulties, this paper proposes a novel approach which explores the inter-frame correlation analysis and wavelet-domain modeling for real-time caption detection in streaming video. In our approach, the inter-frame correlation information is used to distinguish caption texts from scene texts and scrolling texts. Moreover, wavelet-domain Generalized Gaussian Models (GGMs) are utilized to automatically remove non-text regions from each frame and only keep caption regions for further processing. Experiment results show that our approach is able to offer real-time caption detection with high recall and low false alarm rate, and also can effectively discern caption texts from the other texts even in low resolutions.

  6. Automatic Story Segmentation for TV News Video Using Multiple Modalities

    Directory of Open Access Journals (Sweden)

    Émilie Dumont

    2012-01-01

    Full Text Available While video content is often stored in rather large files or broadcasted in continuous streams, users are often interested in retrieving only a particular passage on a topic of interest to them. It is, therefore, necessary to split video documents or streams into shorter segments corresponding to appropriate retrieval units. We propose here a method for the automatic segmentation of TV news videos into stories. A-multiple-descriptor based segmentation approach is proposed. The selected multimodal features are complementary and give good insights about story boundaries. Once extracted, these features are expanded with a local temporal context and combined by an early fusion process. The story boundaries are then predicted using machine learning techniques. We investigate the system by experiments conducted using TRECVID 2003 data and protocol of the story boundary detection task, and we show that the proposed approach outperforms the state-of-the-art methods while requiring a very small amount of manual annotation.

  7. Guest Editorial: Analysis and Retrieval of Events/Actions and Workflows in Video Streams

    DEFF Research Database (Denmark)

    Doulamis, Anastasios; Doulamis, Nikolaos; Bertini, Marco

    2016-01-01

    .g., thematic parks, critical public infrastructures), crisis management in public service areas (e.g., train stations, airports), security (detection of abnormal behaviors in surveillance videos), semantic characterization, and annotation of video streams in various domains (e.g., broadcast or user...

  8. Visualising Digital Video Libraries for TV Broadcasting Industry: A User-Centred Approach

    OpenAIRE

    HAESEN, Mieke; MESKENS, Jan; CONINX, Karin

    2009-01-01

    Finding a suitable video fragment in a vast video archive is mostly a complex task. Even professional users have to skim many hours of stored video data before they find the desired content. In this paper, we present a user-centred software engineering approach that is employed to create a novel news video explorer for TV broadcasting industry. This approach helps to ensure the balance between the tech-nological progress in the field of information retrieval on the one hand and the needs and ...

  9. Evaluation of the kinematic structure of indicators key elements of sports equipment exercise by postural orientation movements

    Directory of Open Access Journals (Sweden)

    Y.V. Litvinenko

    2014-12-01

    Full Text Available Purpose : Examine the kinematic structure of indicators key elements of sports equipment exercise (difficult to coordinate. The method of postural orientation movements. Material : The study involved acrobats jumpers on the path of high qualification (n = 7. The method used video - computer recording the movements of the athlete. Results : Identified nodal elements of sports equipment double back somersault tuck. Exercise performed after rondat and double back flip and stretch after rondat - flick (coup ago. In the preparatory phase of motor actions acrobatic exercises isolated and studied central element of sports equipment - starting posture of the body; in the phase of the main motor action - animation poses of the body; in the final phase - the final body posture (stable landing. Conclusions : The method of video - computer registration allowed to perform a biomechanical analysis and evaluation of key elements of sports equipment double back somersault tuck and a double back flip and stretch. Also gain new knowledge about the mechanism of the phase structure of movements when performing double somersaults.

  10. Motion video analysis using planar parallax

    Science.gov (United States)

    Sawhney, Harpreet S.

    1994-04-01

    Motion and structure analysis in video sequences can lead to efficient descriptions of objects and their motions. Interesting events in videos can be detected using such an analysis--for instance independent object motion when the camera itself is moving, figure-ground segregation based on the saliency of a structure compared to its surroundings. In this paper we present a method for 3D motion and structure analysis that uses a planar surface in the environment as a reference coordinate system to describe a video sequence. The motion in the video sequence is described as the motion of the reference plane, and the parallax motion of all the non-planar components of the scene. It is shown how this method simplifies the otherwise hard general 3D motion analysis problem. In addition, a natural coordinate system in the environment is used to describe the scene which can simplify motion based segmentation. This work is a part of an ongoing effort in our group towards video annotation and analysis for indexing and retrieval. Results from a demonstration system being developed are presented.

  11. MovieRemix: Having Fun Playing with Videos

    Directory of Open Access Journals (Sweden)

    Nicola Dusi

    2011-01-01

    scenario. Known as remix or video remix, the produced video may have new and different meanings with respect to the source material. Unfortunately, when managing audiovisual objects, the technological aspect can be a burden for many creative users. Motivated by the large success of the gaming market, we propose a novel game and an architecture to make the remix process a pleasant and stimulating gaming experience. MovieRemix allows people to act like a movie director, but instead of dealing with cast and cameras, the player has to create a remixed video starting from a given screenplay and from video shots retrieved from the provided catalog. MovieRemix is not a simple video editing tool nor is a simple game: it is a challenging environment that stimulates creativity. To temp to play the game, players can access different levels of screenplay (original, outline, derived and can also challenge other players. Computational and storage issues are kept at the server side, whereas the client device just needs to have the capability of playing streaming videos.

  12. Perceptions of video gaming careers and its implications on parental mediation

    OpenAIRE

    Jiow, Hee Jhee; Athwal, Rayvinder Jit Singh; Chew, Ling Ling; Elias, Muhammad Helmi; Lim, Nina; Lye, Qin Ting; Ng, Xin Yu; Woo, Kenneth

    2018-01-01

    Since its advent in the 1970s, the video game industry has superseded its film counterpart, sporting a growth rate quadrupling that of other media and entertainment sectors. In contemporary times, video gaming occupations — namely game designers, professional gamers and YouTubers — have gained prominence, bolstered by the support of the media industry and government agencies. Yet, little remains known about the perceptions of these careers from the standpoint of parents and young gamers. This...

  13. A Super-resolution Reconstruction Algorithm for Surveillance Video

    Directory of Open Access Journals (Sweden)

    Jian Shao

    2017-01-01

    Full Text Available Recent technological developments have resulted in surveillance video becoming a primary method of preserving public security. Many city crimes are observed in surveillance video. The most abundant evidence collected by the police is also acquired through surveillance video sources. Surveillance video footage offers very strong support for solving criminal cases, therefore, creating an effective policy, and applying useful methods to the retrieval of additional evidence is becoming increasingly important. However, surveillance video has had its failings, namely, video footage being captured in low resolution (LR and bad visual quality. In this paper, we discuss the characteristics of surveillance video and describe the manual feature registration – maximum a posteriori – projection onto convex sets to develop a super-resolution reconstruction method, which improves the quality of surveillance video. From this method, we can make optimal use of information contained in the LR video image, but we can also control the image edge clearly as well as the convergence of the algorithm. Finally, we make a suggestion on how to adjust the algorithm adaptability by analyzing the prior information of target image.

  14. Introducing Player-Driven Video Analysis to Enhance Reflective Soccer Practice

    DEFF Research Database (Denmark)

    Hjort, Anders; Elbæk, Lars; Henriksen, Kristoffer

    2017-01-01

    . The implementation and evaluation of PU took place in the FC Copenhagen (FCK) School of Excellence. Findings show that PU can improve youth football players’ reflection skills through consistent video analyses and tagging, that coaches are important as role models and providers of feedback, and that the use......In the present study, we investigated the introduction of a cloud-based video analysis platform called Player Universe (PU) in a Danish football club. Video analysis is not a new performance-enhancing element in sport, but PU is innovative in the way players and coaches produce footage and how...... it facilitates reflective learning. Video analysis is executed in the (PU) platform by involving the players in the analysis process, in the sense that they are encouraged to tag game actions in video-documented football matches. Following this, players can get virtual feedback from their coach. The philosophy...

  15. Hierarchical vs non-hierarchical audio indexation and classification for video genres

    Science.gov (United States)

    Dammak, Nouha; BenAyed, Yassine

    2018-04-01

    In this paper, Support Vector Machines (SVMs) are used for segmenting and indexing video genres based on only audio features extracted at block level, which has a prominent asset by capturing local temporal information. The main contribution of our study is to show the wide effect on the classification accuracies while using an hierarchical categorization structure based on Mel Frequency Cepstral Coefficients (MFCC) audio descriptor. In fact, the classification consists in three common video genres: sports videos, music clips and news scenes. The sub-classification may divide each genre into several multi-speaker and multi-dialect sub-genres. The validation of this approach was carried out on over 360 minutes of video span yielding a classification accuracy of over 99%.

  16. [Mass sports improves proprioception and reduces valgus stress on the female knee joint].

    Science.gov (United States)

    Lippross, S; Prange, G; Oehlert, K; Katharina, O; Furkmann, O; Seekamp, A; Hassenpflug, J; Varoga, D

    2010-03-01

    ACL rupture is more common in females than in males. The injury can result in chondral and meniscal damage or chronic instability. Most often ACL rupture occurs during landing after throwing and jumping in ball sports. Many studies have reported on incidence, mechanism of injury and predisposing factors in professional athletes. In contrast, we have investigated the impact of mass sports on predisposing factors for the female ACL rupture. In an empirical analytical study leg-axis dynamics, proprioception and foot load of 44 women participating either in regular mass sports or in no sports were investigated by video analysis and on the Biodex-Stability Platform. Our study demonstrates that mass sports improves proprioception of the knee joint. Non-sportive subjects had an increased valgus leg axis during landing in comparison with mass sport participants. Here, we show to the best of our knowledge for the first time that moderate sports activity has a positive effect on predisposing factors of the female ACL rupture. We conclude that prevention programmes focussed on jumping and proprioception can lower the incidence of female ACL ruptures.

  17. First- and third-party ground truth for key frame extraction from consumer video clips

    Science.gov (United States)

    Costello, Kathleen; Luo, Jiebo

    2007-02-01

    Extracting key frames (KF) from video is of great interest in many applications, such as video summary, video organization, video compression, and prints from video. KF extraction is not a new problem. However, current literature has been focused mainly on sports or news video. In the consumer video space, the biggest challenges for key frame selection from consumer videos are the unconstrained content and lack of any preimposed structure. In this study, we conduct ground truth collection of key frames from video clips taken by digital cameras (as opposed to camcorders) using both first- and third-party judges. The goals of this study are: (1) to create a reference database of video clips reasonably representative of the consumer video space; (2) to identify associated key frames by which automated algorithms can be compared and judged for effectiveness; and (3) to uncover the criteria used by both first- and thirdparty human judges so these criteria can influence algorithm design. The findings from these ground truths will be discussed.

  18. Gradual cut detection using low-level vision for digital video

    Science.gov (United States)

    Lee, Jae-Hyun; Choi, Yeun-Sung; Jang, Ok-bae

    1996-09-01

    Digital video computing and organization is one of the important issues in multimedia system, signal compression, or database. Video should be segmented into shots to be used for identification and indexing. This approach requires a suitable method to automatically locate cut points in order to separate shot in a video. Automatic cut detection to isolate shots in a video has received considerable attention due to many practical applications; our video database, browsing, authoring system, retrieval and movie. Previous studies are based on a set of difference mechanisms and they measured the content changes between video frames. But they could not detect more special effects which include dissolve, wipe, fade-in, fade-out, and structured flashing. In this paper, a new cut detection method for gradual transition based on computer vision techniques is proposed. And then, experimental results applied to commercial video are presented and evaluated.

  19. Localizing wushu players on a platform based on a video recording

    Science.gov (United States)

    Peczek, Piotr M.; Zabołotny, Wojciech M.

    2017-08-01

    This article describes the development of a method to localize an athlete during sports performance on a platform, based on a static video recording. Considered sport for this method is wushu - martial art. However, any other discipline can be applied. There are specified requirements, and 2 algorithms of image processing are described. The next part presents an experiment that was held based on recordings from the Pan American Wushu Championship. Based on those recordings the steps of the algorithm are shown. Results are evaluated manually. The last part of the article concludes if the algorithm is applicable and what improvements have to be implemented to use it during sports competitions as well as for offline analysis.

  20. The accuracy and reproducibility of video assessment in the pitch-side management of concussion in elite rugby.

    Science.gov (United States)

    Fuller, G W; Kemp, S P T; Raftery, M

    2017-03-01

    To investigate the accuracy and reliability of side-line video review of head impact events to aid identification of concussion in elite sport. Diagnostic accuracy and inter-rater agreement study. Immediate care, match day and team doctors involved in the 2015 Rugby Union World Cup viewed 20 video clips showing broadcaster's footage of head impact events occurring during elite Rugby matches. Subjects subsequently recorded whether any criteria warranting permanent removal from play or medical room head injury assessment were present. The accuracy of these ratings were compared to consensus expert opinion by calculating mean sensitivity and specificity across raters. The reproducibility of doctor's decisions was additionally assessed using raw agreement and Gwets AC1 chance corrected agreement coefficient. Forty rugby medicine doctors were included in the study. Compared to the expert reference standard overall sensitivity and specificity of doctors decisions were 77.5% (95% CI 73.1-81.5%) and 53.3% (95% CI 48.2-58.2%) respectively. Overall there was raw agreement of 67.8% (95% CI 57.9-77.7%) between doctors across all video clips. Chance corrected Gwets AC1 agreement coefficient was 0.39 (95% CI 0.17-0.62), indicating fair agreement. Rugby World Cup doctors' demonstrated moderate accuracy and fair reproducibility in head injury event decision making when assessing video clips of head impact events. The use of real-time video may improve the identification, decision making and management of concussion in elite sports. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  1. Sports and energy drink consumption among a population-based sample of young adults

    Science.gov (United States)

    Larson, Nicole; Laska, Melissa N.; Story, Mary; Neumark-Sztainer, Dianne

    2017-01-01

    Objective National data for the U.S. show increases in sports and energy drink consumption over the past decade with the largest increases among young adults ages 20–34. This study aimed to identify sociodemographic factors and health risk behaviors associated with sports and energy drink consumption among young adults. Design Cross-sectional analysis of survey data from the third wave of a cohort study (Project EAT-III: Eating and Activity in Teens and Young Adults). Regression models stratified on gender and adjusted for sociodemographic characteristics were used to examine associations of sports and energy drink consumption with eating behaviors, physical activity, media use, weight-control behaviors, sleep patterns, and substance use. Setting Participants completed baseline surveys in 1998–1999 as students at public secondary schools in Minneapolis/St. Paul, Minnesota and the EAT-III surveys online or by mail in 2008–2009. Subjects The sample consisted of 2,287 participants (55% female, mean age=25.3). Results Results showed 31.0% of young adults consumed sports drinks and 18.8% consumed energy drinks at least weekly. Among men and women, sports drink consumption was associated with higher sugar-sweetened soda and fruit juice intake, video game use, and use of muscle-enhancing substances like creatine (pEnergy drink consumption was associated with lower breakfast frequency and higher sugar-sweetened soda intake, video game use, use of unhealthy weight-control behaviors, trouble sleeping, and substance use among men and women (penergy drink consumption with other unhealthy behaviors in the design of programs and services for young adults. PMID:25683863

  2. Context-based adaptive filtering of interest points in image retrieval

    DEFF Research Database (Denmark)

    Nguyen, Phuong Giang; Andersen, Hans Jørgen

    2009-01-01

    Interest points have been used as local features with success in many computer vision applications such as image/video retrieval and object recognition. However, a major issue when using this approach is a large number of interest points detected from each image and created a dense feature space...... a subset of features. Our approach differs from others in a fact that selected feature is based on the context of the given image. Our experimental results show a significant reduction rate of features while preserving the retrieval performance....

  3. Playing Active Video Games may not develop movement skills: An intervention trial

    Science.gov (United States)

    Barnett, Lisa M.; Ridgers, Nicola D.; Reynolds, John; Hanna, Lisa; Salmon, Jo

    2015-01-01

    Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6 weeks (1 h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control) and time (pre and post) and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no). Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Results: Ninety-five Australian children (55% girls; 43% intervention group) aged 4 to 8 years (M 6.2, SD 0.95) participated. Object control skill improved over time (p = 0.006) but there was no significant difference (p = 0.913) between groups in improvement (predicted means: control 31.80 to 33.53, SED = 0.748; intervention 30.33 to 31.83, SED = 0.835). A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED = 0.362; intervention 18.67 to 18.88, SED = 0.406) or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and ‘real life’ activities. Conclusions: Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill. PMID:26844136

  4. Playing Active Video Games may not develop movement skills: An intervention trial

    Directory of Open Access Journals (Sweden)

    Lisa M. Barnett

    2015-01-01

    Full Text Available Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6 weeks (1 h/week in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control and time (pre and post and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no. Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Results: Ninety-five Australian children (55% girls; 43% intervention group aged 4 to 8 years (M 6.2, SD 0.95 participated. Object control skill improved over time (p = 0.006 but there was no significant difference (p = 0.913 between groups in improvement (predicted means: control 31.80 to 33.53, SED = 0.748; intervention 30.33 to 31.83, SED = 0.835. A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED = 0.362; intervention 18.67 to 18.88, SED = 0.406 or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and ‘real life’ activities. Conclusions: Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.

  5. Playing Active Video Games may not develop movement skills: An intervention trial.

    Science.gov (United States)

    Barnett, Lisa M; Ridgers, Nicola D; Reynolds, John; Hanna, Lisa; Salmon, Jo

    2015-01-01

    To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Intervention children played Active Video Games for 6 weeks (1 h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control) and time (pre and post) and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no). Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Ninety-five Australian children (55% girls; 43% intervention group) aged 4 to 8 years (M 6.2, SD 0.95) participated. Object control skill improved over time (p = 0.006) but there was no significant difference (p = 0.913) between groups in improvement (predicted means: control 31.80 to 33.53, SED = 0.748; intervention 30.33 to 31.83, SED = 0.835). A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED = 0.362; intervention 18.67 to 18.88, SED = 0.406) or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and 'real life' activities. Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.

  6. Playing Active Video Games may not develop movement skills: An intervention trial

    OpenAIRE

    Barnett, Lisa M.; Ridgers, Nicola D.; Reynolds, John; Hanna, Lisa; Salmon, Jo

    2015-01-01

    Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6 weeks (1 h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, u...

  7. An incremental DPMM-based method for trajectory clustering, modeling, and retrieval.

    Science.gov (United States)

    Hu, Weiming; Li, Xi; Tian, Guodong; Maybank, Stephen; Zhang, Zhongfei

    2013-05-01

    Trajectory analysis is the basis for many applications, such as indexing of motion events in videos, activity recognition, and surveillance. In this paper, the Dirichlet process mixture model (DPMM) is applied to trajectory clustering, modeling, and retrieval. We propose an incremental version of a DPMM-based clustering algorithm and apply it to cluster trajectories. An appropriate number of trajectory clusters is determined automatically. When trajectories belonging to new clusters arrive, the new clusters can be identified online and added to the model without any retraining using the previous data. A time-sensitive Dirichlet process mixture model (tDPMM) is applied to each trajectory cluster for learning the trajectory pattern which represents the time-series characteristics of the trajectories in the cluster. Then, a parameterized index is constructed for each cluster. A novel likelihood estimation algorithm for the tDPMM is proposed, and a trajectory-based video retrieval model is developed. The tDPMM-based probabilistic matching method and the DPMM-based model growing method are combined to make the retrieval model scalable and adaptable. Experimental comparisons with state-of-the-art algorithms demonstrate the effectiveness of our algorithm.

  8. Extending a DBMS to Support Content-Based Video Retrieval : A Formula 1 Case Study

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, Willem; Mihajlovic, V.

    Content-based retrieval has been identified as one of the most challenging problems, requiring a multidisciplinary research among computer vision, information retrieval, artificial intelligence, database, and other fields. In this paper, we address the specific aspect of inferring semantics

  9. Sports reporting: a comprehensive review of the medical literature regarding North American professional sports.

    Science.gov (United States)

    Makhni, Eric C; Buza, John A; Byram, Ian; Ahmad, Christopher S

    2014-05-01

    The increased physical demands of professional athletes predispose this patient population to a unique set of injuries typically not seen in the general population. This systematic literature review investigates the nature of injury reporting (both orthopedic and nonorthopedic conditions) in the medical literature of professional athletes in the National Football League (NFL), Major League Baseball (MLB), the National Basketball Association (NBA), and the National Hockey League (NHL). Rigorous reporting of sports injuries helps clinicians better understand disease mechanisms relevant to specific sports. The nature of injury reporting will differ within each professional sport and reflect the anatomic emphasis of each sport. An electronic literature search of all publications addressing injuries and medical conditions among professional athletes in the NFL, MLB, NBA, and NHL was conducted using the Pubmed/Medline, Scopus, and Embase databases through January 2013. Retrieved publications were categorized by journal type, medical type, and area of focus. A total of 536 publications met all inclusion criteria. There were a higher number of articles regarding the NFL (n = 211) and MLB (n = 216) when compared with the NBA (n = 34) or NHL (n = 75). The NFL had significantly more articles addressing nonorthopedic injuries/medical issues than were found with the MLB, NBA, or NHL (109 vs 75, 14, 41, respectively). Both the NFL (33 of 109, 30%) and NHL (6 of 41, 15%) had a relatively high percentage of articles regarding concussions/neurology, and MLB had a relatively high percentage of articles dedicated to vascular medicine (13 of 65, 20%). The proportion of publications dedicated to the knee/lower leg were highest in the NFL (29 of 102, 28%) and NBA (9 of 20, 45%), those dedicated to the shoulder/elbow were highest in MLB (113 of 151, 75%), and those dedicated to the hip/pelvis were highest in the NHL (16 of 34, 47%). The number and type of publications vary among the 4

  10. Player-Driven Video Analysis to Enhance Reflective Soccer Practice in Talent Development

    DEFF Research Database (Denmark)

    Hjort, Anders; Henriksen, Kristoffer; Elbæk, Lars

    2018-01-01

    consistent video analyses and tagging; coaches are important as role models and providers of feedback; and that the use of the platform primarily stimulated deliberate practice activities. PU can be seen as a source of inspiration for soccer players and clubs as to how analytical platforms can motivate......In the present article, we investigate the introduction of a cloud-based video analysis platform called Player Universe (PU). Video analysis is not a new performance-enhancing element in sports, but PU is innovative in how it facilitates reflective learning. Video analysis is executed in the PU...... platform by involving the players in the analysis process, in the sense that they are encouraged to tag game actions in video-documented soccer matches. Following this, players can get virtual feedback from their coach. Findings show that PU can improve youth soccer players' reflection skills through...

  11. Movement-based Sports Video Games: Investigating Motivation and Gaming Experience

    NARCIS (Netherlands)

    Reidsma, Dennis; Reidsma, D.; Pasch, Marco; Bianchi-Berthouze, Nadia; Nijholt, A.; Nijholt, Antinus; van Dijk, Elisabeth M.A.G.

    2009-01-01

    Video game consoles that enable gamers to use active body movements are becoming increasingly popular. Yet, little is known about the influence of movement on how gamers experience such games. This study takes an exploratory approach, using different data collection methods. A theory about the

  12. The MediaMill TRECVID 2012 semantic video search engine

    NARCIS (Netherlands)

    Snoek, C.G.M.; van de Sande, K.E.A.; Habibian, A.; Kordumova, S.; Li, Z.; Mazloom, M.; Pintea, S.L.; Tao, R.; Koelma, D.C.; Smeulders, A.W.M.

    2012-01-01

    In this paper we describe our TRECVID 2012 video retrieval experiments. The MediaMill team participated in four tasks: semantic indexing, multimedia event detection, multimedia event recounting and instance search. The starting point for the MediaMill detection approach is our top-performing

  13. Sports and energy drink consumption are linked to health-risk behaviours among young adults.

    Science.gov (United States)

    Larson, Nicole; Laska, Melissa N; Story, Mary; Neumark-Sztainer, Dianne

    2015-10-01

    National data for the USA show increases in sports and energy drink consumption over the past decade with the largest increases among young adults aged 20-34 years. The present study aimed to identify sociodemographic factors and health-risk behaviours associated with sports and energy drink consumption among young adults. Cross-sectional analysis of survey data from the third wave of a cohort study (Project EAT-III: Eating and Activity in Teens and Young Adults). Regression models stratified on gender and adjusted for sociodemographic characteristics were used to examine associations of sports and energy drink consumption with eating behaviours, physical activity, media use, weight-control behaviours, sleep patterns and substance use. Participants completed baseline surveys in 1998-1999 as students at public secondary schools in Minneapolis/St. Paul, Minnesota, USA and the EAT-III surveys online or by mail in 2008-2009. The sample consisted of 2287 participants (55% female, mean age 25·3 years). Results showed 31·0% of young adults consumed sports drinks and 18·8% consumed energy drinks at least weekly. Among men and women, sports drink consumption was associated with higher sugar-sweetened soda and fruit juice intake, video game use and use of muscle-enhancing substances like creatine (P≤0·01). Energy drink consumption was associated with lower breakfast frequency and higher sugar-sweetened soda intake, video game use, use of unhealthy weight-control behaviours, trouble sleeping and substance use among men and women (Psports and energy drink consumption with other unhealthy behaviours in the design of programmes and services for young adults.

  14. A new visual navigation system for exploring biomedical Open Educational Resource (OER) videos.

    Science.gov (United States)

    Zhao, Baoquan; Xu, Songhua; Lin, Shujin; Luo, Xiaonan; Duan, Lian

    2016-04-01

    Biomedical videos as open educational resources (OERs) are increasingly proliferating on the Internet. Unfortunately, seeking personally valuable content from among the vast corpus of quality yet diverse OER videos is nontrivial due to limitations of today's keyword- and content-based video retrieval techniques. To address this need, this study introduces a novel visual navigation system that facilitates users' information seeking from biomedical OER videos in mass quantity by interactively offering visual and textual navigational clues that are both semantically revealing and user-friendly. The authors collected and processed around 25 000 YouTube videos, which collectively last for a total length of about 4000 h, in the broad field of biomedical sciences for our experiment. For each video, its semantic clues are first extracted automatically through computationally analyzing audio and visual signals, as well as text either accompanying or embedded in the video. These extracted clues are subsequently stored in a metadata database and indexed by a high-performance text search engine. During the online retrieval stage, the system renders video search results as dynamic web pages using a JavaScript library that allows users to interactively and intuitively explore video content both efficiently and effectively.ResultsThe authors produced a prototype implementation of the proposed system, which is publicly accessible athttps://patentq.njit.edu/oer To examine the overall advantage of the proposed system for exploring biomedical OER videos, the authors further conducted a user study of a modest scale. The study results encouragingly demonstrate the functional effectiveness and user-friendliness of the new system for facilitating information seeking from and content exploration among massive biomedical OER videos. Using the proposed tool, users can efficiently and effectively find videos of interest, precisely locate video segments delivering personally valuable

  15. [Medicine in sports or sport medicine?] ].

    Science.gov (United States)

    Heimer, S; Tonković-Lojović, M

    2001-01-01

    Sports medicine is a profession pertaining to primary health care of sport population (competitors, coaches, referees, participants in sports recreation). It embraces the physical and mental health protection and promotion of participants in relation to a particular sport activity and sport environment, directing athletes to a sport and adapting them to sport and the sport to them. Sports medicine takes part in selection procedure, training process planning and programming, and cares for epidemiological, hygienic, nutritional and other problems in sport. The Republic of Croatia belongs to those world states in which the field of sports medicine is regulated neither by a law or by profession. A consequence is that wide circle of physicians and paramedics work in clubs and various medical units without any legal or/and professional control not being adequately educated nor having licence for it. This review is an appeal to the Croatian Medical Chamber and the Ministry of Health to make efforts to promote the education and medical profession in sports medicine.

  16. The MediaMill TRECVID 2010 semantic video search engine

    NARCIS (Netherlands)

    Snoek, C.G.M.; van de Sande, K.E.A.; de Rooij, O.; Huurnink, B.; Gavves, E.; Odijk, D.; de Rijke, M.; Gevers, T.; Worring, M.; Koelma, D.C.; Smeulders, A.W.M.

    2010-01-01

    In this paper we describe our TRECVID 2010 video retrieval experiments. The MediaMill team participated in three tasks: semantic indexing, known-item search, and instance search. The starting point for the MediaMill concept detection approach is our top-performing bag-of-words system of TRECVID

  17. The MediaMill TRECVID 2011 semantic video search engine

    NARCIS (Netherlands)

    Snoek, C.G.M.; van de Sande, K.E.A.; Li, X.; Mazloom, M.; Jiang, Y.; Koelma, D.C.; Smeulders, A.W.M.

    2011-01-01

    In this paper we describe our TRECVID 2011 video retrieval experiments. The MediaMill team participated in two tasks: semantic indexing and multimedia event detection. The starting point for the MediaMill detection approach is our top-performing bag-of-words system of TRECVID 2010, which uses

  18. Do pattern recognition skills transfer across sports? A preliminary analysis.

    Science.gov (United States)

    Smeeton, Nicholas J; Ward, Paul; Williams, A Mark

    2004-02-01

    The ability to recognize patterns of play is fundamental to performance in team sports. While typically assumed to be domain-specific, pattern recognition skills may transfer from one sport to another if similarities exist in the perceptual features and their relations and/or the strategies used to encode and retrieve relevant information. A transfer paradigm was employed to compare skilled and less skilled soccer, field hockey and volleyball players' pattern recognition skills. Participants viewed structured and unstructured action sequences from each sport, half of which were randomly represented with clips not previously seen. The task was to identify previously viewed action sequences quickly and accurately. Transfer of pattern recognition skill was dependent on the participant's skill, sport practised, nature of the task and degree of structure. The skilled soccer and hockey players were quicker than the skilled volleyball players at recognizing structured soccer and hockey action sequences. Performance differences were not observed on the structured volleyball trials between the skilled soccer, field hockey and volleyball players. The skilled field hockey and soccer players were able to transfer perceptual information or strategies between their respective sports. The less skilled participants' results were less clear. Implications for domain-specific expertise, transfer and diversity across domains are discussed.

  19. The cardiovascular and metabolic responses to Wii Fit video game playing in middle-aged and older adults.

    Science.gov (United States)

    Guderian, B; Borreson, L A; Sletten, L E; Cable, K; Stecker, T P; Probst, M A; Dalleck, L C

    2010-12-01

    The purpose of this study was (a) to assess the cardiovascular and metabolic responses to Wii Fit video games and (b) to determine if Wii Fit video games meet the American College of Sports Medicine guidelines for improving and maintaining cardiorespiratory fitness. Twenty men and women (mean±SD age, height, and weight: = 58.1±8.8 years, 172.1±10.5 cm, 87.1±22.8 kg, respectively) completed a 20-min Wii Fit testing session consisting of six separate aerobic and balance games. Cardiovascular and metabolic data were collected via a portable calorimetric measurement system. Mean relative exercise intensity was 43.4±16.7% of heart rate reserve. Absolute exercise intensity in metabolic equivalents (METS) was 3.5±0.96. Total net energy expenditure for the Wii Fit video game playing session was 116.2±40.9 kcal/session. Results indicate that playing Wii Fit video games is a feasible alternative to more traditional aerobic exercise modalities for middle-aged and older adults that fulfills the American College of Sports Medicine guidelines for improving and maintaining cardiorespiratory fitness.

  20. Streaming Video Games: Copyright Infringement or Protected Speech?

    Directory of Open Access Journals (Sweden)

    Eirik Evert Elias Jungar

    2016-12-01

    Full Text Available Streaming video games, that is, live broadcasting playing video games on the internet, is incredibly popular. Millions tune into twitch.tv daily to watch eSport tournaments, their favourite streamer, and chat with other viewers. But all is not rosy in the world of streaming games. Recently, some game developers have aggressively exercised their copyright to, firstly, claim part of the streamers’ revenue, and secondly, control the context in which their game is shown. The article analyzes whether game developers have, and should have, such rights under EU copyright law. Reaching the conclusion that video game streams infringe the game developer’s right to communicate their works to the public, I argue that freedom of expression can and should be used to rein in their rights in certain cases. Subjecting the lawfulness of streams to game developers’ good will risks stifling the expressions of streamers. The streamers, their audience, and even the copyright holders, would be worse off for it.

  1. Bridging the Gap: Enriching YouTube Videos with Jazz Music Annotations

    Directory of Open Access Journals (Sweden)

    Stefan Balke

    2018-02-01

    Full Text Available Web services allow permanent access to music from all over the world. Especially in the case of web services with user-supplied content, e.g., YouTube™, the available metadata is often incomplete or erroneous. On the other hand, a vast amount of high-quality and musically relevant metadata has been annotated in research areas such as Music Information Retrieval (MIR. Although they have great potential, these musical annotations are often inaccessible to users outside the academic world. With our contribution, we want to bridge this gap by enriching publicly available multimedia content with musical annotations available in research corpora, while maintaining easy access to the underlying data. Our web-based tools offer researchers and music lovers novel possibilities to interact with and navigate through the content. In this paper, we consider a research corpus called the Weimar Jazz Database (WJD as an illustrating example scenario. The WJD contains various annotations related to famous jazz solos. First, we establish a link between the WJD annotations and corresponding YouTube videos employing existing retrieval techniques. With these techniques, we were able to identify 988 corresponding YouTube videos for 329 solos out of 456 solos contained in the WJD. We then embed the retrieved videos in a recently developed web-based platform and enrich the videos with solo transcriptions that are part of the WJD. Furthermore, we integrate publicly available data resources from the Semantic Web in order to extend the presented information, for example, with a detailed discography or artists-related information. Our contribution illustrates the potential of modern web-based technologies for the digital humanities, and novel ways for improving access and interaction with digitized multimedia content.

  2. An interactive sports video game as an intervention for rehabilitation of community-living patients with schizophrenia: A controlled, single-blind, crossover study.

    Science.gov (United States)

    Shimizu, Nobuko; Umemura, Tomohiro; Matsunaga, Masahiro; Hirai, Takayoshi

    2017-01-01

    Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort) on frontal lobe function of patients with schizophrenia. A sample of eight patients (6 male and 2 female; mean age = 46.7 years, standard deviation (SD) = 13.7) engaged in an IVG every week for 3 months in a controlled, single-blind, crossover study. Before and after the intervention we examined frontal lobe blood-flow volume using functional near-infrared spectroscopy (fNIRS), and assessed functional changes using the Frontal Assessment Battery, Health-Related Quality of Life scale, and behaviorally-assessed physical function tests. fNIRS revealed that prefrontal activity during IVG performance significantly increased in the IVG period compared with the control period. Furthermore, significant correlations between cerebral blood flow changes in different channels were observed during IVG performance. In addition, we observed intervention-related improvement in health-related quality of life following IVG. IVG intervention was associated with increased prefrontal cortex activation and improved health-related quality of life performance in patients with schizophrenia. Patients with chronic schizophrenia are characterized by withdrawal and a lack of social responsiveness or interest in others. Interventions using IVG may provide a useful low-cost rehabilitation method for such patients, without the need for specialized equipment.

  3. An interactive sports video game as an intervention for rehabilitation of community-living patients with schizophrenia: A controlled, single-blind, crossover study.

    Directory of Open Access Journals (Sweden)

    Nobuko Shimizu

    Full Text Available Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort on frontal lobe function of patients with schizophrenia. A sample of eight patients (6 male and 2 female; mean age = 46.7 years, standard deviation (SD = 13.7 engaged in an IVG every week for 3 months in a controlled, single-blind, crossover study. Before and after the intervention we examined frontal lobe blood-flow volume using functional near-infrared spectroscopy (fNIRS, and assessed functional changes using the Frontal Assessment Battery, Health-Related Quality of Life scale, and behaviorally-assessed physical function tests. fNIRS revealed that prefrontal activity during IVG performance significantly increased in the IVG period compared with the control period. Furthermore, significant correlations between cerebral blood flow changes in different channels were observed during IVG performance. In addition, we observed intervention-related improvement in health-related quality of life following IVG. IVG intervention was associated with increased prefrontal cortex activation and improved health-related quality of life performance in patients with schizophrenia. Patients with chronic schizophrenia are characterized by withdrawal and a lack of social responsiveness or interest in others. Interventions using IVG may provide a useful low-cost rehabilitation method for such patients, without the need for specialized equipment.

  4. Agility in Team Sports: Testing, Training and Factors Affecting Performance.

    Science.gov (United States)

    Paul, Darren J; Gabbett, Tim J; Nassis, George P

    2016-03-01

    Agility is an important characteristic of team sports athletes. There is a growing interest in the factors that influence agility performance as well as appropriate testing protocols and training strategies to assess and improve this quality. The objective of this systematic review was to (1) evaluate the reliability and validity of agility tests in team sports, (2) detail factors that may influence agility performance, and (3) identify the effects of different interventions on agility performance. The review was undertaken in accordance with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines. We conducted a search of PubMed, Google Scholar, Science Direct, and SPORTDiscus databases. We assessed the methodological quality of intervention studies using a customized checklist of assessment criteria. Intraclass correlation coefficient values were 0.80-0.91, 0.10-0.81, and 0.81-0.99 for test time using light, video, and human stimuli. A low-level reliability was reported for youth athletes using the video stimulus (0.10-0.30). Higher-level participants were shown to be, on average, 7.5% faster than their lower level counterparts. Reaction time and accuracy, foot placement, and in-line lunge movement have been shown to be related to agility performance. The contribution of strength remains unclear. Efficacy of interventions on agility performance ranged from 1% (vibration training) to 7.5% (small-sided games training). Agility tests generally offer good reliability, although this may be compromised in younger participants responding to various scenarios. A human and/or video stimulus seems the most appropriate method to discriminate between standard of playing ability. Decision-making and perceptual factors are often propositioned as discriminant factors; however, the underlying mechanisms are relatively unknown. Research has focused predominantly on the physical element of agility. Small-sided games and video training may offer effective

  5. Differential Effects of Music and Video Gaming During Breaks on Auditory and Visual Learning.

    Science.gov (United States)

    Liu, Shuyan; Kuschpel, Maxim S; Schad, Daniel J; Heinz, Andreas; Rapp, Michael A

    2015-11-01

    The interruption of learning processes by breaks filled with diverse activities is common in everyday life. This study investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on auditory versus visual memory performance. Young adults were exposed to breaks involving (a) open eyes resting, (b) listening to music, and (c) playing a video game, immediately after memorizing auditory versus visual stimuli. To assess learning performance, words were recalled directly after the break (an 8:30 minute delay) and were recalled and recognized again after 7 days. Based on linear mixed-effects modeling, it was found that playing the Angry Birds video game during a short learning break impaired long-term retrieval in auditory learning but enhanced long-term retrieval in visual learning compared with the music and rest conditions. These differential effects of video games on visual versus auditory learning suggest specific interference of common break activities on learning.

  6. Effect of pre-task music on sports or exercise performance.

    Science.gov (United States)

    Smirmaul, Bruno P

    2017-01-01

    Pre-task music is a very common strategy among sports competitors. However, as opposed to in-task music, the scientific evidence to support its ergogenic effects on either sports or exercise performance is limited. This brief review critically addresses the existing literature investigating the effects of pre-task music on sports and exercise performance, focusing on the methods and results of experimental studies, and offers basic and practical recommendations. In July 2015, a comprehensive literature search was performed in Web of Science, PubMed, and Google Scholar using the following key words in combination: "pre-task music," "pre-test music," "pre-exercise music," "exercise performance," "sports performance." The literature search was further expanded by both hand searching review articles on the topic and by searching the reference lists from the articles retrieved for any relevant references. Overall, a total of 15 studies in 14 articles were included. Pre-task music research has been unsystematic, methodologically limited and infrequent. Using this review as a starting point to overcome previous methodological limitations when designing future experiments may contribute to the development of pre-task music research, which is still in its infancy. Currently, there is no sufficient evidence to support the overall ergogenic effects of pre-task music on sports or exercise performance. Nonetheless, pre-task music has showed a likely ergogenic effect on shorter and predominantly anaerobic tasks such as grip strength, Wingate test, and short-duration sports or sports-like tasks, in contrast to longer and predominantly aerobic tasks.

  7. User interface using a 3D model for video surveillance

    Science.gov (United States)

    Hata, Toshihiko; Boh, Satoru; Tsukada, Akihiro; Ozaki, Minoru

    1998-02-01

    These days fewer people, who must carry out their tasks quickly and precisely, are required in industrial surveillance and monitoring applications such as plant control or building security. Utilizing multimedia technology is a good approach to meet this need, and we previously developed Media Controller, which is designed for the applications and provides realtime recording and retrieval of digital video data in a distributed environment. In this paper, we propose a user interface for such a distributed video surveillance system in which 3D models of buildings and facilities are connected to the surveillance video. A novel method of synchronizing camera field data with each frame of a video stream is considered. This method records and reads the camera field data similarity to the video data and transmits it synchronously with the video stream. This enables the user interface to have such useful functions as comprehending the camera field immediately and providing clues when visibility is poor, for not only live video but also playback video. We have also implemented and evaluated the display function which makes surveillance video and 3D model work together using Media Controller with Java and Virtual Reality Modeling Language employed for multi-purpose and intranet use of 3D model.

  8. Childhood Sports Participation and Adolescent Sport Profile.

    Science.gov (United States)

    Gallant, François; O'Loughlin, Jennifer L; Brunet, Jennifer; Sabiston, Catherine M; Bélanger, Mathieu

    2017-12-01

    We aimed to increase understanding of the link between sport specialization during childhood and adolescent physical activity (PA). The objectives were as follows: (1) describe the natural course of sport participation over 5 years among children who are early sport samplers or early sport specializers and (2) determine if a sport participation profile in childhood predicts the sport profile in adolescence. Participants ( n = 756, ages 10-11 years at study inception) reported their participation in organized and unorganized PA during in-class questionnaires administered every 4 months over 5 years. They were categorized as early sport samplers, early sport specializers, or nonparticipants in year 1 and as recreational sport participants, performance sport participants, or nonparticipants in years 2 to 5. The likelihood that a childhood sport profile would predict the adolescent profile was computed as relative risks. Polynomial logistic regression was used to identify predictors of an adolescent sport profile. Compared with early sport specialization and nonparticipation, early sport sampling in childhood was associated with a higher likelihood of recreational participation (relative risk, 95% confidence interval: 1.55, 1.18-2.03) and a lower likelihood of nonparticipation (0.69, 0.51-0.93) in adolescence. Early sport specialization was associated with a higher likelihood of performance participation (1.65, 1.19-2.28) but not of nonparticipation (1.01, 0.70-1.47) in adolescence. Nonparticipation in childhood was associated with nearly doubling the likelihood of nonparticipation in adolescence (1.88, 1.36-2.62). Sport sampling should be promoted in childhood because it may be linked to higher PA levels during adolescence. Copyright © 2017 by the American Academy of Pediatrics.

  9. The role of taxonomies in social media and the semantic web for health education. A study of SNOMED CT terms in YouTube health video tags.

