2,420 research outputs found

    Kinetic and Kinematic Characteristics of Proficient and Non-Proficient 2-Point and 3-Point Basketball Shooters

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    The purpose of this study was to examine kinetic and kinematic characteristics of various types of 2-point and 3-point basketball shooting approaches and determine which variables have the greatest contribution in discriminating proficient (PRO) from non-proficient (N-PRO) shooters. While standing on a force plate, twenty-nine recreationally active males performed a total of 1740 shots by utilizing stationary and step-in shooting approaches. Two high-definition cameras were used to simultaneously capture kinematic parameters of shooting motions. The type of shooting approach showed as a non-influential factor. During the preparatory phase of the shooting motion, PRO 2-point shooters demonstrated higher elbow and basketball height placements, greater flexion in the shoulder and elbow joints while attaining greater release and entry ball angles during the release phase. PRO 3-point shooters demonstrated greater elbow flexion, higher basketball placement, and less hip flexion during the preparatory phase while attaining greater heel, release, and trajectory heights during the release phase. When entered into a full-model discriminant function analysis, elbow angle, elbow height, and release angle variables correctly classified PRO from N-PRO 2-point shooters in 62.1% of cases and hip angle, heel height, and elbow angle variables correctly classified PRO from N-PRO 3-point shooters in 81.6% of cases

    Inside the brain of an elite athlete: The neural processes that support high achievement in sports

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    Events like the World Championships in athletics and the Olympic Games raise the public profile of competitive sports. They may also leave us wondering what sets the competitors in these events apart from those of us who simply watch. Here we attempt to link neural and cognitive processes that have been found to be important for elite performance with computational and physiological theories inspired by much simpler laboratory tasks. In this way we hope to inspire neuroscientists to consider how their basic research might help to explain sporting skill at the highest levels of performance

    PENGEMBANGAN MODEL LATIHAN SHOOTING BERBASIS MULTIPLE UNIT OFFENSE UNTUK ATLET BOLA BASKET KELOMPOK USIA 16-18 TAHUN

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    ABSTRAK Secara umum tujuan dari penelitian dan pengembangan ini adalah untuk menghasilkan dan mengembangkan keefektifan model latihan shooting bola basket bagi atlet bola basket kelompok usia 16-18 tahun. Metode dan inovasi latihan teknik shooting berbasis multiple unit offense dengan mengedepankan pemahaman teknik ruang shooting, variasi offense (serangan), dan timming untuk melakukan shooting yang di dalamnya menggunakan basketball shooting machine (mesin pelontar bola basket). Dalam teknik shooting bola basket sebelum dilakukan secara otomatisasi, setiap rangkaian gerakan shooting bola basket terdapat sistem motor learning dalam setiap fase gerakannya. Dalam rangkaian gerakan shooting bola basket termasuk dalam sistem kontrol open loop dalam setiap fase gerakannya yang telah direncanakan sebelumnya. Penelitian dan pengembangan ini menggunakan pendekatan kualitatif dan kuantitatif serta menggunakan metode penelitian pengembangan Research and Development (R & D) yang mengadopsi dari teori Borg W. R dan Gall. M. D yang menggunakan 10 tahapan pengembangan. Penelitian pengembangan ini menghasilkan produk model latihan shooting dengan buku panduan latihan shooting dan video latihan shooting. Hasil pengolahan data uji normalitas dengan Saphiro-Wilk diperoleh keseluruhan data output tes lay up shoot, set and jump shoot, threepoint shoot, diperoleh nilai Sig atau p-value adalah semua data > 0,05, yang berarti data populasi hasil tes kemampuan teknik shooting bola basket kelompok usia 16-18 tahun bahwa data berdistribusi normal. Selain itu data uji homogenitas diperoleh nilai Sig Based on Mean adalah semua data > 0,05 , yang berarti data varians kelompok Post Test Kelas Kontrol dan Kelas Eksperimen adalah sama atau homogen. Kemudian data uji hipotesis dengan Paired Samples Test diperoleh nilai Sig (2-tailed) adalah sebesar semua data < 0,05 , maka H0 ditolak dan Ha diterima. Yang berarti bahwa ada perbedaan rata-rata antara hasil tes kemampuan teknik shooting bola basket Pretest Kontrol - Posttest Kontrol (dengan menggunakan model latihan konvensional) dan Pretest Eksperimen - Posttest Eksperimen (dengan menggunakan model latihan yang telah dikembangkan). Tetapi secara peningkatan kemampuan teknik shooting atlet bola basket kelompok usia 16-18 tahun yang diberi model latihan shooting berbasis multiple unit offense lebih tinggi dan lebih berkembang daripada hanya diberikan model latihan shooting yang sebelumnya (model latihan konvensional). Dengan demikian dapat disimpulkan bahwa penggunaan teknik shooting atlet bola basket kelompok usia 16-18 tahun berbasis multiple unit offense efektif untuk meningkatkan kemampuan teknik shooting. ABSTRACT The goal of this research and development is to produce and develop the effectiveness of the model of drills shooting basketball for basketball athletes 16-18 years age group. Methods and innovations in shooting techniques based on multiple unit offenses by prioritizing an understanding of shooting space techniques, variations of offense (attack), and timing for shooting, which uses basketball shooting machine. In shooting basketball techniques before automation, each series of movements shooting basketball, has motor learning system in every phase of its movement. In phase of basketball shooting movements included in the open loop control system in every phase of the movement that has been planned in advance. This research and development uses qualitative and quantitative approaches and uses development research methods Research and Development (R & D) that adopt the theory of Borg W. R and Gall. M. D which uses 10 stages of development. This development research resulted in practice model products shooting with practice manuals shooting and practice videos shooting. The results of processing normality test data with Shapiro-Wilk obtained output the total test lay up shoot, set and jump shoot, threepoint shoot obtained the Sig or the p-value of all data > 0.05, which means population data of ability test results shooting basketball for basketball athletes 16-18 years age group distributed normally. In addition, the homogeneity test obtained values Sig Based on Mean of all data > 0.05, which means variance data of the Post Test group for the Control Class and the Experiment Class were the same or homogeneous. Then the hypothesis test with Paired Samples Test obtained values Sig (2-tailed) of all data < 0.05. Then H0 is rejected and Ha is accepted. which means an average difference between the test results shooting basketball Pretest Kontrol - Posttest Kontrol (using conventional training models) and Pretest Eksperimen - Posttest Eksperimen (using an exercise model that has been developed). But on a increasing shooting basketball for basketball athletes 16-18 years age given a training model based multiple unit offense higher and more developed than just given a training the previous model (conventional training models). Thus it can be concluded that the use of techniques for shooting basketball athletes in the 16-18 year age group based on multiple unit offense is effective in improving the skills of techniques shooting

