7 research outputs found

    Valoración de un nuevo método de estimación de la grasa corporal: su utilidad en el Sistema de Clasificación de luchadores de Lucha Canaria

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    En este trabajo hemos hecho la comparado dos métodos muy diferentes para el cálculo del componente graso del peso corporal en deportistas. Uno a través de una nueva fórmula matemática, la CUN-BAE (Clínica Universitaria de Navarra-Body Adiposity Estimation) descrita por el grupo de Gomez-Ambrosi y colaboradores en 2012, y otro utilizando la absorciometría dual de rayos X o DEXA, que es considerado el método de referencia o gold standart en el estudio de la composición corporal. De ser equiparables ambos métodos, o al menos tener una buena aproximación, la aplicación de la nueva formula podría abaratar los costes y agilizar enormemente el proceso de clasificación vigente para los luchadores de Lucha Canaria. Para ello hemos seleccionado una muestra de 28 luchadores de Lucha Canaria que ostentaban la categoría técnica de Destacados, de las cuatro posible: A (n= 5; 38,5%), B (n=4; 13,8%), C (n=13; 48,1%) y D (n=6; 12%), lo que representa un 32% del total de la población de Destacados a nivel autonómico. Todos ellos fueron escaneados con el DEXA y se les aplicó la fórmula. La estimación CUN-BAE mostró un coeficiente de correlación muy bueno (r=0,71; P<0,001), pero la estimación de la grasa corporal es bastante mayor a la calculada en nuestro estudio con el absorciómetro dual de rayos X, de tal forma que sobreestima el componente graso del peso en un 33,8% de media. Esta sobreestimación del componente graso del peso no permite su utilización en el sistema vigente de clasificación de los luchadores de Lucha Canaria.Rating a new method of calculating body fat: its usefulness in the Classification System of wrestlers of Canarian Wrestling. In this paper we have made the comparison of two different methods for calculating the fat component of body weight in athletes. One through a new mathematical formula, the CUN-BAE (Clínica Universitaria de Navarra-Body Adiposity Estimation), described by Gomez-Ambrosi et al in 2012, and another using dual X-ray absorptiometry or DXA, which is considered the gold standard in the study of body composition. If both methods can be comparable, or at least to have a good approximation between them, the application of the new formula in the wrestlers classification process could greatly reduce costs and streamline the all process. So we've selected a sample of 28 fighters from Canarian Wrestling who held technical category of Destacados, and were divided into four groups according to their sub-category: A (n = 5; 38.5%), B (n = 4, 13.8%), C (n = 13; 48.1%) and D (n = 6; 12%), representing 32% of the total population of Destacados at regional level. All were scanned with DXA and the formula was applied. The CUN-BAE estimate showed a very good correlation coefficient (r = 0.71; P <0.001), but the estimate of body fat is much higher than that calculated in our study with dual X-ray absorptiometry, and it overestimates the fat component weight by 33.8% on average. This overestimation of the weight of the fat componentdoes not allow its use in the current wrestlers classification process

    Virtual skeletons and digital muscles: an experimental bioarchaeological approach to the pre-Hispanic production of millstones (Tenerife, Canary Islands)

