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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Full Body тренинг как средство увеличения мышечной силы и массы у людей, занимающихся силовым фитнесом : магистерская диссертация / Full Body Training as a Means to Increase Muscle Strength and Mass in Strength Fitness People

Снигирев, И. А., Snigirev, I. A. January 2021 (has links)
Диссертационное исследование посвящено определению эффективности Full Body тренинга и его влияния на увеличение мышечной силы и массы у людей, занимающихся силовым фитнесом. Динамика показателей мышечной массы и силы подтвердила, что Full Body тренинг является оптимальной методикой увеличения мышечной массы и силы у людей, занимающихся силовым фитнесом, показывая значительное преимущество перед стандартным Split тренингом. / The dissertation research is devoted to determining the effectiveness of Full Body training and its effect on the increase in muscle strength and mass in people engaged in strength fitness. The dynamics of muscle mass and strength indicators confirmed that Full Body training is the optimal method for increasing muscle mass and strength in people engaged in strength fitness, showing a significant advantage over standard Split training.
2

Design and Implementation of Real-Time Software for Sourceless Full Body-Tracking using Small Inertial/Magnetic Sensors

Montgomery, Eric W. 25 April 2003 (has links)
No description available.
3

Full Body Interaction : Toward an integration of Individual Differences / Interaction Corps Entier : Vers une intégration des différences interindividuelles