    Science.gov (United States)

    Konstantinidis, S; Fernandez-Luque, L; Bamidis, P; Karlsen, R

    2013-01-01

    An increasing amount of health education resources for patients and professionals are distributed via social media channels. For example, thousands of health education videos are disseminated via YouTube. Often, tags are assigned by the disseminator. However, the lack of use of standardized terminologies in those tags and the presence of misleading videos make it particularly hard to retrieve relevant videos. i) Identify the use of standardized medical thesauri (SNOMED CT) in YouTube Health videos tags from preselected YouTube Channels and demonstrate an information technology (IT) architecture for treating the tags of these health (video) resources. ii) Investigate the relative percentage of the tags used that relate to SNOMED CT terms. As such resources may play a key role in educating professionals and patients, the use of standardized vocabularies may facilitate the sharing of such resources. iii) Demonstrate how such resources may be properly exploited within the new generation of semantically enriched content or learning management systems that allow for knowledge expansion through the use of linked medical data and numerous literature resources also described through the same vocabularies. We implemented a video portal integrating videos from 500 US Hospital channels. The portal integrated 4,307 YouTube videos regarding surgery as described by 64,367 tags. BioPortal REST services were used within our portal to match SNOMED CT terms with YouTube tags by both exact match and non-exact match. The whole architecture was complemented with a mechanism to enrich the retrieved video resources with other educational material residing in other repositories by following contemporary semantic web advances, in the form of Linked Open Data (LOD) principles. The average percentage of YouTube tags that were expressed using SNOMED CT terms was about 22.5%, while one third of YouTube tags per video contained a SNOMED CT term in a loose search; this analogy became one tenth in

  10. VICAR - VIDEO IMAGE COMMUNICATION AND RETRIEVAL

    Science.gov (United States)

    Wall, R. J.

    1994-01-01

    VICAR (Video Image Communication and Retrieval) is a general purpose image processing software system that has been under continuous development since the late 1960's. Originally intended for data from the NASA Jet Propulsion Laboratory's unmanned planetary spacecraft, VICAR is now used for a variety of other applications including biomedical image processing, cartography, earth resources, and geological exploration. The development of this newest version of VICAR emphasized a standardized, easily-understood user interface, a shield between the user and the host operating system, and a comprehensive array of image processing capabilities. Structurally, VICAR can be divided into roughly two parts; a suite of applications programs and an executive which serves as the interfaces between the applications, the operating system, and the user. There are several hundred applications programs ranging in function from interactive image editing, data compression/decompression, and map projection, to blemish, noise, and artifact removal, mosaic generation, and pattern recognition and location. An information management system designed specifically for handling image related data can merge image data with other types of data files. The user accesses these programs through the VICAR executive, which consists of a supervisor and a run-time library. From the viewpoint of the user and the applications programs, the executive is an environment that is independent of the operating system. VICAR does not replace the host computer's operating system; instead, it overlays the host resources. The core of the executive is the VICAR Supervisor, which is based on NASA Goddard Space Flight Center's Transportable Applications Executive (TAE). Various modifications and extensions have been made to optimize TAE for image processing applications, resulting in a user friendly environment. The rest of the executive consists of the VICAR Run-Time Library, which provides a set of subroutines (image

  11. Relationship between sport commitment and sport consumer behavior

    Directory of Open Access Journals (Sweden)

    Norberta Elisa Fernandes

    2013-12-01

    Full Text Available The purpose of this study was to examine the relationships between sport commitment and three types of sport consumer behaviors: participation frequency, sporting goods and media consumption. A survey was conducted among sport participants of both individual and team sports, fitness and outdoor activities (n= 900. The survey included questions related to demographic information, measures of sport commitment and sport consumption behavior. The results analyzed trough structural equation modeling showed that the sport commitment influences positively the participation frequency, sporting goods consumption and media consumption. Implications of these results are discussed and suggestions for future research on sport consumers are provided.

  12. Sport as art, dance as sport

    Directory of Open Access Journals (Sweden)

    Jason Holt

    2017-11-01

    Full Text Available A standing debate in philosophy of sport concerns whether sport can count as art in some sense. But the debate is often conducted at cross purposes. Naysayers insist that no sport is an artform while proponents insist that certain sport performances count as artworks – but these are entirely consistent claims. Both sides make unwarranted assumptions: naysayers are purists about sport and art (no transaesthetic purposes whereas proponents are tokenists about artforms. Naysayers admit that figure skating may count as art yet only in non-competitive contexts. Their burden is thus to explain why a routine (e.g., Torvill and Dean’s ‘Bolero’ may count as art in a showcase but not at the Olympics. The debate is also inevitably framed in terms of whether sport counts as art, neglecting the equally viable question of whether art in some form (e.g., competitive dance may also count as sport. I conclude in favour of an appropriately qualified sport-as-art thesis.

  13. Digital media sport technology, power and culture in the network society

    CERN Document Server

    Hutchins, Brett; Morris, Peter; Therivel, Riki

    2013-01-01

    Live broadband streaming of the 2008 Beijing Olympics accounted for 2,200 of the estimated 3,600 total hours shown by the American NBC-Universal networks. At the 2012 London Olympics, unprecedented multi-platforming embraced online, mobile devices, game consoles and broadcast television, with the BBC providing 2,500 hours of live coverage, including every competitive event, much in high definition and some in 3D. The BBC also had 12 million requests for video on mobile phones and 9.2 million browsers on its mobile Olympics website and app. This pattern will only intensify at future sport mega events like the 2014 FIFA World Cup and 2016 Summer Olympics, both of which will take place in Brazil. Increasingly, when people talk of the screen that delivers footage of their favorite professional sport, they are describing desktop, laptop, and tablet computer screens as well as television and mobile handsets. Digital Media Sport analyzes the intersecting issues of technological change, market power, and cultural pra...

  14. Football Manager: Mutual Shaping between Game, Sport, and Community

    OpenAIRE

    Hocquet , Alexandre

    2016-01-01

    International audience; Football Manager is one of the most popular sports management video games. For twenty years now, it has been a best seller in all the countries of the world where football is culturally important. Its purpose is to simulate a manager's career with an emphasis on data analysis and number crunching, especially the football match scenario and the football players' quantified characteristics. The claimed realism of the game is therefore based, among other things, on the re...

  15. 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...

  16. Sport as art, dance as sport

    OpenAIRE

    Jason Holt

    2017-01-01

    A standing debate in philosophy of sport concerns whether sport can count as art in some sense. But the debate is often conducted at cross purposes. Naysayers insist that no sport is an artform while proponents insist that certain sport performances count as artworks – but these are entirely consistent claims. Both sides make unwarranted assumptions: naysayers are purists about sport and art (no transaesthetic purposes) whereas proponents are tokenists about artforms. Naysayers admit that fig...

  17. Privacy information management for video surveillance

    Science.gov (United States)

    Luo, Ying; Cheung, Sen-ching S.

    2013-05-01

    The widespread deployment of surveillance cameras has raised serious privacy concerns. Many privacy-enhancing schemes have been proposed to automatically redact images of trusted individuals in the surveillance video. To identify these individuals for protection, the most reliable approach is to use biometric signals such as iris patterns as they are immutable and highly discriminative. In this paper, we propose a privacy data management system to be used in a privacy-aware video surveillance system. The privacy status of a subject is anonymously determined based on her iris pattern. For a trusted subject, the surveillance video is redacted and the original imagery is considered to be the privacy information. Our proposed system allows a subject to access her privacy information via the same biometric signal for privacy status determination. Two secure protocols, one for privacy information encryption and the other for privacy information retrieval are proposed. Error control coding is used to cope with the variability in iris patterns and efficient implementation is achieved using surrogate data records. Experimental results on a public iris biometric database demonstrate the validity of our framework.

  18. The development of an imaging informatics-based multi-institutional platform to support sports performance and injury prevention in track and field

    Science.gov (United States)

    Liu, Joseph; Wang, Ximing; Verma, Sneha; McNitt-Gray, Jill; Liu, Brent

    2018-03-01

    The main goal of sports science and performance enhancement is to collect video and image data, process them, and quantify the results, giving insight to help athletes improve technique. For long jump in track and field, the processed output of video with force vector overlays and force calculations allow coaches to view specific stages of the hop, step, and jump, and identify how each stage can be improved to increase jump distance. Outputs also provide insight into how athletes can better maneuver to prevent injury. Currently, each data collection site collects and stores data with their own methods. There is no standard for data collection, formats, or storage. Video files and quantified results are stored in different formats, structures, and locations such as Dropbox and hard drives. Using imaging informatics-based principles we can develop a platform for multiple institutions that promotes the standardization of sports performance data. In addition, the system will provide user authentication and privacy as in clinical trials, with specific user access rights. Long jump data collected from different field sites will be standardized into specified formats before database storage. Quantified results from image-processing algorithms are stored similar to CAD algorithm results. The system will streamline the current sports performance data workflow and provide a user interface for athletes and coaches to view results of individual collections and also longitudinally across different collections. This streamlined platform and interface is a tool for coaches and athletes to easily access and review data to improve sports performance and prevent injury.

  19. Shot Boundary Detection in Soccer Video using Twin-comparison Algorithm and Dominant Color Region

    Directory of Open Access Journals (Sweden)

    Matko Šarić

    2008-06-01

    Full Text Available The first step in generic video processing is temporal segmentation, i.e. shot boundary detection. Camera shot transitions can be either abrupt (e.g. cuts or gradual (e.g. fades, dissolves, wipes. Sports video is one of the most challenging domains for robust shot boundary detection. We proposed a shot boundary detection algorithm for soccer video based on the twin-comparison method and the absolute difference between frames in their ratios of dominant colored pixels to total number of pixels. With this approach the detection of gradual transitions is improved by decreasing the number of false positives caused by some camera operations. We also compared performances of our algorithm and the standard twin-comparison method.

  20. A new method for robust video watermarking resistant against key estimation attacks

    Science.gov (United States)

    Mitekin, Vitaly

    2015-12-01

    This paper presents a new method for high-capacity robust digital video watermarking and algorithms of embedding and extraction of watermark based on this method. Proposed method uses password-based two-dimensional pseudonoise arrays for watermark embedding, making brute-force attacks aimed at steganographic key retrieval mostly impractical. Proposed algorithm for 2-dimensional "noise-like" watermarking patterns generation also allows to significantly decrease watermark collision probability ( i.e. probability of correct watermark detection and extraction using incorrect steganographic key or password).. Experimental research provided in this work also shows that simple correlation-based watermark detection procedure can be used, providing watermark robustness against lossy compression and watermark estimation attacks. At the same time, without decreasing robustness of embedded watermark, average complexity of the brute-force key retrieval attack can be increased to 1014 watermark extraction attempts (compared to 104-106 for a known robust watermarking schemes). Experimental results also shows that for lowest embedding intensity watermark preserves it's robustness against lossy compression of host video and at the same time preserves higher video quality (PSNR up to 51dB) compared to known wavelet-based and DCT-based watermarking algorithms.

  1. eSport: Construct specifications and implications for sport management

    OpenAIRE

    Cunningham, G.; Fairley, S.; Ferkins, L.; Lock, Daniel; Kerwin, S.; Shaw, S.; Wicker, P.

    2018-01-01

    The purpose of this article is to add to the conceptual discussion on eSport, analyze the role of\\ud eSport within sport management, and suggest avenues for future eSport research. The authors\\ud suggest that debates surround the degree to which eSport represents formal sport, and\\ud disagreements likely stem from conceptualizations of sport and context. Irrespective of one’s\\ud notion of eSport as formal sport, the authors suggest the topic has a place in sport management\\ud scholarship and ...

  2. Assessment of the mechanical properties of area-elastic sport surfaces with video analysis

    NARCIS (Netherlands)

    de Koning, J.J.; Nigg, B.M.; Gerritsen, K.G.M.

    1997-01-01

    Mechanical properties of a surface are assumed to he of importance with respect to injuries, comfort, and performance in sport. For a better understanding of the factors that do influence the etiology of injuries as well as comfort, a method was developed to compare mechanical characteristics of

  3. Biomechanical indicators of key elements of sports equipment gymnastic exercises

    Directory of Open Access Journals (Sweden)

    Potop V.A.

    2013-09-01

    Full Text Available The aim of this study is to analyze the biomechanical performance of the kinematic and dynamic structures of key elements of sports techniques of basic exercises performed gymnasts aged 12 - 14 years to the vaulting and on the bars of different heights, on the basis of the method of postural orientation movements. The study involved 11 gymnasts doing exercises on the vaulting and 9 gymnasts - on the boards of various heights. It is shown that the method of video - computer analysis of the type Yurchenko vault and dismount from the bars of varying heights, in conjunction with the method of postural orientation movements possible to isolate and identify the node elements. The indicators characterizing the node elements of sports equipment movements gymnasts in the phase structure of the vault and dismount from the bars of different heights have specific features and characteristics. Learned node elements sports equipment is the basis for the measurement, analysis and evaluation of the kinematic and dynamic structures and other types of exercises all-around gymnastics.

  4. Coefficient of restitution of sports balls: A normal drop test

    International Nuclear Information System (INIS)

    Haron, Adli; Ismail, K A

    2012-01-01

    Dynamic behaviour of bodies during impact is investigated through impact experiment, the simplest being a normal drop test. Normally, a drop test impact experiment involves measurement of kinematic data; this includes measurement of incident and rebound velocity in order to calculate a coefficient of restitution (COR). A high speed video camera is employed for measuring the kinematic data where speed is calculated from displacement of the bodies. Alternatively, sensors can be employed to measure speeds, especially for a normal impact where there is no spin of the bodies. This paper compares experimental coefficients of restitution (COR) for various sports balls, namely golf, table tennis, hockey and cricket. The energy loss in term of measured COR and effects of target plate are discussed in relation to the material and construction of these sports balls.

  5. The Use of Wearable Microsensors to Quantify Sport-Specific Movements.

    Science.gov (United States)

    Chambers, Ryan; Gabbett, Tim J; Cole, Michael H; Beard, Adam

    2015-07-01

    Microtechnology has allowed sport scientists to understand the locomotor demands of various sports. While wearable global positioning technology has been used to quantify the locomotor demands of sporting activities, microsensors (i.e. accelerometers, gyroscopes and magnetometers) embedded within the units also have the capability to detect sport-specific movements. The objective of this study was to determine the extent to which microsensors (also referred to as inertial measurement units and microelectromechanical sensors) have been utilised in quantifying sport-specific movements. A systematic review of the use of microsensors and associated terms to evaluate sport-specific movements was conducted; permutations of the terms used included alternate names of the various technologies used, their applications and different applied environments. Studies for this review were published between 2008 and 2014 and were identified through a systematic search of six electronic databases: Academic Search Complete, CINAHL, PsycINFO, PubMed, SPORTDiscus, and Web of Science. Articles were required to have used athlete-mounted sensors to detect sport-specific movements (e.g. rugby union tackle) rather than sensors mounted to equipment and monitoring generic movement patterns. A total of 2395 studies were initially retrieved from the six databases and 737 results were removed as they were duplicates, review articles or conference abstracts. After screening titles and abstracts of the remaining papers, the full text of 47 papers was reviewed, resulting in the inclusion of 28 articles that met the set criteria around the application of microsensors for detecting sport-specific movements. Eight articles addressed the use of microsensors within individual sports, team sports provided seven results, water sports provided eight articles, and five articles addressed the use of microsensors in snow sports. All articles provided evidence of the ability of microsensors to detect sport

  6. Video Feedback and 2-Dimensional Landing Kinematics in Elite Female Handball Players.

    Science.gov (United States)

    Benjaminse, Anne; Postma, Wytze; Janssen, Ina; Otten, Egbert

    2017-11-01

      In team handball, an anterior cruciate ligament injury often occurs during landing after a jump shot. Many intervention programs try to reduce the injury rate by instructing athletes to land more safely. Video is an effective way to provide feedback, but little is known about its influence on landing technique in sport-specific situations.   To test the effectiveness of a video-overlay feedback method on landing technique in elite handball players.   Controlled laboratory study.   Laboratory.   A total of 16 elite female handball players assigned to a control group (n = 8; age = 17.61 ± 1.34 years, height = 1.73 ± 0.06 m, mass = 69.55 ± 4.29 kg) or video group (n = 8; age = 17.81 ± 0.86 years, height = 1.71 ± 0.03 m, mass = 64.28 ± 6.29 kg).   Both groups performed jump shots in a pretest, 2 training sessions, and a posttest. The video group received video feedback of an expert model with an overlay of their own jump shots in training sessions 1 and 2, whereas the control group did not.   We measured ankle, knee, and hip angles in the sagittal plane at initial contact and peak flexion; range of motion; and Landing Error Scoring System (LESS) scores. One 2 × 4 repeated-measures analysis of variance was conducted to analyze the group, time, and interaction effects of all kinematic outcome measures and the LESS score.   The video group improved knee and hip flexion at initial contact and peak flexion and range of motion. In addition, the group's average peak ankle flexion (12.0° at pretest to 21.8° at posttest) and LESS score (8.1 pretest to 4.0 posttest) improved. When we considered performance variables, no differences between groups were found in shot accuracy or vertical jump height, whereas horizontal jump distance in the video group increased over time.   Overlay visual feedback is an effective method for improving landing kinematics during a sport-specific jump shot. Further research is warranted to determine the long-term effects

  7. HRV based Health&Sport markers using video from the face

    OpenAIRE

    Capdevila, Ll.; Moreno, Jordi; Movellan, Javier; Parrado Romero, Eva; Ramos Castro, Juan José

    2012-01-01

    Heart Rate Variability (HRV) is an indicator of health status in the general population and of adaptatio n to stress in athletes. In this paper we compare the performance of two systems to measure HRV: (1) A commercial system based on recording the physiological cardiac signal with (2) A computer vision system that uses a standard video images of the face to estimate RR from changes in skin color of the face. We show that the computer vision system pe...

  8. SPORT MARKETING

    Directory of Open Access Journals (Sweden)

    Omer Špirtović

    2010-03-01

    Full Text Available Word „marketing“ comes from AngloSaxon linguistic domain and implies in a narrow sense the market. Under marketing, we consider certain process, which should create and solve relations of exchange between manufacturers on one side, and consumers on the other. Discussion about sport marketing implies its theoretical definition and generalization, and then its actual definition in sport environment. Sport marketing belongs to business function of sport organization and represents primaly an economical process of connecting produktion (sport organizations with sportsmen and coaches and consumption (sport and other public. Sport marketing is the reality in sport today, and cannot be observed as fashionabless of capitalistic production. Today is almost impossible for sport organization to make business without its business part called sport marketing if it wants to survive in sport arena.

  9. Judgments of Nonverbal Behaviour by Children with High-Functioning Autism Spectrum Disorder: Can They Detect Signs of Winning and Losing from Brief Video Clips?

    Science.gov (United States)

    Ryan, Christian; Furley, Philip; Mulhall, Kathleen

    2016-01-01

    Typically developing children are able to judge who is winning or losing from very short clips of video footage of behaviour between active match play across a number of sports. Inferences from "thin slices" (short video clips) allow participants to make complex judgments about the meaning of posture, gesture and body language. This…

  10. QIM blind video watermarking scheme based on Wavelet transform and principal component analysis

    Directory of Open Access Journals (Sweden)

    Nisreen I. Yassin

    2014-12-01

    Full Text Available In this paper, a blind scheme for digital video watermarking is proposed. The security of the scheme is established by using one secret key in the retrieval of the watermark. Discrete Wavelet Transform (DWT is applied on each video frame decomposing it into a number of sub-bands. Maximum entropy blocks are selected and transformed using Principal Component Analysis (PCA. Quantization Index Modulation (QIM is used to quantize the maximum coefficient of the PCA blocks of each sub-band. Then, the watermark is embedded into the selected suitable quantizer values. The proposed scheme is tested using a number of video sequences. Experimental results show high imperceptibility. The computed average PSNR exceeds 45 dB. Finally, the scheme is applied on two medical videos. The proposed scheme shows high robustness against several attacks such as JPEG coding, Gaussian noise addition, histogram equalization, gamma correction, and contrast adjustment in both cases of regular videos and medical videos.

  11. Eulerian frequency analysis of structural vibrations from high-speed video

    International Nuclear Information System (INIS)

    Venanzoni, Andrea; De Ryck, Laurent; Cuenca, Jacques

    2016-01-01

    An approach for the analysis of the frequency content of structural vibrations from high-speed video recordings is proposed. The techniques and tools proposed rely on an Eulerian approach, that is, using the time history of pixels independently to analyse structural motion, as opposed to Lagrangian approaches, where the motion of the structure is tracked in time. The starting point is an existing Eulerian motion magnification method, which consists in decomposing the video frames into a set of spatial scales through a so-called Laplacian pyramid [1]. Each scale — or level — can be amplified independently to reconstruct a magnified motion of the observed structure. The approach proposed here provides two analysis tools or pre-amplification steps. The first tool provides a representation of the global frequency content of a video per pyramid level. This may be further enhanced by applying an angular filter in the spatial frequency domain to each frame of the video before the Laplacian pyramid decomposition, which allows for the identification of the frequency content of the structural vibrations in a particular direction of space. This proposed tool complements the existing Eulerian magnification method by amplifying selectively the levels containing relevant motion information with respect to their frequency content. This magnifies the displacement while limiting the noise contribution. The second tool is a holographic representation of the frequency content of a vibrating structure, yielding a map of the predominant frequency components across the structure. In contrast to the global frequency content representation of the video, this tool provides a local analysis of the periodic gray scale intensity changes of the frame in order to identify the vibrating parts of the structure and their main frequencies. Validation cases are provided and the advantages and limits of the approaches are discussed. The first validation case consists of the frequency content

  12. Does improved decision-making ability reduce the physiological demands of game-based activities in field sport athletes?

    Science.gov (United States)

    Gabbett, Tim J; Carius, Josh; Mulvey, Mike

    2008-11-01

    This study investigated the effects of video-based perceptual training on pattern recognition and pattern prediction ability in elite field sport athletes and determined whether enhanced perceptual skills influenced the physiological demands of game-based activities. Sixteen elite women soccer players (mean +/- SD age, 18.3 +/- 2.8 years) were allocated to either a video-based perceptual training group (N = 8) or a control group (N = 8). The video-based perceptual training group watched video footage of international women's soccer matches. Twelve training sessions, each 15 minutes in duration, were conducted during a 4-week period. Players performed assessments of speed (5-, 10-, and 20-m sprint), repeated-sprint ability (6 x 20-m sprints, with active recovery on a 15-second cycle), estimated maximal aerobic power (V O2 max, multistage fitness test), and a game-specific video-based perceptual test of pattern recognition and pattern prediction before and after the 4 weeks of video-based perceptual training. The on-field assessments included time-motion analysis completed on all players during a standardized 45-minute small-sided training game, and assessments of passing, shooting, and dribbling decision-making ability. No significant changes were detected in speed, repeated-sprint ability, or estimated V O2 max during the training period. However, video-based perceptual training improved decision accuracy and reduced the number of recall errors, indicating improved game awareness and decision-making ability. Importantly, the improvements in pattern recognition and prediction ability transferred to on-field improvements in passing, shooting, and dribbling decision-making skills. No differences were detected between groups for the time spent standing, walking, jogging, striding, and sprinting during the small-sided training game. These findings demonstrate that video-based perceptual training can be used effectively to enhance the decision-making ability of field

  13. Energy expenditure in adults with cerebral palsy playing Wii Sports.

    Science.gov (United States)

    Hurkmans, Henri L; van den Berg-Emons, Rita J; Stam, Henk J

    2010-10-01

    To determine energy expenditure of adults with bilateral spastic cerebral palsy while playing Wii Sports tennis and boxing. Cross-sectional study. University medical center. Five men and 3 women with bilateral spastic cerebral palsy and ambulatory ability (Gross Motor Function Classification System level I or II) participated. The mean participant age ± SD was 36±7 years. Exclusion criteria were comorbidities that affected daily physical activity and fitness, contraindications to exercise, or inability to understand study instructions owing to cognitive disorders or language barriers. Participants played Wii Sports tennis and boxing, each for 15 minutes in random order. By using a portable gas analyzer, we assessed energy expenditure by oxygen uptake (Vo(2)) while sitting and during Wii Sports game play. Energy expenditure is expressed in metabolic equivalents (METs), which were calculated as Vo(2) during Wii Sports play divided by Vo(2) during sitting. Mean ± SD energy expenditure during Wii Sports game play was 4.5±1.1METs for tennis and 5.0±1.1METs for boxing (P=.024). All participants attained energy expenditures greater than 3METs, and 2 participants attained energy expenditures greater than 6METs while playing Wii Sports tennis or boxing. Both Wii Sports tennis and boxing seem to provide at least moderate-intensity exercise in adults with bilateral spastic cerebral palsy (GMFCS level I or II). These games, therefore, may be useful as treatment to promote more active and healthful lifestyles in these patients. Further research is needed to determine the energy expenditures of other physically disabled patient groups while playing active video games, and to determine the effectiveness of these games in improving health and daily activity levels. Copyright © 2010 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  14. SMAP Data Assimilation at NASA SPoRT

    Science.gov (United States)

    Blankenship, Clay B.; Case, Jonathan L.; Zavodsky, Bradley T.

    2016-01-01

    The NASA Short-Term Prediction Research and Transition (SPoRT) Center maintains a near-real- time run of the Noah Land Surface Model within the Land Information System (LIS) at 3-km resolution. Soil moisture products from this model are used by several NOAA/National Weather Service Weather Forecast Offices for flood and drought situational awareness. We have implemented assimilation of soil moisture retrievals from the Soil Moisture Ocean Salinity (SMOS) and Soil Moisture Active/ Passive (SMAP) satellites, and are now evaluating the SMAP assimilation. The SMAP-enhanced LIS product is planned for public release by October 2016.

  15. Web-video-mining-supported workflow modeling for laparoscopic surgeries.

    Science.gov (United States)

    Liu, Rui; Zhang, Xiaoli; Zhang, Hao

    2016-11-01

    As quality assurance is of strong concern in advanced surgeries, intelligent surgical systems are expected to have knowledge such as the knowledge of the surgical workflow model (SWM) to support their intuitive cooperation with surgeons. For generating a robust and reliable SWM, a large amount of training data is required. However, training data collected by physically recording surgery operations is often limited and data collection is time-consuming and labor-intensive, severely influencing knowledge scalability of the surgical systems. The objective of this research is to solve the knowledge scalability problem in surgical workflow modeling with a low cost and labor efficient way. A novel web-video-mining-supported surgical workflow modeling (webSWM) method is developed. A novel video quality analysis method based on topic analysis and sentiment analysis techniques is developed to select high-quality videos from abundant and noisy web videos. A statistical learning method is then used to build the workflow model based on the selected videos. To test the effectiveness of the webSWM method, 250 web videos were mined to generate a surgical workflow for the robotic cholecystectomy surgery. The generated workflow was evaluated by 4 web-retrieved videos and 4 operation-room-recorded videos, respectively. The evaluation results (video selection consistency n-index ≥0.60; surgical workflow matching degree ≥0.84) proved the effectiveness of the webSWM method in generating robust and reliable SWM knowledge by mining web videos. With the webSWM method, abundant web videos were selected and a reliable SWM was modeled in a short time with low labor cost. Satisfied performances in mining web videos and learning surgery-related knowledge show that the webSWM method is promising in scaling knowledge for intelligent surgical systems. Copyright © 2016 Elsevier B.V. All rights reserved.

  16. Junior Sport and the Evolution of Sport Cultures.

    Science.gov (United States)

    Siedentop, Daryl

    2002-01-01

    Addresses junior sport and sport culture in New Zealand, recommending that it receive serious consideration for its crucial role in the future of New Zealand's sport culture. The paper presents three goals for junior sport programs (educative, public health, and elite development), describes characteristics of junior sport (e.g., youth want to…

  17. State of development of sport and technical and applied sports in the sports organizations of Ukraine

    Directory of Open Access Journals (Sweden)

    N.V. Tikhonova

    2014-10-01

    Full Text Available Purpose : the study of the development of sport and technical and applied sports in the sports organizations of Ukraine. Material : the results of analysis of scientific and methodical literature, statistical reports of the Ministry of Youth and Sports, controls for Physical Culture and Sport, the governing bodies of education and science, society websites promoting Defence of Ukraine, the Sports Committee of Ukraine. Results : technical sports solve complex health and educational problems, promote patriotic education of children. In Ukraine today gaining popularity of sports-technical and applied sports. According to statistics the number of students enrolled in 2013 increased by 6% (1720 people in relation to 2012. Total 30484 person. The most popular among children and adolescents are: military-sport all-around (amount involved is 23.9% of the total number of pupils, fire-applied sports (8.8%, parachute (8.7%, automotive (8.1 %, model aircraft (7.8%, underwater (5.8%, radio sport (7.1%. The most abundant component in the number of sports clubs have engaged in occupations which covered 18264 children and adolescents. Conclusions : Implementation of measures for further development of sports engineering, aviation and military applied sports will foster a versatile development, hardened physically, technically trained people. As the formation of the younger generation of sustained interest and needs in the classroom technical creativity, provide training for young people for military service and active labor.

  18. SPORTS MARKETING AS A BUSINESS FUNCTION IN MODERN SPORTS

    OpenAIRE

    Danilo Aćimović; Omer Špirtović

    2013-01-01

    Discussion about sport marketing implies its theoretical definition and generalization, and then its actual definition in sport environment. Sport marketing, belongs to the newer type of the marketing. It appeared in time of increasing activity and significance of sport in the world. Huge human potential, with which sport as an activity disposes, implied the need to organize more properly and use it purposefully. “Sport marketing belongs to business function of sport organization and represen...

  19. Music video shot segmentation using independent component analysis and keyframe extraction based on image complexity

    Science.gov (United States)

    Li, Wei; Chen, Ting; Zhang, Wenjun; Shi, Yunyu; Li, Jun

    2012-04-01

    In recent years, Music video data is increasing at an astonishing speed. Shot segmentation and keyframe extraction constitute a fundamental unit in organizing, indexing, retrieving video content. In this paper a unified framework is proposed to detect the shot boundaries and extract the keyframe of a shot. Music video is first segmented to shots by illumination-invariant chromaticity histogram in independent component (IC) analysis feature space .Then we presents a new metric, image complexity, to extract keyframe in a shot which is computed by ICs. Experimental results show the framework is effective and has a good performance.

  20. A Gaussian mixture clustering model for characterizing football players using the EA Sports' FIFA video game system. [Modelo basado en agrupamiento de mixturas Gaussianas para caracterizar futbolistas utilizando el sistema de videojuegos FIFA de EA Sports].

    Directory of Open Access Journals (Sweden)

    César Soto-Valero

    2017-07-01

    Full Text Available The generation and availability of football data has increased considerably last decades, mostly due to its popularity and also because of technological advances. Gaussian mixture clustering models represents a novel approach to exploring and analyzing performance data in sports. In this paper, we use principal components analysis in conjunction with a model-based Gaussian clustering method with the purpose of characterizing professional football players. Our model approach is tested using 40 attributes from EA Sports' FIFA video game series system, corresponding to 7705 European players. Clustering results reveal a clear distinction among different performance indicators, representing four different roles in the team. Players were labeled according to these roles and a gradient tree boosting model was used for ranking attributes regarding to its importance. We found that the dribbling skill is the most discriminating variable among the different clustered players’ profiles. Resumen En las últimas décadas se ha visto un incremento considerable en la generación y disponibilidad de datos de fútbol, esto se debe fundamentalmente a la popularidad de este deporte así como a los avances tecnológicos realizados en este campo. Los modelos de agrupamiento basados en mixturas Gaussianas representan un enfoque novedoso para explorar y analizar datos de desempeño deportivo. En el presente trabajo, se lleva a cabo una caracterización de jugadores profesionales de fútbol utilizando técnicas de análisis de componentes principales y agrupamiento basados en mixturas Gaussianas. El modelo presentado es comprobado utilizando datos del sistema de videojuegos FIFA de EA Sports, dichos datos representan 40 atributos correspondientes a 7705 futbolistas europeos. Los resultados del agrupamiento revelan una clara distinción entre algunos indicadores de desempeño, los cuales corresponden a cuatro roles diferentes en el equipo. Consecuentemente, los

  1. Knowledge, Attitudes, and Beliefs of Youth Sports Coaches Regarding Sport Volume Recommendations and Sport Specialization.

    Science.gov (United States)

    Post, Eric G; Trigsted, Stephanie M; Schaefer, Daniel A; Cadmus-Bertram, Lisa A; Watson, Andrew M; McGuine, Timothy A; Brooks, M Alison; Bell, David R

    2018-02-22

    Overuse injuries in youth athletes are becoming increasingly common which may be a result of the prevalence of year-round specialized sport participation. Previous research has identified sport volume recommendations related to months per year, hours per week, and simultaneous participation in multiple sports leagues. Coaches are a primary influence on a youth athlete's decision to specialize in a single sport. Therefore, identifying coaches' baseline beliefs and perceptions is important for developing strategies to educate coaches about safe sport participation. A total of 253 youth sport coaches (207 males) completed an anonymous online questionnaire regarding knowledge of sport volume recommendations and attitudes and beliefs regarding sport specialization. Eligible participants were required to serve as a head or assistant coach of a youth sport team in the past 12 months whose members were between the ages of 12 and 18. Most coaches were unaware of recommendations regarding the maximum number of months per year (79.4%), hours per week in one sport (79.3%), or number of simultaneous leagues for an athlete to participate in to reduce injury (77.6%). Fewer than half (43.2%) of all coaches were "very" or "extremely" concerned about the risk of injury in youth sports. A majority (60.1%) believed that sport specialization was either "quite a bit" or "a great deal" of a problem. Two-thirds (67.2%) responded that year-round participation in a single sport was either "very" or "extremely" likely to increase an athlete's risk of injury. Although the responses to this survey were predominantly from coaches from one state, our results suggest that coaches are unaware of sport volume recommendations but are concerned about specialization. Future efforts are needed to communicate these recommendations to coaches in order to reduce the risk of overuse injury in youth sports.

  2. Photobiomodulation in human muscle tissue: an advantage in sports performance?

    Science.gov (United States)

    Ferraresi, Cleber; Huang, Ying-Ying; Hamblin, Michael R

    2016-12-01

    Photobiomodulation (PBM) describes the use of red or near-infrared (NIR) light to stimulate, heal, and regenerate damaged tissue. Both preconditioning (light delivered to muscles before exercise) and PBM applied after exercise can increase sports performance in athletes. This review covers the effects of PBM on human muscle tissue in clinical trials in volunteers related to sports performance and in athletes. The parameters used were categorized into those with positive effects or no effects on muscle performance and recovery. Randomized controlled trials and case-control studies in both healthy trained and untrained participants, and elite athletes were retrieved from MEDLINE up to 2016. Performance metrics included fatigue, number of repetitions, torque, hypertrophy; measures of muscle damage and recovery such as creatine kinase and delayed onset muscle soreness. Searches retrieved 533 studies, of which 46 were included in the review (n = 1045 participants). Studies used single laser probes, cluster of laser diodes, LED clusters, mixed clusters (lasers and LEDs), and flexible LED arrays. Both red, NIR, and red/NIR mixtures were used. PBM can increase muscle mass gained after training, and decrease inflammation and oxidative stress in muscle biopsies. We raise the question of whether PBM should be permitted in athletic competition by international regulatory authorities. © 2016 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  3. Risk factors for developing jumper's knee in sport and occupation: a review

    Science.gov (United States)

    Tiemessen, Ivo JH; Kuijer, P Paul FM; Hulshof, Carel TJ; Frings-Dresen, Monique HW

    2009-01-01

    Background The onset of jumper's knee is generally associated with sports and sporting activities. Employees in certain professions might be at risk as well for developing jumper's knee. Therefore, it is of interest to identify risk factors in sport and/or occupation. Findings A systematic search of the international scientific literature was performed until November 2008 in the scientific databases (a) Medline, (b) Embase, and (c) SportDiscus. All types of studies were included. The search strategy retrieved ten articles about risk factors in sport that met the inclusion criteria. Risk factors that could be identified are; playing volleyball (4 studies), playing basketball (3 studies), training and playing volleyball/basketball more than 12 hours per week (2 studies), in combination with weight-bearing activities of at least 5 hours per week (1 study) and playing or training on a hard surface (1 study). No studies were found regarding occupation that fulfilled the inclusion criteria. Conclusion Playing volleyball and basketball has a positive association with the onset or worsening of jumper's knee. Other risk factors are training and playing hours of at least 12 hours per week and/or in combination with weight training of at least 5 hours per week, and/or with playing or training on a hard surface. We did not find a specific occupational risk factor. PMID:19586529

  4. Risk factors for developing jumper's knee in sport and occupation: a review

    Directory of Open Access Journals (Sweden)

    Frings-Dresen Monique HW

    2009-07-01

    Full Text Available Abstract Background The onset of jumper's knee is generally associated with sports and sporting activities. Employees in certain professions might be at risk as well for developing jumper's knee. Therefore, it is of interest to identify risk factors in sport and/or occupation. Findings A systematic search of the international scientific literature was performed until November 2008 in the scientific databases (a Medline, (b Embase, and (c SportDiscus. All types of studies were included. The search strategy retrieved ten articles about risk factors in sport that met the inclusion criteria. Risk factors that could be identified are; playing volleyball (4 studies, playing basketball (3 studies, training and playing volleyball/basketball more than 12 hours per week (2 studies, in combination with weight-bearing activities of at least 5 hours per week (1 study and playing or training on a hard surface (1 study. No studies were found regarding occupation that fulfilled the inclusion criteria. Conclusion Playing volleyball and basketball has a positive association with the onset or worsening of jumper's knee. Other risk factors are training and playing hours of at least 12 hours per week and/or in combination with weight training of at least 5 hours per week, and/or with playing or training on a hard surface. We did not find a specific occupational risk factor.

  5. Microphysical retrievals from simultaneous polarimetric and profiling radar observations

    Directory of Open Access Journals (Sweden)

    M. P. Morris

    2009-12-01

    Full Text Available The character of precipitation detected at the surface is the final product of many microphysical interactions in the cloud above, the combined effects of which may be characterized by the observed drop size distribution (DSD. This necessitates accurate retrieval of the DSD from remote sensing data, especially radar as it offers large areal coverage, high spatial resolution, and rigorous quality control and testing. Combined instrument observations with a UHF wind profiler, an S-band polarimetric weather radar, and a video disdrometer are analyzed for two squall line events occuring during the calendar year 2007. UHF profiler Doppler velocity spectra are used to estimate the DSD aloft, and are complemented by DSDs retrieved from an exponential model applied to polarimetric data. Ground truth is provided by the disdrometer. A complicating factor in the retrieval from UHF profiler spectra is the presence of ambient air motion, which can be corrected using the method proposed by Teshiba et al. (2009, in which a comparison between idealized Doppler spectra calculated from the DSDs retrieved from KOUN and those retrieved from contaminated wind profiler spectra is performed. It is found that DSDs measured using the distrometer at the surface and estimated using the wind profiler and polarimetric weather radar generally showed good agreement. The DSD retrievals using the wind profiler were improved when the estimates of the vertical wind were included into the analysis, thus supporting the method of Teshiba et al. (2009. Furthermore, the the study presents a method of investigating the time and height structure of DSDs.

  6. W-transform method for feature-oriented multiresolution image retrieval

    Energy Technology Data Exchange (ETDEWEB)

    Kwong, M.K.; Lin, B. [Argonne National Lab., IL (United States). Mathematics and Computer Science Div.

    1995-07-01

    Image database management is important in the development of multimedia technology. Since an enormous amount of digital images is likely to be generated within the next few decades in order to integrate computers, television, VCR, cables, telephone and various imaging devices. Effective image indexing and retrieval systems are urgently needed so that images can be easily organized, searched, transmitted, and presented. Here, the authors present a local-feature-oriented image indexing and retrieval method based on Kwong, and Tang`s W-transform. Multiresolution histogram comparison is an effective method for content-based image indexing and retrieval. However, most recent approaches perform multiresolution analysis for whole images but do not exploit the local features present in the images. Since W-transform is featured by its ability to handle images of arbitrary size, with no periodicity assumptions, it provides a natural tool for analyzing local image features and building indexing systems based on such features. In this approach, the histograms of the local features of images are used in the indexing, system. The system not only can retrieve images that are similar or identical to the query images but also can retrieve images that contain features specified in the query images, even if the retrieved images as a whole might be very different from the query images. The local-feature-oriented method also provides a speed advantage over the global multiresolution histogram comparison method. The feature-oriented approach is expected to be applicable in managing large-scale image systems such as video databases and medical image databases.

  7. Blood Sampling in Newborns: A Systematic Review of YouTube Videos.

    Science.gov (United States)

    Bueno, Mariana; Nishi, Érika Tihemi; Costa, Taine; Freire, Laís Machado; Harrison, Denise

    Objective of this study was to conduct a systematic review of YouTube videos showing neonatal blood sampling, and to evaluate pain management and comforting interventions used. Selected videos were consumer- or professional-produced videos showing human newborns undergoing heel lancing or venipuncture for blood sampling, videos showing the entire blood sampling procedure (from the first attempt or puncture to the time of application of a cotton ball or bandage), publication date prior to October 2014, Portuguese titles, available audio. Search terms included "neonate," "newborn," "neonatal screening," and "blood collection." Two reviewers independently screened the videos and extracted the following data. A total of 13 140 videos were retrieved, of which 1354 were further evaluated, and 68 were included. Videos were mostly consumer produced (97%). Heel lancing was performed in 62 (91%). Forty-nine infants (72%) were held by an adult during the procedure. Median pain score immediately after puncture was 4 (interquartile range [IQR] = 0-5), and median length of cry throughout the procedure was 61 seconds (IQR = 88). Breastfeeding (3%) and swaddling (1.5%) were rarely implemented. Posted YouTube videos in Portuguese of newborns undergoing blood collection demonstrate minimal use of pain treatment, and maximal distress during procedures. Knowledge translation strategies are needed to implement effective measures for neonatal pain relief and comfort.

  8. Fast Temporal Activity Proposals for Efficient Detection of Human Actions in Untrimmed Videos

    KAUST Repository

    Heilbron, Fabian Caba; Niebles, Juan Carlos; Ghanem, Bernard

    2016-01-01

    In many large-scale video analysis scenarios, one is interested in localizing and recognizing human activities that occur in short temporal intervals within long untrimmed videos. Current approaches for activity detection still struggle to handle large-scale video collections and the task remains relatively unexplored. This is in part due to the computational complexity of current action recognition approaches and the lack of a method that proposes fewer intervals in the video, where activity processing can be focused. In this paper, we introduce a proposal method that aims to recover temporal segments containing actions in untrimmed videos. Building on techniques for learning sparse dictionaries, we introduce a learning framework to represent and retrieve activity proposals. We demonstrate the capabilities of our method in not only producing high quality proposals but also in its efficiency. Finally, we show the positive impact our method has on recognition performance when it is used for action detection, while running at 10FPS.

