48 research outputs found
Claude Aubert y su constelación de poetas españoles: Entre Antonio Machado y Juan Ramón Jiménez. Critica de una traducción de Claude Aubert
Injured athletes' perceptions of and satisfaction with the social support provided by their coaches and teammates during rehabilitation
The primary purpose of this study was to assess injured athletesâ 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 athleteâs satisfaction, its availability, and
its contribution to the athleteâs well-being. A MANOVA was used to determine if
significant differences existed for the athletesâ 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 athleteâs well-being) and source (composed of the
coaches and the teammates). The MANOVA analysis determined a main effect of the
variable effect. Pillaiâs trace=6.S24. p<.01. and a main effect of the variable support.
Pillaiâs trace=6.824. p<.O1. on the injured athletesâ evaluations of the social support they
perceived. The MANOVA analysis also revealed an interaction effect between the
support and the effect variables, Pillaiâs trace=2.410, p<.05, and an interaction effect
between the support and the source variables. Pillaiâs trace-2.866, p<05. Results
showed that the benefits of the social support that injured athletes perceived are
dependent on the athleteâs expectations about the provider, the athleteâs 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
athletesâ 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
This study sought to examine coachesâ 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 coachesâ 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 coachesâ experiences of guilt with critiques of the prevailing deontological approach used to define what it means to be a âgoodâ sport coach. Here we suggest that dominant perspectives in coach education may be instrumental in entrenching coachesâ experience of guilt
Effects of fluoride on coagulation performance of aluminum chloride towards Kaolin suspension
Turning the (virtual) world around: Patterns in saccade direction vary with picture orientation and shape in virtual reality
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) [Ă propos de « l'enquĂȘte auprĂšs des mĂ©decins sur les enfants conçus par insĂ©mination artificielle avec donneur ». ]
Corbillon Michel. Quand la conception n'est pas une affaire de famille : l'insĂ©mination artificielle avec donneur (Commentaire) [Ă 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 lâinternet des prochaines gĂ©nĂ©rations de vidĂ©os interactives
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 sâ1, 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 usersâ 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 lâespace. 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 lâintĂ©rieur du contenu, lâutilisateur 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 sâ1, 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 lâInternet. On peut distinguer six contributions : une proposition dâarchitecture 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 dâenregistrements de dĂ©placements dâutilisateurs regardant des vidĂ©os 360°