48 research outputs found

    Injured athletes' perceptions of and satisfaction with the social support provided by their coaches and teammates during rehabilitation

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    The primary purpose of this study was to assess injured athletes’ perceptions of and satisfaction with the social support provided by their coaches and teammates. Seventy two varsity student-athletes (26 females, 46 males) completed the Rehabilitation Social Support Survey. This instrument, a modified form of the Social Support Survey, was used to determine for each type of social support the athlete’s satisfaction, its availability, and its contribution to the athlete’s well-being. A MANOVA was used to determine if significant differences existed for the athletes’ evaluations of the three variables support (composed of the eight types of social support), effect (composed of the satisfaction, the availability, and the contribution to the athlete’s well-being) and source (composed of the coaches and the teammates). The MANOVA analysis determined a main effect of the variable effect. Pillai’s trace=6.S24. p<.01. and a main effect of the variable support. Pillai’s trace=6.824. p<.O1. on the injured athletes’ evaluations of the social support they perceived. The MANOVA analysis also revealed an interaction effect between the support and the effect variables, Pillai’s trace=2.410, p<.05, and an interaction effect between the support and the source variables. Pillai’s trace-2.866, p<05. Results showed that the benefits of the social support that injured athletes perceived are dependent on the athlete’s expectations about the provider, the athlete’s satisfaction with the social support provided, and the availability of the social support. The more satisfied the athletes were about the social support provided, the more beneficial it was for their well-being. Similarly, the more the athletes perceived the social support was available, the more satisfied they were. Differences between the coaches and the teammates were found. For seven of the eight types of social support, teammates provided more satisfying support, their support was also more available and it contributed more to the injured athletes’ well-being. The MANOVA, by calculating the mean between the three components of the effect variable (satisfaction, availability and contribution of each type of the social support), also revealed that injured athletes evaluated the listening support as having the highest mean; while they evaluate the tangible support as the lowest mean of all the type of social support

    Sport coaches' experiences of athlete injury : the development and regulation of guilt

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    This study sought to examine coaches’ stories of guilt in the specific context of athlete injury. Using narrative interviews with a diverse group of ten coaches, guilt was found to be a commonly experienced emotion that the participants also sought to regulate. The coaches’ experiences of the embodiment and management of guilt is primarily, although not exclusively, interrogated using the mainstream psychological theorising of Kubany and Watson (2003). The article concludes by connecting the coaches’ experiences of guilt with critiques of the prevailing deontological approach used to define what it means to be a ‘good’ sport coach. Here we suggest that dominant perspectives in coach education may be instrumental in entrenching coaches’ experience of guilt

    Turning the (virtual) world around: Patterns in saccade direction vary with picture orientation and shape in virtual reality

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    Research investigating gaze in natural scenes has identified a number of spatial biases in where people look, but it is unclear whether these are partly due to constrained testing environments (e.g., a participant with their head restrained and looking at a landscape image framed within a computer monitor). We examined the extent to which image shape (square vs. circle), image rotation, and image content (landscapes vs. fractal images) influence eye and head movements in virtual reality (VR). Both the eyes and head were tracked while observers looked at natural scenes in a virtual environment. In line with previous work, we found a bias for saccade directions parallel to the image horizon, regardless of image shape or content. We found that, when allowed to do so, observers move both their eyes and head to explore images. Head rotation, however, was idiosyncratic; some observers rotated a lot, whereas others did not. Interestingly, the head rotated in line with the rotation of landscape but not fractal images. That head rotation and gaze direction respond differently to image content suggests that they may be under different control systems. We discuss our findings in relation to current theories on head and eye movement control and how insights from VR might inform more traditional eye-tracking studies

    Quand la conception n'est pas une affaire de famille : l'insĂ©mination artificielle avec donneur (Commentaire) [À propos de « l'enquĂȘte auprĂšs des mĂ©decins sur les enfants conçus par insĂ©mination artificielle avec donneur ». ]

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    Corbillon Michel. Quand la conception n'est pas une affaire de famille : l'insĂ©mination artificielle avec donneur (Commentaire) [À propos de « l'enquĂȘte auprĂšs des mĂ©decins sur les enfants conçus par insĂ©mination artificielle avec donneur ». ]. In: Sciences sociales et santĂ©. Volume 6, n°2, 1988. pp. 55-60

    Rendre possible la transmission via l’internet des prochaines gĂ©nĂ©rations de vidĂ©os interactives

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    Omnidirectional videos, also denoted as spherical videos or 360° videos, are videos with pixels recorded from a given viewpoint in every direction of space. A user watching such an omnidirectional content with a Head Mounted Display (HMD) can select the portion of the videoto display, usually denoted as viewport, by moving her head. To feel high immersion inside the content a user needs to see viewport with 4K resolutionand 90 Hz frame rate. With traditional streaming technologies, providing such quality would require a data rate of more than 100 Mbit s−1, which is far too high compared to the median Internet access band width. In this dissertation, I present my contributions to enable the streaming of highly immersive omnidirectional videos on the Internet. We can distinguish six contributions : a viewport-adaptive streaming architecture proposal reusing a part of existing technologies ; an extension of this architecture for videos with six degrees of freedom ; two theoretical studies of videos with non homogeneous spatial quality ; an open-source software for handling 360° videos ; and a dataset of recorded users’ trajectories while watching 360° videos.Les vidĂ©os omnidirectionnelles, Ă©galement appelĂ©es vidĂ©os sphĂ©riques ou vidĂ©os360°, sont des vidĂ©os avec des pixels enregistrĂ©s dans toutes les directions de l’espace. Un utilisateur qui regarde un tel contenu avec un Casques de RĂ©alitĂ© Virtuelle (CRV) peut sĂ©lectionner la partie de la vidĂ©o Ă  afficher, usuellement nommĂ©e viewport, en bougeant la tĂȘte. Pour se sentir totalement immergĂ© Ă  l’intĂ©rieur du contenu, l’utilisateur a besoin de voir au moins 90 viewports par seconde en 4K. Avec les technologies de streaming traditionnelles, fournir une telle qualitĂ© nĂ©cessiterait un dĂ©bit de plus de100 Mbit s−1, ce qui est bien trop Ă©levĂ©. Dans cette thĂšse, je prĂ©sente mes contributions pour rendre possible le streaming de vidĂ©os omnidirectionnelles hautement immersives sur l’Internet. On peut distinguer six contributions : une proposition d’architecture de streaming viewport adaptatif rĂ©utilisant une partie des technologies existantes ; une extension de cette architecture pour des vidĂ©os Ă  six degrĂ©s de libertĂ© ; deux Ă©tudes thĂ©oriques des vidĂ©os Ă  qualitĂ© spatiale non-homogĂšne; un logiciel open source de manipulation des vidĂ©os 360°; et un jeu d’enregistrements de dĂ©placements d’utilisateurs regardant des vidĂ©os 360°

    ÉnurĂ©sie, pertes d’urine

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