  9. Fast Temporal Activity Proposals for Efficient Detection of Human Actions in Untrimmed Videos

    KAUST Repository

    Heilbron, Fabian Caba

    2016-12-13

    In many large-scale video analysis scenarios, one is interested in localizing and recognizing human activities that occur in short temporal intervals within long untrimmed videos. Current approaches for activity detection still struggle to handle large-scale video collections and the task remains relatively unexplored. This is in part due to the computational complexity of current action recognition approaches and the lack of a method that proposes fewer intervals in the video, where activity processing can be focused. In this paper, we introduce a proposal method that aims to recover temporal segments containing actions in untrimmed videos. Building on techniques for learning sparse dictionaries, we introduce a learning framework to represent and retrieve activity proposals. We demonstrate the capabilities of our method in not only producing high quality proposals but also in its efficiency. Finally, we show the positive impact our method has on recognition performance when it is used for action detection, while running at 10FPS.

  10. Rapportage sport 2008

    NARCIS (Netherlands)

    Koen Breedveld; Carlijn Kamphuis; Annet Tiessen-Raaphorst

    2008-01-01

    Sport boeit. Sport bindt. Sport bevordert de gezondheid. En sport betaalt. Sport is anno 2008 ongekend populair. Tweederde van de Nederlanders doet aan sport. Na zwemmen en fietsen is fitness de meest populaire sport geworden. Daarnaast zetten anderhalf miljoen Nederlanders zich als vrijwilliger

  11. Enhancing the control of force in putting by video game training.

    Science.gov (United States)

    Fery, Y A; Ponserre, S

    2001-10-10

    Even if golf video games provide no proprioceptive afferences on actual putting movement, they may give sufficient substitutive visual cues to enhance force control in this skill. It was hypothesized that this usefulness requires, however, two conditions: the video game must provide reliable demonstrations of actual putts, and the user must want to use the game to make progress in actual putting. Accordingly, a video game was selected on the basis of its fidelity to the real-world game. It allowed two different methods of adjusting the virtual player's putting force in order to hole a putt: an analogue method that consisted of focusing on the virtual player's movement and a symbolic method that consisted of focusing on the movement of a gauge on a scale representing the virtual player's putting force. The participants had to use one of these methods with either the intention of making progress in actual putting or in a second condition to simply enjoy the game. Results showed a positive transfer of video playing to actual putting skill for the learning group and also, to a lesser degree, for the enjoyment group; but only when they used the symbolic method. Results are discussed in the context of how vision may convey force cues in sports video games.

  12. Comparison of eSports and Traditional Sports Consumption Motives

    Science.gov (United States)

    Lee, Donghun; Schoenstedt, Linda J.

    2011-01-01

    With recognition of the need for studying eSports in this interactive digital communication era, this study explored 14 motivational factors affecting the time spent on eSports gaming. Using a sample of 515 college students and athletic event attendees, we further compared eSports game patterns to their non-eSport or traditional sport involvements…

  13. HRV based health&sport markers using video from the face.

    Science.gov (United States)

    Capdevila, Lluis; Moreno, Jordi; Movellan, Javier; Parrado, Eva; Ramos-Castro, Juan

    2012-01-01

    Heart Rate Variability (HRV) is an indicator of health status in the general population and of adaptation to stress in athletes. In this paper we compare the performance of two systems to measure HRV: (1) A commercial system based on recording the physiological cardiac signal with (2) A computer vision system that uses a standard video images of the face to estimate RR from changes in skin color of the face. We show that the computer vision system performs surprisingly well. It estimates individual RR intervals in a non-invasive manner and with error levels comparable to those achieved by the physiological based system.

  14. Sports-science roundtable: does sports-science research influence practice?

    Science.gov (United States)

    Bishop, David; Burnett, Angus; Farrow, Damian; Gabbett, Tim; Newton, Robert

    2006-06-01

    As sports scientists, we claim to make a significant contribution to the body of knowledge that influences athletic practice and performance. Is this the reality? At the inaugural congress of the Australian Association for Exercise and Sports Science, a panel of well-credentialed academic experts with experience in the applied environment debated the question, Does sports-science research influence practice? The first task was to define "sports-science research," and it was generally agreed that it is concerned with providing evidence that improves sports performance. When practices are equally effective, sports scientists also have a role in identifying practices that are safer, more time efficient, and more enjoyable. There were varying views on the need for sports-science research to be immediately relevant to coaches or athletes. Most agreed on the importance of communicating the results of sports-science research, not only to the academic community but also to coaches and athletes, and the need to encourage both short- and long-term research. The panelists then listed examples of sports-science research that they believe have influenced practice, as well as strategies to ensure that sports-science research better influences practice.

  15. NASA SPoRT JPSS PG Activities in Alaska

    Science.gov (United States)

    Berndt, Emily; Molthan, Andrew; Fuell, Kevin; McGrath, Kevin; Smith, Matt; LaFontaine, Frank; Leroy, Anita; White, Kris

    2018-01-01

    SPoRT (NASA's Short-term Prediction Research and Transition Center) has collaboratively worked with Alaska WFOs (Weather Forecast Offices) to introduce RGB (Red/Green/Blue false color image) imagery to prepare for NOAA-20 (National Oceanic and Atmospheric Administration, JPSS (Joint Polar Satellite System) series-20 satellite) VIIRS (Visible Infrared Imaging Radiometer Suite) and improve forecasting aviation-related hazards. Last R2O/O2R (Research-to-Operations/Operations-to-Research) steps include incorporating NOAA-20 VIIRS in RGB suite and fully transitioning client-side RGB processing to GINA (Geographic Information Network of Alaska) and Alaska Region. Alaska Region WFOs have been part of the successful R2O/O2R story to assess the use of NESDIS (National Environmental Satellite, Data, and Information Service) Snowfall Rate product in operations. SPoRT introduced passive microwave rain rate and IMERG (Integrated Multi-satellitE Retrievals for GPM (Global Precipitation Measurement)) (IMERG) to Alaska WFOs for use in radar-void areas and assessing flooding potential. SPoRT has been part of the multi-organization collaborative effort to introduce Gridded NUCAPS (NOAA Unique CrIS/ATMS (Crosstrack Infrared Sounder/Advanced Technology Microwave Sounder) Processing System) to the Anchorage CWSU (Center Weather Service Unit) to assess Cold Air Aloft events, [and as part of NOAA's PG (Product Generation) effort].

  16. Creating sport consumers in Dutch sport policy

    NARCIS (Netherlands)

    van der Roest, Jan Willem; Vermeulen, Jeroen; van Bottenburg, Maarten; LS Sportontw. & Managing Social Issues; UU LEG Research USG Public Matters Managing Social Issues; LS Management van Cultuur en Zingeving

    2014-01-01

    This article deals with the tension between the association logic and the market logic that appears in the domain of voluntary sport clubs (VSCs). We present a qualitative analysis of sport policy texts of fifteen Dutch national sport organizations (NSOs) and the national umbrella organization to

  17. Automatic annotation of lecture videos for multimedia driven pedagogical platforms

    Directory of Open Access Journals (Sweden)

    Ali Shariq Imran

    2016-12-01

    Full Text Available Today’s eLearning websites are heavily loaded with multimedia contents, which are often unstructured, unedited, unsynchronized, and lack inter-links among different multimedia components. Hyperlinking different media modality may provide a solution for quick navigation and easy retrieval of pedagogical content in media driven eLearning websites. In addition, finding meta-data information to describe and annotate media content in eLearning platforms is challenging, laborious, prone to errors, and time-consuming task. Thus annotations for multimedia especially of lecture videos became an important part of video learning objects. To address this issue, this paper proposes three major contributions namely, automated video annotation, the 3-Dimensional (3D tag clouds, and the hyper interactive presenter (HIP eLearning platform. Combining existing state-of-the-art SIFT together with tag cloud, a novel approach for automatic lecture video annotation for the HIP is proposed. New video annotations are implemented automatically providing the needed random access in lecture videos within the platform, and a 3D tag cloud is proposed as a new way of user interaction mechanism. A preliminary study of the usefulness of the system has been carried out, and the initial results suggest that 70% of the students opted for using HIP as their preferred eLearning platform at Gjøvik University College (GUC.

  18. Adherent Raindrop Modeling, Detectionand Removal in Video.

    Science.gov (United States)

    You, Shaodi; Tan, Robby T; Kawakami, Rei; Mukaigawa, Yasuhiro; Ikeuchi, Katsushi

    2016-09-01

    Raindrops adhered to a windscreen or window glass can significantly degrade the visibility of a scene. Modeling, detecting and removing raindrops will, therefore, benefit many computer vision applications, particularly outdoor surveillance systems and intelligent vehicle systems. In this paper, a method that automatically detects and removes adherent raindrops is introduced. The core idea is to exploit the local spatio-temporal derivatives of raindrops. To accomplish the idea, we first model adherent raindrops using law of physics, and detect raindrops based on these models in combination with motion and intensity temporal derivatives of the input video. Having detected the raindrops, we remove them and restore the images based on an analysis that some areas of raindrops completely occludes the scene, and some other areas occlude only partially. For partially occluding areas, we restore them by retrieving as much as possible information of the scene, namely, by solving a blending function on the detected partially occluding areas using the temporal intensity derivative. For completely occluding areas, we recover them by using a video completion technique. Experimental results using various real videos show the effectiveness of our method.

  19. Mechanisms and situations of anterior cruciate ligament injuries in professional male soccer players: a YouTube-based video analysis.

    Science.gov (United States)

    Grassi, Alberto; Smiley, Stephen Paul; Roberti di Sarsina, Tommaso; Signorelli, Cecilia; Marcheggiani Muccioli, Giulio Maria; Bondi, Alice; Romagnoli, Matteo; Agostini, Alessandra; Zaffagnini, Stefano

    2017-10-01

    Soccer is considered the most popular sport in the world concerning both audience and athlete participation, and the incidence of ACL injury in this sport is high. The understanding of injury situations and mechanisms could be useful as substratum for preventive actions. To conduct a video analysis evaluating the situations and mechanisms of ACL injury in a homogeneous population of professional male soccer players, through a search entirely performed on the YouTube.com Web site focusing on the most recent years. A video analysis was conducted obtaining videos of ACL injury in professional male soccer players from the Web site YouTube. Details regarding injured players, events and situations were obtained. The mechanism of injury was defined on the basis of the action, duel type, contact or non-contact injury, and on the hip, knee and foot position. Thirty-four videos were analyzed, mostly from the 2014-2015 season. Injuries occurred mostly in the first 9 min of the match (26%), in the penalty area (32%) or near the side-lines (44%), and in non-rainy conditions (97%). Non-contact injuries occurred in 44% of cases, while indirect injuries occurred in 65%, mostly during pressing, dribbling or tackling. The most recurrent mechanism was with an abducted and flexed hip, with knee at first degrees of flexion and under valgus stress. Through a YouTube-based video analysis, it was possible to delineate recurrent temporal, spatial and mechanical characteristics of ACL injury in male professional soccer players. Level IV, case series.

  20. Sport Marketing

    OpenAIRE

    Ekmekci, Ridvan; Ekmekçi, Aytul Yeter

    2009-01-01

    Abstract  Marketing which is entered to almost our whole life, now more than goods and services, became an important  concept of ideas, persons, institutions, events, and facilities. As a main activities of business co. marketing has an important place in sports industry. Recently, the development of special sport marketing strategies and the presentation of sport goods and services to consumers are gaining importance. Efforts of increasing income of sport clubs, because of sport organization...

  1. Biomechanical characterization dismount from balance beam on the basis of the analysis of key elements of sports equipment

    Directory of Open Access Journals (Sweden)

    V.A. Potop

    2013-12-01

    Full Text Available Purpose. Biomechanical analysis of sports performance technology with balance beam dismount. Material, methods. The study involved six young gymnasts aged 12 - 14 years old - the reserve team of Romania. Results. Identified nodal elements of sports equipment dismount from balance beam type flip off rondat and rondat - coup ago somersaults with twists caved at 360°, 540°, 720° and 900°. In the preparatory phase of the motor action performed dismount isolated and studied central element of sports equipment - starting posture of the body in the phase of the main motor action - animation body posture in the final phase of motor actions - the final posture of the body - Sustainable landing. Conclusions. The method of video - computer research dismount from balance beam type flip off rondat and rondat - coup ago, in conjunction with the method of postural orientation movements allow you to perform a detailed biomechanical analysis of the key elements of sports equipment, to develop advanced training programs.

  2. Physiologic Responses, Liking and Motivation for Playing the Same Video Game on an Active Versus a Traditional, Non-Active Gaming System.

    Science.gov (United States)

    Sanders, Gabriel J; Santo, Antonio S; Peacock, Corey A; Williamson, Megan L; VON Carlowitz, Kyle-Patrick; Barkley, Jacob E

    Evidence suggests that individuals playing certain video games on the Nintendo Wii® (Wii) exhibit increased energy expenditure versus traditional video games, although little research examines non-Wii Sports/Fit games. The purpose of this study is to assess physiologic responses, liking, and the relative reinforcing value (RRV) of a popular, non-Wii sports video game for the Wii relative to the same game played on a traditional, non-active system. Twenty-four college-aged students participated. Heart rate and oxygen consumption (V̇O 2 ) was assessed during rest and when playing the following games: Madden NFL 2011® for Playstation 2 (PS2 Madden) and the Wii (Wii Madden), and Wii Sports Boxing. The RRV was assessed for Wii Madden versus PS2 Madden. Analysis of variance demonstrated a main effect for condition ( p ≤ 0.01) as V̇O 2 (5.2 ± 0.2 ml·kg -1 ·min -1 Wii, 4.1 ± 0.1 ml·kg -1 ·min -1 PS2, 3.7 ± 0.1 ml·kg -1 ·min -1 , rest) and heart rate (89.2 · 2.7 bpm Wii, 79.7 ± 2.5 bpm PS2, 79.1 ± 2.5 bpm, rest) was greater for Wii Madden than PS2 Madden and rest. Heart Rate (105.4 ± 5.3 bpm) and V̇O 2 (10.4 ml·kg -1 ·min -1 ) for Wii Sports Boxing was significantly greater than all other conditions ( p ≤ 0.003). The RRV was not significantly different between Wii Madden and PS2 Madden ( p = 0.50). Compared to the same game on a traditional system, Wii Madden is more physiologically challenging and equally reinforcing. However, Wii Madden would not be categorized as moderate-intensity physical activity.

  3. Digital Preservation and Deep Infrastructure; Dublin Core Metadata Initiative Progress Report and Workplan for 2002; Video Gaming, Education and Digital Learning Technologies: Relevance and Opportunities; Digital Collections of Real World Objects; The MusArt Music-Retrieval System: An Overview; eML: Taking Mississippi Libraries into the 21st Century.

    Science.gov (United States)

    Granger, Stewart; Dekkers, Makx; Weibel, Stuart L.; Kirriemuir, John; Lensch, Hendrik P. A.; Goesele, Michael; Seidel, Hans-Peter; Birmingham, William; Pardo, Bryan; Meek, Colin; Shifrin, Jonah; Goodvin, Renee; Lippy, Brooke

    2002-01-01

    One opinion piece and five articles in this issue discuss: digital preservation infrastructure; accomplishments and changes in the Dublin Core Metadata Initiative in 2001 and plans for 2002; video gaming and how it relates to digital libraries and learning technologies; overview of a music retrieval system; and the online version of the…

  4. Developing Sport Psychology in a Girls' Sport Academy Curriculum

    Science.gov (United States)

    Lewis, Andrew

    2014-01-01

    This article explores the initial steps in developing and presenting Sport Psychology in a leadership and sport curriculum at Stellenbosch University's (SU) Centre for Human Performance Sciences' (CHPS) Academy for Girls' Leadership and Sport Development. Sport Psychology does not feature within the South African school curriculum specifically,…

  5. Facial Video-Based Photoplethysmography to Detect HRV at Rest.

    Science.gov (United States)

    Moreno, J; Ramos-Castro, J; Movellan, J; Parrado, E; Rodas, G; Capdevila, L

    2015-06-01

    Our aim is to demonstrate the usefulness of photoplethysmography (PPG) for analyzing heart rate variability (HRV) using a standard 5-min test at rest with paced breathing, comparing the results with real RR intervals and testing supine and sitting positions. Simultaneous recordings of R-R intervals were conducted with a Polar system and a non-contact PPG, based on facial video recording on 20 individuals. Data analysis and editing were performed with individually designated software for each instrument. Agreement on HRV parameters was assessed with concordance correlations, effect size from ANOVA and Bland and Altman plots. For supine position, differences between video and Polar systems showed a small effect size in most HRV parameters. For sitting position, these differences showed a moderate effect size in most HRV parameters. A new procedure, based on the pixels that contained more heart beat information, is proposed for improving the signal-to-noise ratio in the PPG video signal. Results were acceptable in both positions but better in the supine position. Our approach could be relevant for applications that require monitoring of stress or cardio-respiratory health, such as effort/recuperation states in sports. © Georg Thieme Verlag KG Stuttgart · New York.

  6. Sports drink consumption and diet of children involved in organized sport.

    Science.gov (United States)

    Tomlin, Dona L; Clarke, Shannon K; Day, Meghan; McKay, Heather A; Naylor, Patti-Jean

    2013-08-19

    Organized sport provides one option for children to be physically active. However, there is a paucity of information about the relationship between children's participation in organized sport and their diet, and specifically their sports drink consumption. Therefore, the relationship between sports participation in children and the consumption of sports drinks, sugar-sweetened beverages (SSBs) and other components of diet was examined. A cross-sectional descriptive study was conducted using baseline data from the Action Schools! BC Dissemination study cohort (n = 1421; 9.90 (0.58) y; 736 girls, 685 boys). The differences between the dietary behaviours of children participating in organized sport (sport) versus those that did not participate (non-sport) was examined. A modified Physical Activity Questionnaire for Older Children (PAQ-C) was used to measure physical activity levels and participation in organized sport. A Food Frequency Questionnaire (FFQ) and 24-hour dietary recall were used to assess eating behaviour and macronutrient intake (including protein, fat, and carbohydrate as well as sugar, fibre and total calories). Fruit, vegetable and beverage quantities were hand-tallied from the dietary recall. Fruit, vegetable and beverage frequency was assessed using the FFQ. Analysis of covariance (ANCOVA) was used to analyse differences between groups and a chi-square test of association was use to determine if participation in sport was significantly associated with the proportion of children consuming sports drinks and SSBs, and with gender. Children involved in sport had a lower body mass index (BMI) and were more physically active than children in the non-sport group (p sports drinks and no difference in consumption of sports drink between sport and non-sport participants (p > .05) was observed. However, children involved in organized sport consumed more total calories, fat, fibre, fruit, vegetables and non-flavoured milk (p sport children. Children

  7. Sports Digitalization

    DEFF Research Database (Denmark)

    Xiao, Xiao; Hedman, Jonas; Tan, Felix Ter Chian

    2017-01-01

    evolution, as digital technologies are increasingly entrenched in a wide range of sporting activities and for applications beyond mere performance enhancement. Despite such trends, research on sports digitalization in the IS discipline is surprisingly still nascent. This paper aims at establishing...... a discourse on sports digitalization within the discipline. Toward this, we first provide an understanding of the institutional characteristics of the sports industry, establishing its theoretical importance and relevance in our discipline; second, we reveal the latest trends of digitalization in the sports...

  8. DRUGS IN SPORT

    Directory of Open Access Journals (Sweden)

    David R. Mottram

    2005-12-01

    Full Text Available This new edition includes fresh information regarding drugs use and abuse in sport and the updated worldwide anti-doping laws, and changes to the prohibited and therapeutic use exemption lists. The objectives of the book are to review/discuss the latest information on drugs in sport by considering i actions of drugs and hormones, ii medication and nutritional supplements in sport, iii the latest doping control regulations of the WADA, iv the use of banned therapeutic drugs in sport, v an assessment of the prevalence of drug taking in sport. FEATURES A common, uniform strategy and evidence-based approach to organizing and interpreting the literature is used in all chapters. This textbook is composed of twelve parts with sub-sections in all of them. The topics of the parts are: i An introduction to drugs and their use in sport, ii Drug use and abuse in sport, iii Central nervous system stimulants, iv WADA regulations in relation to drugs used in the treatment of respiratory tract disorders, v Androgenic anabolic steroids, vi Peptide and glycoprotein hormones and sport, vii Blood boosting and sport, viii Drug treatment of inflammation in sports injuries, ix Alcohol, anti-anxiety drugs and sport, x Creatine, xi Doping control and sport, xii Prevalence of drug misuse in sport. Each specific chapter has been systematically developed from the data available in prospective, retrospective, case-control, and cross-sectional studies. The tables and figures are numerous, helpful and very useful. AUDIENCE The book provides a very useful resource for students on sports related courses, coaches and trainers, researchers, nutritionists, exercise physiologists, pharmacologists, healthcare professionals in the fields of sports medicine and those involved in the management and administration side of sport. The readers are going to discover that this is an excellent reference book. Extensively revised new edition of this book is also a first-rate resource for

  9. Human Pose Estimation and Activity Recognition from Multi-View Videos

    DEFF Research Database (Denmark)

    Holte, Michael Boelstoft; Tran, Cuong; Trivedi, Mohan

    2012-01-01

    approaches which have been proposed to comply with these requirements. We report a comparison of the most promising methods for multi-view human action recognition using two publicly available datasets: the INRIA Xmas Motion Acquisition Sequences (IXMAS) Multi-View Human Action Dataset, and the i3DPost Multi......–computer interaction (HCI), assisted living, gesture-based interactive games, intelligent driver assistance systems, movies, 3D TV and animation, physical therapy, autonomous mental development, smart environments, sport motion analysis, video surveillance, and video annotation. Next, we review and categorize recent......-View Human Action and Interaction Dataset. To compare the proposed methods, we give a qualitative assessment of methods which cannot be compared quantitatively, and analyze some prominent 3D pose estimation techniques for application, where not only the performed action needs to be identified but a more...

  10. Examining elite Parasport athletes with sport involvement and sports equipment.

    Science.gov (United States)

    Hambrick, Marion E; Hums, Mary A; Bower, Glenna G; Wolff, Eli A

    2015-01-01

    Elite athletes require the most advanced sports equipment to maintain their competitive edge, but manufacturers cannot always satisfy these athletes' specific equipment needs. Sport involvement can influence sports-equipment selections and is described as the process by which individuals rely on attitudes and belief systems to make sports-related consumption decisions. This study involved semistructured interviews with 5 elite Parasport athletes to identify and analyze the role of sport involvement in their selection of sports equipment. The results revealed that the athletes identified product limitations, created a collaborative environment, and promoted a culture of innovation to develop new sports products and address existing limitations. Theoretical and practical implications are discussed.

  11. Grassroot Sports: Conveyor Belt for Sports Development in Nigeria ...

    African Journals Online (AJOL)

    The paper took a look at some factors such as administration and funding that bedevil Nigeria‟s Sports development efforts and saw grass root sports as a veritable vehicle for the realization of our sports development objective. Grass root sport was seen as the exposure of young and old, male and female all over the ...

  12. Some Sports Managers' Views about Values Education through Sports

    Science.gov (United States)

    Balci, Velittin; Erdeveciler, Övünç

    2017-01-01

    The indirect aim of this study is to ensure that sports and participation in sports are seen as new tools for values education. From this indirect goal, it was aimed to analyse the views of some Amateur Sports Club managers and supporters who were supposed to directly contribute to sports and the athletes about values education. The study was…

  13. A System based on Adaptive Background Subtraction Approach for Moving Object Detection and Tracking in Videos

    Directory of Open Access Journals (Sweden)

    Bahadır KARASULU

    2013-04-01

    Full Text Available Video surveillance systems are based on video and image processing research areas in the scope of computer science. Video processing covers various methods which are used to browse the changes in existing scene for specific video. Nowadays, video processing is one of the important areas of computer science. Two-dimensional videos are used to apply various segmentation and object detection and tracking processes which exists in multimedia content-based indexing, information retrieval, visual and distributed cross-camera surveillance systems, people tracking, traffic tracking and similar applications. Background subtraction (BS approach is a frequently used method for moving object detection and tracking. In the literature, there exist similar methods for this issue. In this research study, it is proposed to provide a more efficient method which is an addition to existing methods. According to model which is produced by using adaptive background subtraction (ABS, an object detection and tracking system’s software is implemented in computer environment. The performance of developed system is tested via experimental works with related video datasets. The experimental results and discussion are given in the study

  14. A bibliometric analysis of the scientific literature on Internet, video games, and cell phone addiction.

    Science.gov (United States)

    Carbonell, Xavier; Guardiola, Elena; Beranuy, Marta; Bellés, Ana

    2009-04-01

    The aim of this study was to locate the scientific literature dealing with addiction to the Internet, video games, and cell phones and to characterize the pattern of publications in these areas. One hundred seventy-nine valid articles were retrieved from PubMed and PsycINFO between 1996 and 2005 related to pathological Internet, cell phone, or video game use. The years with the highest numbers of articles published were 2004 (n = 42) and 2005 (n = 40). The most productive countries, in terms of number of articles published, were the United States (n = 52), China (n = 23), the United Kingdom (n = 17), Taiwan (n = 13), and South Korea (n = 9). The most commonly used language was English (65.4%), followed by Chinese (12.8%) and Spanish (4.5%). Articles were published in 96 different journals, of which 22 published 2 or more articles. The journal that published the most articles was Cyberpsychology & Behavior (n = 41). Addiction to the Internet was the most intensely studied (85.3%), followed by addiction to video games (13.6%) and cell phones (2.1%). The number of publications in this area is growing, but it is difficult to conduct precise searches due to a lack of clear terminology. To facilitate retrieval, bibliographic databases should include descriptor terms referring specifically to Internet, video games, and cell phone addiction as well as to more general addictions involving communications and information technologies and other behavioral addictions.

  15. Advanced digital video surveillance for safeguard and physical protection

    International Nuclear Information System (INIS)

    Kumar, R.

    2002-01-01

    Full text: Video surveillance is a very crucial component in safeguard and physical protection. Digital technology has revolutionized the surveillance scenario and brought in various new capabilities like better image quality, faster search and retrieval of video images, less storage space for recording, efficient transmission and storage of video, better protection of recorded video images, and easy remote accesses to live and recorded video etc. The basic safeguard requirement for verifiably uninterrupted surveillance has remained largely unchanged since its inception. However, changes to the inspection paradigm to admit automated review and remote monitoring have dramatically increased the demands on safeguard surveillance system. Today's safeguard systems can incorporate intelligent motion detection with very low rate of false alarm and less archiving volume, embedded image processing capability for object behavior and event based indexing, object recognition, efficient querying and report generation etc. It also demands cryptographically authenticating, encrypted, and highly compressed video data for efficient, secure, tamper indicating and transmission. In physical protection, intelligent on robust video motion detection, real time moving object detection and tracking from stationary and moving camera platform, multi-camera cooperative tracking, activity detection and recognition, human motion analysis etc. is going to play a key rote in perimeter security. Incorporation of front and video imagery exploitation tools like automatic number plate recognition, vehicle identification and classification, vehicle undercarriage inspection, face recognition, iris recognition and other biometric tools, gesture recognition etc. makes personnel and vehicle access control robust and foolproof. Innovative digital image enhancement techniques coupled with novel sensor design makes low cost, omni-directional vision capable, all weather, day night surveillance a reality

  16. Sports physical

    Science.gov (United States)

    ... page: //medlineplus.gov/ency/patientinstructions/000673.htm Sports physical To use the sharing features on this page, ... routine checkups. Why do you Need a Sports Physical? The sports physical is done to: Find out ...

  17. SPORT SUPPLEMENTATION

    OpenAIRE

    Alexandаr Marinkov

    2016-01-01

    Sport supplementation is essential for athletes performance and achievements. The well balanced and structured supplementation is a challenge for sport medicine because must be done a balance between potential benefits and potential risks (anti-doping rule violations and others). In this review are structured the most used categories sport supplementations. Nutritional supplements used in sport could be divided in some main categories like: amino acids, vitamins, proteins and antioxidants. Fo...

  18. Sports-specific injuries.

    Science.gov (United States)

    Plancher, K D; Minnich, J M

    1996-04-01

    Injuries to the upper extremities can happen in any sport. Injury patterns are common to specific sports. Understanding which injuries occur with these sports allows the examiner to diagnose and treat the athlete easily. This article reviews some of the injuries common in sports such as bicycling, golf, gymnastics, martial arts, racquet sports, and weightlifting.

  19. Adolescents' physical activity: competition between perceived neighborhood sport facilities and home media resources.

    Science.gov (United States)

    Wong, Bonny Yee-Man; Cerin, Ester; Ho, Sai-Yin; Mak, Kwok-Kei; Lo, Wing-Sze; Lam, Tai-Hing

    2010-04-01

    To examine the independent, competing, and interactive effects of perceived availability of specific types of media in the home and neighborhood sport facilities on adolescents' leisure-time physical activity (PA). Survey data from 34 369 students in 42 Hong Kong secondary schools were collected (2006-07). Respondents reported moderate-to-vigorous leisure-time PA, presence of sport facilities in the neighborhood and of media equipment in the home. Being sufficiently physically active was defined as engaging in at least 30 minutes of non-school leisure-time PA on a daily basis. Logistic regression and post-estimation linear combinations of regression coefficients were used to examine the independent and competing effects of sport facilities and media equipment on leisure-time PA. Perceived availability of sport facilities was positively (OR(boys) = 1.17; OR(girls) = 1.26), and that of computer/Internet negatively (OR(boys) = 0.48; OR(girls) = 0.41), associated with being sufficiently active. A significant positive association between video game console and being sufficiently active was found in girls (OR(girls) = 1.19) but not in boys. Compared with adolescents without sport facilities and media equipment, those who reported sport facilities only were more likely to be physically active (OR(boys) = 1.26; OR(girls) = 1.34), while those who additionally reported computer/Internet were less likely to be physically active (OR(boys) = 0.60; OR(girls) = 0.54). Perceived availability of sport facilities in the neighborhood may positively impact on adolescents' level of physical activity. However, having computer/Internet may cancel out the effects of active opportunities in the neighborhood. This suggests that physical activity programs for adolescents need to consider limiting the access to computer-mediated communication as an important intervention component.

  20. Sport and Transgender People: A Systematic Review of the Literature Relating to Sport Participation and Competitive Sport Policies.

    Science.gov (United States)

    Jones, Bethany Alice; Arcelus, Jon; Bouman, Walter Pierre; Haycraft, Emma

    2017-04-01

    Whether transgender people should be able to compete in sport in accordance with their gender identity is a widely contested question within the literature and among sport organisations, fellow competitors and spectators. Owing to concerns surrounding transgender people (especially transgender female individuals) having an athletic advantage, several sport organisations place restrictions on transgender competitors (e.g. must have undergone gender-confirming surgery). In addition, some transgender people who engage in sport, both competitively and for leisure, report discrimination and victimisation. To the authors' knowledge, there has been no systematic review of the literature pertaining to sport participation or competitive sport policies in transgender people. Therefore, this review aimed to address this gap in the literature. Eight research articles and 31 sport policies were reviewed. In relation to sport-related physical activity, this review found the lack of inclusive and comfortable environments to be the primary barrier to participation for transgender people. This review also found transgender people had a mostly negative experience in competitive sports because of the restrictions the sport's policy placed on them. The majority of transgender competitive sport policies that were reviewed were not evidence based. Currently, there is no direct or consistent research suggesting transgender female individuals (or male individuals) have an athletic advantage at any stage of their transition (e.g. cross-sex hormones, gender-confirming surgery) and, therefore, competitive sport policies that place restrictions on transgender people need to be considered and potentially revised.

  1. A practical implementation of free viewpoint video system for soccer games

    Science.gov (United States)

    Suenaga, Ryo; Suzuki, Kazuyoshi; Tezuka, Tomoyuki; Panahpour Tehrani, Mehrdad; Takahashi, Keita; Fujii, Toshiaki

    2015-03-01

    In this paper, we present a free viewpoint video generation system with billboard representation for soccer games. Free viewpoint video generation is a technology that enables users to watch 3-D objects from their desired viewpoints. Practical implementation of free viewpoint video for sports events is highly demanded. However, a commercially acceptable system has not yet been developed. The main obstacles are insufficient user-end quality of the synthesized images and highly complex procedures that sometimes require manual operations. In this work, we aim to develop a commercially acceptable free viewpoint video system with a billboard representation. A supposed scenario is that soccer games during the day can be broadcasted in 3-D, even in the evening of the same day. Our work is still ongoing. However, we have already developed several techniques to support our goal. First, we captured an actual soccer game at an official stadium where we used 20 full-HD professional cameras. Second, we have implemented several tools for free viewpoint video generation as follow. In order to facilitate free viewpoint video generation, all cameras should be calibrated. We calibrated all cameras using checker board images and feature points on the field (cross points of the soccer field lines). We extract each player region from captured images manually. The background region is estimated by observing chrominance changes of each pixel in temporal domain (automatically). Additionally, we have developed a user interface for visualizing free viewpoint video generation using a graphic library (OpenGL), which is suitable for not only commercialized TV sets but also devices such as smartphones. However, practical system has not yet been completed and our study is still ongoing.

  2. Facial Sports Injuries

    Science.gov (United States)

    ... Marketplace Find an ENT Doctor Near You Facial Sports Injuries Facial Sports Injuries Patient Health Information News ... should receive immediate medical attention. Prevention Of Facial Sports Injuries The best way to treat facial sports ...

  3. Social neighborhood environment and sports participation among Dutch adults: does sports location matter?

    Science.gov (United States)

    Kramer, D; Stronks, K; Maas, J; Wingen, M; Kunst, A E

    2015-04-01

    Studies on the relation between the social neighborhood environment and sports participation have produced inconsistent results. Use of generic sports outcomes may have obscured associations only apparent for sports at certain locations. This study aims to assess the association between the social neighborhood environment and three location-specific sports outcomes. Repeated cross-sectional data on sports participation (any type of sports, sports at indoor sports clubs, sports at outdoor sports clubs, sports on streets) were obtained from 20 600 adults using the Dutch national health survey 2006-2009. Data on neighborhood social safety and social capital were obtained using the Dutch Housing Research 2006. Over 40% of Dutch adults participated in any type of sports. Indoor sports clubs were most popular. Multilevel logistic regression analyses revealed that neighborhood social safety was positively associated with sports at indoor sports clubs [odds ratio (OR) = 1.25, 95% confidence interval (CI) = 1.06-1.48), but not with the other sports outcomes. Contrary, neighborhood social capital was positively associated with sports on streets only (OR = 1.69, 95% CI = 1.17-2.44). The results suggest that a positive social neighborhood environment enhances sports participation, but that this impact depends on the location of the sports activity. This study highlights the importance of using location-specific sports outcomes when assessing environmental determinants. © 2014 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  4. The use of Video Game Technology for Investigating Perceptual and Cognitive Awareness in Sports

    OpenAIRE

    Mulligan, Desmond

    2005-01-01

    Emerging evidence concerning the nature of expertise in sport shows that, regardless of innate talent, genetic limitations, and hereditary predispositions, elite skill levels cannot be attained without many years of focused, dedicated, and deliberate practice (Ericsson, Krampe, & Tesh-Romer, 1993; Starkes, 2000; Starkes, Helson, & Jack, 2001). Through this ‘immersive’ environment players acquire the appropriate perceptual, cognitive, and social skills needed to optimise anticipation a...

  5. SPORT MARKETING

    OpenAIRE

    Omer Špirtović; Danilo Aćimović; Ahmet Međedović; Zoran Bogdanović

    2010-01-01

    Word „marketing“ comes from AngloSaxon linguistic domain and implies in a narrow sense the market. Under marketing, we consider certain process, which should create and solve relations of exchange between manufacturers on one side, and consumers on the other. Discussion about sport marketing implies its theoretical definition and generalization, and then its actual definition in sport environment. Sport marketing belongs to business function of sport organization and represents primaly an eco...

  6. Virtual(ly) Athletes: Where eSports Fit within the Definition of "Sport"

    Science.gov (United States)

    Jenny, Seth E.; Manning, R. Douglas; Keiper, Margaret C.; Olrich, Tracy W.

    2017-01-01

    Electronic sports, cybersports, gaming, competitive computer gaming, and virtual sports are all synonyms for the term eSports. Regardless of the term used, eSports is now becoming more accepted as a "sport" and gamers are being identified as "athletes" within society today. eSports has even infiltrated higher education in the…

  7. The 3D Human Motion Control Through Refined Video Gesture Annotation

    Science.gov (United States)

    Jin, Yohan; Suk, Myunghoon; Prabhakaran, B.

    In the beginning of computer and video game industry, simple game controllers consisting of buttons and joysticks were employed, but recently game consoles are replacing joystick buttons with novel interfaces such as the remote controllers with motion sensing technology on the Nintendo Wii [1] Especially video-based human computer interaction (HCI) technique has been applied to games, and the representative game is 'Eyetoy' on the Sony PlayStation 2. Video-based HCI technique has great benefit to release players from the intractable game controller. Moreover, in order to communicate between humans and computers, video-based HCI is very crucial since it is intuitive, easy to get, and inexpensive. On the one hand, extracting semantic low-level features from video human motion data is still a major challenge. The level of accuracy is really dependent on each subject's characteristic and environmental noises. Of late, people have been using 3D motion-capture data for visualizing real human motions in 3D space (e.g, 'Tiger Woods' in EA Sports, 'Angelina Jolie' in Bear-Wolf movie) and analyzing motions for specific performance (e.g, 'golf swing' and 'walking'). 3D motion-capture system ('VICON') generates a matrix for each motion clip. Here, a column is corresponding to a human's sub-body part and row represents time frames of data capture. Thus, we can extract sub-body part's motion only by selecting specific columns. Different from low-level feature values of video human motion, 3D human motion-capture data matrix are not pixel values, but is closer to human level of semantics.

  8. Sport Tourism Centres from Top Athletes’ Perspective: Differences among Sport Groups

    Directory of Open Access Journals (Sweden)

    Polanec Anze

    2014-09-01

    Full Text Available Background: Sport tourism plays an important role in the tourism industry and consequently in the economy. Sport tourism centres as providers of sport services need to be familiar with the basic needs of their customers and tailor their services accordingly. Objectives: The aim of the paper is to determine the models for customizing sport tourism services to address the needs specific for an individual sport. Methods/Approach: A questionnaire has been created and sent electronically or physically to top athletes from Slovenia, Central and Eastern Europe. Respondents were mainly from Slovenia and mostly representatives of national sports federations. The Mann Whitney and the Kruskall-Wallis tests were applied in order to test differences among sport groups. Results: The conducted Mann-Whitney non-parametric tests show that representatives of different sport groups have different perspectives on sport tourism services. Conclusions: The results of the study can be used by sport tourism centres in the process of tailoring their services, planning marketing activities or developing strategic projects.

  9. Energy expenditure in chronic stroke patients playing Wii Sports: a pilot study

    Directory of Open Access Journals (Sweden)

    Stam Henk J

    2011-07-01

    Full Text Available Abstract Background Stroke is one of the leading causes of long-term disability in modern western countries. Stroke survivors often have functional limitations which might lead to a vicious circle of reduced physical activity, deconditioning and further physical deterioration. Current evidence suggests that routine moderate- or vigorous-intensity physical activity is essential for maintenance and improvement of health among stroke survivors. Nevertheless, long-term participation in physical activities is low among people with disabilities. Active video games, such as Nintendo Wii Sports, might maintain interest and improve long-term participation in physical activities; however, the intensity of physical activity among chronic stroke patients while playing Wii Sports is unknown. We investigated the energy expenditure of chronic stroke patients while playing Wii Sports tennis and boxing. Methods Ten chronic (≥ 6 months stroke patients comprising a convenience sample, who were able to walk independently on level ground, were recruited from a rehabilitation centre. They were instructed to play Wii Sports tennis and boxing in random order for 15 minutes each, with a 10-minute break between games. A portable gas analyzer was used to measure oxygen uptake (VO2 during sitting and during Wii Sports game play. Energy expenditure was expressed in metabolic equivalents (METs, calculated as VO2 during Wii Sports divided by VO2 during sitting. We classified physical activity as moderate (3-6 METs or vigorous (> 6 METs according to the American College of Sports Medicine and the American Heart Association Guidelines. Results Among the 10 chronic stroke patients, 3 were unable to play tennis because they had problems with timing of hitting the ball, and 2 were excluded from the boxing group because of a technical problem with the portable gas analyzer. The mean (± SD energy expenditure during Wii Sports game play was 3.7 (± 0.6 METs for tennis and 4.1 (

  10. Fish4Knowledge collecting and analyzing massive coral reef fish video data

    CERN Document Server

    Chen-Burger, Yun-Heh; Giordano, Daniela; Hardman, Lynda; Lin, Fang-Pang

    2016-01-01

    This book gives a start-to-finish overview of the whole Fish4Knowledge project, in 18 short chapters, each describing one aspect of the project. The Fish4Knowledge project explored the possibilities of big video data, in this case from undersea video. Recording and analyzing 90 thousand hours of video from ten camera locations, the project gives a 3 year view of fish abundance in several tropical coral reefs off the coast of Taiwan. The research system built a remote recording network, over 100 Tb of storage, supercomputer processing, video target detection and tracking, fish species recognition and analysis, a large SQL database to record the results and an efficient retrieval mechanism. Novel user interface mechanisms were developed to provide easy access for marine ecologists, who wanted to explore the dataset. The book is a useful resource for system builders, as it gives an overview of the many new methods that were created to build the Fish4Knowledge system in a manner that also allows readers to see ho...

  11. Sports facilities: a problem of school sports in Nigeria | Olajide ...

    African Journals Online (AJOL)

    Facilities are very central to meaningful sports participation whether in School sports, amateur, recreational or competitive status. They are as important to the athletes as the laboratories are to the scientists. Without facilities sports cannot take place. This does not however imply that sports facility is the only variable that is ...