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    Highlights: • The combination of biomechanical analysis and open-access Kinovea software enables the study of musculoskeletal and articular wear of experimentally reproduced tasks. • The repeated use of the right arm during indirect percussion and abrasion in lithic production could increase the changes in bone robusticity of specific muscle attachments observed in the osteoarchaeological record. • Motion ranges and postural angles analysis can generate more accurate representations of "virtual humans" in their archaeological context. Abstract: Understanding the physical impact of ancient labours has become an important experimental bioarchaeology area. Complex motion capture systems and digital tools have been used in biomechanical analysis during the reproduction of manual tasks. However, these systems are costly, so the researchers have explored alternative digital solutions. Therefore, the open-access Kinovea software was checked to confirm its reliability in characterizing the physical loads associated with particular works of ancient times. In this case study, the authors have analyzed the central postural angles and muscle chains involved in the indigenous manufacturing process of rotary stone mills, in the high mountains of Tenerife. The study included a virtual motion capture analysis carried out during the different phases of the experimental reproduction of this process; it was defined from the archaeological record of the quarries-workshops of Las Cañadas del Teide National Park (Canary Islands, Spain) volcanic millstones. The results of this study have demonstrated the software's effectiveness to virtually analyze the significant differences in posture between work techniques, observing a predominance of the use of m. biceps brachii, the m. brachioradialis, and the elbow joint during the manufacture of stone mills. On the other hand, Kinovea also has excellent potential in virtual archaeology, giving users tools to generate the average postural angles. As a result, building "virtual skeletons" in more precise work postures has been possible. This may serve as the base element to create complete body representations in virtual environments

    Treatment of children obesity and diabetes through gamification

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    Childhood obesity is nowadays a global epidemic. This illness sometimes comes with another associated problem, like Diabetes type II. In this paper we present a case of study about the results of the application of a gamified educational program. A 3-year longitudinal and prospective study was conducted a patient with obesity and diabetes. Different assessments regarding the health state of the patient have been developed (family background, physical/medical, emotional state and physical activity). Using Positive outcomes have been obtained in their medical registers and also, in their health habits. Thus, the application of gamification strategies in the educational program has positive impact in the health

    PROVITAO: a research program based on active games for help the abulatory treatment of childhood obesity

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    Childhood obesity is the most prevalent chronic disease in developed and developing countries. Recent studies showed that the Canary Islands are the Spanish region with the highest rate of childhood obesity. However, this disease is easy to prevent, educating children from healthy habits, and, the ICT in general and videogames in particular, represent an opportunity to work towards change. Therefore, this paper presents the design of an educational intervention program to help the ambulatory treatment of childhood obesity. This program is intended for children 8 to 12 years of age with obesity and who come for the first time to the Pediatric Service of the University Hospital of Canaries, and is currently being validated. The partial results show that the satisfaction of the minors with the program is high, emphasizing the focus in games

    Esqueletos virtuales y músculos digitales: una aproximación experimental bioarqueológica de la producción prehispánica de molinos de piedra (Tenerife, Islas Canarias)