Giraud, Tom 26 March 2015 (has links)
Les humains virtuels en interaction homme machine sont aujourd’hui établis comme un objet de recherche à part entière. Leurs comportements pensés pour différentes applications sont basés sur les routines d’interaction entre humains. Bien que les humains virtuels aient souvent un corps représenté graphiquement, les recherches actuelles souffrent de deux limitations majeures qui dégradent la crédibilité de l’expérience des utilisateurs : les comportements corporels modélisés manquent d’interactivité sociale et ne prennent pas en compte les différences interindividuelles. Les développements récents en Sciences Humaines promeuvent une approche plus intégrative avec en son cœur le rôle constitutif de l’interaction sociale. La position centrale et interdisciplinaire des humains virtuels dans ce nouvel agenda de recherche est particulièrement importante : ils sont à la fois une manière de mieux étudier les différents phénomènes d’interactions sociales (comme outil expérimental) et une solution potentielle à des défis sociétaux (comme applications). L’objectif principal de cette thèse est de combiner les apports et valoriser les synergies établies entre les sciences de l’informatique et les sciences humaines, afin d’appréhender le rôle modérateur des différences interindividuelles dans le contrôle et la régulation des interactions corporelles. L’objectif à plus long terme de cette contribution vise à développer des humains virtuels interactifs à l’interface de ces domaines, avec l’idée que les besoins des deux champs de recherches contraindraient de manière positive les propositions futures. Pour limiter le cadre de cette thèse, nous nous sommes concentrés sur les mouvements du corps (les aspects statiques du corps ou les autres modalités ne sont pas considérées), sur les mécanismes de couplages bas niveaux et le rôle modérateur des différences interindividuelles avec comme objectif de proposer des prototypes d’humains virtuels comme preuve de concept (plutôt que des logiciels fonctionnels complets) incluant des modèles d’interaction corporelle dyadique. Notre méthodologie peut être résumée en quatre étapes principales. Premièrement, les modèles et hypothèses liant les processus d’interaction sociale aux différences interindividuelles résultent d’une double revue de littérature en sciences de l’informatique et sciences humaines. Ces différences interindividuelles identifiées comme pertinentes apparaissant faiblement associées théoriquement, notre seconde étape consista à étudier leurs associations lors d’une étude à grande échelle. Troisièmement, les interactions corporelles ont été analysées dans deux études de cas qui présentent des intérêts applicatifs et expérimentaux. Dans les deux cas, des corpus multimodaux d’interactions corporelles dyadiques ont été collectés et associés à des mesures de différences interindividuelles. La phase finale fut de développer des prototypes d’humains virtuels inspirés par les analyses précédentes et basés sur les données collectées. Le modèle général portant sur la prise en compte des différences interindividuelles se révèle en accord avec les données collectées (questionnaires d’auto-évaluation) : les relations entre dispositions d’orientations pro-sociales, d’empathie et de régulation émotionnelle furent confirmées. Les deux études de cas validèrent partiellement les hypothèses initiales : certaines différences interindividuelles modulèrent les processus d’interaction corporelle. Ces études contribuent à la définition de modèles d’humains virtuels interactifs parcimonieux. La principale contribution critique de ces deux études de cas au rôle modérateur des différences interindividuelles dans le modèle proposé est la nécessité de prendre en considération le contexte de la tâche avant de définir les hypothèses. L’intégration de ces différences interindividuelles identifiées dans les études de cas aux modèles informatiques interactifs est incluse dans les directions de recherches futures. / In human computer interaction, virtual humans are now established as a specific object of research. They build on human to human interaction routines to serve various application goals. Although Virtual Humans (VH) have bodies, current researches suffer from two major limitations which impair the experienced credibility: modeled bodily behaviors lack of social interactivity and do not account for individual differences. Recent developments in human sciences call for a more integrative approach with at its heart the constitutive role of social interaction. Of particular importance is the central and interdisciplinary position of virtual humans in this new research agenda: they are both a way to better investigate the various socially interactive phenomena (VH as experimental tools) and potential solutions for societal challenges (VH as applications). The main goal of this PhD thesis is to contribute to both computer and human sciences by studying together bodily interaction and individual differences. Central to this study is the long term objective to develop interactive virtual humans at the interface of these domains, with the idea that requirements from both fields would constrain positively future propositions. To limit the scope of the thesis, we focused on body movements (not considering static bodily aspects or other modalities), low level coupling mechanisms and the moderating role of individual differences with the aim to propose proof of concept of virtual human prototypes (rather than complete functional software) embedding full body dyadic interaction models. Our research methodology can be summarized in four main steps. First, models and hypotheses linking social interaction processes and individual differences emerged from a review of the literature in both computer and human sciences. As the identified relevant individual differences appeared barely theoretically associated, our second step aimed at investigating their interrelatedness in a large scale study. Thirdly, bodily interactions were analyzed in two case studies which present application and experimental interests. In both cases, corpuses were collected with full body interacting dyads and individual differences measured. The final phase was to develop virtual human prototypes inspired by previous analyses and based on the collected data. The proposed general model of individual differences was shown to be consistent with real word data (collected by self-report questionnaires): dispositions in pro-social orientations, empathy and emotion regulation were closely related. The two case studies partially confirmed our initial hypotheses: various individual differences modulated the bodily interactive processes. These studies enabled the definition of parsimonious virtual human interactive models. The main critical contribution of the two case studies to the proposed model of individual differences is the clear necessity to take into consideration the task context before drawing any hypotheses. Future directions of research are proposed including an integration of individual differences identified in case studies.
4

Le mouvement expressif du corps entier : variabilités intra-individuelles dans des contextes affectifs et interactifs / Full body expressive movement : intraindividual variabilities in affective and interactive contexts