  12. Sport-Specific Assessment of the Effectiveness of Neuromuscular Training in Young Athletes.

    Science.gov (United States)

    Zemková, Erika; Hamar, Dušan

    2018-01-01

    Neuromuscular training in young athletes improves performance and decreases the risk of injuries during sports activities. These effects are primarily ascribed to the enhancement of muscle strength and power but also balance, speed and agility. However, most studies have failed to demonstrate significant improvement in these abilities. This is probably due to the fact that traditional tests do not reflect training methods (e.g., plyometric training vs. isometric or isokinetic strength testing, dynamic balance training vs. static balance testing). The protocols utilized in laboratories only partially fulfill the current needs for testing under sport-specific conditions. Moreover, laboratory testing usually requires skilled staff and a well equipped and costly infrastructure. Nevertheless, experience demonstrates that high-technology and expensive testing is not the only way to proceed. A number of physical fitness field tests are available today. However, the low reliability and limited number of parameters retrieved from simple equipment used also limit their application in competitive sports. Thus, there is a need to develop and validate a functional assessment platform based on portable computerized systems. Variables obtained should be directly linked to specific features of particular sports and capture their complexity. This is essential for revealing weak and strong components of athlete performance and design of individually-tailored exercise programs. Therefore, identifying the drawbacks associated with the assessment of athlete performance under sport-specific conditions would provide a basis for the formation of an innovative approach to their long-term systematic testing. This study aims (i) to review the testing methods used for the evaluation of the effect of neuromuscular training on sport-specific performance in young athletes, (ii) to introduce stages within the Sport Longlife Diagnostic Model, and (iii) to propose future research in this topic

  13. Sport-Specific Assessment of the Effectiveness of Neuromuscular Training in Young Athletes

    Science.gov (United States)

    Zemková, Erika; Hamar, Dušan

    2018-01-01

    Neuromuscular training in young athletes improves performance and decreases the risk of injuries during sports activities. These effects are primarily ascribed to the enhancement of muscle strength and power but also balance, speed and agility. However, most studies have failed to demonstrate significant improvement in these abilities. This is probably due to the fact that traditional tests do not reflect training methods (e.g., plyometric training vs. isometric or isokinetic strength testing, dynamic balance training vs. static balance testing). The protocols utilized in laboratories only partially fulfill the current needs for testing under sport-specific conditions. Moreover, laboratory testing usually requires skilled staff and a well equipped and costly infrastructure. Nevertheless, experience demonstrates that high-technology and expensive testing is not the only way to proceed. A number of physical fitness field tests are available today. However, the low reliability and limited number of parameters retrieved from simple equipment used also limit their application in competitive sports. Thus, there is a need to develop and validate a functional assessment platform based on portable computerized systems. Variables obtained should be directly linked to specific features of particular sports and capture their complexity. This is essential for revealing weak and strong components of athlete performance and design of individually-tailored exercise programs. Therefore, identifying the drawbacks associated with the assessment of athlete performance under sport-specific conditions would provide a basis for the formation of an innovative approach to their long-term systematic testing. This study aims (i) to review the testing methods used for the evaluation of the effect of neuromuscular training on sport-specific performance in young athletes, (ii) to introduce stages within the Sport Longlife Diagnostic Model, and (iii) to propose future research in this topic

  14. Attitudes towards schizophrenia on YouTube: A content analysis of Finnish and Greek videos.

    Science.gov (United States)

    Athanasopoulou, Christina; Suni, Sanna; Hätönen, Heli; Apostolakis, Ioannis; Lionis, Christos; Välimäki, Maritta

    2016-01-01

    To investigate attitudes towards schizophrenia and people with schizophrenia presented in YouTube videos. We searched YouTube using the search terms "schizophrenia" and "psychosis" in Finnish and Greek language on April 3rd, 2013. The first 20 videos from each search (N = 80) were retrieved. Deductive content analysis was first applied for coding and data interpretation and it was followed by descriptive statistical analysis. A total of 52 videos were analyzed (65%). The majority of the videos were in the "Music" category (50%, n = 26). Most of the videos (83%, n = 43) tended to present schizophrenia in a negative way, while less than a fifth (17%, n = 9) presented schizophrenia in a positive or neutral way. Specifically, the most common negative attitude towards schizophrenia was dangerousness (29%, n = 15), while the most often identified positive attitude was objective, medically appropriate beliefs (21%, n = 11). All attitudes identified were similarly present in the Finnish and Greek videos, without any statistically significant difference. Negative presentations of schizophrenia are most likely to be accessed when searching YouTube for schizophrenia in Finnish and Greek language. More research is needed to investigate to what extent, if any, YouTube viewers' attitudes are affected by the videos they watch.

  15. Postural stability does not differ among female sports with high risk of anterior cruciate ligament injury.

    Science.gov (United States)

    Cortes, Nelson; Porter, Larissa D; Ambegaonkar, Jatin P; Caswell, Shane V

    2014-12-01

    Dancers have a lower incidence of anterior cruciate ligament (ACL) injury compared to athletes in sports that involve cutting and landing motions. Balance can impact ACL injury risk and is related to neuromuscular control during movement. The purpose of this study was to investigate whether balance differences exist among female dancers and female soccer and basketball athletes. Fifty-eight female dancers, soccer, and basketball athletes (16.5 ± 1.6 yrs, 1.6 ± 0.2 m, 60.2 ± 14.1 kg) completed the Stability Evaluation Test (SET) on the NeuroCom VSR Sport (NeuroCom International, Clackamas, OR) to measure sway velocity. Video records of the SET test were used for Balance Error Scoring System (BESS) test scoring. A oneway ANCOVA compared composite sway velocity and BESS scores among sports. There was no statistically significant difference for sway velocity or BESS among sports (sway velocity soccer 2.3 ± 0.4, dance 2.2 ± 0.4, and basketball 2.4 ± 0.4; BESS soccer 13.6 ± 5.0, dance 11.9 ± 5.5, and basketball 14.9 ± 5.1, p>0.05). Balance was similar among athletes participating in different sports (dance, basketball, and soccer). Quasi-static balance may not play a significant role in neuromuscular control during movement and not be a significant risk factor to explain the disparity in ACL injury incidence among sports. Future research should examine the effects of dynamic balance and limb asymmetries among sports to elucidate on the existing differences on ACL injury incidence rates.

  16. Video-tracker trajectory analysis: who meets whom, when and where

    Science.gov (United States)

    Jäger, U.; Willersinn, D.

    2010-04-01

    Unveiling unusual or hostile events by observing manifold moving persons in a crowd is a challenging task for human operators, especially when sitting in front of monitor walls for hours. Typically, hostile events are rare. Thus, due to tiredness and negligence the operator may miss important events. In such situations, an automatic alarming system is able to support the human operator. The system incorporates a processing chain consisting of (1) people tracking, (2) event detection, (3) data retrieval, and (4) display of relevant video sequence overlaid by highlighted regions of interest. In this paper we focus on the event detection stage of the processing chain mentioned above. In our case, the selected event of interest is the encounter of people. Although being based on a rather simple trajectory analysis, this kind of event embodies great practical importance because it paves the way to answer the question "who meets whom, when and where". This, in turn, forms the basis to detect potential situations where e.g. money, weapons, drugs etc. are handed over from one person to another in crowded environments like railway stations, airports or busy streets and places etc.. The input to the trajectory analysis comes from a multi-object video-based tracking system developed at IOSB which is able to track multiple individuals within a crowd in real-time [1]. From this we calculate the inter-distances between all persons on a frame-to-frame basis. We use a sequence of simple rules based on the individuals' kinematics to detect the event mentioned above to output the frame number, the persons' IDs from the tracker and the pixel coordinates of the meeting position. Using this information, a data retrieval system may extract the corresponding part of the recorded video image sequence and finally allows for replaying the selected video clip with a highlighted region of interest to attract the operator's attention for further visual inspection.

  17. Role of Video Games in Improving Health-Related Outcomes

    Science.gov (United States)

    Primack, Brian A.; Carroll, Mary V.; McNamara, Megan; Klem, Mary Lou; King, Brandy; Rich, Michael O.; Chan, Chun W.; Nayak, Smita

    2012-01-01

    Context Video games represent a multibillion-dollar industry in the U.S. Although video gaming has been associated with many negative health consequences, it may also be useful for therapeutic purposes. The goal of this study was to determine whether video games may be useful in improving health outcomes. Evidence acquisition Literature searches were performed in February 2010 in six databases: the Center on Media and Child Health Database of Research, MEDLINE, CINAHL, PsycINFO, EMBASE, and the Cochrane Central Register of Controlled Trials. Reference lists were hand-searched to identify additional studies. Only RCTs that tested the effect of video games on a positive, clinically relevant health consequence were included. Study selection criteria were strictly defined and applied by two researchers working independently. Study background information (e.g., location, funding source), sample data (e.g., number of study participants, demographics), intervention and control details, outcomes data, and quality measures were abstracted independently by two researchers. Evidence synthesis Of 1452 articles retrieved using the current search strategy, 38 met all criteria for inclusion. Eligible studies used video games to provide physical therapy, psychological therapy, improved disease self-management, health education, distraction from discomfort, increased physical activity, and skills training for clinicians. Among the 38 studies, a total of 195 health outcomes were examined. Video games improved 69% of psychological therapy outcomes, 59% of physical therapy outcomes, 50% of physical activity outcomes, 46% of clinician skills outcomes, 42% of health education outcomes, 42% of pain distraction outcomes, and 37% of disease self-management outcomes. Study quality was generally poor; for example, two thirds (66%) of studies had follow-up periods of video games to improve health outcomes, particularly in the areas of psychological therapy and physical therapy. RCTs with

  18. Using video analysis for concussion surveillance in Australian football.

    Science.gov (United States)

    Makdissi, Michael; Davis, Gavin

    2016-12-01

    The objectives of the study were to assess the relationship between various player and game factors and risk of concussion; and to assess the reliability of video analysis for mechanistic assessment of concussion in Australian football. Prospective cohort study. All impacts and collisions resulting in concussion were identified during the 2011 Australian Football League season. An extensive list of factors for assessment was created based upon previous analysis of concussion in Australian Football League and expert opinions. The authors independently reviewed the video clips and correlation for each factor was examined. A total of 82 concussions were reported in 194 games (rate: 8.7 concussions per 1000 match hours; 95% confidence interval: 6.9-10.5). Player demographics and game variables such as venue, timing of the game (day, night or twilight), quarter, travel status (home or interstate) or score margin did not demonstrate a significant relationship with risk of concussion; although a higher percentage of concussions occurred in the first 5min of game time of the quarter (36.6%), when compared to the last 5min (20.7%). Variables with good inter-rater agreement included position on the ground, circumstances of the injury and cause of the impact. The remainder of the variables assessed had fair-poor inter-rater agreement. Common problems included insufficient or poor quality video and interpretation issues related to the definitions used. Clear definitions and good quality video from multiple camera angles are required to improve the utility of video analysis for concussion surveillance in Australian football. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  19. Active video games as an exercise tool for children with cystic fibrosis.

    Science.gov (United States)

    O'Donovan, Cuisle; Greally, Peter; Canny, Gerard; McNally, Paul; Hussey, Juliette

    2014-05-01

    Active video games are used in many hospitals as exercise tools for children with cystic fibrosis. However, the exercise intensity associated with playing these games has not been examined in this population. Children with cystic fibrosis [n=30, aged 12.3 (2.6) years, 17 boys, BMI 17.7 (2.8) kg/m(2)] were recruited from outpatient clinics in Dublin hospitals. Age and gender matched control children were recruited from local schools. Oxygen consumption, metabolic equivalents (METs) calculated from resting V˙O2, and heart rate were measured while playing Nintendo Wii™ (Nintendo Co. Ltd., Tokyo, Japan) Sports Boxing and Nintendo Wii Fit Free Jogging using a portable indirect calorimeter (Oxycon Mobile). Playing Wii Boxing resulted in light intensity activity (2.46METs) while playing Wii Fit Free Jogging resulted in moderate intensity physical activity (4.44METs). No significant difference was seen between groups in the energy cost of playing active video games. Active video games are a useful source of light to moderate intensity physical activity in children with cystic fibrosis. © 2013.

  20. Sport's offer as an instrument of sports marketing mix

    Directory of Open Access Journals (Sweden)

    Gašović Milan

    2004-01-01

    Full Text Available Taking logical postulate that a product is all what can be offered on the market in order to satisfy needs, demands or wants of customer, regarding the core of sport's offer (product, marketing experts must give answers to three key questions: What can sports companies, teams or individuals offer to consumer? What needs can sports companies, teams or individuals satisfy? What instruments (techniques and methods should use marketing experts in sports organizations in order to satisfy identified customer needs? .

  1. Sports drink consumption and diet of children involved in organized sport

    OpenAIRE

    Tomlin, Dona L; Clarke, Shannon K; Day, Meghan; McKay, Heather A; Naylor, Patti-Jean

    2013-01-01

    Background Organized sport provides one option for children to be physically active. However, there is a paucity of information about the relationship between children?s participation in organized sport and their diet, and specifically their sports drink consumption. Therefore, the relationship between sports participation in children and the consumption of sports drinks, sugar-sweetened beverages (SSBs) and other components of diet was examined. Methods A cross-sectional descriptive study wa...

  2. Mechanisms of injuries in World Cup Snowboard Cross: a systematic video analysis of 19 cases.

    Science.gov (United States)

    Bakken, Arnhild; Bere, Tone; Bahr, Roald; Kristianslund, Eirik; Nordsletten, Lars

    2011-12-01

    Snowboard cross (SBX) became an official Olympic sport in 2006. This discipline includes manoeuvring several obstacles while competing in heats. It is common for the riders to collide, making this sport both exciting and at risk of injuries. Although a recent study from the 2010 Olympic Games has shown that the injury risk was high, little is known about the injury mechanisms. To qualitatively describe the injury situation and mechanism of injuries in World Cup Snowboard Cross. Descriptive video analysis. Nineteen video recordings of SBX injuries reported through the International Ski Federation Injury Surveillance System for four World Cup seasons (2006 to 2010) were obtained. Five experts in the field of sports medicine, snowboard and biomechanics performed analyses of each case to describe the injury mechanism in detail (riding situation and rider behaviour). Injuries occurred at jumping (n=13), bank turning (n=5) or rollers (n=1). The primary cause of the injuries was a technical error at take-off resulting in a too high jump and subsequent flat-landing. The rider was then unable to recover leading to fall at the time of injury. Injuries at bank turn was characterised by a pattern where the rider in a balanced position lost control due to unintentional contact with another rider. Jumping appeared to be the most challenging obstacle in SBX, where a technical error at take-off was the primary cause of the injuries. The second most common inciting event was unintentional board contact between riders at bank turning.

  3. EPIDEMIOLOGY OF PEDIATRIC SPORTS INJURIES: INDIVIDUAL SPORTS

    Directory of Open Access Journals (Sweden)

    Dennis J. Caine

    2005-06-01

    Full Text Available The objective of the book is to review comprehensively what is known about the distribution and determinants of injury rates in a variety of individual sports, and to suggest injury prevention measures and guidelines for further research. This book provides comprehensive compilation and critical analysis of epidemiological data over children's individual sports: including equestrian, gymnastics, martial arts, skiing and snowboarding, tennis, track and field, and wrestling. This book encourages coaches and sports administrators to discuss rules, equipment standards, techniques, and athlete conditioning programs. In turn, they can inform parents about the risks and how they can help their children avoid or limit injury in sports. A common, uniform strategy and evidence-based approach to organizing and interpreting the literature is used in all chapters. All the sports-specific chapters are laid out with the same basic headings, so that it is easy for the reader to find common information across chapters. Chapter headings are: 1 Epidemiology of children's individual sports injuries, 2 Equestrian injuries, 2 Gymnastics injuries, 3 Martial arts injuries, 4 Skiing and snowboard injuries, 5 Tennis injuries, 6 Track and field injuries, 7 Wrestling injuries, 8 Injury prevention and future research. Chapter headings include: i Incidence of injury, ii Injury characteristics, iii Injury severity, iv njury risk factors, v Suggestions for injury prevention, vi Suggestions for further research. In each sports-specific chapter, an epidemiological picture has been systematically developed from the data available in prospective cohort, retrospective cohort, case-control, and cross-sectional studies. The tables are numerous, helpful and very useful. The book provides a very useful resource for sport scientist, pediatricians, family practitioners and healthcare professionals in the field of child and adolescent injury and prevention The readers are going to

  4. Do Motion Controllers Make Action Video Games Less Sedentary? A Randomized Experiment

    OpenAIRE

    Lyons, Elizabeth J.; Tate, Deborah F.; Ward, Dianne S.; Ribisl, Kurt M.; Bowling, J. Michael; Kalyanaraman, Sriram

    2012-01-01

    Sports- and fitness-themed video games using motion controllers have been found to produce physical activity. It is possible that motion controllers may also enhance energy expenditure when applied to more sedentary games such as action games. Young adults (N = 100) were randomized to play three games using either motion-based or traditional controllers. No main effect was found for controller or game pair (P > .12). An interaction was found such that in one pair, motion control (mean [SD] 0....

  5. oh sport

    Directory of Open Access Journals (Sweden)

    Elena Grigoryeva

    2017-03-01

    Sports play a very important and diverse role in the present-day global culture. On the occasion of the 105th anniversary of Coubertin’s Ode we would like to wish sports to return to the main words of the Ode and to correspond with them: “Oh sport, you are the peace”.

  6. Sport Psychology: Myths in Sport Education and Physical Education

    Science.gov (United States)

    Griffin, Joy

    2008-01-01

    From a sport and exercise psychology viewpoint, this article describes the increasing professionalization of youth sport and how many well-intentioned people are using misconceptions or myths to organize and administer youth sport programs. For example, professionalization has led to specialization and year-round training, while playing multiple…

  7. AMERICAN SPORT AND THE SPORTS HEROES OF THE ROARING TWENTIES

    Directory of Open Access Journals (Sweden)

    Michał Mazurkiewicz

    2014-04-01

    Full Text Available The aim of the article is to show the role of sport in American society against the background of a very important—for many reasons—period of great social transformation in the United States, one which visibly gathered pace in the 1920s. The author presents different aspects of popular culture, which was in full bloom on account of the following factors: the joy after World War I, a sense of optimism, the development of the economy and industry, the growth of big cities, and the greater affluence of the citizens. The analysis of that unusual decade corroborates the role of sport and its great power of influence on society. In an age when technology and mass production had robbed experiences and objects of their uniqueness, sports provided some of the unpredictability and drama that people craved when looking for romance and adventure. The reasons for the popularity of sport in the USA are presented, as well as the major sports diciplines and heroes of American sport who, in a time when mass production seemed to be making individuals less significant, met with a favorable response—people clung to the heroic personalities of sports figures. The analysis of the beginnings of professionalism in sport, the beginnings of organized support, and sports broadcasting, leaves no doubt as to the significance of the period. As the article demonstrates, it was a time of rapid and profound transformation in the realm of sport. Every serious examination of phenomena in contemporary American sport—and this is also true in the case of other countries—without a knowledge of the specificity of sport in the 1920s, would be far from perfect.

  8. Proximity to Sports Facilities and Sports Participation for Adolescents in Germany

    Science.gov (United States)

    Reimers, Anne K.; Wagner, Matthias; Alvanides, Seraphim; Steinmayr, Andreas; Reiner, Miriam; Schmidt, Steffen; Woll, Alexander

    2014-01-01

    Objectives To assess the relationship between proximity to specific sports facilities and participation in the corresponding sports activities for adolescents in Germany. Methods A sample of 1,768 adolescents aged 11–17 years old and living in 161 German communities was examined. Distances to the nearest sports facilities were calculated as an indicator of proximity to sports facilities using Geographic Information Systems (GIS). Participation in specific leisure-time sports activities in sports clubs was assessed using a self-report questionnaire and individual-level socio-demographic variables were derived from a parent questionnaire. Community-level socio-demographics as covariates were selected from the INKAR database, in particular from indicators and maps on land development. Logistic regression analyses were conducted to examine associations between proximity to the nearest sports facilities and participation in the corresponding sports activities. Results The logisitic regression analyses showed that girls residing longer distances from the nearest gym were less likely to engage in indoor sports activities; a significant interaction between distances to gyms and level of urbanization was identified. Decomposition of the interaction term showed that for adolescent girls living in rural areas participation in indoor sports activities was positively associated with gym proximity. Proximity to tennis courts and indoor pools was not associated with participation in tennis or water sports, respectively. Conclusions Improved proximity to gyms is likely to be more important for female adolescents living in rural areas. PMID:24675689

  9. Proximity to sports facilities and sports participation for adolescents in Germany.

    Directory of Open Access Journals (Sweden)

    Anne K Reimers

    Full Text Available To assess the relationship between proximity to specific sports facilities and participation in the corresponding sports activities for adolescents in Germany.A sample of 1,768 adolescents aged 11-17 years old and living in 161 German communities was examined. Distances to the nearest sports facilities were calculated as an indicator of proximity to sports facilities using Geographic Information Systems (GIS. Participation in specific leisure-time sports activities in sports clubs was assessed using a self-report questionnaire and individual-level socio-demographic variables were derived from a parent questionnaire. Community-level socio-demographics as covariates were selected from the INKAR database, in particular from indicators and maps on land development. Logistic regression analyses were conducted to examine associations between proximity to the nearest sports facilities and participation in the corresponding sports activities.The logistic regression analyses showed that girls residing longer distances from the nearest gym were less likely to engage in indoor sports activities; a significant interaction between distances to gyms and level of urbanization was identified. Decomposition of the interaction term showed that for adolescent girls living in rural areas participation in indoor sports activities was positively associated with gym proximity. Proximity to tennis courts and indoor pools was not associated with participation in tennis or water sports, respectively.Improved proximity to gyms is likely to be more important for female adolescents living in rural areas.

  10. Development of common principles for the evaluation of quality characteristics of motor activity in the fitness and sports aerobics aesthetic orientation

    Directory of Open Access Journals (Sweden)

    Galyna Artemyeva

    2015-12-01

    Full Text Available Purpose: to develop and validate methods for quantifying qualitative indicators special physical preparedness of sportsmen in fitness-aerobics and sports aesthetic orientation. Materials and Methods: an analytical synthesis of these scientific and methodical literature, the use of the theory of similarity and dimensionality, biomechanical analysis of motor activity, processing of video. Results: based on the use of similarity theory presents the methods of quantitative evaluation of qualitative characteristics of motor activity in special physical training, which allow an assessment of motor talent of the athlete and to provide objective guidance to training in particular sport. Conclusions: the presented methods quantify the qualitative indicators of the special motor preparation allow us to estimate a measure of motor gifted individual and his susceptibility to training in particular sport

  11. Technology and Sport

    DEFF Research Database (Denmark)

    Møller, Rasmus Bysted; Møller, Verner

    2015-01-01

    The relationship between sport and technology is close and can be both fruitful and destructive. Technology has a constitutive function in sport as it makes the activity possible and it can enhance performance as well as the sporting experience. The use of football boots is clearly more comfortable...... and effective than playing in bare feet in a game of football. However, sport challenges its athletes by demanding the employment of less efficient means rather than more efficient means in pursuit of sport specific goals. Therefore technology can potentially subtract from the sporting experience and even...... threaten the internal logic of sport. If as an example very efficient hail cartridges were allowed for use in double trap shooting it would reduce the skills required to excel at that discipline reducing its value for participants and spectators alike. The use of forbidden performance enhancing substances...

  12. Population levels of sport participation: implications for sport policy

    Directory of Open Access Journals (Sweden)

    R. M. Eime

    2016-08-01

    Full Text Available Abstract Background Participation in sport can contribute to health-enhancing levels of leisure-time physical activity. There are recent reports that participation in sport in Australia is decreasing. However, these studies are limited to ages 15 years and over. Methods This study integrates sports club membership data from five popular team sports and investigates sport participation across the lifespan (4–100 years by sex and region (metropolitan/non-metropolitan. Results Overall participant numbers per annum increased from 414,167 in 2010 to 465,403 in 2012 corresponding to a rise in the proportion of Victorian’s participating in these sports from 7.5 % in 2010 to 8.3 % in 2012. The highest proportion of participants was in the 10–14 year age range, with participation rates of 36 % in 2010 and 40 % in 2012. There was a considerably lower participation rate in the 15–19 year age group compared to the 10–14 age group, in all three years studied, and the decline continued progressively with increasing age. Male and female age profiles of participation were generally similar in shape, but the female peak at age 10–14 was sharper than for the males, and conversely there were very few 4 year old female participants. Participation rates were generally higher in non-metropolitan than metropolitan areas; the difference increased with increasing age from 4 to 34 years, then steadily declined, reaching parity at around 60 years of age. Conclusions It is a positive sign that participation in these popular sports increased by over 50,000 participants from 2010 to 2012. Large proportions of the population aged 5–14 participate in club based sport. Participation rates decline sharply in late adolescence, particularly for females, and while this may not be a concern from a broad health perspective so long as they transition into other forms of physical activity, it is certainly a matter of concern for the sport sector. It is recommended

  13. Unsupervised symmetrical trademark image retrieval in soccer telecast using wavelet energy and quadtree decomposition

    Science.gov (United States)

    Ong, Swee Khai; Lim, Wee Keong; Soo, Wooi King

    2013-04-01

    Trademark, a distinctive symbol, is used to distinguish products or services provided by a particular person, group or organization from other similar entries. As trademark represents the reputation and credit standing of the owner, it is important to differentiate one trademark from another. Many methods have been proposed to identify, classify and retrieve trademarks. However, most methods required features database and sample sets for training prior to recognition and retrieval process. In this paper, a new feature on wavelet coefficients, the localized wavelet energy, is introduced to extract features of trademarks. With this, unsupervised content-based symmetrical trademark image retrieval is proposed without the database and prior training set. The feature analysis is done by an integration of the proposed localized wavelet energy and quadtree decomposed regional symmetrical vector. The proposed framework eradicates the dependence on query database and human participation during the retrieval process. In this paper, trademarks for soccer games sponsors are the intended trademark category. Video frames from soccer telecast are extracted and processed for this study. Reasonably good localization and retrieval results on certain categories of trademarks are achieved. A distinctive symbol is used to distinguish products or services provided by a particular person, group or organization from other similar entries.

  14. MANAGEMENT PARTICULARITIES IN SPORTS

    Directory of Open Access Journals (Sweden)

    FLORIN NEFERU

    2017-02-01

    Full Text Available Management applied in sport contributes to achieving full functionality of sports structures, the large masses of people, a plurality of means and skills, objectives and intentions. Through the efforts of management in sport individuals or groups of people are coordinated towards achieving a common goal, complicated and difficult process due to concerns divergent which always, through his, they are converted into cutting issues ensuring mobility objectives. Sports management helps to master and control both situations and complex systems ensuring permanent and continuous management of a multitude of sporting activities generating efficiency. Particularities of management in sport resides in that it applies to all forms of sports, all sports disciplines, which provides an organized leading to superior results in sporting competitions.

  15. Sport Tourism Centres from Top Athletes’ Perspective: Differences among Sport Groups

    OpenAIRE

    Polanec, Anže

    2014-01-01

    Background: Sport tourism plays an important role in the tourism industry and consequently in the economy. Sport tourism centres as providers of sport services need to be familiar with the basic needs of their customers and tailor their services accordingly. Objectives: The aim of the paper is to determine the models for customizing sport tourism services to address the needs specific for an individual sport. Methods/Approach: A questionnaire has been created and sent electronically or physic...

  16. The nature of sport and its relation to the aesthetic dimension of sport

    Directory of Open Access Journals (Sweden)

    Filip Kobiela

    2016-12-01

    Full Text Available In order to discuss the aesthetics of sport I shall start with some metaphysical considerations: instead of using the notion of essence (definition of sport, understood as a set of necessary and sufficient conditions, I shall try to base these considerations on the notion of the nature of sport. In my understanding, the nature of sport is a very basic phenomenon that lies at the origin and shapes the history of sport. It is a technology of training and mastering physical skills valued for themselves. Now, the aesthetic dimension of sport is based on the technically valuable qualities of sports, which are the consecutive properties of sport. Such qualities are present in all types of sport, not only in the so-called ‘aesthetic sports’ (Best or ‘performances’ (Suits. Finally, I advance a thesis that although sport is not a form of art, its aesthetic dimension is closer to the nature of sport than its ethical dimension.

  17. Misleading health-related information promoted through video-based social media: anorexia on YouTube.

    Science.gov (United States)

    Syed-Abdul, Shabbir; Fernandez-Luque, Luis; Jian, Wen-Shan; Li, Yu-Chuan; Crain, Steven; Hsu, Min-Huei; Wang, Yao-Chin; Khandregzen, Dorjsuren; Chuluunbaatar, Enkhzaya; Nguyen, Phung Anh; Liou, Der-Ming

    2013-02-13

    The amount of information being uploaded onto social video platforms, such as YouTube, Vimeo, and Veoh, continues to spiral, making it increasingly difficult to discern reliable health information from misleading content. There are thousands of YouTube videos promoting misleading information about anorexia (eg, anorexia as a healthy lifestyle). The aim of this study was to investigate anorexia-related misinformation disseminated through YouTube videos. We retrieved YouTube videos related to anorexia using the keywords anorexia, anorexia nervosa, proana, and thinspo on October 10, 2011.Three doctors reviewed 140 videos with approximately 11 hours of video content, classifying them as informative, pro-anorexia, or others. By informative we mean content describing the health consequences of anorexia and advice on how to recover from it; by pro-anorexia we mean videos promoting anorexia as a fashion, a source of beauty, and that share tips and methods for becoming and remaining anorexic. The 40 most-viewed videos (20 informative and 20 pro-anorexia videos) were assessed to gauge viewer behavior. The interrater agreement of classification was moderate (Fleiss' kappa=0.5), with 29.3% (n=41) being rated as pro-anorexia, 55.7% (n=78) as informative, and 15.0% (n=21) as others. Pro-anorexia videos were favored 3 times more than informative videos (odds ratio [OR] 3.3, 95% CI 3.3-3.4, Ptrustworthiness of online information about beauty and healthy lifestyles. Health authorities producing videos to combat anorexia should consider involving celebrities and models to reach a wider audience. More research is needed to study the characteristics of pro-anorexia videos in order to develop algorithms that will automatically detect and filter those videos before they become popular.

  18. Report on Sport 2003

    OpenAIRE

    Koen Breedveld; Rob Goossens; Maarten van Bottenburg; Wil Ooijendijk; Vincent Hildebrandt; Maarten Stiggelbout; Jo Lucassen; Hugo van der Poel

    2003-01-01

    Original title: Rapportage Sport 2003. There has been a huge increase in the interest in sport in recent decades. The number of people taking part in sport has grown strongly and more sport is broadcast on television than ever before. The government has invested a great deal in sport, not least because of the growing awareness of the positive effect that sport can have on health, social cohesion and the economy. Sport is now an integral part of society and has developed into the biggest infor...

  19. Alternate retrieval technology demonstrations program - test report (ARD Environmental, Inc.)

    International Nuclear Information System (INIS)

    Berglin, E.J.

    1997-01-01

    A prototype vehicle, control system, and waste and water scavenging system were designed and fabricated with essentially the full capabilities of the vehicle system proposed by ARD Environmental. A test tank mockup, including riser and decontamination chamber were designed and fabricated, and approximately 830 cubic feet of six varieties of waste simulants poured. The tests were performed by ARD Environmental personnel at its site in Laurel, Maryland, from 4/22/97 through 5/2/97. The capabilities tested were deployment and retrieval, extended mobility and productivity, the ability to operate the system using video viewing only, retrieval after simulated failure, and retrieval and decontamination. Testing commenced with deployment of the vehicle into the tank. Deployment was accomplished using a crane and auxiliary winch to position the vehicle and lower it through the decontamination chamber, into the 36'' diameter x 6' high riser, and touch down on the waste field in the tank. The initial mobility tests were conducted immediately after deployment, prior to sluicing, as the waste field exhibited the greatest amount of variation at this time. This test demonstrated the ability of the vehicle to maneuver over the simulated waste field, and the ability of the operator to work with only video viewing available. In addition, the ability of the vehicle to right itself after being turned on its side was demonstrated. The production rate was evaluated daily through the testing period by measuring the surface and estimating the amount of material removed. The test demonstrated the ability of the vehicle to reduce the waste surface using 400 psi (nominal) water jets, scavenge water and material from the work area, and move to any location, even in the relatively confined space of the 20' diameter test tank. In addition, the ability to sluice to a remote scavenging module was demonstrated. The failure mode test demonstrated the ability to retrieve a stuck vehicle by pulling

  20. Alternate retrieval technology demonstrations program - test report (ARD Environmental, Inc.)

    Energy Technology Data Exchange (ETDEWEB)

    Berglin, E.J.

    1997-07-31

    A prototype vehicle, control system, and waste and water scavenging system were designed and fabricated with essentially the full capabilities of the vehicle system proposed by ARD Environmental. A test tank mockup, including riser and decontamination chamber were designed and fabricated, and approximately 830 cubic feet of six varieties of waste simulants poured. The tests were performed by ARD Environmental personnel at its site in Laurel, Maryland, from 4/22/97 through 5/2/97. The capabilities tested were deployment and retrieval, extended mobility and productivity, the ability to operate the system using video viewing only, retrieval after simulated failure, and retrieval and decontamination. Testing commenced with deployment of the vehicle into the tank. Deployment was accomplished using a crane and auxiliary winch to position the vehicle and lower it through the decontamination chamber, into the 36`` diameter x 6` high riser, and touch down on the waste field in the tank. The initial mobility tests were conducted immediately after deployment, prior to sluicing, as the waste field exhibited the greatest amount of variation at this time. This test demonstrated the ability of the vehicle to maneuver over the simulated waste field, and the ability of the operator to work with only video viewing available. In addition, the ability of the vehicle to right itself after being turned on its side was demonstrated. The production rate was evaluated daily through the testing period by measuring the surface and estimating the amount of material removed. The test demonstrated the ability of the vehicle to reduce the waste surface using 400 psi (nominal) water jets, scavenge water and material from the work area, and move to any location, even in the relatively confined space of the 20` diameter test tank. In addition, the ability to sluice to a remote scavenging module was demonstrated. The failure mode test demonstrated the ability to retrieve a stuck vehicle by pulling

  1. Sport and Society: An Introduction to Sociology of Sport.

    Science.gov (United States)

    Ibrahim, Hilmi

    A theoretical framework for the study of sport sociology is provided in this text. It is intended for students of sport, arts and humanities, sociology, and social psychology. Sport and social organization are discussed first. Three models of societies and six theories of social organization are presented which form the basis of the eclectic…

  2. Algorithms for the automatic identification of MARFEs and UFOs in JET database of visible camera videos

    International Nuclear Information System (INIS)

    Murari, A.; Camplani, M.; Cannas, B.; Usai, P.; Mazon, D.; Delaunay, F.

    2010-01-01

    MARFE instabilities and UFOs leave clear signatures in JET fast visible camera videos. Given the potential harmful consequences of these events, particularly as triggers of disruptions, it would be important to have the means of detecting them automatically. In this paper, the results of various algorithms to identify automatically the MARFEs and UFOs in JET visible videos are reported. The objective is to retrieve the videos, which have captured these events, exploring the whole JET database of images, as a preliminary step to the development of real-time identifiers in the future. For the detection of MARFEs, a complete identifier has been finalized, using morphological operators and Hu moments. The final algorithm manages to identify the videos with MARFEs with a success rate exceeding 80%. Due to the lack of a complete statistics of examples, the UFO identifier is less developed, but a preliminary code can detect UFOs quite reliably. (authors)

  3. FUNCTION of MANAGEMENT IN SPORT

    Directory of Open Access Journals (Sweden)

    Srećko Novaković

    2011-03-01

    Full Text Available In the sport management coordination represents the basic deposit of management, and terms through numerous activities. Brother-in-law activity in sport has the specific management so speak about the management of sport event, management of sports facilities, management of management to the human activities, financial management in sport etc. The sportively management has presumed the specific management related to sports activities whose basic task of coordinations of sports activities. Management of sport organisations have been confided sport managers of special profile which differs towards the type of sport, rank of contest etc. The sport managers could utter survived the statement that in sport have not been educated special diameters manager, besides sport coaches. Specifically, in the role of manager in sport prevails almost all diameters of professional in professional or the volunteer relationship.

  4. Active video games as a form of exercise and the effect of gaming experience: a preliminary study in healthy young adults.

    Science.gov (United States)

    O'Donovan, C; Hussey, J

    2012-09-01

    To examine the energy expenditure and heart rate response while playing active video games, and the effect of gaming experience on energy expenditure. Cross-sectional study. Twenty-eight healthy participants (18 male, age 19 to 27 years) played either Wii Sports Boxing, Tennis and Baseball, or Wii Sports Boxing and Wii Fit Free Jogging. Percentage maximal heart rate (%HRmax) and metabolic equivalents (METs) were measured during 15 minutes of rest and during each game. Mean %HRmax and METs while playing each of the four games were as follows: Wii Fit Free Jogging 71% [standard deviation (SD) 13%], 5.9 (SD 1.8); Wii Sports Boxing 58% (SD 13%), 3.2 (SD 1.1); Wii Sports Baseball 42% (SD 6%), 2.0 (SD 0.5); and Wii Sports Tennis 42% (SD 7%), 2.0 (SD 0.4). Subjects with gaming experience achieved a lower heart rate playing Wii Sports Tennis compared with subjects without gaming experience. Wii Sports Boxing, Tennis and Baseball are light-intensity activities, and Wii Fit Free Jogging is a moderate-intensity activity. Experience of gaming may affect the exercise intensity of games requiring controller skill. Copyright © 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

  5. Capitalising on CSR-based partnerships in sports branding and sports sponsorship

    DEFF Research Database (Denmark)

    Cortsen, Kenneth

    2014-01-01

    . Inspired by Shank's (2009) notion of the sports brand building process, i.e.: 1) brand awareness; 2) brand image; 3) brand equity; 4) brand loyalty, the interacting nature of sports brands exemplified by how sports brands at the corporate level interact with sports brands at the personal and product levels......The purpose of this article is to develop a toolkit for academics and practitioners, which elaborates on how strategic application of corporate social responsibility (CSR) may guide sports branding initiatives and sponsorship partnerships and lead to increased levels of brand capitalisation...... is integrated in the article. This is done to propose how these interactions may increase the effect of the work with strategic CSR on corporate sports brands....

  6. Guenter Tulip Filter Retrieval Experience: Predictors of Successful Retrieval

    International Nuclear Information System (INIS)

    Turba, Ulku Cenk; Arslan, Bulent; Meuse, Michael; Sabri, Saher; Macik, Barbara Gail; Hagspiel, Klaus D.; Matsumoto, Alan H.; Angle, John F.

    2010-01-01

    We report our experience with Guenter Tulip filter placement indications, retrievals, and procedural problems, with emphasis on alternative retrieval techniques. We have identified 92 consecutive patients in whom a Guenter Tulip filter was placed and filter removal attempted. We recorded patient demographic information, filter placement and retrieval indications, procedures, standard and nonstandard filter retrieval techniques, complications, and clinical outcomes. The mean time to retrieval for those who experienced filter strut penetration was statistically significant [F(1,90) = 8.55, p = 0.004]. Filter strut(s) IVC penetration and successful retrieval were found to be statistically significant (p = 0.043). The filter hook-IVC relationship correlated with successful retrieval. A modified guidewire loop technique was applied in 8 of 10 cases where the hook appeared to penetrate the IVC wall and could not be engaged with a loop snare catheter, providing additional technical success in 6 of 8 (75%). Therefore, the total filter retrieval success increased from 88 to 95%. In conclusion, the Guenter Tulip filter has high successful retrieval rates with low rates of complication. Additional maneuvers such as a guidewire loop method can be used to improve retrieval success rates when the filter hook is endothelialized.

  7. Assessing the sociology of sport : On critical sport sociology and sport management

    NARCIS (Netherlands)

    Knoppers, Annelies

    2015-01-01

    On the 50th anniversary of the ISSA and IRSS, Annelies Knoppers, one of the leading scholars in understanding the culture of sport in organizational settings, considers how the critical lens of sociology can enhance and mesh with research on sport management. Knoppers argues that there have been

  8. Specialized video systems for use in underground storage tanks

    International Nuclear Information System (INIS)

    Heckendom, F.M.; Robinson, C.W.; Anderson, E.K.; Pardini, A.F.

    1994-01-01

    The Robotics Development Groups at the Savannah River Site and the Hanford site have developed remote video and photography systems for deployment in underground radioactive waste storage tanks at Department of Energy (DOE) sites as a part of the Office of Technology Development (OTD) program within DOE. Figure 1 shows the remote video/photography systems in a typical underground storage tank environment. Viewing and documenting the tank interiors and their associated annular spaces is an extremely valuable tool in characterizing their condition and contents and in controlling their remediation. Several specialized video/photography systems and robotic End Effectors have been fabricated that provide remote viewing and lighting. All are remotely deployable into and from the tank, and all viewing functions are remotely operated. Positioning all control components away from the facility prevents the potential for personnel exposure to radiation and contamination. Overview video systems, both monaural and stereo versions, include a camera, zoom lens, camera positioner, vertical deployment system, and positional feedback. Each independent video package can be inserted through a 100 mm (4 in.) diameter opening. A special attribute of these packages is their design to never get larger than the entry hole during operation and to be fully retrievable. The End Effector systems will be deployed on the large robotic Light Duty Utility Arm (LDUA) being developed by other portions of the OTD-DOE programs. The systems implement a multi-functional ''over the coax'' design that uses a single coaxial cable for all data and control signals over the more than 900 foot cable (or fiber optic) link

  9. NASA SPoRT Modeling and Data Assimilation Research and Transition Activities Using WRF, LIS and GSI

    Science.gov (United States)

    Case, Jonathan L.; Blankenship, Clay B.; Zavodsky, Bradley T.; Srikishen, Jayanthi; Berndt, Emily B.

    2014-01-01

    weather research and forecasting ===== The NASA Short-term Prediction Research and Transition (SPoRT) program has numerous modeling and data assimilation (DA) activities in which the WRF model is a key component. SPoRT generates realtime, research satellite products from the MODIS and VIIRS instruments, making the data available to NOAA/NWS partners running the WRF/EMS, including: (1) 2-km northwestern-hemispheric SST composite, (2) daily, MODIS green vegetation fraction (GVF) over CONUS, and (3) NASA Land Information System (LIS) runs of the Noah LSM over the southeastern CONUS. Each of these datasets have been utilized by specific SPoRT partners in local EMS model runs, with select offices evaluating the impacts using a set of automated scripts developed by SPoRT that manage data acquisition and run the NCAR Model Evaluation Tools verification package. SPoRT is engaged in DA research with the Gridpoint Statistical Interpolation (GSI) and Ensemble Kalman Filter in LIS for soil moisture DA. Ongoing DA projects using GSI include comparing the impacts of assimilating Atmospheric Infrared Sounder (AIRS) radiances versus retrieved profiles, and an analysis of extra-tropical cyclones with intense non-convective winds. As part of its Early Adopter activities for the NASA Soil Moisture Active Passive (SMAP) mission, SPoRT is conducting bias correction and soil moisture DA within LIS to improve simulations using the NASA Unified-WRF (NU-WRF) for both the European Space Agency's Soil Moisture Ocean Salinity and upcoming SMAP mission data. SPoRT has also incorporated real-time global GVF data into LIS and WRF from the VIIRS product being developed by NOAA/NESDIS. This poster will highlight the research and transition activities SPoRT conducts using WRF, NU-WRF, EMS, LIS, and GSI.

  10. Sport Specialization, Part I

    Science.gov (United States)

    Myer, Gregory D.; Jayanthi, Neeru; Difiori, John P.; Faigenbaum, Avery D.; Kiefer, Adam W.; Logerstedt, David; Micheli, Lyle J.