    PhysHOI: Physics-Based Imitation of Dynamic Human-Object Interaction

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    Humans interact with objects all the time. Enabling a humanoid to learn human-object interaction (HOI) is a key step for future smart animation and intelligent robotics systems. However, recent progress in physics-based HOI requires carefully designed task-specific rewards, making the system unscalable and labor-intensive. This work focuses on dynamic HOI imitation: teaching humanoid dynamic interaction skills through imitating kinematic HOI demonstrations. It is quite challenging because of the complexity of the interaction between body parts and objects and the lack of dynamic HOI data. To handle the above issues, we present PhysHOI, the first physics-based whole-body HOI imitation approach without task-specific reward designs. Except for the kinematic HOI representations of humans and objects, we introduce the contact graph to model the contact relations between body parts and objects explicitly. A contact graph reward is also designed, which proved to be critical for precise HOI imitation. Based on the key designs, PhysHOI can imitate diverse HOI tasks simply yet effectively without prior knowledge. To make up for the lack of dynamic HOI scenarios in this area, we introduce the BallPlay dataset that contains eight whole-body basketball skills. We validate PhysHOI on diverse HOI tasks, including whole-body grasping and basketball skills

    Proceedings of Mathsport international 2017 conference

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    Proceedings of MathSport International 2017 Conference, held in the Botanical Garden of the University of Padua, June 26-28, 2017. MathSport International organizes biennial conferences dedicated to all topics where mathematics and sport meet. Topics include: performance measures, optimization of sports performance, statistics and probability models, mathematical and physical models in sports, competitive strategies, statistics and probability match outcome models, optimal tournament design and scheduling, decision support systems, analysis of rules and adjudication, econometrics in sport, analysis of sporting technologies, financial valuation in sport, e-sports (gaming), betting and sports

    Engineering News, Spring 2015

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    https://scholarcommons.scu.edu/eng_news/1030/thumbnail.jp

    The Effects of Virtual Reality on Motor Performance in the First Person Point of View

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    Previous research has shown that visualization is an effective method used to improve motor performance (Ridderinkhof, 2015) and that similar neural pathways are activated while visualizing and performing a task (Decety, 1989). More recent research has begun to look at whether virtual reality similarly improves motor performance (Bideau, 2004). The advantages of virtual reality include the ability to practice without physical exertion (Ridderinkhof, 2015) and a better cognitive understanding of complex tactics (Science-based cognitive assessment & training, 2019). In the current study, the effects of virtual reality and visualization on motor performance in sports is tested based on the success rate of being able to make free-throws between the Control, Visualization or Virtual Reality groups. I hypothesized that the Virtual Reality group will make more shots than the Visualization or the Control groups because of its more interactive ability. I also hypothesized that participants\u27 self-efficacy will increase after using virtual reality. The results of my research showed that there was no significant difference in shooting ability between groups. On the other hand, the participants in the Virtual Reality group found virtual reality to be significantly more useful than the Control group found counting backwards to be. Virtual reality was not significantly on any of the other self-efficacy questions. Future research should continue to examine the possible effects that virtual reality can have on motor performance as well as self-efficacy improvement
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