Focone, Florian 14 December 2015 (has links)
Le mouvement est une composante primordiale et nécessaire de notre existence. Nous l’utilisons tous les jours pour accomplir des tâches simples et essentielles, mais également pour communiquer. Que cela soit intentionnel ou non, nos mouvements signent nos différences interindividuelles, mais aussi intra-individuelles liées à nos états émotionnels, notre status, et nos intentions. Au cours d’une même journée, la cinématique de nos mouvements tend inéluctablement à évoluer et à s’adapter en fonction de notre environnement social. Ce qui différencie le mouvement des robots et des personnages virtuels de celui des humains est sa capacité à varier, un humain ne reproduisant jamais deux mouvements identiques. Néanmoins, ce contraste est de moins en moins évident. Depuis Darwin et ses travaux sur l’impact des émotions dans le mouvement jusqu’aux plus récentes études sur l’expressivité du mouvement dans des contextes d’interactions (p. ex. homme femme, interaction professeur-élève) et d’applications variées (p. ex. autisme, exergame), les chercheurs et entreprises cherchent à implémenter la variabilité du mouvement biologique humain dans les interactions homme-machine (IHM). En s’appuyant sur les Sciences sociales, du mouvement et de l’informatique, ce travail doctoral multidisciplinaire contribue à la compréhension de l’action et de la perception de mouvement expressif à travers trois études dans un contexte sportif d’interaction coach-élève. La première étude a pour objectif de comprendre comment l’expressivité du mouvement humain signe l’émotion perçue. Dans la seconde étude, nous envisageons plusieurs dyades composées de participants dont les status de passations et les conditions expérimentales évoluaient. Enfin, une dernière expérience orientée IHM a été réalisée. Au cours de celle-ci, des personnages virtuels expressifs ont été conçus pour interagir non verbalement avec les participants. Les résultats de ces travaux permettent de mettre en évidence que certains paramètres de l’expressivité du mouvement issue de séries temporelles (ST) (Energie, Caratère direct, Rigidité et l’étendue) sont nécessaires pour discriminer les affects, les status et les ressentis des participants au sein des interactions. La visée applicative de ce travail doctoral est la création d’un coach virtuel qui, au moyen de ces mouvements expressifs, permet une interaction dynamique et crédible. / Movement is a major component of our daily life. Every day we use it to both perform simple and essential task and to communicate. Intentionnal or not our movements sign our intraindividual and interindividual differences liked to our status, intentions and affects. In the same day, the cinematic of our movements evolve and adapt according of our social environnement. Distinction between movements of robot – virtual character and human movement is that the latter can vary. Indeed an identical movement made twice by a human will not be perfectly the same. However this specificity tends to change. From Darwin’s first works studying the impact of affect on movement to recent studies about movement expressivity in various interactive context (e.g. man-woman, student-professor interaction) and various applications (e.g. Autism, Exergames) researchers and entreprises seek to implement this human specificity in human computer interaction (HCI). Based on social science, movement science and computer science, this multidisciplinary work contributes to the understanding of action and perception of expressive movements thanks to three studies in coach-student sport context interaction. The first study aims at understanding how the perceived affect impact the expressivity of human movement. In the second study we examine dyadic interactions involving different status of participants and social set-up. Finaly we desgined an expressive full-body virtual agent and used it in an interactive trask. The main contribution of this PhD thesis is to show that expressivity features computed from different time-series (Energy, Caractère franc,rigidité and sptatial extent) are relevant to discriminate participants’ affects, status and thoughts. One goal and possible application of this work is the design of a virtual trainer allowing credible and dynamic full-body interactions thanks to its expressive movements.
5

Exploring gender expression and identity in virtual reality : The interplay of avatars, role-adoption, and social interaction in VRChat

Zhang, Jingyi January 2023 (has links)
This study examines the complex relationship between gender, virtual reality (VR), and social interaction within the context of full-body tracking (FBT) technology in social VR platforms. As VR technology advances and becomes increasingly integrated into users’ lives, understanding the implications of gender expression and perception in these immersive environments is crucial. Utilizing unobtrusive observations and interviews within the VRChat platform, this research explores avatar choices, interactions, and FBT technology utilization as they relate to users’ expressions and perceptions of gender. The findings reveal that cultural background plays a significant role in shaping users’ gender expressions and perceptions in social VR. The study also demonstrates the fluidity of gender expression in virtual environments, highlighting how users can challenge and subvert traditional gender norms, and the potential of virtual reality as a tool for experiential learning, fostering cross-cultural understanding, and promoting inclusive and diverse gender expressions. This study contributes to the emerging body of literature on virtual reality and gender, providing insights that can inform future research and technology development in the field.
6