    2015-01-01

    Context: There is increased growth in sports participation across the globe. Sports specialization patterns, which include year-round training, participation on multiple teams of the same sport, and focused participation in a single sport at a young age, are at high levels. The need for this type of early specialized training in young athletes is currently under debate. Evidence Acquisition: Nonsystematic review. Study Design: Clinical review. Level of Evidence: Level 4. Conclusion: Sports specialization is defined as year-round training (greater than 8 months per year), choosing a single main sport, and/or quitting all other sports to focus on 1 sport. Specialized training in young athletes has risks of injury and burnout, while the degree of specialization is positively correlated with increased serious overuse injury risk. Risk factors for injury in young athletes who specialize in a single sport include year-round single-sport training, participation in more competition, decreased age-appropriate play, and involvement in individual sports that require the early development of technical skills. Adults involved in instruction of youth sports may also put young athletes at risk for injury by encouraging increased intensity in organized practices and competition rather than self-directed unstructured free play. Strength-of-Recommendation Taxonomy (SORT): C. PMID:26502420

  11. Psychosocial development through Masters sport: What can be gained from youth sport models?

    Science.gov (United States)

    Dionigi, Rylee A; Fraser-Thomas, Jessica; Stone, Rachael C; Gayman, Amy M

    2018-07-01

    Although sport participation is encouraged throughout the lifespan, little research has been conducted on the role of sport in development later in life. This qualitative study explored adults' experiences of development within the context of Masters sport. We interviewed 14 adults (nine men and five women) aged 46-61 years involved in Masters sport. Data was interpreted drawing upon frameworks from youth sport (i.e., Personal Assets Framework for Sport; Côté, J., Bruner, M., Strachan, L., Erickson, K., & Fraser-Thomas, J. (2010). Athletes' development and coaching. In J. Lyle & C. Cushion (Eds.), Sport coaching: Professionalism and practice (pp. 63-83). Oxford, UK: Elsevier, Côté, J., Turnnidge, J., & Evans, M. B. (2014). The dynamic process of development through sport. Kinesiologia Slovenica, 20(3), 14-26, Côté, J., Turnnidge, J., & Vieerima, M. (2016). A personal assets approach to youth sport. In K. Green & A. Smith (Eds.), Routledge handbook of youth sport (pp. 243-255). New York, NY: Routledge; 4/5Cs of positive youth development; Lerner, R. M., Fisher, C. B., & Weinberg, R. A. (2000). Toward a science for and of the people: Promoting civil society through the application of developmental science. Child Development, 71(1), 11-20. doi:10.1111/1467-8624.00113; Vierimaa, M., Erickson, K., Côté, J., & Gilbert, W. (2012). Positive youth development: A measurement framework for sport. International Journal of Sports Science & Coaching, 7(3), 601-614. doi:10.1260/1747-9541.7.3.601), combined with past research on mid-life and older athletes. Six key themes emerged as contributing to adults' personal development through sport: competence and confidence, character, commitment, connection, cognition, and challenge. Masters sport contexts appeared to facilitate changes in assets (i.e., 6Cs) similar to those within youth sport, but assets often held different meanings within the context of later life. Applying frameworks from youth sport and developmental

  12. Sport and measurement of competition

    NARCIS (Netherlands)

    Koning, R.H.

    Sport is becoming an activity of increasing importance: over time more people participate in sport (active sport consumption), more time is spent watching sport (passive sport consumption). An important part of sport consumption is passive sport consumption where production and consumption are

  13. Writing lives in sport

    DEFF Research Database (Denmark)

    Christensen, Mette Krogh

    dealing with anonymous individuals, whose anonymity results from the confidentiality requirements of a social scientific research methodology, to those leaning more towards the literary-historical traditions of 'conventional' biographical writing. However, these examples are polar extremes and none...... in the academis world of sport studies. It does not set out to be a methodological treatise but through the writing of lives in sports does raise questions of method. Each essay in this collection deals with problems of writing sports-people's lives. These essays could be said to fall along a spectrum from those......Writing lives in sport is a book of stories about sports-persons. The people concerned include sports stars, sports people who are not quite so famous, and relatively unknown physical education teachers and sports scientists.Writing lives in sport raises questions about writing biographies...

  14. Report on Sport 2003

    NARCIS (Netherlands)

    Koen Breedveld; Rob Goossens; Maarten van Bottenburg; Wil Ooijendijk; Vincent Hildebrandt; Maarten Stiggelbout; Jo Lucassen; Hugo van der Poel

    2003-01-01

    Original title: Rapportage Sport 2003. There has been a huge increase in the interest in sport in recent decades. The number of people taking part in sport has grown strongly and more sport is broadcast on television than ever before. The government has invested a great deal in sport, not

  15. Development of a new lines of sight analyzer while playing sport

    Directory of Open Access Journals (Sweden)

    Shinya Mochiduki

    2017-01-01

    Full Text Available The Olympics will be held in Tokyo in 2020, and the training of the athlete using technology has been gaining attention. In an effort to refine the competitive ability of top athletes by evaluating their performance objectively, we have focused on eye movement and head movement. Since the field of view moves according to the athlete’s head movement, which is a problem for the conventional method of measuring eye movement, we proposed a new method of analysis of lines of sight which can record head movement during a competition and make it easier to analyze by superimposing the lines of sight on an externally recorded fixed image. With the goal of measuring the lines of sight of an athlete during an actual competition, we made a video during a competition and had an athlete observe the video in a laboratory. First we compared the video in which only the eye movement was measured and the field-of-view image moved according to the head movement with another video in which the head movement and eye movement were measured and the image did not move in spite of the occurrence of head movement. The results of the experiment, which involved baseball as the competitive sport, showed the effectiveness of our proposed system. Furthermore, we showed the difference between the lines of sight of an experienced and an inexperienced catcher.

  16. Spatial accessibility to specific sport facilities and corresponding sport practice: the RECORD Study.

    Science.gov (United States)

    Karusisi, Noëlla; Thomas, Frédérique; Méline, Julie; Chaix, Basile

    2013-04-20

    Physical activity is considered as a major component of a healthy lifestyle. However, few studies have examined the relationships between the spatial accessibility to sport facilities and sport practice with a sufficient degree of specificity. The aim of this study was to investigate the associations between the spatial accessibility to specific types of sports facilities and the practice of the corresponding sports after carefully controlling for various individual socio-demographic characteristics and neighborhood socioeconomic variables. Data from the RECORD Study involving 7290 participants recruited in 2007-2008, aged 30-79 years, and residing in the Paris metropolitan area were analyzed. Four categories of sports were studied: team sports, racket sports, swimming and related activities, and fitness. Spatial accessibility to sport facilities was measured with two complementary approaches that both take into account the street network (distance to the nearest facility and count of facilities around the dwelling). Associations between the spatial accessibility to sport facilities and the practice of the corresponding sports were assessed using multilevel logistic regression after adjusting for individual and contextual characteristics. High individual education and high household income were associated with the practice of racket sports, swimming or related activities, and fitness over the previous 7 days. The spatial accessibility to swimming pools was associated with swimming and related sports, even after adjustment for individual/contextual factors. The spatial accessibility to facilities was not related to the practice of other sports. High neighborhood income was associated with the practice of a racket sport and fitness. Accessibility is a multi-dimensional concept that integrates educational, financial, and geographical aspects. Our work supports the evidence that strategies to increase participation in sport activities should improve the spatial and

  17. EM-21 Retrieval Knowledge Center: Waste Retrieval Challenges

    Energy Technology Data Exchange (ETDEWEB)

    Fellinger, Andrew P.; Rinker, Michael W.; Berglin, Eric J.; Minichan, Richard L.; Poirier, Micheal R.; Gauglitz, Phillip A.; Martin, Bruce A.; Hatchell, Brian K.; Saldivar, Eloy; Mullen, O Dennis; Chapman, Noel F.; Wells, Beric E.; Gibbons, Peter W.

    2009-04-10

    EM-21 is the Waste Processing Division of the Office of Engineering and Technology, within the U.S. Department of Energy’s (DOE) Office of Environmental Management (EM). In August of 2008, EM-21 began an initiative to develop a Retrieval Knowledge Center (RKC) to provide the DOE, high level waste retrieval operators, and technology developers with centralized and focused location to share knowledge and expertise that will be used to address retrieval challenges across the DOE complex. The RKC is also designed to facilitate information sharing across the DOE Waste Site Complex through workshops, and a searchable database of waste retrieval technology information. The database may be used to research effective technology approaches for specific retrieval tasks and to take advantage of the lessons learned from previous operations. It is also expected to be effective for remaining current with state-of-the-art of retrieval technologies and ongoing development within the DOE Complex. To encourage collaboration of DOE sites with waste retrieval issues, the RKC team is co-led by the Savannah River National Laboratory (SRNL) and the Pacific Northwest National Laboratory (PNNL). Two RKC workshops were held in the Fall of 2008. The purpose of these workshops was to define top level waste retrieval functional areas, exchange lessons learned, and develop a path forward to support a strategic business plan focused on technology needs for retrieval. The primary participants involved in these workshops included retrieval personnel and laboratory staff that are associated with Hanford and Savannah River Sites since the majority of remaining DOE waste tanks are located at these sites. This report summarizes and documents the results of the initial RKC workshops. Technology challenges identified from these workshops and presented here are expected to be a key component to defining future RKC-directed tasks designed to facilitate tank waste retrieval solutions.

  18. EM-21 Retrieval Knowledge Center: Waste Retrieval Challenges

    International Nuclear Information System (INIS)

    Fellinger, Andrew P.; Rinker, Michael W.; Berglin, Eric J.; Minichan, Richard L.; Poirier, Micheal R.; Gauglitz, Phillip A.; Martin, Bruce A.; Hatchell, Brian K.; Saldivar, Eloy; Mullen, O Dennis; Chapman, Noel F.; Wells, Beric E.; Gibbons, Peter W.

    2009-01-01

    EM-21 is the Waste Processing Division of the Office of Engineering and Technology, within the U.S. Department of Energy's (DOE) Office of Environmental Management (EM). In August of 2008, EM-21 began an initiative to develop a Retrieval Knowledge Center (RKC) to provide the DOE, high level waste retrieval operators, and technology developers with centralized and focused location to share knowledge and expertise that will be used to address retrieval challenges across the DOE complex. The RKC is also designed to facilitate information sharing across the DOE Waste Site Complex through workshops, and a searchable database of waste retrieval technology information. The database may be used to research effective technology approaches for specific retrieval tasks and to take advantage of the lessons learned from previous operations. It is also expected to be effective for remaining current with state-of-the-art of retrieval technologies and ongoing development within the DOE Complex. To encourage collaboration of DOE sites with waste retrieval issues, the RKC team is co-led by the Savannah River National Laboratory (SRNL) and the Pacific Northwest National Laboratory (PNNL). Two RKC workshops were held in the Fall of 2008. The purpose of these workshops was to define top level waste retrieval functional areas, exchange lessons learned, and develop a path forward to support a strategic business plan focused on technology needs for retrieval. The primary participants involved in these workshops included retrieval personnel and laboratory staff that are associated with Hanford and Savannah River Sites since the majority of remaining DOE waste tanks are located at these sites. This report summarizes and documents the results of the initial RKC workshops. Technology challenges identified from these workshops and presented here are expected to be a key component to defining future RKC-directed tasks designed to facilitate tank waste retrieval solutions

  19. Interlanguage comparison of sport discourse (on the material of sport analytic article

    Directory of Open Access Journals (Sweden)

    Gavryushina Ekaterina Alexandrovna

    2016-06-01

    Full Text Available The article is devoted to the study of cultural and mental specificity of language units in the sport communication. The study was conducted on the material of English, Russian and German analytical articles, thematically related to tennis. Using the technique of cross-language comparison it is revealed significant characteristic parameters of sports discourse. The proposed comparative procedure consists in three stages of analysis: linguistic, cognitive-communicative and linguistic-cultural. During the analysis at each step there were identified certain criteria specific to the sport discourse in three linguasocieties. Sport communication reflects not only the specificity and originality of the language, but also the traditions, history, mentality, culture, and behavior patterns of modern professional sport community. Comparative study of sport discourse reveals the cultural, linguistic and cognitive features of sublanguage sports and allows to get a common view of the structure of sport analytical articles.

  20. Ten years and 1 master settlement agreement later: the nature and frequency of alcohol and tobacco promotion in televised sports, 2000 through 2002.

    Science.gov (United States)

    Zwarun, Lara

    2006-08-01

    I sought to identify what kinds of promotion for alcohol and tobacco products are found in televised sports programming, as well as how frequently they occur. I compared my findings with data from 5 and 10 years earlier to examine the effects of the Master Settlement Agreement and detect industry trends. Method. A content analysis of more than 83 hours of televised sports programming from 2000 through 2002 was conducted. Composite week sampling was used to ensure results were representative of the overall population of television sports programs. Programs were examined for traditional advertising (commercials) and nontraditional advertising (stadium signs, announcer voiceovers, etc.). Rates of certain types of alcohol advertising have decreased, but what remains is strategically chosen to increase the likelihood of audience exposure. Despite the Master Settlement Agreement, tobacco advertising remains prevalent in many sports. A new trend of placing alcohol and tobacco brand names in commercials for other products is evident. Alcohol and tobacco marketers appear able to cleverly adapt to advertising challenges, such as digital video recorders and legislation. Alcohol and tobacco brands remain visible on sports programming.

  1. Violence in E-rated video games.

    Science.gov (United States)

    Thompson, K M; Haninger, K

    2001-08-01

    Children's exposure to violence, alcohol, tobacco and other substances, and sexual messages in the media are a source of public health concern; however, content in video games commonly played by children has not been quantified. To quantify and characterize the depiction of violence, alcohol, tobacco and other substances, and sex in video games rated E (for "Everyone"), analogous to the G rating of films, which suggests suitability for all audiences. We created a database of all existing E-rated video games available for rent or sale in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of content descriptors associated with these games. We played and assessed the content of a convenience sample of 55 E-rated video games released for major home video game consoles between 1985 and 2000. Game genre; duration of violence; number of fatalities; types of weapons used; whether injuring characters or destroying objects is rewarded or is required to advance in the game; depiction of alcohol, tobacco and other substances; and sexual content. Based on analysis of the 672 current E-rated video games played on home consoles, 77% were in sports, racing, or action genres and 57% did not receive any content descriptors. We found that 35 of the 55 games we played (64%) involved intentional violence for an average of 30.7% of game play (range, 1.5%-91.2%), and we noted significant differences in the amount of violence among game genres. Injuring characters was rewarded or required for advancement in 33 games (60%). The presence of any content descriptor for violence (n = 23 games) was significantly correlated with the presence of intentional violence in the game (at a 5% significance level based on a 2-sided Wilcoxon rank-sum test, t(53) = 2.59). Notably, 14 of 32 games (44%) that did not receive a content descriptor for violence contained acts of violence. Action and shooting games led to the largest numbers of

  2. Sports cream overdose

    Science.gov (United States)

    Sports creams are creams or ointments used to treat aches and pains. Sports cream overdose can occur if someone uses this ... Two ingredients in sports creams that can be poisonous are: Menthol Methyl salicylate

  3. Misleading Health-Related Information Promoted Through Video-Based Social Media: Anorexia on YouTube

    Science.gov (United States)

    Li, Yu-Chuan; Crain, Steven; Hsu, Min-Huei; Wang, Yao-Chin; Khandregzen, Dorjsuren; Chuluunbaatar, Enkhzaya; Nguyen, Phung Anh

    2013-01-01

    Introduction The amount of information being uploaded onto social video platforms, such as YouTube, Vimeo, and Veoh, continues to spiral, making it increasingly difficult to discern reliable health information from misleading content. There are thousands of YouTube videos promoting misleading information about anorexia (eg, anorexia as a healthy lifestyle). Objective The aim of this study was to investigate anorexia-related misinformation disseminated through YouTube videos. Methods We retrieved YouTube videos related to anorexia using the keywords anorexia, anorexia nervosa, proana, and thinspo on October 10, 2011.Three doctors reviewed 140 videos with approximately 11 hours of video content, classifying them as informative, pro-anorexia, or others. By informative we mean content describing the health consequences of anorexia and advice on how to recover from it; by pro-anorexia we mean videos promoting anorexia as a fashion, a source of beauty, and that share tips and methods for becoming and remaining anorexic. The 40 most-viewed videos (20 informative and 20 pro-anorexia videos) were assessed to gauge viewer behavior. Results The interrater agreement of classification was moderate (Fleiss’ kappa=0.5), with 29.3% (n=41) being rated as pro-anorexia, 55.7% (n=78) as informative, and 15.0% (n=21) as others. Pro-anorexia videos were favored 3 times more than informative videos (odds ratio [OR] 3.3, 95% CI 3.3-3.4, P<.001). Conclusions Pro-anorexia information was identified in 29.3% of anorexia-related videos. Pro-anorexia videos are less common than informative videos; however, in proportional terms, pro-anorexia content is more highly favored and rated by its viewers. Efforts should focus on raising awareness, particularly among teenagers, about the trustworthiness of online information about beauty and healthy lifestyles. Health authorities producing videos to combat anorexia should consider involving celebrities and models to reach a wider audience. More

  4. NANOTECHNOLOGY AND SPORT

    Directory of Open Access Journals (Sweden)

    Zoran Mašić

    2010-03-01

    Full Text Available We can say that sports are continuously evolving. To improve the quality of this work, changes are being made in all of these segments: development and selection of athletes, the improvement of technology for preparation and performance tactics, training methods for relaxation. On the other hand these are followed by rule changes, modern sports facilities, as well as legal regulations. One direction in the improvement of sports results is an attempt at rational spending of existing resources for athletes, regardless of whether in team or individual sports. Nanotechnology is also contributioning toward this direction. This paper points out the appearance of nanotechnology, its essence, i.e., the way it may effect the development of sports. Of course, it also points to the potential risk of applying nanotechnology to sports.

  5. Adolescent consumption of sports and energy drinks: linkages to higher physical activity, unhealthy beverage patterns, cigarette smoking, and screen media use.

    Science.gov (United States)

    Larson, Nicole; Dewolfe, Jessica; Story, Mary; Neumark-Sztainer, Dianne

    2014-01-01

    To examine patterns of adolescent sports and energy drink (SED) consumption and identify behavioral correlates. Data were drawn from Eating and Activity in Teens, a population-based study. Adolescents from 20 middle and high schools in Minneapolis/St Paul, MN completed classroom-administered surveys. A total of 2,793 adolescents (53.2% girls) in grades 6-12. Beverage patterns; breakfast frequency; moderate to vigorous physical activity (MVPA); media use; sleep; and cigarette smoking. Linear and logistic regression models were used to estimate associations between health behaviors and SED consumption, adjusting for demographics. Over a third of adolescents consumed sports drinks and 14.7% consumed energy drinks at least once a week. Among boys and girls, both sports and energy drink consumption were related to higher video game use; sugar-sweetened beverage and fruit juice intake; and smoking (P Sports drink consumption was also significantly related to higher MVPA and organized sport participation for both genders (P sports drink consumption was associated with higher MVPA, adolescents should be reminded of recommendations to consume these beverages only after vigorous, prolonged activity. There is also a need for future interventions designed to reduce SED consumption, to address the clustering of unhealthy behaviors. Copyright © 2014 Society for Nutrition Education and Behavior. Published by Elsevier Inc. All rights reserved.

  6. Sporting Chance: Indigenous Participation in Australian Sport History

    Directory of Open Access Journals (Sweden)

    Sean Gorman

    2010-08-01

    Full Text Available For many non-Indigenous Australians the only time they have any engagement with Indigenous peoples, history or issues is through watching sport on television or being at a football match at the MCG. This general myopia and indifference by settler Australians with Indigenous Australians manifests itself in many ways but perhaps most obscenely in the simple fact that Indigenous Australians die nearly 20 years younger than the rest of Australias citizens. Many non-Indigenous Australians do not know this. Sport in many ways has offered Indigenous Australians a platform from which to begin the slow, hard process for social justice and equity to be actualised. This paper will discuss the participation of Indigenous Australians in sport and show how sport has enabled Indigenous Australians to create a space so that they can speak out against the injustices they have experienced and to further improve on relations going into the future. The central contention is that through sport all Australians can begin a process of engaging with Indigenous history as a means to improve race relations between the two groups.

  7. Alzheimer's Disease in Social Media: Content Analysis of YouTube Videos.

    Science.gov (United States)

    Tang, Weizhou; Olscamp, Kate; Choi, Seul Ki; Friedman, Daniela B

    2017-10-19

    Approximately 5.5 million Americans are living with Alzheimer's disease (AD) in 2017. YouTube is a popular platform for disseminating health information; however, little is known about messages specifically regarding AD that are being communicated through YouTube. This study aims to examine video characteristics, content, speaker characteristics, and mobilizing information (cues to action) of YouTube videos focused on AD. Videos uploaded to YouTube from 2013 to 2015 were searched with the term "Alzheimer's disease" on April 30th, 2016. Two coders viewed the videos and coded video characteristics (the date when a video was posted, Uniform Resource Locator, video length, audience engagement, format, author), content, speaker characteristics (sex, race, age), and mobilizing information. Descriptive statistics were used to examine video characteristics, content, audience engagement (number of views), speaker appearances in the video, and mobilizing information. Associations between variables were examined using Chi-square and Fisher's exact tests. Among the 271 videos retrieved, 25.5% (69/271) were posted by nonprofit organizations or universities. Informal presentations comprised 25.8% (70/271) of all videos. Although AD symptoms (83/271, 30.6%), causes of AD (80/271, 29.5%), and treatment (76/271, 28.0%) were commonly addressed, quality of life of people with AD (34/271, 12.5%) had more views than those more commonly-covered content areas. Most videos featured white speakers (168/187, 89.8%) who were adults aged 20 years to their early 60s (164/187, 87.7%). Only 36.9% (100/271) of videos included mobilizing information. Videos about AD symptoms were significantly less likely to include mobilizing information compared to videos without AD symptoms (23/83, 27.7% vs 77/188, 41.0% respectively; P=.03). This study contributes new knowledge regarding AD messages delivered through YouTube. Findings of the current study highlight a potential gap between available information

  8. Back pain and sports

    Science.gov (United States)

    ... Running - back pain; Weightlifting - back pain; Lumbar pain - sports; Sciatica - sports; Low back pain - sports ... MD, Thompson SR, eds. DeLee and Drez's Orthopaedic Sports Medicine: Principles and Practice . 4th ed. Philadelphia, PA: ...

  9. Is there a link between previous exposure to sport injury psychology education and UK sport injury rehabilitation professionals' attitudes and behaviour towards sport psychology?

    Science.gov (United States)

    Heaney, Caroline A; Rostron, Claire L; Walker, Natalie C; Green, Alison J K

    2017-01-01

    The use of sport psychology strategies during sport injury rehabilitation can lead to several positive outcomes such as improved adherence and self-efficacy. The purpose of this study was to compare the sport psychology related attitudes and behaviours of UK sport injury rehabilitation professionals (SIRPs) who had studied the psychological aspects of sport injury to those who had not. Ninety-four SIRPs (54 physiotherapists and 40 sports therapists with a mean of 9.22 years' experience of working in sport) completed an online survey and were grouped according to their level of previous exposure to sport injury psychology education at an undergraduate/postgraduate level. Analyses were undertaken to establish whether there were any differences in sport psychology related attitude (MANOVA), usage (MANOVA), and referral behaviours (chi square) between the groups. The MANOVA and chi square tests conducted revealed that those who had studied the psychological aspects of sport injury reported using significantly more sport psychology in their practice and making more referrals to sport psychologists. It was concluded that sport injury psychology education appears to be effective in increasing the sport psychology related behaviours (use of sport psychology and referral) of SIRPs and should be integrated into professional training. Copyright © 2016 Elsevier Ltd. All rights reserved.

  10. Art and Sports

    Science.gov (United States)

    Ingram, Anne G.

    1973-01-01

    An aesthetic dimension of sport appreciation is found in the paintings and sculptures of great masters who were intrigued by the subject of sports. This article presents specifics on bringing sports art into the classroom. (Authors/JA)

  11. VideoSET: Video Summary Evaluation through Text

    OpenAIRE

    Yeung, Serena; Fathi, Alireza; Fei-Fei, Li

    2014-01-01

    In this paper we present VideoSET, a method for Video Summary Evaluation through Text that can evaluate how well a video summary is able to retain the semantic information contained in its original video. We observe that semantics is most easily expressed in words, and develop a text-based approach for the evaluation. Given a video summary, a text representation of the video summary is first generated, and an NLP-based metric is then used to measure its semantic distance to ground-truth text ...

  12. Refleksiv Sports Management

    DEFF Research Database (Denmark)

    Adamsen, Billy

    2013-01-01

    Sports management and its development is closely linked to the development of modern society and modern rationality. This article applies sociological theories and practical management philosophy to shed light on how sports management and its rationality in Denmark (Europe) and the United States...... have changed and undergone different phases for more than a century, and to show that, in late modernity, they are entering a new phase in which they seem to be more reflexive and communicative. This trend is evident in American sports management and will also soon be reflected in Danish sports...... management. My analysis of this development will also be based on a specific case study from the American world of sports, namely the story of Oakland Athletics baseball club’s reorganisation in the 1990s, because it both provides a rare insight into a modern sports organisation and demonstrates...

  13. Sports Medicine: What is a Sports Medicine Specialist?

    Science.gov (United States)

    ... assessment and management • Care of sports-related and general medical needs of athletes • Special populations (geriatric, disabled, women, youth, etc.) • Sports psychology issues • Substance use issues • Education and counseling on ...

  14. The importance of sport psychology in school sport | le Roux ...

    African Journals Online (AJOL)

    ... in sport, the effect of motivation in sport on academic performance, the fundamental cause of anxiety in sport, the fact that female athletes are likely to be relatively more comfortable with male authority figures as coaches, etcetera. The empirical research revealed that discrepancies exist between the perceptions of teacher ...

  15. Major international sport profiles.

    Science.gov (United States)

    Patel, Dilip R; Stier, Bernhard; Luckstead, Eugene F

    2002-08-01

    Sports are part of the sociocultural fabric of all countries. Although different sports have their origins in different countries, many sports are now played worldwide. International sporting events bring athletes of many cultures together and provide the opportunity not only for athletic competition but also for sociocultural exchange and understanding among people. This article reviews five major sports with international appeal and participation: cricket, martial arts, field hockey, soccer, and tennis. For each sport, the major aspects of physiological and biomechanical demands, injuries, and prevention strategies are reviewed.

  16. Assimilation of SMOS Soil Moisture Retrievals in the Land Information System

    Science.gov (United States)

    Blakenship, Clay; Zavodsky, Bradley; Cae, Jonathan

    2014-01-01

    Soil moisture is a crucial variable for weather prediction because of its influence on evaporation. It is of critical importance for drought and flood monitoring and prediction and for public health applications. The NASA Short-term Prediction Research and Transition Center (SPoRT) has implemented a new module in the NASA Land Information System (LIS) to assimilate observations from the ESA's Soil Moisture and Ocean Salinity (SMOS) satellite. SMOS Level 2 retrievals from the Microwave Imaging Radiometer using Aperture Synthesis (MIRAS) instrument are assimilated into the Noah LSM within LIS via an Ensemble Kalman Filter. The retrievals have a target volumetric accuracy of 4% at a resolution of 35-50 km. Parallel runs with and without SMOS assimilation are performed with precipitation forcing from intentionally degraded observations, and then validated against a model run using the best available precipitation data, as well as against selected station observations. The goal is to demonstrate how SMOS data assimilation can improve modeled soil states in the absence of dense rain gauge and radar networks.

  17. THE SPORT MARKETING MANAGEMENT MODEL

    Directory of Open Access Journals (Sweden)

    Alexandru Lucian MIHAI

    2015-06-01

    Full Text Available Sport marketing involves marketing fundamentals applied in one industry, the sport business industry. The development of sport marketing fundamentals is therefore based on basic marketing principles. The practice and activities of sport marketing are also based on basic marketing activities, but are modified and adapted to the sport business industry. Therefore, sport marketing is based on its primary and parent discipline - marketing. Sport marketing is one of the most important functions of a sport business. This is because the sport marketing activities will define the business. The growth of the sport industry is phenomenal and shows no signs of slowing. Also, sport marketing is a process. A process is a continuous cycle. Therefore, marketing is a function that never ends. The sport marketing management model is an illustration of the elements and process of sport marketing. It should serve as a guide for managing the company’s marketing functions. The model illustrates the elements of marketing, the succession of elements and functions, the process of managing, and the interdependence of the elements This paper presents an overview of the model, sport marketing management, each element and the process.

  18. Sport injuries treated at a physiotherapy center specialized in sports

    Directory of Open Access Journals (Sweden)

    Guilherme S. Nunes

    Full Text Available Abstract Introduction: The risk of injuries related to physical activity and sports may increase if there is predisposition, inappropriate training and/or coach guidance, and absence of sports medicine follow-up. Objective: To assess the frequency of injuries in athletes treated at a physiotherapy center specialized in sports. Methods: For the data collection was carried out the survey of injuries in records of athletes treated in eight years of activities. The data collected included: characteristics of patients, sport, injury kind, injury characteristics and affected body part. Results: From 1090 patient/athlete records, the average age was 25 years old, the athletes were spread across 44 different sports modalities, being the great majority men (75%. The most common type of injury was joint injury, followed by muscular and bone injuries. Chronic injury was the most frequent (47%, while the most common body part injured was the knee, followed by ankle and shoulder. Among all the sports, soccer, futsal, and track and field presented the highest number of injured athletes, respectively. Conclusion: Soccer was the most common sport among the injured athletes, injury kind most frequent was joint injuries and knee was the body part most injured. Chronic injuries were the most common.

  19. [Sport and health].

    Science.gov (United States)

    Pène, Pierre; Touitou, Yvan

    2009-02-01

    The report of the National Academy of Medicine named "Sport and Health" underlines the medical, social and educational dimensions of sporting activities. Various kinds of sporting practices are described: they concern the approximately 7,000 high level athletes, around 8,000 professional (licensed) sportsmen, and sporting club members (approximately 15 millions people). A large number of amateurs do not practice in any structure and therefore are neither managed in their activities nor medically followed. Some characteristics of sporting practice at various stages of life have been documented. Around 50% of the teenagers from 12 to 17 years have a sporting practice out-of-school besides the weekly three hours applied at school or college; however, the withdrawal of sporting practice by a high number of teenagers results in a sedentary lifestyle with overweight and obesity, major risks factors for health. Elderly people take a profit from a regular and medically controlled physical activity. Functional capacities are thus improved, cardiovascular risks factors among other, which results in better quality of life of the aged and delays their dependence. The benefit upon public health of sporting practice has been pointed out in the primary prevention of cardiovascular and respiratory diseases, osteoporosis, obesity, diabetes, breast and colon cancer, and mood disturbances. It is currently well acknowledged that sporting practice is an important component of public health in both primary and secondary prevention of many diseases. Deleterious effects of which the most serious is the sudden death related to a cardiovascular anomaly, which generally occurs during an important physical effort. An important sport drift is the practice of doping to improve performances through the use of hormones, anabolics, EPO, transfusions, ... When a person exceeds his/her capacities of adaptation, because of a badly adapted or a too intense drive, this overtraining results in a

  20. Retrievable Inferior Vena Cava Filters: Factors that Affect Retrieval Success

    Energy Technology Data Exchange (ETDEWEB)

    Geisbuesch, Philipp, E-mail: philippgeisbuesch@gmx.de; Benenati, James F.; Pena, Constantino S.; Couvillon, Joseph; Powell, Alex; Gandhi, Ripal; Samuels, Shaun; Uthoff, Heiko [Baptist Cardiac and Vascular Institute, Division of Vascular and Interventional Radiology (United States)

    2012-10-15

    Purpose: To report and analyze the indications, procedural success, and complications of retrievable inferior vena cava filters (rIVCF) placement and to identify parameters that influence retrieval attempt and failure. Methods: Between January 2005 and December 2010, a total of 200 patients (80 men, median age 67 years, range 11-95 years) received a rIVCF with the clinical possibility that it could be removed. All patients with rIVCF were prospectively entered into a database and followed until retrieval or a decision not to retrieve the filter was made. A retrospective analysis of this database was performed. Results: Sixty-one percent of patients had an accepted indication for filter placement; 39% of patients had a relative indication. There was a tendency toward a higher retrieval rate in patients with relative indications (40% vs. 55%, P = 0.076). Filter placement was technically successful in all patients, with no procedure-related mortality. The retrieval rate was 53%. Patient age of >80 years (odds ratio [OR] 0.056, P > 0.0001) and presence of malignancy (OR 0.303, P = 0.003) was associated with a significantly reduced probability for attempted retrieval. Retrieval failure occurred in 7% (6 of 91) of all retrieval attempts. A time interval of > 90 days between implantation and attempted retrieval was associated with retrieval failure (OR 19.8, P = 0.009). Conclusions: Patient age >80 years and a history of malignancy are predictors of a reduced probability for retrieval attempt. The rate of retrieval failure is low and seems to be associated with a time interval of >90 days between filter placement and retrieval.

  1. Retrievable Inferior Vena Cava Filters: Factors that Affect Retrieval Success

    International Nuclear Information System (INIS)

    Geisbüsch, Philipp; Benenati, James F.; Peña, Constantino S.; Couvillon, Joseph; Powell, Alex; Gandhi, Ripal; Samuels, Shaun; Uthoff, Heiko

    2012-01-01

    Purpose: To report and analyze the indications, procedural success, and complications of retrievable inferior vena cava filters (rIVCF) placement and to identify parameters that influence retrieval attempt and failure. Methods: Between January 2005 and December 2010, a total of 200 patients (80 men, median age 67 years, range 11–95 years) received a rIVCF with the clinical possibility that it could be removed. All patients with rIVCF were prospectively entered into a database and followed until retrieval or a decision not to retrieve the filter was made. A retrospective analysis of this database was performed. Results: Sixty-one percent of patients had an accepted indication for filter placement; 39% of patients had a relative indication. There was a tendency toward a higher retrieval rate in patients with relative indications (40% vs. 55%, P = 0.076). Filter placement was technically successful in all patients, with no procedure-related mortality. The retrieval rate was 53%. Patient age of >80 years (odds ratio [OR] 0.056, P > 0.0001) and presence of malignancy (OR 0.303, P = 0.003) was associated with a significantly reduced probability for attempted retrieval. Retrieval failure occurred in 7% (6 of 91) of all retrieval attempts. A time interval of > 90 days between implantation and attempted retrieval was associated with retrieval failure (OR 19.8, P = 0.009). Conclusions: Patient age >80 years and a history of malignancy are predictors of a reduced probability for retrieval attempt. The rate of retrieval failure is low and seems to be associated with a time interval of >90 days between filter placement and retrieval.

  2. Sport psychology education for sport injury rehabilitation professionals: a systematic review.

    Science.gov (United States)

    Heaney, Caroline A; Walker, Natalie C; Green, Alison J K; Rostron, Claire L

    2015-02-01

    Sport psychology education has been shown to have a positive impact on the practice of sport injury rehabilitation professionals (SIRPs). The purpose of this paper is to review recommendations relating to such education. The paper presents a review of existing literature relating to the content and mode of delivery for a sport psychology education programme for SIRPs. The review seeks to address four questions: (1) What topic areas do researchers suggest should be integrated into the sport psychology education of SIRPs? (2) What topic areas are currently being recommended by professional bodies? (3) What are the findings of research examining the impact of sport psychology education on SIRPs? and (4) What do researchers recommend to be the most appropriate mode of delivery for sport psychology education for SIRPs? The findings of the review suggest that in order to maximise adherence amongst already qualified SIRPs sport psychology education should be delivered in a flexible short duration package. Additionally three broad areas that sport psychology education should cover emerged: (1) understanding of the psychological impact of injury, (2) interventions and psychological skills/techniques, and (3) referral and professional boundaries. This has important implications for the future training of SIRPs. Copyright © 2014 Elsevier Ltd. All rights reserved.

  3. Sport-specific nutrition: practical strategies for team sports.

    Science.gov (United States)

    Holway, Francis E; Spriet, Lawrence L

    2011-01-01

    Implementation of a nutrition programme for team sports involves application of scientific research together with the social skills necessary to work with a sports medicine and coaching staff. Both field and court team sports are characterized by intermittent activity requiring a heavy reliance on dietary carbohydrate sources to maintain and replenish glycogen. Energy and substrate demands are high during pre-season training and matches, and moderate during training in the competitive season. Dietary planning must include enough carbohydrate on a moderate energy budget, while also meeting protein needs. Strength and power team sports require muscle-building programmes that must be accompanied by adequate nutrition, and simple anthropometric measurements can help the nutrition practitioner monitor and assess body composition periodically. Use of a body mass scale and a urine specific gravity refractometer can help identify athletes prone to dehydration. Sports beverages and caffeine are the most common supplements, while opinion on the practical effectiveness of creatine is divided. Late-maturing adolescent athletes become concerned about gaining size and muscle, and assessment of maturity status can be carried out with anthropometric procedures. An overriding consideration is that an individual approach is needed to meet each athlete's nutritional needs.

  4. What is a sports injury?

    Science.gov (United States)

    Timpka, Toomas; Jacobsson, Jenny; Bickenbach, Jerome; Finch, Caroline F; Ekberg, Joakim; Nordenfelt, Lennart

    2014-04-01

    Current sports injury reporting systems lack a common conceptual basis. We propose a conceptual foundation as a basis for the recording of health problems associated with participation in sports, based on the notion of impairment used by the World Health Organization. We provide definitions of sports impairment concepts to represent the perspectives of health services, the participants in sports and physical exercise themselves, and sports institutions. For each perspective, the duration of the causative event is used as the norm for separating concepts into those denoting impairment conditions sustained instantly and those developing gradually over time. Regarding sports impairment sustained in isolated events, 'sports injury' denotes the loss of bodily function or structure that is the object of observations in clinical examinations; 'sports trauma' is defined as an immediate sensation of pain, discomfort or loss of functioning that is the object of athlete self-evaluations; and 'sports incapacity' is the sidelining of an athlete because of a health evaluation made by a legitimate sports authority that is the object of time loss observations. Correspondingly, sports impairment caused by excessive bouts of physical exercise is denoted as 'sports disease' (overuse syndrome) when observed by health service professionals during clinical examinations, 'sports illness' when observed by the athlete in self-evaluations, and 'sports sickness' when recorded as time loss from sports participation by a sports body representative. We propose a concerted development effort in this area that takes advantage of concurrent ontology management resources and involves the international sporting community in building terminology systems that have broad relevance.

  5. Functional-anatomic study of episodic retrieval using fMRI. I. Retrieval effort versus retrieval success.

    Science.gov (United States)

    Buckner, R L; Koutstaal, W; Schacter, D L; Wagner, A D; Rosen, B R

    1998-04-01

    A number of recent functional imaging studies have identified brain areas activated during tasks involving episodic memory retrieval. The identification of such areas provides a foundation for targeted hypotheses regarding the more specific contributions that these areas make to episodic retrieval. As a beginning effort toward such an endeavor, whole-brain functional magnetic resonance imaging (fMRI) was used to examine 14 subjects during episodic word recognition in a block-designed fMRI experiment. Study conditions were manipulated by presenting either shallow or deep encoding tasks. This manipulation yielded two recognition conditions that differed with regard to retrieval effort and retrieval success: shallow encoding yielded low levels of recognition success with high levels of retrieval effort, and deep encoding yielded high levels of recognition success with low levels of effort. Many brain areas were activated in common by these two recognition conditions compared to a low-level fixation condition, including left and right prefrontal regions often detected during PET episodic retrieval paradigms (e.g., R. L. Buckner et al., 1996, J. Neurosci. 16, 6219-6235) thereby generalizing these findings to fMRI. Characterization of the activated regions in relation to the separate recognition conditions showed (1) bilateral anterior insular regions and a left dorsal prefrontal region were more active after shallow encoding, when retrieval demanded greatest effort, and (2) right anterior prefrontal cortex, which has been implicated in episodic retrieval, was most active during successful retrieval after deep encoding. We discuss these findings in relation to component processes involved in episodic retrieval and in the context of a companion study using event-related fMRI.

  6. Can genotype determine the sports phenotype? A paradigm shift in sports medicine.

    Science.gov (United States)

    Ghosh, Amit; Mahajan, Preetam B

    2016-06-01

    In last two decades, there has been an evolution in sports medicine. Several researchers have worked on different domains of sports medicine, like strength, endurance, sports injury, and psychology. Besides this, several groups have explored the changes at cellular and molecular levels during exercise, which has led to the development of the new domain in sports science known as genetic medicine. Genetic medicine deals with the genotypic basis of sports phenotype. In this article, we try to provide an up-to-date review on genetic determinants of sports performance, which will be like a journey from the nostalgic past towards the traditional present and the romantic future of sports medicine. Endurance and power performance are two important domains of athletes. They vary in individuals, even among trained athletes. Researches indicate that the genetic makeup of sportsmen play a vital role in their performance. Several genetic factors are reported to be responsible for endurance, power, susceptibility to injury, and even psychology of the individual. Besides this, proper training, nutrition, and environment are also important in shaping their potential. The aim of this discussion is to understand the influence of the environment and the genetic makeup on the performance of the athletes. There is sufficient evidence to suggest that genotype determines the sports phenotype in an athlete. Choosing the right sports activity based on genetic endowment is the key for achieving excellence in sports.

  7. The influence of Academic Sports Associations on the development of a sports career

    Directory of Open Access Journals (Sweden)

    Tomasz Łosień

    2017-10-01

    Full Text Available Introduction: Young people who continue their education at universities do not have to give up their physical activity. The existence of Academic Sports Unions allows you to continue and develop your sporting career. A significant number of students regularly participating in AZS classes have a chance to develop their sporting career. The possibility of obtaining a sports scholarship is an additional motivation for students to pursue their own scientific and sporting goals. Sport through the process of self-improvement introduces a specific discipline to everyday life, teaches regularity, diligence and good organization of time.The aim of the study: 1 Did you start your education at a university by limiting or giving up sports?, 2 Do universities and AZS help develop a sports career? 3 Did the students of AZS influence the development of their sports career? Material and methods: 204 students participated in the study, an original questionnaire consisting of 26 questions was used. The questions concerned, among others: forms of physical activity and training experience, the impact of undertaking education at a university on the development of a sports career. Results and conclusions: Over 80% of respondents did not give up their sport before starting their studies. Over 50% of respondents believe that AZS and universities support the development of young athletes, giving the opportunity to get better and better results.

  8. Drugs in sport

    OpenAIRE

    Robinson, D

    2007-01-01

    This new edition includes fresh information regarding drugs use and abuse in sport and the updated worldwide anti-doping laws, and changes to the prohibited and therapeutic use exemption lists. The objectives of the book are to review/discuss the latest information on drugs in sport by considering i) actions of drugs and hormones, ii) medication and nutritional supplements in sport, iii) the latest doping control regulations of the WADA, iv) the use of banned therapeutic drugs in sport, v) an...

  9. Trends in Scientific Literature on Addiction to the Internet, Video Games, and Cell Phones from 2006 to 2010.

    Science.gov (United States)

    Carbonell, Xavier; Guardiola, Elena; Fuster, Héctor; Gil, Frederic; Panova, Tayana

    2016-01-01

    The goals of the present work were to retrieve the scientific articles published on addiction to the Internet, video games, and cell phones and to analyze the pattern of publications in this area (who is doing the research, when and where it is taking place, and in which journals it is being published), to determine the research being conducted as well as to document geographical trends in publication over time in three types of technological addictions: Internet, cell phones, and video games. Articles indexed in PubMed and PsycINFO between 2006 and 2010 related to the pathological use of Internet, cell phones, and video games were retrieved. Search results were reviewed to eliminate articles that were not relevant or were duplicates. Three hundred and thirty valid articles were retrieved from PubMed and PsycINFO from 2006 to 2010. Results were compared with those of 1996-2005. The year with the highest number of articles published was 2008 (n = 96). The most productive countries, in terms of number of articles published, were China (n = 67), the United States (n = 56), the United Kingdom (n = 47), and Taiwan (n = 33). The most commonly used language was English (70.3%), followed by Chinese (15.4%). Articles were published in 153 different journals. The journal that published the most articles was Cyberpsychology and Behavior (n = 73), followed by Chinese Journal of Clinical Psychology (n = 27) and International Journal of Mental Health and Addiction (n = 16). Internet was the area most frequently studied, with an increasing interest in other areas such as online video games and cell phones. The number of publications on technological addictions reached a peak in 2008. The scientific contributions of China, Taiwan, and Korea are overrepresented compared to other scientific fields such as drug addiction. The inclusion of Internet Gaming Disorder in the Diagnostic and Statistical Manual of Mental Disorders, 5(th) Edition could change the publication trends in the

  10. Influence of adapted sports on quality of life and life satisfaction in sport participants and non-sport participants with physical disabilities.