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    [EN] Understanding the physical impact of ancient labours has become an important experimental bioarchaeology area. Complex motion capture systems and digital tools have been used in biomechanical analysis during the reproduction of manual tasks. However, these systems are costly, so the researchers have explored alternative digital solutions. Therefore, the open-access Kinovea software was checked to confirm its reliability in characterizing the physical loads associated with particular works of ancient times. In this case study, the authors have analyzed the central postural angles and muscle chains involved in the indigenous manufacturing process of rotary stone mills, in the high mountains of Tenerife. The study included a virtual motion capture analysis carried out during the different phases of the experimental reproduction of this process; it was defined from the archaeological record of the quarries-workshops of Las Cañadas del Teide National Park (Canary Islands, Spain) volcanic millstones. The results of this study have demonstrated the software's effectiveness to virtually analyze the significant differences in posture between work techniques, observing a predominance of the use of m. biceps brachii, the m. brachioradialis, and the elbow joint during the manufacture of stone mills. On the other hand, Kinovea also has excellent potential in virtual archaeology, giving users tools to generate the average postural angles. As a result, building "virtual skeletons" in more precise work postures has been possible. This may serve as the base element to create complete body representations in virtual environments. Highlights: The combination of biomechanical analysis and open-access Kinovea software enables the study of musculoskeletal and articular wear of experimentally reproduced tasks. The repeated use of the right arm during indirect percussion and abrasion in lithic production could increase the changes in bone robusticity of specific muscle attachments observed in the osteoarchaeological record. Motion ranges and postural angles analysis can generate more accurate representations of "virtual humans" in their archaeological context.[ES] La comprensión del impacto físico de las labores del pasado se ha convertido en una importante área de la arqueología experimental. En el análisis biomecánico de la reproducción de tareas manuales se han venido utilizando frecuentemente complejos sistemas de captura de movimiento y marcadores reflectantes. Sin embargo, estos sistemas son muy caros, así que hemos explorado soluciones digitales alternativas. De esta forma, hemos querido comprobar la fiabilidad del software de open-access Kinovea en la caracterización de las cargas físicas asociadas con ciertos trabajos del pasado. En este caso de estudio, hemos analizado los principales ángulos posturales y las cadenas musculares involucradas en la manufactura indígena de los bloques de molino rotatorio en la alta montaña de Tenerife. Para ello, se ha llevado a cabo un análisis virtual de captura de movimiento durante las distintas fases de la reproducción experimental de este proceso, definido a partir del registro arqueológico de las canteras-taller de piedra de molino volcánica, halladas en el Parque Nacional de Las Cañadas del Teide (Islas Canarias, España). Los resultados de este estudio han demostrado la eficacia del software para analizar virtualmente las diferencias significativas de postura entre técnicas de trabajo, observándose un predominio del uso del m. bíceps brachii, el m. brachioradialis, y la articulación del codo durante la fabricación de molinos de piedra. Por otro lado, Kinovea también tiene un gran potencial en el campo de la arqueología virtual, ya que se han podido generar los ángulos posturales promedios. A partir de estos, se ha podido constituir unos esqueletos virtuales en unas posturas de trabajo más precisas, los cuales podrán servir como elemento base para constituir representaciones corporales completas en entornos virtuales.The research submitted in this article has been made possible thanks to a funding PhD grant from the Spanish Ministry of University ("Formación de Personal Universitario/FPU") and funding from Fundación La Caixa project "Study and conservation of archaeological remains in the context of the Guanche millstones' quarries-workshops in Las Cañadas del Teide. A proposal of environmental and heritage sustainability". Additional funds were provided by the Dirección General de Patrimonio Cultural – Gobierno de Canarias. Also, we would like to thank the archaeological company PRORED Soc. Coop. for managing the archaeological interventions and supporting the experimental works. The virtual reconstruction of the structure in Figure 17 has been performed by PRORED Soc Coop, while the VS was created by the corresponding authorCarballo-Pérez, J.; Marrero-Gordillo, N.; Lacave-Hernández, A.; Arnay-De-La-Rosa, M. (2023). Virtual skeletons and digital muscles: an experimental bioarchaeological approach to the pre-Hispanic production of millstones (Tenerife, Canary Islands). Virtual Archaeology Review. 14(28):19-37. https://doi.org/10.4995/var.2023.177811937142

    Treatment of children obesity and diabetes through gamification: A case of study

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    Childhood obesity is nowadays a global epidemic. This illness sometimes comes with another associated problem, like Diabetes type II. In this paper we present a case of study about the results of the application of a gamified educational program. A 3-year longitudinal and prospective study was conducted a patient with obesity and diabetes. Different assessments regarding the health state of the patient have been developed (family background, physical/medical, emotional state and physical activity). Using Positive outcomes have been obtained in their medical registers and also, in their health habits. Thus, the application of gamification strategies in the educational program has positive impact in the health

    Treatment of children obesity and diabetes through gamification: A case of study

    No full text
    Childhood obesity is nowadays a global epidemic. This illness sometimes comes with another associated problem, like Diabetes type II. In this paper we present a case of study about the results of the application of a gamified educational program. A 3-year longitudinal and prospective study was conducted a patient with obesity and diabetes. Different assessments regarding the health state of the patient have been developed (family background, physical/medical, emotional state and physical activity). Using Positive outcomes have been obtained in their medical registers and also, in their health habits. Thus, the application of gamification strategies in the educational program has positive impact in the health
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