134 research outputs found

    GROUND REACTION FORCES PRODUCED IN BASKETBALL MANEUVERS WITH NEW AND STRUCTURALLY DAMAGED SHOES

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    The purpose of this study was to determine the difference in ground reaction forces between new shoes and shoes with obvious structural damage. Six male Division III basketball players performed eight directional basketball maneuvers in random order on an AMTI© 1000 force plate. Subjects were tested when the shoes were new and after the shoes had structural damage. Results indicated that forces were significantly higher in new shoes than damaged shoes (vertical: left forward, peak-1; left shuffle, peak-2; left back, peak-1 and ms; medial-lateral: left shuffle, peak-2; anterior-posterior: forward, peak-2; left back, peak-1; back, peak-1). No significance was found in time to peak forces or total time. This study concluded that new shoes showed significantly higher forces than shoes with obvious structural damage

    ANALYSIS OF GROUND REACTION FORCES PRODUCED IN BASKETBALL MANEUVERS OVER A SEASON

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    The purpose of this study was to determine differences in ground reaction forces of college basketball players over a season. Eleven male Division III basketball players performed eight directional basketball maneuvers in random order on an AMTI© 1000 force plate. Subjects were tested every two weeks over an eight week period. Typical ground reaction force curves for vertical, medial/lateral and anterior/posterior were obtained. Results indicated no significant changes occurred across the group, however individual changes were apparent for some subjects, predominantly in the shuffle movements. This study concluded that there were no significant differences across subjects but individual differences in ground reaction force data did occur in some subjects

    An Approach to Teaching the Binary Number

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    本稿は中学校1年における「2進数」の指導の実践報告である。指導要領では, 「電卓・コンピューターに関連した数の表現法として, 2進数を中心に, 10進法と異なる位取り記数法について理解する」と述べられている。本実践では, 前半で, n種類の記号で表現される「n進法」を考え, n進法による数の表現として「n進数」を導入した。ここでは, 小数も扱い, 有限小数と無限循環小数の差は表記上の差にすぎず, 数としては同じ仲間(有理数)であることを感じ取らせることも1つのねらいとした。後半では, 「論理回路(2進法)」を用いて, 加法のコンピューターをつくることを考えさせた。ここでは, スイッチ, 豆電球, 乾電池などを実際に使った回路でなく, それと同等の働きをするものとしてコンピューターを利用した

    A Study on the Teaching Materiality of 'Random Dot Pattern'

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    合同な2つの「ランダム・ドット・パターン」を2枚重ねてその1枚をずらせたとき, 同心円が現れたり現れなかったりする。この現象は平面上の点の移動としてとらえることができる。この現象の解明は, 中学校1年の「図形の移動」において扱うことができ, また, 高等学校数学Bの「複素数平面」においても扱うことができる。ここで, 中学校, 高等学校それぞれの授業実践について報告する

    THE EFFECT OF SHOE WEAR ON THE DROP STEP

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    Peak jump height and the efficiency of the closed kinetic chain in basketball can contribute to the success of an individual player or team (Dowling, Vamos, 1993). This performance can be altered as shoe structure is compromised, possibly leading to a decrease in performance. The purpose of this study was to determine if angular velocity at the knee and hip as well as jump height performance were compromised with shoe deterioration. In this study, 12 male members of an NCAA Division III basketball team performed a drop step movement with a vertical jump. Subjects were filmed with a digital video camera filming at 60 Hz and vertical force (Fz) data was recorded using a force plate. Knee angles increased significantly (&#945; < 0.05) over the eight weeks of testing. Additionally, total time and peak height decreased while vertical force at toe-off increased. Although total time for performing the drop step movement was decreased throughout the study, peak jump height was compromised with shoe deterioration

    A Comparative Study of Students’ Readiness on E-learning Education Between Indonesia and Myanmar

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    Due to the popularity of internet, e-learning is becoming more and more popular in not only developed countries but also developing countries. The integration of e-learning at the academic environment of the developing countries was not easy if compared to the developed countries. The inexperienced-universities which are trying to implement e-learning should learn how to overcome challenges and how to make academic strategies from the experienced-universities in e-learning. The purpose of this study was to measure e-learning readiness of two universities from ASEAN( the Association of Southeast Asian Nations) developing countries. In order to adopt e-learning education successfully into Myanmar’s traditional higher education, the findings of this study seek the possible drivers and barriers found in the students from Yangon Technological University (YTU), Myanmar and pointed out what kind of requirements should be upgraded in YTU by comparing Indonesia’s e-learning education. The results could provide YTU to get information that their students’ readiness was over the expected level, except in the learning environment and facilities related to YTU. Additionally, the readiness results from YTU in turn encourage Sam Ratulangi University(UNSRAT),Indonesia so that it could make a check-up on its current e-learning strategies and resources in line with the students’ requirements. The findings indicated that UNSRAT’s facilities were also under the expected level although it was running e-learning courses. Moreover, the findings from this study would be helpful for the universities from not only Indonesia and Myanmar but also other developing countries in order to ensure the effective adoption of e-learning. 

    The new two-dimensional electron gas base HBT (2DEG-HBT): two-dimensional numerical simulation

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    Detection of Diarrheic Shellfish Poisoning and Azaspiracid Toxins in Moroccan Mussels: Comparison of the LC-MS Method with the Commercial Immunoassay Kit

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    Diarrheic shellfish poisoning (DSP) is a recurrent gastrointestinal illness in Morocco, resulting from consumption of contaminated shellfish. In order to develop a rapid and reliable technique for toxins detection, we have compared the results obtained by a commercial immunoassay-“DSP-Check” kit” with those obtained by LC-MS. Both techniques are capable of detecting the toxins in the whole flesh extract which was subjected to prior alkaline hydrolysis in order to detect simultaneously the esterified and non esterified toxin forms. The LC-MS method was found to be able to detect a high level of okadaic acid (OA), low level of dinophysistoxin-2 (DTX2), and surprisingly, traces of azaspiracids 2 (AZA2) in mussels. This is the first report of a survey carried out for azaspiracid (AZP) contamination of shellfish harvested in the coastal areas of Morocco. The “DSP-Check” kit was found to detect quantitatively DSP toxins in all contaminated samples containing only OA, provided that the parent toxins were within the range of detection and was not in an ester form. A good correlation was observed between the two methods when appropriate dilutions were performed. The immunoassay kit appeared to be more sensitive, specific and faster than LC-MS for determination of DSP in total shellfish extract

    Virtual Camera Movement with Particle Swarm Optimization and Local Regression

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    Manually placing and animating virtual camera in a dynamic virtual environment to generate computer animation is a complex and time-consuming process. For this reason, this paper proposes a method to take the sequential shot by gameplay, to determine the best camera placement candidates as an unorganized point set, to reconstruct a curve by the point set using local regression technique and to generate smooth camera movement based on those curves. Finally, the paper presents the application of this algorithm and it analyzes a number of problems in different dynamic virtual environments

    CAMERA CONTROL FOR SHOT SELECTION IN MACHINIMA GENERATED ANIMATION

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    The development of computer graphics–rendering technology is rapidly increasing—the next-gen game can present 3D images that are closer to reality and can be run in real time. This allows the emergence of a new technique called “machinima,” derived from the words machine and cinema, to make real-time animation movies in a virtual environment. Machinima filmmaking requires a cinematography rule to produce a good animation. A behavior tree is used to select the camera shot according to the cinematography rule using shot idiom such as close-up, back-shot, shoulder-shot, etc. The system allows the camera to decide the proper shot based on events and actions happening in the virtual scene
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