    Science.gov (United States)

    Yazicioglu, Kamil; Yavuz, Ferdi; Goktepe, Ahmet Salim; Tan, Arif Kenan

    2012-10-01

    The lack of controlled trials in the relationship between participation in adapted sports, and quality of life (QoL) and life satisfaction in people with physical disabilities encouraged us to consider conducting this study. The aim of this study was to compare the QoL and life satisfaction scores between people with physical disabilities who participated in adapted sports and those who did not participate in any adapted sports. This cross-sectional controlled study included 60 individuals with physical disabilities (paraplegia and amputee). Participants were divided into two groups based on sports participation and non-sports participation. Group one included 30 disabled elite athletes who participated in adapted sports. The control group included 30 disabled individuals not involved in any adapted sports. We compared scores on the World Health Organization Quality-of-Life Scale (WHOQoL-BREF) and the Satisfaction With Life Scale (SWLS) between the two groups. Participation in the community and QoL was examined as a reflection of participant's priority on sports participation. We found that WHOQoL-BREF physical, psychological, and social domain scores were significantly higher in group one than in the control group (p sports had significantly higher QoL and life satisfaction scores compared to people with physical disabilities not involved in any adapted sports. Copyright © 2012 Elsevier Inc. All rights reserved.

  11. Micro Expression Recognition Using the Eulerian Video Magnification Method

    Directory of Open Access Journals (Sweden)

    Elham Zarezadeh

    2016-08-01

    Full Text Available In this paper we propose a new approach for facial micro expressions recognition. For this purpose the Eulerian Video Magnification (EVM method is used to retrieve the subtle motions of the face. The results of this method are obtained as in the magnified images sequence. In this study the numerical tests are performed on two databases: Spontaneous Micro expression (SMIC and Category and Sourcing Managers Executive (CASME. We evaluate our proposed method in two phases using the eigenface method. In phase 1 we recognize the type of a micro expression, for example emotional versus unemotional in SMIC database. Phase 2 classifies the recognized micro expression as negative versus positive in SMIC database and happiness versus disgust in CASME database. The results show that the eigenface method by the EVM method for the retrieval of subtle motions of the face increases the performance of micro expression recognition. Moreover, the proposed approach is more accurate and promising than the previous works in micro expressions recognition.

  12. Sport Specialization, Part I

    OpenAIRE

    Myer, Gregory D.; Jayanthi, Neeru; Difiori, John P.; Faigenbaum, Avery D.; Kiefer, Adam W.; Logerstedt, David; Micheli, Lyle J.

    2015-01-01

    Context: There is increased growth in sports participation across the globe. Sports specialization patterns, which include year-round training, participation on multiple teams of the same sport, and focused participation in a single sport at a young age, are at high levels. The need for this type of early specialized training in young athletes is currently under debate. Evidence Acquisition: Nonsystematic review. Study Design: Clinical review. Level of Evidence: Level 4. Conclusion: Sports sp...

  13. The Relationship between University Libraries' Collection for Sports and Their Students' Sports Performances

    Science.gov (United States)

    Nagami, Soichiro; Tsuji, Keita

    2011-01-01

    To demonstrate the effectiveness of university libraries, we investigated the relationship between university students' sports performances and their libraries collections of sports. By examining approximately 20 university libraries' collections and their sports ranks, as indicated by Waseda Sports 2008, we demonstrated their positive…

  14. SPORTS ACTIVITIES SPONSORSHIP

    Directory of Open Access Journals (Sweden)

    DURBĂCEA - BOLOVAN MARIAN

    2017-12-01

    Full Text Available Sports and economy have discovered each other, hoping to serve common interests. In view of transferring in a more efficient way the information about their products or services to consumers, the business operator finances sports activities for advertising purposes. A company involved in sports sponsorship can instantly transmit the message about its products to millions of potential buyers, thus increasing the market share and hence the profit that it generates. By sponsoring sport it is meant any agreement / convention, under which one party the sponsor makes available to the beneficiary the material resources, financial and / or other benefits in exchange for its association with a sport or sportsman and especially the promise to use this association with sport or sportsman for the purpose of advertising, especially TV advertising. The growing use of athletes as spokespersons for a product is largely due to the ability of athletes to attract public attention and the credibility they enjoy.

  15. Sport-related concussions

    Directory of Open Access Journals (Sweden)

    Jéssica Natuline Ianof

    Full Text Available ABSTRACT Traumatic brain injury (TBI is a major cause of lifelong disability and death worldwide. Sport-related traumatic brain injury is an important public health concern. The purpose of this review was to highlight the importance of sport-related concussions. Concussion refers to a transient alteration in consciousness induced by external biomechanical forces transmitted directly or indirectly to the brain. It is a common, although most likely underreported, condition. Contact sports such as American football, rugby, soccer, boxing, basketball and hockey are associated with a relatively high prevalence of concussion. Various factors may be associated with a greater risk of sport-related concussion, such as age, sex, sport played, level of sport played and equipment used. Physical complaints (headache, fatigue, dizziness, behavioral changes (depression, anxiety, irritability and cognitive impairment are very common after a concussion. The risk of premature return to activities includes the prolongation of post-concussive symptoms and increased risk of concussion recurrence.

  16. Report on Sport 2008

    NARCIS (Netherlands)

    Koen Breedveld; Carlijn Kamphuis; Annet Tiessen-Raaphorst

    2008-01-01

    Original title: Rapportage sport 2008. Sport: it appeals to people; it brings people together; it promotes health; and it is profitable. Today, in 2008, sport is enjoying popularity as never before. Two-thirds of the Dutch population take part in some form of sport. After swimming and cycling,

  17. Family – Sport – Upbringing [Rodzina – Sport – Wychowanie

    Directory of Open Access Journals (Sweden)

    Jan CZECHOWSKI

    2017-11-01

    Full Text Available Issues brought up in the literature of sport in the context of the upbringing carried out in families are particularly valuable and needed in the chaos of the contemporary world. Sought here are the answers to such questions as: in which aspect of the functioning of the contemporary family is it possible to address the issue of sport?; can sport become a specific ally in the upbringing and the effective intercommunication of individual family members?; in what way can sport be carried out in the family so that it becomes a part of the education process? Based on conducted examinations material was gathered in the form of data concerning issues of sport treated as one of tools used in bringing up the family. They used quality testing methods here: phenomenological, which most generally comes down to the honest description of the examined phenomenon and with hermeneutic method, thanks to the application of which it is possible to get to obtain tangible results into the meaning of collected contents. Also a method of the diagnostic survey was applied. Research groups for the study were: coaches and instructors, athletes, PE teachers, students of PE and Sport, academic teachers of sports colleges. The persons are examined as to their methods and programmes. They are also parents, devoting themselves largely to the upbringing and the care of their children.

  18. YOUTH SPORT AND PARENTS

    Directory of Open Access Journals (Sweden)

    Milan Nešić

    2010-03-01

    Full Text Available One of the characteristics of contemporary sport is certainly a wide array of sports and sport discliplines young people can choose among. This is particularly obvious through establishment of numerous schools of sport as places where people can acquire fundamental sport knoweldge and skills. The point of selection for such an engagement is the school, or, in other words, primary school children. The development of young athletes starts at a very early stage. They are faced with high demands and exposed to training sessions of different scope and intensity. In order to direct complex processes in sport efficiently and well, various factors need to be considered that affect it to a lesser or higher degree. One of those factors is indisputably the family, i.e. the influence parents have on meeting the children’s need for physical (sport activity. In the process of children’s socialization that factor is given the greatest prominence. Therefore, parents are a crucial factor in young people’s sport engagement and, thus, cannot be taken as a constituent part of a sports organization’s surroundings, but as a partner in their development.

  19. Sports Specialization in Young Athletes

    Science.gov (United States)

    Jayanthi, Neeru; Pinkham, Courtney; Dugas, Lara; Patrick, Brittany; LaBella, Cynthia

    2013-01-01

    Context: Sports specialization is intense training in 1 sport while excluding others. Sports specialization in early to middle childhood has become increasingly common. While most experts agree that some degree of sports specialization is necessary to achieve elite levels, there is some debate as to whether such intense practice time must begin during early childhood and to the exclusion of other sports to maximize potential for success. There is a concern that sports specialization before adolescence may be deleterious to a young athlete. Evidence Acquisition: PubMed and OVID were searched for English-language articles from 1990 to 2011 discussing sports specialization, expert athletes, or elite versus novice athletes, including original research articles, consensus opinions, and position statements. Results: For most sports, there is no evidence that intense training and specialization before puberty are necessary to achieve elite status. Risks of early sports specialization include higher rates of injury, increased psychological stress, and quitting sports at a young age. Sports specialization occurs along a continuum. Survey tools are being developed to identify where athletes fall along the spectrum of specialization. Conclusion: Some degree of sports specialization is necessary to develop elite-level skill development. However, for most sports, such intense training in a single sport to the exclusion of others should be delayed until late adolescence to optimize success while minimizing injury, psychological stress, and burnout. PMID:24427397

  20. Sport Sociology: Contemporary Themes.

    Science.gov (United States)

    Yiannakis, Andrew, Ed.; And Others

    Intended for beginning and intermediate level students of sport and society, this anthology of 43 articles is organized into twelve, self-contained teaching units with unit introductions and study questions. Topics addressed include: (1) the sociological study of sport; (2) sport and American society; (3) the interdependence of sport, politics,…

  1. Sports Injuries

    Science.gov (United States)

    ... sometimes you can injure yourself when you play sports or exercise. Accidents, poor training practices, or improper ... can also lead to injuries. The most common sports injuries are Sprains and strains Knee injuries Swollen ...

  2. Alzheimer’s Disease in Social Media: Content Analysis of YouTube Videos

    Science.gov (United States)

    Tang, Weizhou; Olscamp, Kate; Friedman, Daniela B

    2017-01-01

    Background Approximately 5.5 million Americans are living with Alzheimer’s disease (AD) in 2017. YouTube is a popular platform for disseminating health information; however, little is known about messages specifically regarding AD that are being communicated through YouTube. Objective This study aims to examine video characteristics, content, speaker characteristics, and mobilizing information (cues to action) of YouTube videos focused on AD. Methods Videos uploaded to YouTube from 2013 to 2015 were searched with the term “Alzheimer’s disease” on April 30th, 2016. Two coders viewed the videos and coded video characteristics (the date when a video was posted, Uniform Resource Locator, video length, audience engagement, format, author), content, speaker characteristics (sex, race, age), and mobilizing information. Descriptive statistics were used to examine video characteristics, content, audience engagement (number of views), speaker appearances in the video, and mobilizing information. Associations between variables were examined using Chi-square and Fisher’s exact tests. Results Among the 271 videos retrieved, 25.5% (69/271) were posted by nonprofit organizations or universities. Informal presentations comprised 25.8% (70/271) of all videos. Although AD symptoms (83/271, 30.6%), causes of AD (80/271, 29.5%), and treatment (76/271, 28.0%) were commonly addressed, quality of life of people with AD (34/271, 12.5%) had more views than those more commonly-covered content areas. Most videos featured white speakers (168/187, 89.8%) who were adults aged 20 years to their early 60s (164/187, 87.7%). Only 36.9% (100/271) of videos included mobilizing information. Videos about AD symptoms were significantly less likely to include mobilizing information compared to videos without AD symptoms (23/83, 27.7% vs 77/188, 41.0% respectively; P=.03). Conclusions This study contributes new knowledge regarding AD messages delivered through YouTube. Findings of the current

  3. Control coordination abilities in shock combat sports

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    Natalya Boychenko

    2014-12-01

    Full Text Available Purpose: optimize the process control level of coordination abilities in martial arts. Material and Methods: analysis and compilation of scientific and methodological literature, interviews with coaches of drum martial arts, video analysis techniques, teacher observations. Results: identified specific types of coordination abilities in shock combat sports. Pod branny and offered specific and nonspecific tests to monitor the level of species athletes coordination abilities. Conclusion: it is determined that in order to achieve victory in the fight martial artists to navigate the space to be able to assess and manage dynamic and spatio-temporal parameters of movements, maintain balance, have a high coordination of movements. The proposed tests to monitor species coordination abilities athletes allow an objective assessment of not only the overall level of coordination, and the level of specific types of manifestations of this ability.

  4. Lightweight Object Tracking in Compressed Video Streams Demonstrated in Region-of-Interest Coding

    Directory of Open Access Journals (Sweden)

    Lerouge Sam

    2007-01-01

    Full Text Available Video scalability is a recent video coding technology that allows content providers to offer multiple quality versions from a single encoded video file in order to target different kinds of end-user devices and networks. One form of scalability utilizes the region-of-interest concept, that is, the possibility to mark objects or zones within the video as more important than the surrounding area. The scalable video coder ensures that these regions-of-interest are received by an end-user device before the surrounding area and preferably in higher quality. In this paper, novel algorithms are presented making it possible to automatically track the marked objects in the regions of interest. Our methods detect the overall motion of a designated object by retrieving the motion vectors calculated during the motion estimation step of the video encoder. Using this knowledge, the region-of-interest is translated, thus following the objects within. Furthermore, the proposed algorithms allow adequate resizing of the region-of-interest. By using the available information from the video encoder, object tracking can be done in the compressed domain and is suitable for real-time and streaming applications. A time-complexity analysis is given for the algorithms proving the low complexity thereof and the usability for real-time applications. The proposed object tracking methods are generic and can be applied to any codec that calculates the motion vector field. In this paper, the algorithms are implemented within MPEG-4 fine-granularity scalability codec. Different tests on different video sequences are performed to evaluate the accuracy of the methods. Our novel algorithms achieve a precision up to 96.4 .

  5. Lightweight Object Tracking in Compressed Video Streams Demonstrated in Region-of-Interest Coding

    Directory of Open Access Journals (Sweden)

    Rik Van de Walle

    2007-01-01

    Full Text Available Video scalability is a recent video coding technology that allows content providers to offer multiple quality versions from a single encoded video file in order to target different kinds of end-user devices and networks. One form of scalability utilizes the region-of-interest concept, that is, the possibility to mark objects or zones within the video as more important than the surrounding area. The scalable video coder ensures that these regions-of-interest are received by an end-user device before the surrounding area and preferably in higher quality. In this paper, novel algorithms are presented making it possible to automatically track the marked objects in the regions of interest. Our methods detect the overall motion of a designated object by retrieving the motion vectors calculated during the motion estimation step of the video encoder. Using this knowledge, the region-of-interest is translated, thus following the objects within. Furthermore, the proposed algorithms allow adequate resizing of the region-of-interest. By using the available information from the video encoder, object tracking can be done in the compressed domain and is suitable for real-time and streaming applications. A time-complexity analysis is given for the algorithms proving the low complexity thereof and the usability for real-time applications. The proposed object tracking methods are generic and can be applied to any codec that calculates the motion vector field. In this paper, the algorithms are implemented within MPEG-4 fine-granularity scalability codec. Different tests on different video sequences are performed to evaluate the accuracy of the methods. Our novel algorithms achieve a precision up to 96.4%.

  6. Differences in dynamic balance scores in one sport versus multiple sport high school athletes.

    Science.gov (United States)

    Gorman, Paul P; Butler, Robert J; Rauh, Mitchell J; Kiesel, Kyle; Plisky, Phillip J

    2012-04-01

    Researchers have previously reported on the importance of dynamic balance in assessing an individual's risk for injury during sport. However, to date there is no research on whether multiple sport participation affects dynamic balance ability. Therefore, the purpose of this study was to determine if there was a difference in dynamic balance scores in high school athletes that competed in one sport only as compared athletes who competed in multiple sports, as tested by the Lower Quarter Y Balance Test (YBT-LQ). Ninety-two high school athletes who participated in one sport were matched, by age, gender and sport played, to athletes who participated in the same sport as well as additional sports. All individuals were assessed using the YBT-LQ to examine differences in composite reach score and reach direction asymmetry between single sport and multiple sport athletes. The greatest reach distance of three trials in each reach direction for right and left lower-extremities was normalized by limb length and used for analysis. A two-way ANOVA (gender x number of sports played) was used to statistically analyze the variables in the study. No significant interactions or main effects related to number of sports played were observed for any YBT-LQ score (p>0.05). Male athletes exhibited significantly greater normalized reach values for the posteromedial, posterolateral, and composite reach while also exhibiting a larger anterior reach difference when compared to the females. Athletes who participated in multiple sports had similar performances on the YBT-LQ when compared to athletes who participated in a single sport. The findings of this study suggest that the number of sports played by a high school athlete does not need to be controlled for when evaluating dynamic balance with the YBT-LQ.

  7. Somatotypes in Sport

    Directory of Open Access Journals (Sweden)

    Tóth Teodor

    2014-03-01

    Full Text Available The submitted article deals with the evaluation of the somatotype of persons and determination of a suitable somatotype for selected sports. In the introduction the method for determining and evaluating a somatotype according to Carter and Heath is characterised. The processes used for calculating the individual components - endomorphy, mesomorphy, ectomorphy - are presented as well as a description of these elements. The calculated components are subsequently put into a somatograph. The evaluation of a somatotype is of great benefit and offers a guideline with the selection of sporting activities; it subsequently helps assign athletes into a suitable position where they will be able to best develop their talents in view of their bodily construction. In this work two types of sports are evaluated - basketball and bodybuilding. With each sport the measurements which give the prerequisites for the given sport are presented. The selection of the presented sports was made with regard to the different requirements and demands in the scope of bodily constitution. The aim of the presented paper is to assess physical parameters of subjects groups in relation to selected sports (basketball and bodybuilding. Based on the body constitution to determine the conditions for developing the physical condition and success in the appointed sports. Another objective is to compare the rating form and equation methods for somatotype determination. The sample consist 32 subjects with age between 22-28 years of both sexes, who are dedicated to basketball, or bodybuilding at amateur level.

  8. Why don't end-of-life conversations go viral? A review of videos on YouTube.

    Science.gov (United States)

    Mitchell, Imogen A; Schuster, Anne L R; Lynch, Thomas; Smith, Katherine Clegg; Bridges, John F P; Aslakson, Rebecca A

    2017-06-01

    To identify videos on YouTube concerning advance care planning (ACP) and synthesise existing video content and style elements. Informed by stakeholder engagement, two researchers searched YouTube for ACP videos using predefined search terms and snowballing techniques. Videos identified were reviewed and deemed ineligible for analysis if they: targeted healthcare professionals; contained irrelevant content; focused on viewers under the age of 18; were longer than 7 min in duration; received fewer than 150 views; were in a language other than English; or were a duplicate version. For each video, two investigators independently extracted general information as well as video content and stylistic characteristics. The YouTube search identified 23 100 videos with 213 retrieved for assessment and 42 meeting eligibility criteria. The majority of videos had been posted to YouTube since 2010 and produced by organisations in the USA (71%). Viewership ranged from 171 to 10 642. Most videos used a documentary style and featured healthcare providers (60%) rather than patients (19%) or families (45%). A minority of videos (29%) used upbeat or hopeful music. The videos frequently focused on completing legal medical documents (86%). None of the ACP videos on YouTube went viral and a relatively small number of them contained elements endorsed by stakeholders. In emphasising the completion of legal medical documents, videos may have failed to support more meaningful ACP. Further research is needed to understand the features of videos that will engage patients and the wider community with ACP and palliative and end-of-life care conversations. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  9. Participation in modified sports programs: a longitudinal study of children's transition to club sport competition.

    Science.gov (United States)

    Eime, Rochelle M; Casey, Meghan M; Harvey, Jack T; Charity, Melanie J; Young, Janet A; Payne, Warren R

    2015-07-14

    Many children are not physically active enough for a health benefit. One avenue of physical activity is modified sport programs, designed as an introduction to sport for young children. This longitudinal study identified trends in participation among children aged 4-12 years. Outcomes included continuation in the modified sports program, withdrawal from the program or transition to club sport competition. De-identified data on participant membership registrations in three popular sports in the Australian state of Victoria were obtained from each sport's state governing body over a 4-year period (2009-2012 for Sport A and 2010-2013 for Sports B and C). From the membership registrations, those who were enrolled in a modified sports program in the first year were tracked over the subsequent three years and classified as one of: transition (member transitioned from a modified sport program to a club competition); continue (member continued participation in a modified sport program; or withdraw (member discontinued a modified program and did not transition to club competition). Many modified sports participants were very young, especially males aged 4-6 years. More children withdrew from their modified sport program rather than transitioning. There were age differences between when boys and girls started, withdrew and transitioned from the modified sports programs. If we can retain children in sport it is likely to be beneficial for their health. This study highlights considerations for the development and implementation of sport policies and programming to ensure lifelong participation is encouraged for both males and females.

  10. A Part of and Apart from Sport: Practitioners’ Experiences Coaching in Segregated Youth Sport

    Directory of Open Access Journals (Sweden)

    Nancy Spencer-Cavaliere

    2017-06-01

    Full Text Available Sport can present a site of exclusion for many youth who experience disability even when it has a focus on inclusion (Fitzgerald, 2009. While sport practitioners can play a critical role in creating inclusive environments, they frequently struggle to do so. As a consequence, the sport opportunities for young people who experience disability are often inadequate and inequitable. The purpose of this study was to explore the experiences of youth sport practitioners who teach and coach youth in primarily segregated settings. The overall goal was to gain a better understanding of how sport practitioners think about disability and sport within the context of their practices. Guided by the method of interpretive description, we interviewed 15 sport practitioners. Analysis of the data led to the overarching theme, ‘a part of and apart from sport’, highlighting the ways in which segregated youth sport was understood to be more or less inclusive/exclusive by sport practitioners. Within this overarching theme, four subthemes were drawn: a authentic connections, b diversity and adaptations, c expectations same…but different, and d (disability and competitive sport. While highlighting the need for self-reflective and knowledgeable coaches, our findings also bring attention to the concepts of ability and ableism and their impacts on the sport opportunities of youth who experience disability. Our discussion highlights the need to question assumptions underlying segregated sport.

  11. Sport and male sexuality.

    Science.gov (United States)

    Sgrò, P; Di Luigi, L

    2017-09-01

    The relationships between sport and sexuality in males are of great social and clinical interest, because of sports and motor activities that highly promote social and sexual relationships. Even if few literature exist, two main questions should be taken into account: whether and how physical exercise and sport positively or negatively influence sexual health and behavior and/or whether and how sexual behavior may affect a sub-sequent sport performance. Physical exercise and sport per se can influence, positively or negatively, the hypothalamic-pituitary-testicular axis function and, consequently, the individual's reproductive and/or sexual health. This depends on individual factors such as genetic and epigenetic ones and on different variables involved in the practice of sport activities (type of sport, intensity and duration of training, doping and drug use and abuse, nutrition, supplements, psychological stress, allostatic load, etc.). If well conducted, motor and sport activities could have beneficial effects on sexual health in males. Among different lifestyle changes, influencing sexual health, regular physical activity is fundamental to antagonize the onset of erectile dysfunction (ED). However, competitive sport can lead both reproductive and/or sexual tract damages and dysfunctions, transient (genital pain, hypoesthesia of the genitalia, hypogonadism, DE, altered sexual drive, etc.) or permanent (hypogonadism, DE, etc.), by acting directly (traumas of the external genitalia, saddle-related disorders in cyclists, etc.) or indirectly (exercise-related hypogonadism, drug abuse, doping, stress, etc.). Sexual activities shortly performed before a sport competition could differently influence sport performance. Due to the few existing data, it is advisable to avoid an absolute pre-competition sexual abstinence.

  12. Sports eyewear protective standards.

    Science.gov (United States)

    Dain, Stephen J

    2016-01-01

    Eye injuries sustained during sport comprise up to 20 per cent of all injuries to the eye serious enough for medical attention to be sought. The prevalence of eye injuries in sport is not easily assessed due to lack of authoritative participation rates, so most studies report total numbers in a time period. The evidence on the proportion of all ocular injuries that are from sport is reviewed. The relative frequencies in different sports are compared in a qualitative manner and the sports with greater numbers of ocular injuries are detailed. In common with occupational injuries to the eye, most sports eye injuries are considered preventable. The hierarchy of action for occupational risk is detailed and adapted to use in a sports scenario. All the available international, regional and national standards on sports eye protection are detailed and their provisions compared. The major function of the standards is to provide adequate protection against the hazard of the sport concerned. These are detailed and compared as a function of energy transfer. Eye protection must not introduce additional or secondary hazards (for instance, fracturing into sharp fragments on impact) and not introduce features that would deter the wearing of eye protection (for instance, restricting field of view to impede playing the sport). The provisions of the standards intended to limit secondary hazards are detailed and compared. The need for future work in standards writing and the activities of the International Standardization Organization in sports eye protection are detailed. © 2016 Optometry Australia.

  13. Influence of sport participation on community integration and quality of life: a comparison between sport participants and non-sport participants with spinal cord injury.

    Science.gov (United States)

    McVeigh, Sonja A; Hitzig, Sander L; Craven, B Cathy

    2009-01-01

    To determine whether community integration and/or quality of life (QoL) among people living with chronic spinal cord injury (SCI) are superior among sport participants vs non-sport participants. Cross-sectional study. Persons (n=90) living in the community with SCI (ASIA Impairment Scale A-D), level C5 or below, > 15 years of age, >12 months postinjury, and requiring a wheelchair for >1 hours/day were divided into 2 groups based on their self-reported sport participation at interview: sport participants (n=45) and non-sport participants (n 5). Independent-sample t tests revealed that both Community Integration Questionnaire (CIQ) and Reintegration to Normal Living Index (RNL) total mean scores were higher among sport participants vs nonsport participants (P sport participants. Similarly, the unadjusted odds ratio of a high RNL score was 7.00 (95% CI 2.3, 21.0) among current sport participants. Regression-adjusted odds ratios of high CIQ and high RNL scores were 1.36 (95% CI 0.09, 1.45) and 0.15 (95% CI 0.04, 0.55), respectively. The odds ratio for pre-SCI sport participation predicting post-SCI sport participation was 3.06 (95% CI 1.23, 7.65). CIQ and QoL scores were higher among sport participants compared to non-sport participants. There was an association between mean CIQ and RNL scores for both groups. Sport participants were 4.75 and 7.00 times as likely to have high CIQ and QoL scores. Both groups had a similar likelihood of high CIQ and RNL scores after adjusting for important confounders. Individuals who participated in sports prior to SCI were more likely to participate in sports post-SCI.

  14. Spatial planning of sports infrastructure

    Directory of Open Access Journals (Sweden)

    Boris Leskovec

    1998-01-01

    Full Text Available Harmonious development of sports deals with the development of sports centres, buildings and training grounds in the built environment. Their basic objective is to provide to needs of professional and top quality sports, sports recreation and sports education in space. The methodological basis for establishing a spatial sports scheme was the Steinitz-Rogers model of planning sports-recreation centres, buildings and training grounds. One of the results of the scheme is a cartographically and digitally supported data base that can be complemented.

  15. Sports Safety

    Science.gov (United States)

    Playing sports can be fun, but it can also be dangerous if you are not careful. You can help ... you are healthy before you start playing your sport Wearing the right shoes, gear, and equipment Drinking ...

  16. Sports Specialization, Part II

    Science.gov (United States)

    Myer, Gregory D.; Jayanthi, Neeru; DiFiori, John P.; Faigenbaum, Avery D.; Kiefer, Adam W.; Logerstedt, David; Micheli, Lyle J.

    2016-01-01

    Context: Many coaches, parents, and children believe that the best way to develop elite athletes is for them to participate in only 1 sport from an early age and to play it year-round. However, emerging evidence to the contrary indicates that efforts to specialize in 1 sport may reduce opportunities for all children to participate in a diverse year-round sports season and can lead to lost development of lifetime sports skills. Early sports specialization may also reduce motor skill development and ongoing participation in games and sports as a lifestyle choice. The purpose of this review is to employ the current literature to provide evidence-based alternative strategies that may help to optimize opportunities for all aspiring young athletes to maximize their health, fitness, and sports performance. Evidence Acquisition: Nonsystematic review with critical appraisal of existing literature. Study Design: Clinical review. Level of Evidence: Level 4. Conclusion: Based on the current evidence, parents and educators should help provide opportunities for free unstructured play to improve motor skill development and youth should be encouraged to participate in a variety of sports during their growing years to influence the development of diverse motor skills. For those children who do choose to specialize in a single sport, periods of intense training and specialized sport activities should be closely monitored for indicators of burnout, overuse injury, or potential decrements in performance due to overtraining. Last, the evidence indicates that all youth should be involved in periodized strength and conditioning (eg, integrative neuromuscular training) to help them prepare for the demands of competitive sport participation, and youth who specialize in a single sport should plan periods of isolated and focused integrative neuromuscular training to enhance diverse motor skill development and reduce injury risk factors. Strength of Recommendation Taxonomy (SORT): B. PMID

  17. Mass Sports

    Directory of Open Access Journals (Sweden)

    Elena Grigoryeva

    2017-03-01

    Fitness has become one of the most popular kinds of the mass sport and has completely replaced the traditional “physical culture”. Dozens of variations of fitness and millions of participants pose a great challenge to contemporary architecture. The articles of our issue show the present and the future of architecture for fitness. We present a topical collection with a wide geographical range, including the Irkutsk Agglomeration, Tomsk, Krasnodar, sports in the Moscow Palace of Young Pioneers, and the anthology of the top foreign sports venues.

  18. Selective memory retrieval can impair and improve retrieval of other memories.

    Science.gov (United States)

    Bäuml, Karl-Heinz T; Samenieh, Anuscheh

    2012-03-01

    Research from the past decades has shown that retrieval of a specific memory (e.g., retrieving part of a previous vacation) typically attenuates retrieval of other memories (e.g., memories for other details of the event), causing retrieval-induced forgetting. More recently, however, it has been shown that retrieval can both attenuate and aid recall of other memories (K.-H. T. Bäuml & A. Samenieh, 2010). To identify the circumstances under which retrieval aids recall, the authors examined retrieval dynamics in listwise directed forgetting, context-dependent forgetting, proactive interference, and in the absence of any induced memory impairment. They found beneficial effects of selective retrieval in listwise directed forgetting and context-dependent forgetting but detrimental effects in all the other conditions. Because context-dependent forgetting and listwise directed forgetting arguably reflect impaired context access, the results suggest that memory retrieval aids recall of memories that are subject to impaired context access but attenuates recall in the absence of such circumstances. The findings are consistent with a 2-factor account of memory retrieval and suggest the existence of 2 faces of memory retrieval. 2012 APA, all rights reserved

  19. Injury surveillance in community sport: Can we obtain valid data from sports trainers?

    Science.gov (United States)

    Ekegren, C L; Gabbe, B J; Finch, C F

    2015-06-01

    A lack of available injury data on community sports participants has hampered the development of informed preventive strategies for the broad-base of sports participation. In community sports settings, sports trainers or first-aiders are well-placed to carry out injury surveillance, but few studies have evaluated their ability to do so. The aim of this study was to investigate the reporting rate and completeness of sports trainers' injury records and agreement between sports trainers' and players' reports of injury in community Australian football. Throughout the football season, one sports trainer from each of four clubs recorded players' injuries. To validate these data, we collected self-reported injury data from players via short message service (SMS). In total, 210 discrete injuries were recorded for 139 players, 21% by sports trainers only, 59% by players via SMS only, and 21% by both. Completeness of injury records ranged from 95% to 100%. Agreement between sports trainers and players ranged from K = 0.32 (95% confidence interval: 0.27, 0.37) for date of return to football to K = 1.00 for activity when injured. Injury data collected by sports trainers may be of adequate quality for providing an understanding of the profile of injuries. However, data are likely to underestimate injury rates and should be interpreted with caution. © 2014 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  20. Marketing of sport tourism

    OpenAIRE

    A.S. Teletov; V.I. Karpets

    2015-01-01

    The aim of the article. The aim of the article is to clarify the concept of «sport tourism marketing», to examine the state of its objects and to determine prospects for development of sport tourism in Ukraine. The paper singles out the role of sport in life; compares different types of cities in terms of provision the infrastructure for tourism development in the field of sports. Authors show the example of the campaign. The results of the analysis. The article deals with sport tourism as...

  1. High-Performance Sport, Learning and Culture: New Horizons for Sport Pedagogues?

    Science.gov (United States)

    Penney, Dawn; McMahon, Jenny

    2016-01-01

    Background: Research in sport coaching and sport pedagogy including studies published in this special issue bring to the fore the relationship between learning and culture in contexts of high-performance sport. This paper acknowledged that how learning, culture and their relationship are conceptualised is a crucial issue for researchers and…

  2. Building Character through Sports

    Science.gov (United States)

    Lumpkin, Angela

    2011-01-01

    Sports are a focus of millions of Americans as they attend, view, and participate in sports. The World Series, Final Four, and Super Bowl often bring back memories of fun-filled parties and celebrations, but there may be several reasons why sports are so popular in the United States. The popularity of sports, however, does not necessarily mean it…

  3. Wavelet based mobile video watermarking: spread spectrum vs. informed embedding

    Science.gov (United States)

    Mitrea, M.; Prêteux, F.; Duţă, S.; Petrescu, M.

    2005-11-01

    The cell phone expansion provides an additional direction for digital video content distribution: music clips, news, sport events are more and more transmitted toward mobile users. Consequently, from the watermarking point of view, a new challenge should be taken: very low bitrate contents (e.g. as low as 64 kbit/s) are now to be protected. Within this framework, the paper approaches for the first time the mathematical models for two random processes, namely the original video to be protected and a very harmful attack any watermarking method should face the StirMark attack. By applying an advanced statistical investigation (combining the Chi square, Ro, Fisher and Student tests) in the discrete wavelet domain, it is established that the popular Gaussian assumption can be very restrictively used when describing the former process and has nothing to do with the latter. As these results can a priori determine the performances of several watermarking methods, both of spread spectrum and informed embedding types, they should be considered in the design stage.

  4. Gender differences of athletes in different classification groups of sports and sport disciplines

    Directory of Open Access Journals (Sweden)

    Olena Tarasevych

    2016-04-01

    Full Text Available Purpose: to identify the percentage of masculine, androgynous and feminine figures in different classification groups, sports and sports disciplines, depending on the sport qualification. Material & Methods: the study was conducted on the basis of the Kharkiv State Academy of Physical Culture among students – representatives of different sports that have different athletic skills using analysis and compilation of scientific and methodical literature, survey, testing the procedure S. Bam "Masculinity / femininity "Processing and statistical data. Results: based on the testing method established S. Bam percentage masculine, androgynous and feminine personalities among athletes and athletes in various sports classification groups depending on their athletic skills. Conclusions: among sportsmen and women in a variety of classification groups of sports is not revealed feminine personalities; masculine identity, among both men and women predominate in sports; androgyny attitude towards men and women are different.

  5. Determinants of team-sport performance: implications for altitude training by team-sport athletes

    Science.gov (United States)

    Bishop, David J; Girard, Olivier

    2013-01-01

    Team sports are increasingly popular, with millions of participants worldwide. Athletes engaged in these sports are required to repeatedly produce skilful actions and maximal or near-maximal efforts (eg, accelerations, changes in pace and direction, sprints, jumps and kicks), interspersed with brief recovery intervals (consisting of rest or low-intensity to moderate-intensity activity), over an extended period of time (1–2 h). While performance in most team sports is dominated by technical and tactical proficiencies, successful team-sport athletes must also have highly-developed, specific, physical capacities. Much effort goes into designing training programmes to improve these physical capacities, with expected benefits for team-sport performance. Recently, some team sports have introduced altitude training in the belief that it can further enhance team-sport physical performance. Until now, however, there is little published evidence showing improved team-sport performance following altitude training, despite the often considerable expense involved. In the absence of such studies, this review will identify important determinants of team-sport physical performance that may be improved by altitude training, with potential benefits for team-sport performance. These determinants can be broadly described as factors that enhance either sprint performance or the ability to recover from maximal or near-maximal efforts. There is some evidence that some of these physical capacities may be enhanced by altitude training, but further research is required to verify that these adaptations occur, that they are greater than what could be achieved by appropriate sea-level training and that they translate to improved team-sport performance. PMID:24282200

  6. Determinants of team-sport performance: implications for altitude training by team-sport athletes.

    Science.gov (United States)

    Bishop, David J; Girard, Olivier

    2013-12-01

    Team sports are increasingly popular, with millions of participants worldwide. Athletes engaged in these sports are required to repeatedly produce skilful actions and maximal or near-maximal efforts (eg, accelerations, changes in pace and direction, sprints, jumps and kicks), interspersed with brief recovery intervals (consisting of rest or low-intensity to moderate-intensity activity), over an extended period of time (1-2 h). While performance in most team sports is dominated by technical and tactical proficiencies, successful team-sport athletes must also have highly-developed, specific, physical capacities. Much effort goes into designing training programmes to improve these physical capacities, with expected benefits for team-sport performance. Recently, some team sports have introduced altitude training in the belief that it can further enhance team-sport physical performance. Until now, however, there is little published evidence showing improved team-sport performance following altitude training, despite the often considerable expense involved. In the absence of such studies, this review will identify important determinants of team-sport physical performance that may be improved by altitude training, with potential benefits for team-sport performance. These determinants can be broadly described as factors that enhance either sprint performance or the ability to recover from maximal or near-maximal efforts. There is some evidence that some of these physical capacities may be enhanced by altitude training, but further research is required to verify that these adaptations occur, that they are greater than what could be achieved by appropriate sea-level training and that they translate to improved team-sport performance.

  7. Neurologic emergencies in sports.

    Science.gov (United States)

    Williams, Vernon B

    2014-12-01

    Sports neurology is an emerging area of subspecialty. Neurologists and non-neurologists evaluating and managing individuals participating in sports will encounter emergencies that directly or indirectly involve the nervous system. Since the primary specialty of sports medicine physicians and other practitioners involved in the delivery of medical care to athletes in emergency situations varies significantly, experience in recognition and management of neurologic emergencies in sports will vary as well. This article provides a review of information and elements essential to neurologic emergencies in sports for the practicing neurologist, although content may be of benefit to readers of varying background and expertise. Both common neurologic emergencies and less common but noteworthy neurologic emergencies are reviewed in this article. Issues that are fairly unique to sports participation are highlighted in this review. General concepts and principles related to treatment of neurologic emergencies that are often encountered unrelated to sports (eg, recognition and treatment of status epilepticus, increased intracranial pressure) are discussed but are not the focus of this article. Neurologic emergencies can involve any region of the nervous system (eg, brain, spine/spinal cord, peripheral nerves, muscles). In addition to neurologic emergencies that represent direct sports-related neurologic complications, indirect (systemic and generalized) sports-related emergencies with significant neurologic consequences can occur and are also discussed in this article. Neurologists and others involved in the care of athletes should consider neurologic emergencies in sports when planning and providing medical care.

  8. OH, SPORT! ARE YOU PEACE? (ABOUT DIFFERENT KINDS OF SPORTS MEDIA DISCOURSE

    Directory of Open Access Journals (Sweden)

    Jelena Kazimianec

    2015-04-01

    Full Text Available The ways of description and interpretation of such socially meaningful event as the World Football Championship 2014 are considered in this article. The author justifies the importance of choosing a sports topic and in particular football in the modern world, showing that first of all the sports discourse is a journalistic discourse.That is why the ways of the representation and description of sports events are the basic means for creating its concept.The author has chosen one day of the World Football Championship 2014 for the analysis to show that not the sports events, but the acts of violence accompanying them are becoming the basic subject matter of the description. In relation to this, the author suggests to speak about a special type of sports discourse: a discourse of sports aggression. Its main features are: special lexical stock phrases, inaccuracy in the supply of information, lack of logic in the description of events, and expressiveness of the means used to describe the acts of violence. The author comes to the conclusion that it is difficult to make the precise cognitive diagram of the sport event reading due to the additional information, as the reader’s attention in such messages is focused only on the description of the details, which are connected with the facts of aggression that occurred in the sport action. The modern sports appear as the catalyst of aggressive actions instead of initiating the peace.

  9. Sports nutrition

    Directory of Open Access Journals (Sweden)

    Tomanić Milena

    2016-01-01

    Full Text Available Due to higher energy consumption, physically active people have higher nutritional requirements. In addition to other important factors for sports, such as good health and physical predisposition, adequate nutrition is a fundamental component. Sports nutrition must be well planned and individually adapted based on physical characteristics, tendencies towards gaining or losing weight, frequency, duration and intensity of training sessions. Studies have shown that a well-balanced ratio of macro and micronutrients, with the support of supplements and adequate hydration, can significantly improve athletic performance and plays a key role in achieving better results. An optimally designed nutritional program, with realistic and achievable goals, which complements a well-planned training program, is the basis for success in sports. Only when nutritional requirements are met, deficits can be prevented and performance in sport pushed to the limit.

  10. Foreign Body Retrieval

    Medline Plus

    Full Text Available ... Physician Resources Professions Site Index A-Z Foreign Body Retrieval Foreign body retrieval is the removal of ... foreign body detection and removal? What is Foreign Body Retrieval? Foreign body retrieval involves the removal of ...

  11. Alcohol Advertising in Sport and Non-Sport TV in Australia, during Children's Viewing Times.

    Directory of Open Access Journals (Sweden)

    Kerry S O'Brien

    Full Text Available Estimate the amount of alcohol advertising in sport vs. non-sport programming in Australian free-to-air TV and identify children's viewing audience composition at different times of the day. Alcohol advertising and TV viewing audience data were purchased for free-to-air sport and non-sport TV in Australia for 2012. We counted alcohol advertisements in sport and non-sport TV in daytime (6 am-8.29 pm and evening periods (8.30 pm-11.59 pm and estimated viewing audiences for children and young adults (0-4 years, 5-13 years, 14-17 years, 18-29 years. During the daytime, most of the alcohol advertising (87% was on sport TV. In the evening, most alcohol advertising (86% was in non-sport TV. There was little difference in the mean number of children (0-17 years viewing TV in the evening (N = 273,989, compared with the daytime (N = 235,233. In programs containing alcohol advertising, sport TV had a greater mean number of alcohol adverts per hour (mean 1.74, SD = 1.1 than non-sport TV (mean 1.35, SD = .94. Alcohol advertising during the daytime, when large numbers of children are watching TV, is predominantly in free-to-air sport TV. By permitting day-time advertising in sport programs and in any programs from 8.30 pm when many children are still watching TV, current regulations are not protecting children from exposure to alcohol advertising.