Cross punching full body movement game using Godot

Blad, Erik January 2022 (has links)
This thesis aims to create an easy to play exergame that can be used by office workers in theirday-to-day work to battle the long-term consequences of a sedentary lifestyle. A sedentarylifestyle can lead to serious health risks such as obesity and diabetes. This gives exergames anopportunity to be implemented in the daily life of the affected. Exergames have evolved frombeing solely playable from their own console such as Wii or Xbox Kinect to only needing a webcamera, making it accessible and portable for office workers and others all around the globe. Theonly thing left is the actual exergames themselves. The goal of this thesis is to expand an existinglibrary of exergames with a unique boxing game. The research questions are as follows, 1: Howshould the game be designed to incite large body movements? 2: How will achieving higherscores impact the players' movement? Answering research question one will involve a lot of trialand error and creative thinking to come up with a solution that answers the question but alsofeels good to play. Research question two will require user data collected during the gameplay tobe analyzed to see relations between the total movement and the total score. Tracking elbows todetect whether a cube is hit as well as having cubes always spawn on opposite sides is anefficient way to incite large body movements as the player needs to rotate the entire upper bodyand reach further than tracking the wrists would have required. The analyzed user data showedthat there was a linear relation between achieving a higher score and the total movementexercised during the game. Gaps between the right-hand elbow and left-hand elbows’ totalmovement were also found.
7

Does a Tailored Nine-week Training Intervention Improve Jump Height, Single-leg Stability, and Whole-body Stability Performance in Young Cross-country Skiers? / Kan ett nio veckors träningsprogram förbättra hopphöjden, balansen och bålstabiliteten hos unga längdskidsåkare?

Rizzo, Frank January 2020 (has links)
The purpose of this study was to investigate if a nine-week training intervention composed of different mobility and stability exercises intending to improve jump height, whole-body stability, and single-leg stability of junior cross-country skiers. It was also of interest to see if the test equipment could determine the study participants' potential risk of injury with a built-in injury predictor measurement, Musculoskeletal Health (MSK).  A total of 16 cross-country skiers aged 16-20 years, 8 man and 8 women, performed the following tests on a force plate; Jump Scan (i.e., to characterize an individual's dynamic movement strategy), Plank Scan (i.e., to measure the individual's ability to control global static stability across each extremity), and Balance Scan (i.e., the individual's ability to maintain their center of mass over their center of pressure). After the initial scan, participants were assigned to the same nine-week intervention program, with Group 1 performing the program three times each week and Group 2 once each week before performing a post-intervention scan. Using two-way ANOVA showed no significant between-group differences. There was no significant difference when using three-way ANOVA within both intervention groups, except higher CMJ Load scores (p=0.032) and reduction in Plank scores, Plank Left (p=0.024) in male participants. When using logistic regression tests to determine the correlation between jump height (CMJ) outcomes effect on MSK injury risk between groups and within gender, a significant correlation in females was shown (p=0.0280, R=0.46). The present study's results suggest that a 9-week training intervention is not sufficient when training either one or three times per week for improving jump height, whole-body stability, and single-leg stability in junior cross-country skiers.
8

Konstruktion och utveckling av träningsmaskin för basövningar / Design and development of exercise machine for compound exercises

