163,506 research outputs found

    AR Tennis

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    Modern mobile phones combine a display and processing power with a camera, and so are ideal platforms for augmented reality (AR), the overlay of computer graphics on the real world. Henrysson [2] has ported the popular ARToolKit [1] computer vision library to the Symbian operating system which allows developers to build AR applications that run on a mobile phone

    Development of android based augmented reality video for tennis courts learning

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    This research aims to develop an android-based augmented reality application called AR Tennis. The resulted product is used as a medium for learning tennis courts courses. The AR Tennis application helps students understand the illustrations contained in courts tennis textbooks. The picture in the book which is originally only a silent illustration, with the help of the AR Tennis application, the image will move. The method used is MDLC (Multimedia Development Life Cycle). Testing the application using the blackbox method and the results are all components of the application function properly. From the results of the assessment of learning media experts obtained a value of 97.6 with a very good category. From the expert on tennis material, the score is 89.2 with a good category. And trials for students who take part in tennis court scored 92.14 in the appropriate category for use. Augmented reality technology is still not popular in the field of education. But going forward this technology will be very helpful in any study in the education

    Effects of isoinertial or machine-based strength training on performance in tennis players

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    : The objective of this study was to analyze the effects of two 8-week neuromuscular training (NMT) interventions on selected physical indicators in young tennis players. Twenty-four junior male tennis players were assigned to a machine-based (MG) (n = 8), flywheel (FG) (n = 8) or a control training group (CG) (n = 8). Tests at baseline, week 4 and 8 included: countermovement jump (CMJ); speed (S; 5, 10, 15 m); agility (right [AR] and left [AL]); serve velocity (SV) and medicine ball throws (MBT; overhead [O], forehand [FH], backhand [BH]). MG and FG attained large positive effects at week 4 in CMJ, S 10 m; AR, AL and MBT FH only in FG. Regarding inter- to post-test, MG achieved large positive effects in MBT O, FH and both groups in BH. Large negative effects appeared for FG in S 5 and 10 m and AR and AL. Both NMT interventions led to positive effects from baseline to week 4 measures in CMJ, S 5 m, 10 m and agility and at week 8 in MBT. Conducting the same NMT for a longer period of time did not lead to the same improvements and other negative effects in FG appeared. Results indicate that performing these interventions with little exercise variability or load management, especially after technical-tactical sessions, could interpose further beneficial outcomes and initial gains could be impaired

    Pengembangan Immersive Learning Berbasis Natural User Interface (NUI) Pada Materi Pembelajaran Tenis Meja

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    Modern learning with Immersive learning comes with AR and VR concepts to improve students' psychomotor learning skills. Immersive Learning is structured with the concept of learning table tennis movements as a learning medium using sensors that can read human motion. This study aims to help students determine the level of objectivity in learning the basic movements of table tennis using the Lee & Owens development model. The research subjects used 10 students of class X SMKN 1 Pasirian. The results of the development that have been validated by several experts are categorized as very valid. While the test results of immersive learning applications are determined by looking at the results of individual trials with fairly valid results, and field tests with valid results. This shows that this interactive learning multimedia is quite effective in improving psychomotor learning outcomes. In addition, immersive learning media can be implemented as the main learning media in the learning process of basic table tennis movements. Abstrak Pembelajaran modern dengan Immersive learning hadir dengan konsep AR dan VR untuk meningkatkan keterampilan belajar psikomotor siswa. Immersive learning disusun dengan konsep pembelajaran gerakan tenis meja sebagai media pembelajaran menggunakan sensor yang dapat membaca gerak manusia. Penelitian ini bertujuan membantu peserta didik mengetahui tingkat objektivitas dalam mempelajari gerakan dasar tenis meja dengan model pengembangan Lee & Owens. Subjek penelitian menggunakan siswa kelas X SMKN 1 Pasirian sebanyak 10 siswa. Hasil pengembangan yang sudah divalidasi oleh ahli media dan ahli materi mendapat kategori sangat valid. Sedangkan hasil uji coba aplikasi immersive learning ditentukan dengan melihat hasil dari ujicoba perseorangan dengan hasil cukup valid, dan uji lapangan dengan hasil uji yang valid. Hasil ini menunjukan pembelajaran immersive learning tenis meja dinyatakan cukup efektif pada hasil belajarnya. Dengan demikian media pembelajaran immersive learing dapat diimplementasikan sebagai media pembelajaran utama pada proses pembelajaran gerakan dasar tenis meja

    PE and sport survey 2009/10

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    The Cord Weekly (September 2, 1976)

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    A Relation-Based Page Rank Algorithm for Semantic Web Search Engines

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    With the tremendous growth of information available to end users through the Web, search engines come to play ever a more critical role. Nevertheless, because of their general-purpose approach, it is always less uncommon that obtained result sets provide a burden of useless pages. The next-generation Web architecture, represented by the Semantic Web, provides the layered architecture possibly allowing overcoming this limitation. Several search engines have been proposed, which allow increasing information retrieval accuracy by exploiting a key content of Semantic Web resources, that is, relations. However, in order to rank results, most of the existing solutions need to work on the whole annotated knowledge base. In this paper, we propose a relation-based page rank algorithm to be used in conjunction with Semantic Web search engines that simply relies on information that could be extracted from user queries and on annotated resources. Relevance is measured as the probability that a retrieved resource actually contains those relations whose existence was assumed by the user at the time of query definitio
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