  12. Knowledge of sugar content of sports drinks is not associated with sports drink consumption.

    Science.gov (United States)

    Zytnick, Deena; Park, Sohyun; Onufrak, Stephen J; Kingsley, Beverly S; Sherry, Bettylou

    2015-01-01

    To examine U.S. adult knowledge of the sugar content of sports drinks and whether this knowledge and other characteristics are associated with their sports drink consumption. Nonexperimental. Nationally representative 2011 Summer ConsumerStyles survey data. 3929 U.S. adults. The outcome variable was sports drink consumption in the past 7 days. The main exposure variable was knowledge about sports drinks containing sugar. The covariates were sociodemographic characteristics, physical activity, and weight status. Multivariable logistic regression analysis was used to estimate adjusted odds ratios (ORs) for adults consuming sports drinks ≥1 times/wk after controlling for other characteristics. Approximately 22% of adults reported consuming sports drinks ≥1 times/wk. Most adults (71%) agreed that sports drinks contain sugar; however, this agreement was not significantly associated with adults' sports drink consumption. The odds of drinking sports drinks ≥1 times/wk were significantly higher among younger adults aged 18 to 64 years (OR range: 5.46-2.71), males (OR = 2.09), high-school graduates (OR = 1.52), and highly active adults (OR = 2.09). There were disparities in sports drink consumption by sociodemographic characteristics and physical activity level; however, knowledge of sports drinks' sugar content was not associated with consumption. Understanding why some population groups are higher consumers may assist in the development of education, providing those groups with a better understanding of sports drinks' nutritional value and health consequences of excessive sugar consumption in any form.

  13. Alcohol Advertising in Sport and Non-Sport TV in Australia, during Children's Viewing Times.

    Science.gov (United States)

    O'Brien, Kerry S; Carr, Sherilene; Ferris, Jason; Room, Robin; Miller, Peter; Livingston, Michael; Kypri, Kypros; Lynott, Dermot

    2015-01-01

    Estimate the amount of alcohol advertising in sport vs. non-sport programming in Australian free-to-air TV and identify children's viewing audience composition at different times of the day. Alcohol advertising and TV viewing audience data were purchased for free-to-air sport and non-sport TV in Australia for 2012. We counted alcohol advertisements in sport and non-sport TV in daytime (6 am-8.29 pm) and evening periods (8.30 pm-11.59 pm) and estimated viewing audiences for children and young adults (0-4 years, 5-13 years, 14-17 years, 18-29 years). During the daytime, most of the alcohol advertising (87%) was on sport TV. In the evening, most alcohol advertising (86%) was in non-sport TV. There was little difference in the mean number of children (0-17 years) viewing TV in the evening (N = 273,989), compared with the daytime (N = 235,233). In programs containing alcohol advertising, sport TV had a greater mean number of alcohol adverts per hour (mean 1.74, SD = 1.1) than non-sport TV (mean 1.35, SD = .94). Alcohol advertising during the daytime, when large numbers of children are watching TV, is predominantly in free-to-air sport TV. By permitting day-time advertising in sport programs and in any programs from 8.30 pm when many children are still watching TV, current regulations are not protecting children from exposure to alcohol advertising.

  14. The role of retrieval mode and retrieval orientation in retrieval practice: insights from comparing recognition memory testing formats and restudying.

    Science.gov (United States)

    Gao, Chuanji; Rosburg, Timm; Hou, Mingzhu; Li, Bingbing; Xiao, Xin; Guo, Chunyan

    2016-12-01

    The effectiveness of retrieval practice for aiding long-term memory, referred to as the testing effect, has been widely demonstrated. However, the specific neurocognitive mechanisms underlying this phenomenon remain unclear. In the present study, we sought to explore the role of pre-retrieval processes at initial testing on later recognition performance by using event-related potentials (ERPs). Subjects studied two lists of words (Chinese characters) and then performed a recognition task or a source memory task, or restudied the word lists. At the end of the experiment, subjects received a final recognition test based on the remember-know paradigm. Behaviorally, initial testing (active retrieval) enhanced memory retention relative to restudying (passive retrieval). The retrieval mode at initial testing was indexed by more positive-going ERPs for unstudied items in the active-retrieval tasks than in passive retrieval from 300 to 900 ms. Follow-up analyses showed that the magnitude of the early ERP retrieval mode effect (300-500 ms) was predictive of the behavioral testing effect later on. In addition, the ERPs for correctly rejected new items during initial testing differed between the two active-retrieval tasks from 500 to 900 ms, and this ERP retrieval orientation effect predicted differential behavioral testing gains between the two active-retrieval conditions. Our findings confirm that initial testing promotes later retrieval relative to restudying, and they further suggest that adopting pre-retrieval processing in the forms of retrieval mode and retrieval orientation might contribute to these memory enhancements.

  15. Sports Specialization, Part II: Alternative Solutions to Early Sport Specialization in Youth Athletes.

    Science.gov (United States)

    Myer, Gregory D; Jayanthi, Neeru; DiFiori, John P; Faigenbaum, Avery D; Kiefer, Adam W; Logerstedt, David; Micheli, Lyle J

    2016-01-01

    Many coaches, parents, and children believe that the best way to develop elite athletes is for them to participate in only 1 sport from an early age and to play it year-round. However, emerging evidence to the contrary indicates that efforts to specialize in 1 sport may reduce opportunities for all children to participate in a diverse year-round sports season and can lead to lost development of lifetime sports skills. Early sports specialization may also reduce motor skill development and ongoing participation in games and sports as a lifestyle choice. The purpose of this review is to employ the current literature to provide evidence-based alternative strategies that may help to optimize opportunities for all aspiring young athletes to maximize their health, fitness, and sports performance. Nonsystematic review with critical appraisal of existing literature. Clinical review. Level 4. Based on the current evidence, parents and educators should help provide opportunities for free unstructured play to improve motor skill development and youth should be encouraged to participate in a variety of sports during their growing years to influence the development of diverse motor skills. For those children who do choose to specialize in a single sport, periods of intense training and specialized sport activities should be closely monitored for indicators of burnout, overuse injury, or potential decrements in performance due to overtraining. Last, the evidence indicates that all youth should be involved in periodized strength and conditioning (eg, integrative neuromuscular training) to help them prepare for the demands of competitive sport participation, and youth who specialize in a single sport should plan periods of isolated and focused integrative neuromuscular training to enhance diverse motor skill development and reduce injury risk factors. B. © 2015 The Author(s).

  16. Orofacial Sports – Related Injuries In A Sports Festival In Nigeria ...

    African Journals Online (AJOL)

    Objective: To determine the aetiology, prevalence and types of oro-facial injuries in a sports festival in Nigeria Materials and Methods: A data form was designed to collect among others, information on age, gender, state of origin, sporting event and types of injury. All consecutive patients who sustained oro-facial sports- ...

  17. Twenty-five years of sport performance research in the Journal of Sports Sciences.

    Science.gov (United States)

    Nevill, Alan; Atkinson, Greg; Hughes, Mike

    2008-02-15

    In this historical review covering the past 25 years, we reflect on the content of manuscripts relevant to the Sport Performance section of the Journal of Sports Sciences. Due to the wide diversity of sport performance research, the remit of the Sport Performance section has been broad and includes mathematical and statistical evaluation of competitive sports performances, match- and notation-analysis, talent identification, training and selection or team organization. In addition, due to the academic interests of its section editors, they adopted a quality-assurance role for the Sport Performance section, invariably communicated through key editorials that subsequently shaped the editorial policy of the Journal. Key high-impact manuscripts are discussed, providing readers with some insight into what might lead an article to become a citation "classic". Finally, landmark articles in the areas of "science and football" and "notation analysis" are highlighted, providing further insight into how such articles have contributed to the development of sport performance research in general and the Journal of Sports Sciences in particular.

  18. Imaging of Muscle Injuries in Sports Medicine: Sports Imaging Series.

    Science.gov (United States)

    Guermazi, Ali; Roemer, Frank W; Robinson, Philip; Tol, Johannes L; Regatte, Ravindar R; Crema, Michel D

    2017-03-01

    In sports-related muscle injuries, the main goal of the sports medicine physician is to return the athlete to competition-balanced against the need to prevent the injury from worsening or recurring. Prognosis based on the available clinical and imaging information is crucial. Imaging is crucial to confirm and assess the extent of sports-related muscle injuries and may help to guide management, which directly affects the prognosis. This is especially important when the diagnosis or grade of injury is unclear, when recovery is taking longer than expected, and when interventional or surgical management may be necessary. Several imaging techniques are widely available, with ultrasonography and magnetic resonance imaging currently the most frequently applied in sports medicine. This state of the art review will discuss the main imaging modalities for the assessment of sports-related muscle injuries, including advanced imaging techniques, with the focus on the clinical relevance of imaging features of muscle injuries. © RSNA, 2017 Online supplemental material is available for this article.

  19. Pre-sport games of Badminton for the sport for all

    Directory of Open Access Journals (Sweden)

    Maidelín Díaz Miranda

    2016-12-01

    Full Text Available The games are the fundamental activity in the children by means of which you/they are developed physical and intellectually, of here the motivation of investigating on the application of several of them in the sport for all, specifically with the project badminton. Keeping in mind the few games that are used to contribute to the development of the abilities in this sport, is that we think about to structure pre-sport games with that purpose and to improve this way the assimilation of the dexterities of the children that practice this discipline in the Sport for All". For it, besides the theoretical methods, empiric methods were used as the observation and the interview. The work shows the assimilation of the abilities and technical basic of the badminton, through games, jointly with aspects on the sport for all, besides being presented 8 structured games, which contribute to the learning of the basic abilities of the badminton.

  20. Sports dance artistic expression culture analysis

    Directory of Open Access Journals (Sweden)

    Chen Zegang

    2017-01-01

    Full Text Available At present, the sports dance has entered every stage of the people’s life, has become the public’s favorite sport. Sports dance has been well developed. This article mainly uses the literature material law to carry on the detailed analysis to the sports dance constitution, elaborated in detail the sports dance artistic expression. The composition of sports dance elements; sports dance is a form of dance art show; sports dance through the dance art can be divided into three aspects, namely, form, music, shape of the expressive force. In this paper, the study will be more in-depth excavation of the cultural connotation of sports dance, and promote the development of sports dance can be more comprehensive. In 20s of last century, Chinese Sports Dance Association officially joined the International Sports Dance Association, which also makes our country’s sports dance and international exchange more frequent. However, due to China’s sports dance sports dance learning time is not long, while learning is influenced by Chinese traditional culture, the sports dance movements are too conservative, there is a very large gap and international enthusiasm, bold and unrestrained, the pursuit of individual sports dance in the dance style, music and performance hand. Sports dance originated from abroad, it is produced in the daily life of people in foreign countries. China’s domestic sports dance players in learning dance at the same time, the production and the connotation of dance is not very understanding, therefore, it is difficult to better reflect the emotional expression of sports dance. Although the sports dance is a kind of similar to the competitive projects, but it is also a kind of dance culture, and to constitute a force from the dance art show a detailed study, detailed mining playing officer of sports dance performance further, reducing China’s sports dance and international sports dance gap.

  1. Capturing complex human behaviors in representative sports contexts with a single camera.

    Science.gov (United States)

    Duarte, Ricardo; Araújo, Duarte; Fernandes, Orlando; Fonseca, Cristina; Correia, Vanda; Gazimba, Vítor; Travassos, Bruno; Esteves, Pedro; Vilar, Luís; Lopes, José

    2010-01-01

    In the last years, several motion analysis methods have been developed without considering representative contexts for sports performance. The purpose of this paper was to explain and underscore a straightforward method to measure human behavior in these contexts. Procedures combining manual video tracking (with TACTO device) and bidimensional reconstruction (through direct linear transformation) using a single camera were used in order to capture kinematic data required to compute collective variable(s) and control parameter(s). These procedures were applied to a 1vs1 association football task as an illustrative subphase of team sports and will be presented in a tutorial fashion. Preliminary analysis of distance and velocity data identified a collective variable (difference between the distance of the attacker and the defender to a target defensive area) and two nested control parameters (interpersonal distance and relative velocity). Findings demonstrated that the complementary use of TACTO software and direct linear transformation permit to capture and reconstruct complex human actions in their context in a low dimensional space (information reduction).

  2. Wearable Devices for Sports: New Integrated Technologies Allow Coaches, Physicians, and Trainers to Better Understand the Physical Demands of Athletes in Real time.

    Science.gov (United States)

    Seshadri, Dhruv R; Drummond, Colin; Craker, John; Rowbottom, James R; Voos, James E

    2017-01-01

    Elite-level athletes and professional sports teams are continually searching for opportunities to improve athletic performance and gain a competitive advantage on the field. Advances in technology have provided new avenues to maximize player health and safety. Over the last decade, time?motion analysis systems, such as video recording and computer digitization, have been used to measure human locomotion and improve sports performance. While these techniques were state of the art at the time, their usefulness is inhibited by the questionable validity of the acquired data, the labor-intensive nature of collecting data with manual hand-notation techniques, and their inability to track athlete position, movement, displacement, and velocity.

  3. Problems of Sport Biomechanics and Robotics

    Directory of Open Access Journals (Sweden)

    Wlodzimierz S. Erdmann

    2013-02-01

    Full Text Available This paper presents many common areas of interest of different specialists. There are problems described from sport, biomechanics, sport biomechanics, sport engineering, robotics, biomechanics and robotics, sport biomechanics and robotics. There are many approaches to sport from different sciences and engineering. Robotics is a relatively new area and has had moderate attention from sport specialists. The aim of this paper is to present several areas necessary to develop sport robots based on biomechanics and also to present different types of sport robots: serving balls, helping to provide sports training, substituting humans during training, physically participating in competitions, physically participating in competitions against humans, serving as models of real sport performance, helping organizers of sport events and robot toys. Examples of the application of robots in sports communities are also given.

  4. Sport-related anxiety: current insights

    Directory of Open Access Journals (Sweden)

    Ford JL

    2017-10-01

    Full Text Available Jessica L Ford, Kenneth Ildefonso, Megan L Jones, Monna Arvinen-Barrow Department of Kinesiology, Integrative Health Care & Performance Unit, University of Wisconsin-Milwaukee, Milwaukee, WI, USA Abstract: To date, much research has been devoted to understanding how anxiety can affect sport performance, both in practice and in competitive settings. It is well known that sport has the potential for high levels of stress and anxiety, and that practicing and employing a range of psychological strategies can be beneficial in anxiety management. Equally, growing evidence also suggests that anxiety can play a role in sport injury prevention, occurrence, rehabilitation, and the return to sport process. The purpose of this paper is to provide current insights into sport-related anxiety. More specifically, it will provide the reader with definitions and theoretical conceptualizations of sport-related anxiety. This will be followed by making a case for considering the term "performance" to be broader than activities associated with sport-related performance in practice and competition, by including performance activities associated with sport injury prevention, rehabilitation, and the return to sport process. The paper will then highlight the importance of recognizing early signs and symptoms of anxiety, and the potential need for referral. Finally, the conclusions will emphasize the need for appropriate, client-specific, and practitioner competent care for athletes experiencing sport-related anxiety. Keywords: anxiety, sport, performance, injury, sport medicine professional, sport psychology, mental health

  5. Extracurricular school-based sports as a motivating vehicle for sports participation in youth: a cross-sectional study

    Science.gov (United States)

    2014-01-01

    Background Extracurricular school-based sports are considered to be an ideal means of reaching children who are not active in community sports. The purposes of this study were to examine the extent to which pupils not engaging in community sports do participate in extracurricular school-based sports, and to assess whether extracurricular school-based sports participants are more physically active and/or more autonomously motivated towards sports in daily life than children who do not participate in extracurricular school-based sports. Methods One thousand forty-nine children (53.7% boys; M age = 11.02 years, SD = 0.02) out of 60 classes from 30 Flemish elementary schools, with an extracurricular school-based sports offer, completed validated questionnaires to assess physical activity (Flemish Physical Activity Questionnaire) and motivation (Behavioral Regulations in Physical Education Questionnaire). Multilevel regression analyses were conducted to examine the data generated from these questionnaires. Results More than three quarters of the children (76%) reported participating in extracurricular school-based sports during the current school year and 73% reported engaging in organized community sports. Almost two third of the children (65%) not participating in community sports stated that they did participate in extracurricular school-based sports. Extracurricular school-based sports participants were significantly more physically active than children not participating in extracurricular school-based sports (β = 157.62, p sports participation × community sports participation) were found for autonomous motivation, with boys engaging in extracurricular school-based sports but not in community sports being significantly more autonomously motivated towards sports than boys not engaging in community or extracurricular school-based sports (β = 0.58, p = 0.003). Such differences were not noted among girls. Conclusions If extracurricular school-based sports are offered

  6. National survey on sports injuries in the Netherlands: target populations for sports injury prevention programs.

    Science.gov (United States)

    Schmikli, Sandor L; Backx, Frank J G; Kemler, Helena J; van Mechelen, Willem

    2009-03-01

    To define target populations for sports injury prevention programs. A computer-assisted telephone survey on sports injuries and sports participation during 2000-2005 using a 3-month recall period. Data obtained from a representative sample of Dutch citizens. Fifty-eight thousand four hundred five Dutch citizens aged older than 3 years. Age, gender, and type of sports were used to distinguish subgroups with a substantial contribution to sports injuries. The absolute number of sports injuries, the incidence of sports injuries per 10,000 hours, the severity, and costs of sports injuries. Sports participation was associated with 1.5 million injuries per year and 10 injuries per 10,000 hours; of these, 50% had to be treated medically. Two-thirds of all medically treated sports injuries were associated with 9 sports (representing 18 subpopulations, all younger than 55 years): outdoor soccer (males 4-54 years and females 4-17 years), indoor soccer (males 18-34 years), tennis (males/females 35-54 years), volleyball (females 18-54 years), field hockey (males 18-34 years and females 4-17 years), running/jogging (males/females 35-54 years), gymnastics (males/females 4-17 years), skiing/snowboarding (males 4-17 years and females 18-34 years), and equestrian sports (females 18-34 years). These groups showed more than average injury rates and covered two-thirds of all direct and indirect costs (euro 400 million). The survey identified the most important (sports-, age-, and gender-specific) target populations for injury prevention programs in the Netherlands. Sports participants aged older than 55 years were excluded from these target groups because of their limited contribution to the total sports injury problem.

  7. Background estimation and player detection in badminton video clips using histogram of pixel values along temporal dimension

    Science.gov (United States)

    Peng, Yahui; Ma, Xiao; Gao, Xinyu; Zhou, Fangxu

    2015-12-01

    Computer vision is an important tool for sports video processing. However, its application in badminton match analysis is very limited. In this study, we proposed a straightforward but robust histogram-based background estimation and player detection methods for badminton video clips, and compared the results with the naive averaging method and the mixture of Gaussians methods, respectively. The proposed method yielded better background estimation results than the naive averaging method and more accurate player detection results than the mixture of Gaussians player detection method. The preliminary results indicated that the proposed histogram-based method could estimate the background and extract the players accurately. We conclude that the proposed method can be used for badminton player tracking and further studies are warranted for automated match analysis.

  8. Sports Specialization in Young Athletes

    OpenAIRE

    Jayanthi, Neeru; Pinkham, Courtney; Dugas, Lara; Patrick, Brittany; LaBella, Cynthia

    2013-01-01

    Context: Sports specialization is intense training in 1 sport while excluding others. Sports specialization in early to middle childhood has become increasingly common. While most experts agree that some degree of sports specialization is necessary to achieve elite levels, there is some debate as to whether such intense practice time must begin during early childhood and to the exclusion of other sports to maximize potential for success. There is a concern that sports specialization before ad...

  9. Sport and Transgender People: A Systematic Review of the Literature Relating to Sport Participation and Competitive Sport Policies

    OpenAIRE

    Jones, Bethany Alice; Arcelus, Jon; Bouman, Walter Pierre; Haycraft, Emma

    2016-01-01

    Background\\ud \\ud Whether transgender people should be able to compete in sport in accordance with their gender identity is a widely contested question within the literature and among sport organisations, fellow competitors and spectators. Owing to concerns surrounding transgender people (especially transgender female individuals) having an athletic advantage, several sport organisations place restrictions on transgender competitors (e.g. must have undergone gender-confirming surgery). In add...

  10. ETHICS AND CHANGES IN SPORT

    Directory of Open Access Journals (Sweden)

    Jovo Radoš

    2008-08-01

    Full Text Available Ethics, as a practical philosophy, is found in essential relationships and relations with other relevant practical disciplines (economics, law, politics, sport, etc.. Every human activity is ethically grounded. Therefore, human ethics, which includes sport ethics, is one of the fundamental criteria for establishing moral relations in different are as of sport life. Sport morale stems from a universally accepted ethics legal principles that aim at maintaining sport spirit based on the Olympics codex and humanity principles, among which are: consciousness and honesty, righteousness, cultural-behavior principle, openness, and the like. Changes in sport (organizational, structural, competition, etc. need to be adequately adjusted to universal, and generally accepted, values. Avoiding deontological ethics inevitably leads to increased sports immorality (referees_ fixing match results, spectators_ aggressive behavior, cheating using for bidden doping, etc.. Thus, projecting and introducing innovations in the field of sport, which, after all, are necessary and unavoidable in all areas of life, including sport, will eventually show its positive results only if the aforementioned aspects of sport ethics are taken into consideration.

  11. Changing identity through sport: The Paralympic sport club experience among adolescents with mobility impairments.

    Science.gov (United States)

    Piatt, Jennifer; Kang, Sangguk; Wells, Mary Sara; Nagata, Shinichi; Hoffman, Jamie; Taylor, Jennifer

    2018-04-01

    Adolescents with mobility impairments have fewer opportunities to challenge identity as an athlete through sport participation. This study examined athletic identity impact of adolescent athletes with mobility impairments who participate in Paralympic Sport Clubs. This cross-sectional web-survey design examined demographics (gender, academic level, hours of time spent in sports participation, and preferred amount of time in sport participation) and athletic identity through the Athletic Identity Measurement Scale (AIMS). Forty-seven adolescents (male = 34, female = 13) between the ages of 13-18 with mobility impairments who were currently participating in a Paralympic Sport Club were recruited for the study. Two factorial ANOVA examined the differences of AIMS scores by gender and academic level, and gender and hours of time spent in sports participation per week. Hours of time spent in sports participation by adolescent athletes with physical disabilities showed significant difference on athletes' identity. AIMS score increased along with augmented time spent in sport participation. However, gender and academic level made no significant difference on athletic identity. A one-way ANOVA test was applied to compare the effect of preferred amount of time in sport participation per week on scores for AIMS and showed significant group difference on AIMS. Participants who indicated more preferred amount of time in sport participation also scored higher on AIMS. These findings support the notion that hours of time spent and preferred amount of time in sports participation influences athletic identity. Sport participation, when available can influence athletic identity with this population. Published by Elsevier Inc.

  12. Attitudes towards visual correction in sport: What coaches, physical education teachers and sports physicians think.

    Science.gov (United States)

    Zeri, F; Livi, S; Maffioletti, S

    2011-04-01

    To evaluate sport professionals' attitudes towards visual correction in sport. A questionnaire was handed out in schools, gyms, sports centres and universities, to coaches, physical education teachers and final year students of motor science. The questionnaire was given to one group of sport physicians prior to a 1-day scientific update course on the benefits of contact lenses (CLs) in sport. At the end of the course, certain questions from the questionnaire were given out again in order to evaluate the effect of the update on their opinions. A total of 245 questionnaires were collected. The interviewees stated that correcting a vision defect during sports practice was important, but their propensity to suggest CLs for sport, though still rather high in value, showed a statistically significant drop. This drop did not occur if the CLs were recommended for competitive sports. This trend remained unchanged if a specific judgement was requested for the adolescent category. The tendency to suggest CLs was higher in CL wearers as compared to non-wearers. The sport with the lowest recommendation of CLs was swimming. In the sample of sports physicians, a specific education on the subject of CLs increased the propensity to adopt CLs in sports. The main "actors" in the sports sector regard correcting a vision defect during sport to be important. Nevertheless, their tendency to suggest CLs is significantly lower. Works that make these categories aware of the benefits of CLs in sport can certainly help to fill this gap. Copyright © 2010 British Contact Lens Association. Published by Elsevier Ltd. All rights reserved.

  13. Paralympic sport: an emerging area for research and consultancy in sports biomechanics.

    Science.gov (United States)

    Keogh, Justin W L

    2011-09-01

    The Paralympic Games are the pinnacle of sport for many athletes with a disability. The overall purpose of this paper is to highlight the role that the field of sports biomechanics specifically (and sports science in general) may play in improving performance in various summer Paralympic sports through research and consultancy. To achieve this broad aim, this review provides some history and background on the Summer Paralympic Games, discusses the eligibility and classification rules, describes the potential for the constraints-led approach of dynamical systems theory to inform practice and research in this area, and reviews selected studies examining the biomechanics of the primary forms of Paralympic locomotion. Some recommendations on how sports biomechanics can help facilitate improvements in Paralympic athletic performance through applied research and consultancy are provided, along with commentary on what may be some of the most important issues addressing Paralympic sport.

  14. Sport Management.

    Science.gov (United States)

    Parkhouse, Bonnie L., Ed.; And Others

    1984-01-01

    Traditional teaching and coaching positions have become scarce but the expanding field of sport management has created its own job market, demanding new skills and preparation. Three articles are offered that explore different aspects and possibilities for a sport management career. (DF)

  15. [Sports purpura].

    Science.gov (United States)

    Kluger, Nicolas

    2012-10-01

    Recreational or regular physical and sport activities may be responsible for a wide range of cutaneous complications. Among them, "sports purpura" is a peculiar symptom that can occur during a large number of sports. "Effort purpura" defines any purpura occurring within the context of physical exercise irrespective of its cause. Therefore this clinical diagnosis includes various aetiologies. Diagnosis of traumatic purpura is often easy if the sport is mentioned in the anamnesis; cutaneous exercise - induced vasculitis must be also noted. Purpura can reveal systemic diseases or internal haemorrhage, such as spleen rupture, thrombopathies or systemic vasculitis, and other effort purpuras must be taken into account, including those related to the environment (cold, sun exposure...). Knowledge of a physical activity before the occurrence of purpura should be known by practitioner to avoid unnecessary and costly explorations in most of the cases. Copyright © 2012 Elsevier Masson SAS. All rights reserved.

  16. THE HEURISTIC FUNCTION OF SPORT

    Directory of Open Access Journals (Sweden)

    Adam Petrović

    2012-09-01

    Full Text Available Being a significant area of human activity, sport has multiple functions. One of the more important functions of sport, especially top sport, is the inventive heuristic function. Creative work, being a process of creating new values, represents a significant possibility for advancement of sport. This paper aims at pointing at the various dimensions of human creative work, at the creative work which can be seen in sport (in a narrow sense and at the scientific and practical areas which borderline sport. The method of theoretical analysis of different approaches to the phenomenon of creative work , both in general and in sport, was applied in this paper. This area can be systematized according to various criterion : the level of creative work, different fields where it appears, the subjects of creative work - creators etc. Case analysis shows that the field of creative work in sport is widening and deepening constantly. There are different levels of creativity not only in the system of training and competition, but in a wider social context of sport as well. As a process of human spirit and mind the creative work belongs not just to athletes and coaches, but also to all the people and social groups who's creative power manifests itself in sport. The classification of creative work in sport according to various criterion allows for heuristic function of sport to be explained comprehensively and to create an image how do the sparks of human spirit improve the micro cosmos of sport. A thorough classification of creative work in sport allows for a detailed analysis of all the elements of creative work and each of it’s area in sport. In this way the progress in sport , as a consequence of innovations in both competitions and athletes’ training and of everything that goes with those activities, can be guided into the needed direction more easily as well as studied and applied.

  17. Effects of interactive physical-activity video-game training on physical and cognitive function in older adults.

    OpenAIRE

    Maillot , Pauline; Perrot , Alexandra; Hartley , Alan

    2012-01-01

    International audience; The purpose of the present study was to assess the potential of exergame training based on physically simulated sport play as a mode of physical activity that could have cognitive benefits for older adults. If exergame play has the cognitive benefits of conventional physical activity and also has the intrinsic attractiveness of video games, then it might be a very effective way to induce desirable lifestyle changes in older adults. To examine this issue, the authors de...

  18. Immersive video

    Science.gov (United States)

    Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.

    1996-03-01

    Interactive video and television viewers should have the power to control their viewing position. To make this a reality, we introduce the concept of Immersive Video, which employs computer vision and computer graphics technologies to provide remote users a sense of complete immersion when viewing an event. Immersive Video uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital video of that event. That is accomplished by assimilating important information from each video stream into a comprehensive, dynamic, 3D model of the environment. Using this 3D digital video, interactive viewers can then move around the remote environment and observe the events taking place from any desired perspective. Our Immersive Video System currently provides interactive viewing and `walkthrus' of staged karate demonstrations, basketball games, dance performances, and typical campus scenes. In its full realization, Immersive Video will be a paradigm shift in visual communication which will revolutionize television and video media, and become an integral part of future telepresence and virtual reality systems.

  19. Geography of a Sports Metropolis

    DEFF Research Database (Denmark)

    Feddersen, Arne; Ahlfeldt, Gabriel M.

    2010-01-01

    This study analyses the sports infrastructure of Hamburg, Germany, from the residents’ perspective. Empirical evidence is provided for the Sports Place Theory developed by BALE (2003) using a micro-level dataset of 1,319 sports facilities, which is merged with highly disaggregated data......, locations’ endowment of sports infrastructure is captured by potentiality variables, while accounting for natural and unnatural barriers. Given potential demand, central areas are found to be relatively underprovided with a sports infrastructure compared to peripheral areas where opportunity cost...... in the form of price of land is lower. The determinants of spatial distribution vary systematically across types of sports facilities. Publicly provided open sports fields and sport halls tend to be concentrated in areas of relatively low income which is in line with their social infrastructure character...

  20. Ontology driven framework for multimedia information retrieval in P2P network

    CERN Document Server

    Sokhn, Maria

    During the last decade we have witnessed an exponential growth of digital documents and multimedia resources, including a vast amount of video resources. Videos are becoming one of the most popular media thanks to the rich audio, visual and textual content they may convey. The recent technological advances have made this large amount of multimedia resources available to users in a variety of areas, including the academic and scientific realms. However, without adequate techniques for effective content based multimedia retrieval, this large and valuable body of data is barely accessible and remains in effect unusable. This thesis explores semantic approaches to content based management browsing and visualization of the multimedia resources generated for and during scientific conferences. Indeed, a so-called semantic gap exists between the explicit knowledge representation required by users who search the multimedia resources and the implicit knowledge conveyed within a conference life cycle. The aim of this wo...

  1. SPORT I POLITIKA

    Directory of Open Access Journals (Sweden)

    Mensur Memić

    2005-04-01

    Full Text Available Sport and politic are two big appearance and human activities which have as difference so the same segments. New society, democratic society necessity cultivate realization of sport-politic.We could say they are dominates phenomens of modern society. Like this they are manifestationed on the different necessity ways and have different roles. They are sa different as same. Everybody who take part in one or other sphere know from society from sociolog aspect how are two society components connected and reservationed beetwen. Why I am telling it: because the future of sportsmen depend from the future of politics will. Its needed to show how politic manage or give s the hope for development and animate possibility that young people during their evolution can do sport. Politic also depend from sports instutitions on creation mood of young people that their cadres got general and society dope. These two concepts can be near define. Sport as activity and as a appeal represent specific sights orientation of young people in aim curing knight games and evervthing in aim of health formation and effort of results, but they are not only meanings, through the sport can progress and big number acquaintance, friendship and intimacy, through sport ali cultural heredity can be keeping and the lands vvhich belong. Sport sociological looking is important element society life people. Second concept-politic, according to the famous politicians we can definite as a action that direct with another activities and business. Politic is substance, process of manifestation, manner, and it mean that politic has its subject activities vvhich is consist on behavour other social groups.

  2. Assessment of Jet Erosion for Potential Post-Retrieval K-Basin Settled Sludge

    Energy Technology Data Exchange (ETDEWEB)

    Wells, Beric E.; Enderlin, Carl W.; Gauglitz, Phillip A.; Peterson, Reid A.

    2009-09-29

    Packaged K-Basin sludge will be transported to the T Plant on the Hanford Site where it will be interim stored. The sludge will be retrieved from the storage containers and processed for disposal. A sample of high uranium content canister sludge, designated 96-13, "self-cemented" during laboratory storage. This sample was uncharacteristically strong compared to expected K-Basin material. The purpose for this work is to evaluate the potential retrieval of such sludge after storage at the T Plant via jet erosion. The specific objectives of this report are to determine the modes of erosion and the methods used to measure/assess the erodibility parameters of sludge and identify those parameters applicable to jet erosion. The erodibility parameters of sample 96-13 are characterized to the extent possible. These objectives have been met based on literature review, past experience at Pacific Northwest National Laboratory, and observation of sample 96-13 video during hot-cell activities.

  3. Sport Toekomstverkenning

    NARCIS (Netherlands)

    Marieke van Bakel; Ine Pulles; Annet Tiessen-Raaphorst; Frank den Hertog; Robert Vonk; Casper Schoemaker

    2017-01-01

    Deze publicatie verschijnt enkel digitaal op www.sporttoekomstverkenning.nl. Welke maatschappelijke veranderingen beïnvloeden de sport in Nederland? Waar gaat het heen met de sport tussen nu en 2040? Welke kansen, maar ook keuzes biedt dit voor de sportsector en het sportbeleid? Deze vragen

  4. A Flexible Object-of-Interest Annotation Framework for Online Video Portals

    Directory of Open Access Journals (Sweden)

    Robert Sorschag

    2012-02-01

    Full Text Available In this work, we address the use of object recognition techniques to annotate what is shown where in online video collections. These annotations are suitable to retrieve specific video scenes for object related text queries which is not possible with the manually generated metadata that is used by current portals. We are not the first to present object annotations that are generated with content-based analysis methods. However, the proposed framework possesses some outstanding features that offer good prospects for its application in real video portals. Firstly, it can be easily used as background module in any video environment. Secondly, it is not based on a fixed analysis chain but on an extensive recognition infrastructure that can be used with all kinds of visual features, matching and machine learning techniques. New recognition approaches can be integrated into this infrastructure with low development costs and a configuration of the used recognition approaches can be performed even on a running system. Thus, this framework might also benefit from future advances in computer vision. Thirdly, we present an automatic selection approach to support the use of different recognition strategies for different objects. Last but not least, visual analysis can be performed efficiently on distributed, multi-processor environments and a database schema is presented to store the resulting video annotations as well as the off-line generated low-level features in a compact form. We achieve promising results in an annotation case study and the instance search task of the TRECVID 2011 challenge.

  5. Sport and globalization

    DEFF Research Database (Denmark)

    Gems, Gerald R.; Pfister, Gertrud Ursula

    2014-01-01

    The authors describe, analyze and evaluate sport related globalization processes with a focus on transnationalism, colonialism, imperialism, and, more generally, geopolitical developments. They provide a variety of theoretical frameworks as they explore the emergence of modern sport and its...... dissemination around the world. In spite of resistance by the adherents of gymnastics or traditional movement cultures, sport with its focus on competition and records became popular all over the world. Both Great Britain and the United States induced their political and cultural hegemony via the soft power...... of modern sport which caused reactions, e.g. resistances or adaptations of indigenous, colonized, and other affected populations....

  6. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

    This international bestseller and essential reference is the "bible" for digital video engineers and programmers worldwide. This is by far the most informative analog and digital video reference available, includes the hottest new trends and cutting-edge developments in the field. Video Demystified, Fourth Edition is a "one stop" reference guide for the various digital video technologies. The fourth edition is completely updated with all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video (Video over DSL, Ethernet, etc.), as well as discussions of the latest standards throughout. The accompanying CD-ROM is updated to include a unique set of video test files in the newest formats. *This essential reference is the "bible" for digital video engineers and programmers worldwide *Contains all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video *Completely revised with all the latest and most up-to-date industry standards.

  7. Sport as a context for integration:newly arrived immigrant children in Sweden drawing sporting experiences

    OpenAIRE

    Hertting, Krister; Karlefors, Inger

    2013-01-01

    Sport is a global phenomenon, which can make sport an important arena for integration into new societies. However, sport is also an expression of national culture and identities. The aim of this study is to explore images and experiences that newly-arrived immigrant children in Sweden have about sport in their country of origin, and challenges that can arise in processes of integration through sport. We asked 20 newly arrived children aged 10 to 13 to make drawings about sporting experiences ...

  8. Sports dance artistic expression culture analysis

    OpenAIRE

    Chen Zegang

    2017-01-01

    At present, the sports dance has entered every stage of the people’s life, has become the public’s favorite sport. Sports dance has been well developed. This article mainly uses the literature material law to carry on the detailed analysis to the sports dance constitution, elaborated in detail the sports dance artistic expression. The composition of sports dance elements; sports dance is a form of dance art show; sports dance through the dance art can be divided into three aspects, namely, fo...

  9. Sanctions for doping in sport

    Directory of Open Access Journals (Sweden)

    Mandarić Sanja

    2014-01-01

    Full Text Available Top-level sport imposes new and more demanding physical and psychological pressures, and the desire for competing, winning and selfassertion leads athletes into temptation to use prohibited substances in order to achieve the best possible results. Regardless of the fact that the adverse consequences of prohibited substances are well-known, prestige and the need to dominate sports arenas have led to their use in sports. Doping is one of the biggest issues in sport today, and the fight against it is a strategic objective on both global and national levels. World Anti-Doping Agency, the International Olympic Committee, international sports federations, national anti-doping agencies, national sports federations, as well as governments and their repressive apparatuses are all involved in the fight against doping in sport. This paper points to a different etymology and phenomenology of doping, the beginnings of doping in sport, sports doping scandals as well as the most important international instruments regulating this issue. Also, there is a special reference in this paper to the criminal and misdemeanor sanctions for doping in sport. In Serbia doping in sport is prohibited by the Law on Prevention of Doping in Sports which came into force in 2005 and which prescribes the measures and activities aimed at prevention of doping in sport. In this context, the law provides for the following three criminal offenses: use of doping substances, facilitating the use of doping substances, and unauthorized production and putting on traffic of doping substances. In addition, aiming at curbing the abuse of doping this law also provides for two violations. More frequent and repetitive doping scandals indicate that doping despite long-standing sanctions is still present in sports, which suggests that sanctions alone have not given satisfactory results so far.

  10. Epidemiology of Pediatric Sports Injuries: Individual Sports

    OpenAIRE

    2005-01-01

    The objective of the book is to review comprehensively what is known about the distribution and determinants of injury rates in a variety of individual sports, and to suggest injury prevention measures and guidelines for further research. This book provides comprehensive compilation and critical analysis of epidemiological data over children's individual sports: including equestrian, gymnastics, martial arts, skiing and snowboarding, tennis, track and field, and wrestling. This book enc...

  11. Role of video games in improving health-related outcomes: a systematic review.

    Science.gov (United States)

    Primack, Brian A; Carroll, Mary V; McNamara, Megan; Klem, Mary Lou; King, Brandy; Rich, Michael; Chan, Chun W; Nayak, Smita

    2012-06-01

    Video games represent a multibillion-dollar industry in the U.S. Although video gaming has been associated with many negative health consequences, it also may be useful for therapeutic purposes. The goal of this study was to determine whether video games may be useful in improving health outcomes. Literature searches were performed in February 2010 in six databases: the Center on Media and Child Health Database of Research, MEDLINE, CINAHL, PsycINFO, EMBASE, and the Cochrane Central Register of Controlled Trials. Reference lists were hand-searched to identify additional studies. Only RCTs that tested the effect of video games on a positive, clinically relevant health consequence were included. Study selection criteria were strictly defined and applied by two researchers working independently. Study background information (e.g., location, funding source); sample data (e.g., number of study participants, demographics); intervention and control details; outcomes data; and quality measures were abstracted independently by two researchers. Of 1452 articles retrieved using the current search strategy, 38 met all criteria for inclusion. Eligible studies used video games to provide physical therapy, psychological therapy, improved disease self-management, health education, distraction from discomfort, increased physical activity, and skills training for clinicians. Among the 38 studies, a total of 195 health outcomes were examined. Video games improved 69% of psychological therapy outcomes, 59% of physical therapy outcomes, 50% of physical activity outcomes, 46% of clinician skills outcomes, 42% of health education outcomes, 42% of pain distraction outcomes, and 37% of disease self-management outcomes. Study quality was generally poor; for example, two thirds (66%) of studies had follow-up periods of video games to improve health outcomes, particularly in the areas of psychological therapy and physical therapy. RCTs with appropriate rigor will help build evidence in this

  12. Video pedagogy

    OpenAIRE

    Länsitie, Janne; Stevenson, Blair; Männistö, Riku; Karjalainen, Tommi; Karjalainen, Asko

    2016-01-01

    The short film is an introduction to the concept of video pedagogy. The five categories of video pedagogy further elaborate how videos can be used as a part of instruction and learning process. Most pedagogical videos represent more than one category. A video itself doesn’t necessarily define the category – the ways in which the video is used as a part of pedagogical script are more defining factors. What five categories did you find? Did you agree with the categories, or are more...

  13. Who Wants to Play? Sport Motivation Trajectories, Sport Participation, and the Development of Depressive Symptoms.

    Science.gov (United States)

    Wang, Ming-Te; Chow, Angela; Amemiya, Jamie

    2017-09-01

    Although sport involvement has the potential to enhance psychological wellbeing, studies have suggested that motivation to participate in sports activities declines across childhood and adolescence. This study incorporated expectancy-value theory to model children's sport ability self-concept and subjective task values trajectories from first to twelfth grade. Additionally, it examined if sport motivation trajectories predicted individual and team-based sport participation and whether sport participation in turn reduced the development of depressive symptoms. Data were drawn from the Childhood and Beyond Study, a cross-sequential longitudinal study comprised of three cohorts (N = 1065; 49% male; 92% European American; M ages for youngest, middle, and oldest cohorts at the first wave were 6.42, 7.39, and 9.36 years, respectively). Results revealed four trajectories of students' co-development of sport self-concept and task values: congruent stable high, incongruent stable high, middle school decreasing, and decreasing. Trajectory membership predicted individual and team-based sports participation, but only team-based sport participation predicted faster declines in depressive symptoms. The use of a person-centered approach enabled us to identify heterogeneity in trajectories of sport motivation that can aid in the development of nuanced strategies to increase students' motivation to participate in sports.

  14. Sports Nutrition.

    Science.gov (United States)

    Missouri State Dept. of Health, Jefferson City.