Stenberg, Tom, Kamal, Yousuf, Ljung, Christian January 2021 (has links)
Träning och fysisk aktivitet har kommit att bli alltmer av en lärdom i en nutid och framtid som präglas av en allt mindre aktiv livsstil. Opinionen i rapporterade undersökningar och statistik visarpå en tydlig och permanent övergång till en mer flexibel och digital arbetsplats med mindre avsatt kontorstid i veckan. En lösning till problemet är användningen av en multifunktionell träningsmaskin för hemmabruk med möjlighet till träning som kan motsvara ett fulländat helkroppspass. En tydlig majoritet av studier och branschexperter hävdar att marknaden för hemmagym och träningsredskap för hemmabruk kommer att växa. Samtidigt är utbudet av träningsmaskiner påmarknaden för hemmabruk som möjliggör basövningar knapphändig. Projektets mål är att utveckla och konstruera en träningsmaskin som möjliggör effektiv belastande helkroppsträning. Produktutvecklingsprocessen utgörs av ett antal aktiviteter som utförs för att förstå, konstruera och marknadsföra produkter. Den tillämpade produktutvecklingsmetoden utgår från en hybrid av den allmänna produktutvecklingsprocessen enligt Ulrich och Eppinger samt projektmodellen somanvänds vid KTH Södertälje. Träningsmaskinen konstrueras med utgångspunkt i en kombination av ett så kallat power rack, en kubisk ram av stålbalkar som används vid skivstångsövningar, och en kabelmaskin tillämpad för att genomföra de sex vanligaste basövningarna för att uppnå en fullständig helkroppsträning. Ett antal befintliga lösningar på marknaden i kombination med en nyskapande talja implementeras föratt optimera och effektivisera såväl träningen som hemmabruk. Träningsmaskinen lämpar sig som såväl ett substitut som komplement till fria vikter samtidigt som stabiliteten och användarvänligheten förekommande hos kommersiella träningsmaskiner tas tillvara. Slutligen presenteras träningsmaskinen som en prototyp vars avsikt är att påvisa genomförbarheten med denna typ av utformning av träningsmaskin. / Exercise and physical activity have become more of an achieved knowledge in a present and future that is characterized by an increasingly less active lifestyle. The reported trend in surveys shows adistinct and permanent transition to a more flexible and digital workplace with less weekly office hours. One solution to the problem is the use of a multifunctional exercise machine for home use with the possibility of exercise that correspond to a full body workout. A clear majority of studies and experts claim that the market for home gyms and equipment will continue to grow. At the same time, the availability of multifunctional exercise machines on the market for home usage that utilizes compound exercises is scarce. The goal of the project is to develop and design an exercise machine that enables effective whole bodytraining. The product development process consists of several activities that are performed to understand, design and market products. The applied product development method is based on a hybrid of the general product development process according to Ulrich and Eppinger and the project course model used at KTH Södertälje. The exercise machine is designed based on a combination of a power rack, a cubical cage made of steel beams that is used for barbell exercises, and cable machine applied to perform the six most common basic exercises to achieve a complete full body workout. Several existing solutions onthe market in combination with an innovative hoist are implemented to optimize and streamline both training and home use. The exercise machine is suitable as both a substitute and a complement to free weights, while at the same time taking advantage of the stability and user-friendliness of commercial exercise machines. Finally, the exercise machine is presented as a prototype whose intention is to demonstrate the feasibility of this type of exercise machine design.
9

Embodying comics: reinventing comics and animation for a digital performance

Samanci, Ozge 02 July 2009 (has links)
In the digital era, the comics medium has been transported from print to computer screen, and thus its evolution takes place in digital performances based on full-body interaction technologies. The major implication of this process is that the conventions of comics will be merging with those of performance, film, and animation. In a comics story implemented with full-body interaction technologies, representational space shifts from two to three dimensions. Physical elements can now easily be combined with virtual ones. The participants' contribution to the experience now includes a larger set of kinesthetic choices. Earlier media offer the readers the opportunity to read the story with their eyes, turn pages, and click a mouse. Instead of one or perhaps two readers of print and screen-based comics, a digital performance can be experienced by a group of viewers positioned in space in various ways. By utilizing the tools of computer vision, the projection of a participant can be made the main character of the comics story. Consequently, the comics and animation frame changes when moved to digital performance spaces. The frame becomes embodied, nested, elastic, and dynamic. The first two qualities relate to the physicality of the medium, where performers and viewers are simultaneously present in both the real and fictional spaces. The second two qualities relate to the procedurality of the medium and the potential for computational manipulation within the frame based on changing relationships across space (distance) and time (story).
10

Eccentric Workloads Generated by a Powered Rowing Machine and its Effects on Muscular Contraction and Metabolic Cost

Kleis, Kevin Michael 22 August 2018 (has links)
No description available.

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