    This guide deals with various aspects of sports and nutrition. Twelve chapters are included: (1) "Sports and Nutrition"; (2) "Eat to Compete"; (3) "Fit Folks Need Fit Food"; (4) "The Food Guide Pyramid"; (5) "Fat Finder's Guide"; (6) "Pre- and Post-Event Meals"; (7) "Tips for the…

  15. Analysis of Sport Management Literature: European Sport Management Quarterly

    Directory of Open Access Journals (Sweden)

    Brenda Pitts

    2014-01-01

    Full Text Available A profession must be built upon a sound body of knowledge in order for its professional status to be recognized and considered credible by society (Zeigler, 1987. The body of literature should also reflect and define the field (Fielding, Pitts, & Miller, 1991. To that end, examining the state of a body of literature is essential as the findings can reveal such significant information as content, trends, author collaboration, and topical gaps and disparities. The purpose of this study was to examine the European Sport Management Quarterly and its predecessor the European Journal for Sport Management. A content analysis of the journal from 1994 to 2012 was the methodology employed. Results determined that a vast majority of the papers are in four content areas – “Management and Organizational Skills in Sport”, “Sport Business in the Social Context”, “Sport Marketing”, and “Sport Economics”. Sport business industry segments as a focus of the papers stayed relatively the same over the years, although “International Sport” increased much more than any other industry segment. The gender focus of the articles was primarily male, and the authorship and editorial membership was also male-focused. The geographical dispersion of both authors and editorial review board members has broadened over time to be less European. Academics may find information from this study useful in developing strategies and lines of inquiry in research agendas. As well, editors of journals may utilize the findings to plan strategies related to addressing gaps or disparities.

  16. Addressing mental health through sport: a review of sporting organizations' websites.

    Science.gov (United States)

    Liddle, Sarah K; Deane, Frank P; Vella, Stewart A

    2017-04-01

    Mental health is a major concern among adolescents. Most mental illnesses have their onset during this period, and around 14% of all young people aged 12 to 17 years experience a mental illness in a 12-month period. However, only 65% of these adolescents access health services to address their mental health problems. Approximately 70% of all Australian adolescents participate in sport, and this presents an opportunity for mental health promotion. This paper reviewed current approaches by sporting organizations to mental health promotion, prevention and early intervention by searching peak body websites, as well as the wider Internet. Findings revealed many of the sport organizations reviewed acknowledged the importance of mental components of their sport to increase competitiveness, but few explicitly noted mental health problems or the potential of their sport to promote good mental health. Although some had participated in mental health promotion campaigns, there was no evaluation or reference to the evidence base for these campaigns. We describe a framework for integrating mental health promotion into sports organizations based on the MindMatters programme for schools. © 2016 John Wiley & Sons Australia, Ltd.

  17. Retrospective case evaluation of gender differences in sports injuries in a Japanese sports medicine clinic.

    Science.gov (United States)

    Iwamoto, Jun; Takeda, Tsuyoshi; Sato, Yoshihiro; Matsumoto, Hideo

    2008-12-01

    Although both gender- and sports-specific injuries exist among athletes, gender differences in the types of injuries caused by sports activities, except for anterior cruciate ligament (ACL) injury and anterior knee pain, are not well established. An observational study with a retrospective case-series design was conducted to investigate gender-specific differences in the types of injuries sustained while engaging in sports activities common to both males and females. We analyzed injuries sustained during sports activities including basketball, volleyball, tennis, skiing, track and field, and swimming, using data on age, sex, sports activities, activity levels, and sports injuries that had been computerized at our sports medicine (orthopedics) clinic. Inclusion criteria were sports activities that had a record of >100 injuries in total and athletes aged sports activity. We determined the absolute number of patients in each category and their percentage (proportion) of our cohort. The proportions of common injuries caused by sports activities were investigated, and gender-specific differences in the types of common injuries caused by sports activities were clarified. The Fisher exact test was used to determine the significance (P gender-specific differences in the types of sports injuries. According to our database, during the 14-year period between October 1992 and December 2006, a total of 2,989 athletes (1,624 males and 1,365 females) aged sports activities described consulted our sports medicine clinic. The most common sports injuries were ACL injury (14.3%) and knee pain (13.7%), followed by ankle sprain (9.4%), lumbar disc disease (7.0%), meniscus injury (5.1%), stress fracture (2.9%), low back pain (2.5%), patellar tendinitis (2.1%), injury of the medial collateral ligament of the knee (2.0%), lumbar spondylolysis (1.7%), and muscle strain (1.5%). Among these 11 types of sports injuries, a significantly higher proportion of females who engaged in basketball

  18. Broadcast-quality-stereoscopic video in a time-critical entertainment and corporate environment

    Science.gov (United States)

    Gay, Jean-Philippe

    1995-03-01

    `reality present: Peter Gabrial and Cirque du Soleil' is a 12 minute original work directed and produced by Doug Brown, Jean-Philippe Gay & A. Coogan, which showcases creative content applications of commercial stereoscopic video equipment. For production, a complete equipment package including a Steadicam mount was used in support of the Ikegami LK-33 camera. Remote production units were fielded in the time critical, on-stage and off-stage environments of 2 major live concerts: Peter Gabriel's Secret World performance at the San Diego Sports Arena, and Cirque du Soleil's Saltimbanco performance in Chicago. Twin 60 Hz video channels were captured on Beta SP for maximum post production flexibility. Digital post production and field sequential mastering were effected in D-2 format at studio facilities in Los Angeles. The program was world premiered to a large public at the World of Music, Arts and Dance festivals in Los Angeles and San Francisco, in late 1993. It was presented to the artists in Los Angeles, Montreal and Washington D.C. Additional presentations have been made using a broad range of commercial and experimental stereoscopic video equipment, including projection systems, LCD and passive eyewear, and digital signal processors. Technical packages for live presentation have been fielded on site and off, through to the present.

  19. Adventure and Extreme Sports.

    Science.gov (United States)

    Gomez, Andrew Thomas; Rao, Ashwin

    2016-03-01

    Adventure and extreme sports often involve unpredictable and inhospitable environments, high velocities, and stunts. These activities vary widely and include sports like BASE jumping, snowboarding, kayaking, and surfing. Increasing interest and participation in adventure and extreme sports warrants understanding by clinicians to facilitate prevention, identification, and treatment of injuries unique to each sport. This article covers alpine skiing and snowboarding, skateboarding, surfing, bungee jumping, BASE jumping, and whitewater sports with emphasis on epidemiology, demographics, general injury mechanisms, specific injuries, chronic injuries, fatality data, and prevention. Overall, most injuries are related to overuse, trauma, and environmental or microbial exposure. Copyright © 2016 Elsevier Inc. All rights reserved.

  20. [A quantitative approach to sports training-adapted social determinants concerning sport].

    Science.gov (United States)

    Alvis-Gómez, Martina K; Neira-Tolosa, Nury A

    2013-01-01

    Identifying and quantitatively analysing social determinants affecting disabled teenagers' inclusion/exclusion in high-performance sports. This was a descriptive cross-sectional study involving 19 12- to 19-year-old athletes suffering physical and sensory disability and 17 staff from the District Institute of Recreation and Sport. Likert-type rating scales were used, based on four analysis categories, i.e. social structure, socio-economic, educational and living condition determinants. Social inequity pervades the national paralympic sports' system. This is because 74 % of individuals only become recognised as sportspeople when they have obtained meritorious results in set competition without appropriate conditions having been previously provided by such paralympic sports institution to enable them to overcome structural and intermediate barriers. The social structure imposed on district-based paralympic sport stigmatises individuals regarding their individual abilities, affects their empowerment and freedom due to the discrimination experienced by disabled teenagers regarding their competitive achievements.

  1. Economic characteristic of non-profit sport clubs and their relations with municipalities and sport federations

    OpenAIRE

    Marek Pavlik

    2013-01-01

    There is a running discussion about the system of financing sport from public budgets and there are opinions that the sport is not sufficiently supported. We know surprisingly little about the situation of non-profit sport clubs and to find a better support system we have to gather information about the environment of sport clubs. What do we know about relations of sport clubs with public authorities and their own sport union/federation and why do we need to know? The aim of this paper is to ...

  2. Gender differences of athletes in different classification groups of sports and sport disciplines

    OpenAIRE

    Olena Tarasevych

    2016-01-01

    Purpose: to identify the percentage of masculine, androgynous and feminine figures in different classification groups, sports and sports disciplines, depending on the sport qualification. Material & Methods: the study was conducted on the basis of the Kharkiv State Academy of Physical Culture among students – representatives of different sports that have different athletic skills using analysis and compilation of scientific and methodical literature, survey, testing the procedure S. Bam "Masc...

  3. Spatial accessibility to specific sport facilities and corresponding sport practice: the RECORD Study

    OpenAIRE

    Karusisi, No?lla; Thomas, Fr?d?rique; M?line, Julie; Chaix, Basile

    2013-01-01

    International audience; BACKGROUND: Physical activity is considered as a major component of a healthy lifestyle. However, few studies have examined the relationships between the spatial accessibility to sport facilities and sport practice with a sufficient degree of specificity. The aim of this study was to investigate the associations between the spatial accessibility to specific types of sports facilities and the practice of the corresponding sports after carefully controlling for various i...

  4. 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.

  5. Alcohol Advertising in Sport and Non-Sport TV in Australia, during Children’s Viewing Times

    Science.gov (United States)

    O’Brien, Kerry S.; Carr, Sherilene; Ferris, Jason; Room, Robin; Miller, Peter; Livingston, Michael; Kypri, Kypros; Lynott, Dermot

    2015-01-01

    Estimate the amount of alcohol advertising in sport vs. non-sport programming in Australian free-to-air TV and identify children’s viewing audience composition at different times of the day. Alcohol advertising and TV viewing audience data were purchased for free-to-air sport and non-sport TV in Australia for 2012. We counted alcohol advertisements in sport and non-sport TV in daytime (6am-8.29pm) and evening periods (8.30pm-11.59pm) and estimated viewing audiences for children and young adults (0–4 years, 5–13 years, 14–17 years, 18–29 years). During the daytime, most of the alcohol advertising (87%) was on sport TV. In the evening, most alcohol advertising (86%) was in non-sport TV. There was little difference in the mean number of children (0–17 years) viewing TV in the evening (N = 273,989), compared with the daytime (N = 235,233). In programs containing alcohol advertising, sport TV had a greater mean number of alcohol adverts per hour (mean 1.74, SD = 1.1) than non-sport TV (mean 1.35, SD = .94). Alcohol advertising during the daytime, when large numbers of children are watching TV, is predominantly in free-to-air sport TV. By permitting day-time advertising in sport programs and in any programs from 8.30pm when many children are still watching TV, current regulations are not protecting children from exposure to alcohol advertising. PMID:26263170

  6. TOURISMOLOGICAL CLASSIFICATION OF SPORTING EVENTS

    Directory of Open Access Journals (Sweden)

    Željko Bjeljac

    2017-04-01

    Full Text Available Sporting events are programs, which are dominated by creative and complex facilities, primarily sports, but also recreation and entertainment. As such, they achieve tourism effects and goals and have a socio-economic importance for the city, region or state. Depending on the size and importance of sports event, sport has a different role in the context of promoting tourist destination, as well as different values. Each sport discipline has its own criteria by which athletes are ranked individually or as team. The subject of the research is to determine the criteria for the categorization of sporting events, in order to determine the importance of sporting events as an element of the tourist offer (individually or as part of a tourist destination. Also, this paper’s results present a comparative analysis of similar methodologies for the categorization of sporting events. Based on the research presented in the paper, there are four groups of criteria: economic, media, social and environmental. Together with this, paper gives the classification of traditional sporting events in the case of Serbia, dividing them in four groups.

  7. Sport and team differences on baseline measures of sport-related concussion.

    Science.gov (United States)

    Zimmer, Adam; Piecora, Kyle; Schuster, Danielle; Webbe, Frank

    2013-01-01

    With the advent of the National Collegiate Athletic Association's (NCAA's) mandating the presence and practice of concussion-management plans in collegiate athletic programs, institutions will consider potential approaches for concussion management, including both baseline and normative comparison approaches. To examine sport and team differences in baseline performance on a computer-based neurocognitive measure and 2 standard sideline measures of cognition and balance and to determine the potential effect of premorbid factors sex and height on baseline performance. Cross-sectional study. University laboratory. A total of 437 NCAA Division II student-athletes (males = 273, females = 164; age = 19.61 ± 1.64 years, height = 69.89 ± 4.04 inches [177.52 ± 10.26 cm]) were recruited during mandatory preseason testing conducted in a concussion-management program. The computerized Concussion Resolution Index (CRI), the Standardized Assessment of Concussion (Form A; SAC), and the Balance Error Scoring System (BESS). Players on the men's basketball team tended to perform worse on the baseline measures, whereas soccer players tended to perform better. We found a difference in total BESS scores between these sports (P = .002). We saw a difference between sports on the hard-surface portion of the BESS (F6,347 = 3.33, P = .003, ηp(2) = 0.05). No sport, team, or sex differences were found with SAC scores (P > .05). We noted differences between sports and teams in the CRI indices, with basketball, particularly the men's team, performing worse than soccer (P sport differences, height was a covariate for the team (F1,385 = 5.109, P = .02, ηp(2) = 0.013) and sport (F1,326 = 11.212, P = .001, ηp(2) = 0.033) analyses, but the interaction of sex and sport on CRI indices was not significant in any test (P > .05). Given that differences in neurocognitive functioning and performance among sports and teams exist, the comparison of posttraumatic and baseline assessment may lead to more

  8. Public Stigma Across Addictive Behaviors: Casino Gambling, eSports Gambling, and Internet Gaming.

    Science.gov (United States)

    Peter, Samuel C; Li, Qian; Pfund, Rory A; Whelan, James P; Meyers, Andrew W

    2018-04-07

    The negative psychological effects of public stigma on disordered gamblers have been well documented. Public stigma deters treatment-seeking and other help-seeking behaviors, and negatively impacts individuals' view of themselves. Different types of disordered gambling activities may attract different degrees of stigma. One increasingly popular form of gambling involves placing bets on the outcomes of competitive video games, also called eSports gambling. This activity shares characteristics with Internet gaming and gambling. The purpose of this study was to compare the degree of public stigma held towards traditional casino gamblers, eSports gamblers, and Internet gamers, as compared to an individual experiencing comparable levels of impairment and distress due to a financial crisis. Using an experimental between-groups vignette study design, we found that all three types of behavioral addictions were more heavily stigmatized than the control condition. The three behavioral addictions were seen as being highly controllable, engendered a significant amount of anger and blame, and resulted in higher levels of desired social distance. Traditional casino gamblers were seen as significantly more dangerous to be around and created a higher level of desired social distance than the Internet gamer. Differences between the Internet gamer and eSports better were less pronounced. These findings underscore the importance of reducing public stigma for gambling and other behavioral addictions, and provide information that can be used when developing interventions to impact stigma.

  9. Effects of interactive physical-activity video-game training on physical and cognitive function in older adults.

    Science.gov (United States)

    Maillot, Pauline; Perrot, Alexandra; Hartley, Alan

    2012-09-01

    The purpose of the present study was to assess the potential of exergame training based on physically simulated sport play as a mode of physical activity that could have cognitive benefits for older adults. If exergame play has the cognitive benefits of conventional physical activity and also has the intrinsic attractiveness of video games, then it might be a very effective way to induce desirable lifestyle changes in older adults. To examine this issue, the authors developed an active video game training program using a pretest-training-posttest design comparing an experimental group (24 × 1 hr of training) with a control group without treatment. Participants completed a battery of neuropsychological tests, assessing executive control, visuospatial functions, and processing speed, to measure the cognitive impact of the program. They were also given a battery of functional fitness tests to measure the physical impact of the program. The trainees improved significantly in measures of game performance. They also improved significantly more than the control participants in measures of physical function and cognitive measures of executive control and processing speed, but not on visuospatial measures. It was encouraging to observe that, engagement in physically simulated sport games yielded benefits to cognitive and physical skills that are directly involved in functional abilities older adults need in everyday living (e.g., Hultsch, Hertzog, Small, & Dixon, 1999).

  10. Fantasy sports, real money: exploration of the relationship between fantasy sports participation and gambling-related problems.

    Science.gov (United States)

    Martin, Ryan J; Nelson, Sarah

    2014-10-01

    Participation in fantasy sports increases annually. Wagering on fantasy sports is a form of gambling and researchers have found that fantasy sports participants are more likely to engage in other forms of sports betting than non-fantasy players; however, no published studies have examined whether there is a relationship between fantasy sports participation and gambling-related problems. Our study examined whether fantasy sports participation is associated with gambling-related problems among college students. We assessed fantasy sports participation and endorsement of DSM-5 gambling disorder (GD) criteria among a large convenience sample (N=1556) of college students via an online health survey. We found that 11.5% of respondents participated in fantasy sports in the past year, the majority of which were males. Logistic regression analyses indicated that males who play fantasy sports for money and females who play fantasy sports (for money or not) were more likely to experience gambling-related problems. Copyright © 2014 Elsevier Ltd. All rights reserved.

  11. THE ATTITUDES TOWARD SPORT ADVERTISING AMONG THE QUESTION HOW OFTEN CONSUMERS PURCHASE SPORTING GOODS

    Directory of Open Access Journals (Sweden)

    Stevo Popović

    2011-08-01

    Full Text Available This research was aimed at gaining relevant knowledge about the attitudes toward sport advertising among the question how often consumers participate in sports activities The sample included 433 respondents, divided into six subsample groups: consumers who do not purchase sport goods at all, then consumers who purchase sport goods less than ones a month, next 1–3 a month, 4–6 a month, 7–9 a month, as well as consumers who purchase sport goods more than 10 times a months. The results of the measuring were analyzed by multivariate analysis (MANOVA and univariate analysis (ANOVA and Post Hoc test. Based on the results it was concluded that significant differences occur at multivariate level, as well as between all three variables at a significance level of p=.05. It is interesting to highlight that it was found that the significant differences showed up between the consumers who do not purchase sport goods at all with negative attitudes and consumers who purchase sport goods less than ones a months and more with positive attitudes toward sport advertising

  12. Sport injuries in adolescents

    Directory of Open Access Journals (Sweden)

    Susanne Habelt

    2011-11-01

    Full Text Available In spite of the wide range of injuries in adolescents during sports activities, there are only a few studies investigating the type and frequency of sport injuries in puberty. However, this information may help to prevent, diagnose and treat sports injuries among teens. 4468 injuries in adolescent patients were treated over a ten year period of time: 66,97% were boys and 32.88% girls. The most frequent sports injuries were football (31.13% followed by handball (8.89% and sports during school (8.77%. The lower extremity was involved in 68.71% of the cases. Knee problems were seen in 29.79% of the patients; 2.57% spine and 1.99% head injuries. Injuries consisted primarily of distortions (35.34% and ligament tears (18.76%; 9,00% of all injuries were fractures. We found more skin wounds (6:1 and fractures (7:2 in male patients compared to females. The risk of ligament tears was highest during skiing. Three of four ski injuries led to knee problems. Spine injuries were observed most often during horse riding (1:6. Head injuries were seen in bicycle accidents (1:3. Head injuries were seen in male patients much more often then in female patients (21:1. Fractures were noted during football (1:9, skiing (1:9, inline (2:3, and during school sports (1:11. Many adolescents participate in various sports. Notwithstanding the methodological problems with epidemiological data, there is no doubt about the large number of athletes sustain musculoskeletal injuries, sometimes serious. In most instances, the accident does not happened during professional sports and training. Therefore, school teachers and low league trainer play an important role preventing further accidence based on knowledge of individual risk patterns of different sports. It is imperative to provide preventive medical check-ups, to monitor the sport-specific needs for each individual sports, to observe the training skills as well as physical fitness needed and to evaluation coaches education.

  13. Comparative sport injury epidemiological study on a Spanish sample of 25 different sports

    OpenAIRE

    Pujals, Constanza; Rubio, Víctor J.; Márquez, María Oliva; Sánchez, Ivan; Ruiz Barquín, Roberto

    2016-01-01

    Reconocimiento-Compartir igual Sport injury is a widely extended morbidity condition. However, epidemiological studies are far from giving a convergent outlook. Moreover, there is a lack of studies comparing relative risks of different groups of sports. The present paper is aimed to carry out a descriptive epidemiological study of sport injuries of athletes from 25 sport modalities in order to identify risk factors as well as to compare epidemiological characteristics according to the ...

  14. SPORTS WATCHING CULTURE AMONG MALAYSIANS

    OpenAIRE

    Gunathevan Elumalai; Mohd Salleh Aman; Cassendra Gilbert; Muhammad Mat Yusof; Ahmad Tajuddin Othman; Lim Khong Chiu; Mohd Sofian Omar Fauzee; Hamdan Mohd Ali

    2015-01-01

    Background: Ardent sports watching will lead an individual to engage in sports and recreational activities continuously, while it also creates a sports culture among Malaysians. Sports watching culture is actually an intellectual activity. It is capable of evaluating behaviour, moral values and the level of appreciation of every spectator. Methods: This survey was conducted to identify the sports viewing culture among Malaysians. A cluster sampling method was used to select 6000 respondent...

  15. Leisure Sport Participation in Cyprus

    OpenAIRE

    Nicos Kartakoullis; Evan Webb; George Karlis; Stavros Pouloukas; Christina Loizou

    2015-01-01

    This study contributes to the limited existing research on the participation patterns of Cypriots in leisure and sports. Leisure and sport are viewed collectively while adapting the notion put forth by The Council of Europe (2007) defining leisure sports as sports activities aimed at the preservation and improvement of physical condition, health and fun. The purpose of this paper is to examine the leisure sport participation patterns of Cypriots, specifically: (1) participation patterns in le...

  16. Coding visual features extracted from video sequences.

    Science.gov (United States)

    Baroffio, Luca; Cesana, Matteo; Redondi, Alessandro; Tagliasacchi, Marco; Tubaro, Stefano

    2014-05-01

    Visual features are successfully exploited in several applications (e.g., visual search, object recognition and tracking, etc.) due to their ability to efficiently represent image content. Several visual analysis tasks require features to be transmitted over a bandwidth-limited network, thus calling for coding techniques to reduce the required bit budget, while attaining a target level of efficiency. In this paper, we propose, for the first time, a coding architecture designed for local features (e.g., SIFT, SURF) extracted from video sequences. To achieve high coding efficiency, we exploit both spatial and temporal redundancy by means of intraframe and interframe coding modes. In addition, we propose a coding mode decision based on rate-distortion optimization. The proposed coding scheme can be conveniently adopted to implement the analyze-then-compress (ATC) paradigm in the context of visual sensor networks. That is, sets of visual features are extracted from video frames, encoded at remote nodes, and finally transmitted to a central controller that performs visual analysis. This is in contrast to the traditional compress-then-analyze (CTA) paradigm, in which video sequences acquired at a node are compressed and then sent to a central unit for further processing. In this paper, we compare these coding paradigms using metrics that are routinely adopted to evaluate the suitability of visual features in the context of content-based retrieval, object recognition, and tracking. Experimental results demonstrate that, thanks to the significant coding gains achieved by the proposed coding scheme, ATC outperforms CTA with respect to all evaluation metrics.

  17. The Sport-Stress Connection.

    Science.gov (United States)

    Santomier, James

    1983-01-01

    This article explains how and why stress mechanisms operate in students who participate in sports. Students respond to different sport situations with various physical, psychological, and social reactions. When developing and supervising sports, school personnel should take into consideration the physical and psychological development of…

  18. Report on Sport 2014

    NARCIS (Netherlands)

    Annet Tiessen-Raaphorst

    2015-01-01

    More than half the Dutch population participated in sport on a weekly basis in 2014. Fitness training and running are the most popular sports among adults. Government interventions at the level of neighbourhoods, primary schools, secondary schools and sports clubs are intended to persuade more

  19. Sport Physiology Research and Governing Gender in Sport--A Power-Knowledge Relation?

    Science.gov (United States)

    Larsson, Hakan

    2013-01-01

    This article sets out to show how physiological knowledge about sex/gender relates to power issues within sport. The sport physiology research at the Swedish School of Sport and Health Sciences (Swedish acronym: GIH) during the twentieth century is analysed in relation to the political rationality concerning gender at GIH and within the Swedish…

  20. Meeting the global demand of sports safety: the intersection of science and policy in sports safety.

    Science.gov (United States)

    Timpka, Toomas; Finch, Caroline F; Goulet, Claude; Noakes, Tim; Yammine, Kaissar

    2008-01-01

    Sports and physical activity are transforming, and being transformed by, the societies in which they are practised. From the perspectives of both competitive and non-competitive sports, the complexity of their integration into today's society has led to neither sports federations nor governments being able to manage the safety problem alone. In other words, these agencies, whilst promoting sport and physical activity, deliver policy and practices in an uncoordinated way that largely ignores the need for a concurrent overall policy for sports safety. This article reviews and analyses the possibility of developing an overall sports safety policy from a global viewpoint. Firstly, we describe the role of sports in today's societies and the context within which much sport is delivered. We then discuss global issues related to injury prevention and safety in sports, with practical relevance to this important sector, including an analysis of critical policy issues necessary for the future development of the area and significant safety gains for all. We argue that there is a need to establish the sports injury problem as a critical component of general global health policy agendas, and to introduce sports safety as a mandatory component of all sustainable sports organizations. We conclude that the establishment of an explicit intersection between science and policy making is necessary for the future development of sports and the necessary safety gains required for all participants around the world. The Safe Sports International safety promotion programme is outlined as an example of an international organization active within this arena.

  1. Retrieval-Based Learning: Positive Effects of Retrieval Practice in Elementary School Children

    Directory of Open Access Journals (Sweden)

    Jeffrey D. Karpicke

    2016-03-01

    Full Text Available A wealth of research has demonstrated that practicing retrieval is a powerful way to enhance learning. However, nearly all prior research has examined retrieval practice with college students. Little is known about retrieval practice in children, and even less is known about possible individual differences in retrieval practice. In three experiments, 88 children (mean age 10 years studied a list of words and either restudied the items or practiced retrieving them. They then took a final free recall test (Experiments 1 and 2 or recognition test (Experiment 3. In all experiments, children showed robust retrieval practice effects. Although a range of individual differences in reading comprehension and processing speed were observed among these children, the benefits of retrieval practice were independent of these factors. The results contribute to the growing body of research supporting the mnemonic benefits of retrieval practice and provide preliminary evidence that practicing retrieval may be an effective learning strategy for children with varying levels of reading comprehension and processing speed.

  2. Sport-specific balance.

    Science.gov (United States)

    Zemková, Erika

    2014-05-01

    This review includes the latest findings based on experimental studies addressing sport-specific balance, an area of research that has grown dramatically in recent years. The main objectives of this work were to investigate the postural sway response to different forms of exercise under laboratory and sport-specific conditions, to examine how this effect can vary with expertise, and to provide examples of the association of impaired balance with sport performance and/or increasing risk of injury. In doing so, sports where body balance is one of the limiting factors of performance were analyzed. While there are no significant differences in postural stability between athletes of different specializations and physically active individuals during standing in a standard upright position (e.g., bipedal stance), they have a better ability to maintain balance in specific conditions (e.g., while standing on a narrow area of support). Differences in magnitude of balance impairment after specific exercises (rebound jumps, repeated rotations, etc.) and mainly in speed of its readjustment to baseline are also observed. Besides some evidence on an association of greater postural sway with the increasing risk of injuries, there are many myths related to the negative influence of impaired balance on sport performance. Though this may be true for shooting or archery, findings have shown that in many other sports, highly skilled athletes are able to perform successfully in spite of increased postural sway. These findings may contribute to better understanding of the postural control system under various performance requirements. It may provide useful knowledge for designing training programs for specific sports.

  3. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

    Microblogging is a recently popular phenomenon and with the increasing trend for video cameras to be built into mobile phones, a new type of microblogging has entered the arena of electronic communication: video microblogging. In this study we examine video microblogging, which is the broadcasting...... of short videos. A series of semi-structured interviews offers an understanding of why and how video microblogging is used and what the users post and broadcast....

  4. Analysis of the influence of marketing environment factors on the development of non-Olympic sports in sports schools (on the example of sports tourism

    Directory of Open Access Journals (Sweden)

    Nataliiya Sereda

    2015-06-01

    Full Text Available Purpose: to determine the degree of influence of factors of macro- and microenvironment on the development of sports tourism in Kharkiv region. Materials and Methods: the paper uses the methods of analysis of literary sources and documents, system and organizational analysis, methods of marketing analysis (PEST and SWOT analysis, methods of mathematical statistics. The study was conducted in 4 children and youth sports schools of Kharkiv region, where it is cultivated sports tourism, only 124 respondents. Results: the degree of dependence of the functioning and development of sports tourism from the marketing environment. Conclusions: sport tourism is a relatively new socio-economic phenomenon. Promotion of non-Olympic sports, develop relevant marketing programs for their development is necessary to attract more children and teenagers to a systematic practice of physical fitness and sports activities.

  5. A comparison between space-time video descriptors

    Science.gov (United States)

    Costantini, Luca; Capodiferro, Licia; Neri, Alessandro

    2013-02-01

    The description of space-time patches is a fundamental task in many applications such as video retrieval or classification. Each space-time patch can be described by using a set of orthogonal functions that represent a subspace, for example a sphere or a cylinder, within the patch. In this work, our aim is to investigate the differences between the spherical descriptors and the cylindrical descriptors. In order to compute the descriptors, the 3D spherical and cylindrical Zernike polynomials are employed. This is important because both the functions are based on the same family of polynomials, and only the symmetry is different. Our experimental results show that the cylindrical descriptor outperforms the spherical descriptor. However, the performances of the two descriptors are similar.

  6. Social neighborhood environment and sports participation among Dutch adults: Does sports location matter?

    NARCIS (Netherlands)

    Kramer, D.; Stronks, K.; Maas, J.; Wingen, M.; Kunst, A.E.

    2015-01-01

    Studies on the relation between the social neighborhood environment and sports participation have produced inconsistent results. Use of generic sports outcomes may have obscured associations only apparent for sports at certain locations. This study aims to assess the association between the social

  7. Social neighborhood environment and sports participation among Dutch adults: does sports location matter?

    NARCIS (Netherlands)

    Kramer, D.; Stronks, K.; Maas, J.; Wingen, M.; Kunst, A. E.

    2015-01-01

    Studies on the relation between the social neighborhood environment and sports participation have produced inconsistent results. Use of generic sports outcomes may have obscured associations only apparent for sports at certain locations. This study aims to assess the association between the social

  8. Interventions implemented through sporting organisations for increasing participation in sport.

    Science.gov (United States)

    Priest, Naomi; Armstrong, Rebecca; Doyle, Jodie; Waters, Elizabeth

    2008-07-16

    There is now compelling scientific evidence that increased levels of physical activity can bring wide-ranging health benefits. These benefits can extend beyond physical health to include other positive impacts relating to mental health and personal development. The sport and recreation sector is viewed as a priority area for increasing rates of physical activity. Participation rates in organised sport have been shown to be lower in females and to decline with age, and are reduced in lower socio-economic and minority groups including people from non-English speaking and Indigenous backgrounds. It is important to determine the most effective interventions that sporting organisations can use to increase people's participation. To update a review of all controlled studies evaluating interventions implemented through sporting organisations to increase participation. We updated the original (2004) searches in May 2007. We searched: The Cochrane Central Register of Controlled Trials (CENTRAL, The Cochrane Library, Issue 2 2007); MEDLINE and MEDLINE In-Process and Other Non-Indexed Citations (2004 to Week 3 April 2007); EMBASE (2004 to Week 17 2007); PsyclNFO (2004 to April Week 1 2007); CINAHL (2004 to Week 1 May 2007); SPORTDiscus (2004 to April 2007); Sociological Abstracts (2004 to 2007); Dissertation Abstracts (2004 to May 2007), and a number of freely-available online health promotion and sports-related databases. We used the internet extensively to search for studies and locate information generated by sporting bodies throughout the world. Controlled studies evaluating any intervention designed to increase active and/ or non-active participation in sport by people of all ages. Interventions could include: mass media campaigns; information or education sessions; management or organisational change strategies; policy changes, for example to improve the socio-cultural environment to encourage people of specific age, gender or ethnicity to participate; changes to

  9. Local Positioning Systems in (Game) Sports

    Science.gov (United States)

    Leser, Roland; Baca, Arnold; Ogris, Georg

    2011-01-01

    Position data of players and athletes are widely used in sports performance analysis for measuring the amounts of physical activities as well as for tactical assessments in game sports. However, positioning sensing systems are applied in sports as tools to gain objective information of sports behavior rather than as components of intelligent spaces (IS). The paper outlines the idea of IS for the sports context with special focus to game sports and how intelligent sports feedback systems can benefit from IS. Henceforth, the most common location sensing techniques used in sports and their practical application are reviewed, as location is among the most important enabling techniques for IS. Furthermore, the article exemplifies the idea of IS in sports on two applications. PMID:22163725

  10. Changing spaces for sports

    DEFF Research Database (Denmark)

    Kural, René

    2010-01-01

    The author argues that the fundamental values associated with sports seem to have changed. Accordingly spaces for sports are also undergoing change.The essay gives a number of examples of these new sports spaces. Their common denominator lies in their urban proximity, the combination of previously...

  11. Bayesian aerosol retrieval algorithm for MODIS AOD retrieval over land

    Science.gov (United States)

    Lipponen, Antti; Mielonen, Tero; Pitkänen, Mikko R. A.; Levy, Robert C.; Sawyer, Virginia R.; Romakkaniemi, Sami; Kolehmainen, Ville; Arola, Antti

    2018-03-01

    We have developed a Bayesian aerosol retrieval (BAR) algorithm for the retrieval of aerosol optical depth (AOD) over land from the Moderate Resolution Imaging Spectroradiometer (MODIS). In the BAR algorithm, we simultaneously retrieve all dark land pixels in a granule, utilize spatial correlation models for the unknown aerosol parameters, use a statistical prior model for the surface reflectance, and take into account the uncertainties due to fixed aerosol models. The retrieved parameters are total AOD at 0.55 µm, fine-mode fraction (FMF), and surface reflectances at four different wavelengths (0.47, 0.55, 0.64, and 2.1 µm). The accuracy of the new algorithm is evaluated by comparing the AOD retrievals to Aerosol Robotic Network (AERONET) AOD. The results show that the BAR significantly improves the accuracy of AOD retrievals over the operational Dark Target (DT) algorithm. A reduction of about 29 % in the AOD root mean square error and decrease of about 80 % in the median bias of AOD were found globally when the BAR was used instead of the DT algorithm. Furthermore, the fraction of AOD retrievals inside the ±(0.05+15 %) expected error envelope increased from 55 to 76 %. In addition to retrieving the values of AOD, FMF, and surface reflectance, the BAR also gives pixel-level posterior uncertainty estimates for the retrieved parameters. The BAR algorithm always results in physical, non-negative AOD values, and the average computation time for a single granule was less than a minute on a modern personal computer.

  12. Youth and Sport in Montenegro

    Directory of Open Access Journals (Sweden)

    Miomir Maros

    2018-06-01

    Full Text Available In this paper we investigate to which measure sport is developed among young people in Montenegro and what should be done to improve and spread physical culture among young people and beyond school systems in order to infl uence their proper development and to create opportunities for choosing potential talents for certain sports disciplines, who would later grow into top athletes and members of national teams. In addition to the theoretical framework set out from referent literature on sports, we will analyze the indicators - the existing regulation and strategy, and analyze the structured interviews conducted among sports professionals, based on which we will form the theory and sublimate the conclusions of work, as recommendations for improving sports among young people. Disadvantages are inadequate realization of teaching in schools, lack of adequate infrastructure in schools, lack of athletic stadium in the capital of Montenegro and lack of sports schools beyond classes. Advantages are great sports potential in youth, youth interest in sport and generations of educated professors in physical culture. The recommendations are related to addressing the shortcomings that exist and the adoption of laws that will stimulate the development of sports among young people.

  13. Key Topics in Sports Medicine

    OpenAIRE

    2006-01-01

    Key Topics in Sports Medicine is a single quick reference source for sports and exercise medicine. It presents the essential information from across relevant topic areas, and includes both the core and emerging issues in this rapidly developing field. It covers: 1) Sports injuries, rehabilitation and injury prevention, 2) Exercise physiology, fitness testing and training, 3) Drugs in sport, 4) Exercise and health promotion, 5) Sport and exercise for special and clinical populations, 6) The ps...

  14. Sports medicine in The Netherlands: consultation with a sports physician without referral by a general practitioner

    Directory of Open Access Journals (Sweden)

    de Bruijn MC

    2013-01-01

    Full Text Available Matthijs C de Bruijn,1 Boudewijn J Kollen,2 Frank Baarveld21Center for Sports Medicine, 2Department of General Practice, University Medical Center Groningen, University of Groningen, The NetherlandsBackground: In The Netherlands, sports medicine physicians are involved in the care of about 8% of all sports injuries that occur each year. Some patients consult a sports physician directly, without being referred by a general practitioner. This study aims to determine how many patients consult a sports physician directly, and to explore differences in the profiles of these patients compared with those who are referred.Methods: This was an exploratory cross-sectional study in which all new patients presenting with an injury to a regional sports medical center during September 2010 were identified. The characteristics of patients who self-referred and those who were referred by other medical professionals were compared.Results: A total of 234 patients were included (mean age 33.7 years, 59.1% male. Most of the injuries occurred during soccer and running, particularly injuries of the knee and ankle. In this cohort, 39.3% of patients consulted a sports physician directly. These patients were significantly more often involved in individual sports, consulted a sports physician relatively rapidly after the onset of injury, and had received significantly less care before this new event from medical professionals compared with patients who were referred.Conclusion: In this study, 39.3% of patients with sports injuries consulted a sports physician directly without being referred by another medical professional. The profile of this group of patients differed from that of patients who were referred. The specific roles of general practitioners and sports physicians in medical sports care in The Netherlands needs to be defined further.Keywords: sports injuries, sports medicine physician, primary care, secondary care

  15. Sport medicine and sport science practitioners' experiences of organizational change.

    Science.gov (United States)

    Wagstaff, C R D; Gilmore, S; Thelwell, R C

    2015-10-01

    Despite the emergence of and widespread uptake of a growing range of medical and scientific professions in elite sport, such environs present a volatile professional domain characterized by change and unprecedentedly high turnover of personnel. This study explored sport medicine and science practitioners' experiences of organizational change using a longitudinal design over a 2-year period. Specifically, data were collected in three temporally defined phases via 49 semi-structured interviews with 20 sport medics and scientists employed by three organizations competing in the top tiers of English football and cricket. The findings indicated that change occurred over four distinct stages; anticipation and uncertainty, upheaval and realization, integration and experimentation, normalization and learning. Moreover, these data highlight salient emotional, behavioral, and attitudinal experiences of medics and scientists, the existence of poor employment practices, and direct and indirect implications for on-field performance following organizational change. The findings are discussed in line with advances to extant change theory and applied implications for prospective sport medics and scientists, sport organizations, and professional bodies responsible for the training and development of neophyte practitioners. © 2014 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  16. Survey the role of emotions in information retrieval

    Directory of Open Access Journals (Sweden)

    Hassan Behzadi

    2016-03-01

    Full Text Available The present study was conducted to identify the users' emotion in various stages of information retrieval based on the information retrieval model in web.From the methodological perspective, the present study is experimental, and the type of study is practical. The society comprised all MA students majoring in different humanistic science branches and studying at Imam Reza international university. The sample society of this research consisted of 30 participants. The sample size was determined through stratified random sampling via G*power software. Data collection was carried out by using: demographic and prior experience of using internet questionnaire, post search questionnaire and recorded videos of users' faces. The findings of the study demonstrated that: 1 during the initial stages of searching, the frequency of emotion of apprehension, and in general during the link tracking stage, the negative emotions with the overall 49/3 percent are more frequent than the other emotions in browsing and differentiation stages, the emotion of happy was more frequent than the other emotions. 2 These variances resulted in significant relations among different emotions of the users throughout the four stages of information retrieval. 3 In simple search, the respondents displayed the emotion of happy most frequently and the emotion of aversion least frequently. On the other hand, in complicated search, apprehension and aversion were the most and the least frequently-cited emotions, respectively. Overall, the negative emotions were reported more frequently in complicated search in comparison with the simple search. This demonstrated that any change in the difficulty level of search undertaking would cause users to exhibit different types of emotions.

  17. Sports policy systems in regulated Rhineland welfare states : Differences in financial structures of sports clubs?

    NARCIS (Netherlands)

    Pamela Wicker; Jeroen Scheerder; Steven Vos; Christoph Breuer

    2013-01-01

    This article addresses the resource dependencies of voluntary sports club in two Rhineland welfare states with differences in their organizational arrangements of sports (e.g. the centralization of the Sport for All policy). On the basis of the VOCASPORT typology of sports policy systems and the

  18. A conceptual framework for analysing sports policy factors leading to international sporting success

    NARCIS (Netherlands)

    Paul de Knop; Veerle de Bosscher; Drs. Maarten van Bottenburg; Simon Shibli

    2006-01-01

    Although an increasing number of nations invest large amounts of money in sport in order to compete against other nations, there is no clear evidence that demonstrates how sports policies can influence international sporting success. This paper provides an overview of important determinants that can

  19. [Heart and sport].

    Science.gov (United States)

    Gabus, Vincent; Monney, Pierre

    2017-05-24

    Physical activity is beneficial for health and the cardiovascular risk profile. However, it can be dangerous in people with cardiac disease that might be asymptomatic. Individuals of all ages and all levels engage in sporting activities. The medical approach is different whether one evaluates a young competitive athlete, a sedentary adult who wants to start a recreational sport or a patient with heart disease who wishes to engage in sport. This article summarizes the various recommendations on the subject.

  20. SPORTS WATCHING CULTURE AMONG MALAYSIANS

    Directory of Open Access Journals (Sweden)

    Gunathevan Elumalai

    2015-12-01

    Full Text Available Background: Ardent sports watching will lead an individual to engage in sports and recreational activities continuously, while it also creates a sports culture among Malaysians. Sports watching culture is actually an intellectual activity. It is capable of evaluating behaviour, moral values and the level of appreciation of every spectator. Methods: This survey was conducted to identify the sports viewing culture among Malaysians. A cluster sampling method was used to select 6000 respondents from 30 million Malaysian population. Respondents were selected from urban (50% and rural areas (50%. Ethnically 56% were Malays, Sarawak and Sabah natives were 11%, Chinese 25% and finally Indians 7%. The respondents age categories were 12 to 19 years (30%, 20 to 25 years (50%, 56 and above (20%. A questionnaire developed by the research team was used to collect data. The quantitative data were analysed using Statistical Package for Social Sciences (SPSS version 21.0 for windows. Results: The findings indicate that from 5864 respondents who answered the questionnaire in full, a total of 4553 people or 77.6% watch sporting events, while a total of 1311 people or 22.4% have stated not watching any sports activities. Comparison by gender showed that 85.2% of the 2482 males watch sports events while among the female 70.2% of the 2071 watch sports events. In the category of those who do not watch, the female are higher at 29.8% than the males at 14.8%. In terms of ethnicity the Malays 80.2%. Chinese 64.6%, Indians 81.9%, natives of Sabah 94.0%, natives of Sarawak 77.6% like to watch sports events. Residential locations showed no significant differences as 78.7% of urban respondents watch sports events compared to 76.8% of rural communities. Conclusion: The findings indicated that majority of Malaysians having fun in watching sports activities. Gender still plays a role in the involvement and enjoyment of sports events either as a player or supporter. Ethnicity