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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.
21

Modelagem das interações técnicas e táticas em atletas de judô: comparações entre categoria, nível competitivo e resultados de combates do circuito mundial de judô e dos jogos olímpicos de Londres / Modeling of Techniques and Tactics Interactions in Judo Athletes: Comparisons inter and intra-categories in world ranking circuit and London 2012 Olympic combats

Miarka, Bianca 26 February 2014 (has links)
Neste trabalho são propostos: a elaboração e a validação de um modelo técnico-tático de combate no judô e para caracterização dos atletas olímpicos de 2012 em competições do circuito mundial e nos Jogos Olímpicos de Londres. Para isso, a amostra foi composta por 1.411 performances em combates olímpicos e ranqueadores de atletas participantes dos Jogos Olímpicos de Londres (sete categorias de peso no masculino e feminino). A análise foi realizada pelo programa FRAMI® observando as fases do combate (aproximação, pegada, situação ataque/defesa, luta de solo e pausa), a partir das variáveis: i) tipos de aproximação; ii) configurações de pegada; iii) execução e orientação de golpes; iv) tipo de defesa; v) caracterização da luta de solo e vi) pontuação por punições e projeções. Para verificar a correlação entre as análises repetidas inter e intra-expert foi utilizado o Coeficiente Cohen s Kappa. Os modelos de probabilidade de combinação entre fases do combate foram feitos através de Processos de Markov. Para comparar as diferenças entre resultados, categorias de peso e combatesclassificatório e olímpico, utilizou-se análise de variância, seguida de post hoc, com p < 0,05 para todas as análises. Os resultados da validação revelaram índice de concordância para análise das fases e ações do combate, respectivamente de 0,94 e 0,91, classificadas como quase perfeita para as medidas de um mesmo avaliador e 0,72 e 0,73, classificadas como forte para as comparações entre diferentes observadores. Em relação ao modelo por processos markovianos da sequência de fases dos combates, foram encontradas fortes probabilidades de combinação das fases utilizadas no modelo de combate, sem efeitos de categoria de peso, resultado e nível competitivo para o modelo de probabilidade. As comparações revelaram que categorias mais pesadas apresentam menor número de ataques e projeções, com tempos mais prolongados de pegada e combate do que as categorias mais Leves durante os Jogos Olímpicos. No feminino, as atletas do Meio-leve apresentaram maior frequência de pegada em uma das mangas, menor número de projeções e tempos maiores de combate, aproximação e pegada quando comparada às outras categorias. Em relação à diferença entre níveis, os tempos de ações no combate em pé (fase de aproximação, pegada, ataque e defesa) dos Jogos Olímpicos foram significativamente maiores quando comparados ao circuito internacional. Por sua vez, os dados demonstram que atletas vitoriosos realizam maior número de ataques e projeções com técnicas de Alavanca Braço e Pé e defesas em esquivas para esquerda e para direita. Lutadores de categorias mais Leves demonstraram maior frequência de ataques com Alavanca Váriavel na Altura da Cintura e do Maléolo em comparação com a categoria Pesado. Ademais, a quantidade de punições aumentou significativamente conforme a categoria e o nível competitivo o que refletiu em diferenças entre ganhadores e perdedores, ou seja, atletas vitoriosos conquistaram maior número de pontos por punição que atletas com derrotas, tanto para homens quanto para mulheres / This work proposed developing and validating a technical-tactical model for judo combat, characterizing Olympic athletes in the 2012 international circuit and London Olympic Games. For this purpose, the sample was composed of 1.411 combat performances in the ranking system World Championships and London Olympic Games participants (seven weight categories, male and female). The analysis was performed with the aid of FRAMI-software® observing the combat phases (approximation, gripping, attack/defense situation, groundwork combat and pause), based on the following variables: i) types of approach, ii) gripping configurations, iii) execution and orientation of attacks iv) type of defense v) characterization of groundwork combat and vi) score by punishments and projections. In order to verify the correlation between inter-and intra-expert analyses, the Cohen\'s Kappa coefficient was used. The probability models for combinations between combat phases were made using Markov Processes. In order to compare differences in the results, weight categories and qualifying and Olympic combats, variance analysis was used, followed by a post hoc, p <0.05 for all analyses. The validation results showed concordance indexes for analysis of the phases and actions of combat of 0.94 and 0.91 respectively, classified as \"almost perfect\" for intra-expert measures, and 0.72 and 0.73, classified as \"strong\", for comparisons between different observers. Regarding the Markov processes model, a strong probability was observed between sequential phases, without effects between weight category, results and competitive Level. The comparisons revealed that heavier categories have fewer attacks and projections than others, with longer combat and gripping times than lighter weight classes during the Olympics. In females, the Middleweight mean division had a higher frequency of sleeve gripping type, fewer projections and longer combat, approach and gripping times than other categories. Regarding the difference between championship Levels, stand combat time (approach, gripping, attack and defense) in Olympics were significantly higher when compared to the international circuit. In turn, the data show that victorious athletes perform more attacks and projections with Arm and Leg Lever and defenses with left and right escapes. Athletes in the lighter weight classes showed higher frequency of attacks, which were classified as Variable Waist Lever and Variable Malleolus Lever compared with the Heavy category. Moreover, the amount of punishment increased significantly according to the category and competitive Level, which resulted in differences between winners and losers; i.e., victorious athletes won most scores by punishing athletes in male and female combats
22

Analýza squashového utkání, porovnání žen a mužů / Analysis of squash match, comaparison between male and female players

Strnad, Jan January 2018 (has links)
Title: : Analysis of squash match, comaparison between male and female players Objectives: This thesis shall compare different types of service, returns and third shots and their combinations between male and female players and estimate their usage and average success rate in professional squash matches. Methods: Indirect analysis - videoanalysis Results: Most used serve for both sex is backhande serve and three-wall serve, most used return is volley straight back and cross back, third shot was mostly directed to left side of the court. Better chances of winning had female players directing return straight back, men had better chaces directing return cross back. In profesional squash is minimum returns directing straight front, cross front and boast. Keywords: Squash, service, return, direction, tactics, typology of players, comparison, male, female, notational analysis
23

An examination of notation in selected repertoire for multiple percussion

Smith, Alyssa Gretchen 14 July 2005 (has links)
No description available.
24

Physical and tangible information visualization

Jansen, Yvonne 10 March 2014 (has links) (PDF)
Visualizations in the most general sense of external, physical representations of information are older than the invention of writing. Generally, external representations promote external cognition and visual thinking, and humans developed a rich set of skills for crafting and exploring them. Computers immensely increased the amount of data we can collect and process as well as diversified the ways we can represent it visually. Computer-supported visualization systems, studied in the field of information visualization (infovis), have become powerful and complex, and sophisticated interaction techniques are now necessary to control them. With the widening of technological possibilities beyond classic desktop settings, new opportunities have emerged. Not only display surfaces of arbitrary shapes and sizes can be used to show richer visualizations, but also new input technologies can be used to manipulate them. For example, tangible user interfaces are an emerging input technology that capitalizes on humans' abilities to manipulate physical objects. However, these technologies have been barely studied in the field of information visualization. A first problem is a poorly defined terminology. In this dissertation, I define and explore the conceptual space of embodiment for information visualization. For visualizations, embodiment refers to the level of congruence between the visual elements of the visualization and their physical shape. This concept subsumes previously introduced concepts such as tangibility and physicality. For example, tangible computing aims to represent virtual objects through a physical form but the form is not necessarily congruent with the virtual object. A second problem is the scarcity of convincing applications of tangible user interfaces for infovis purposes. In information visualization, standard computer displays and input devices are still widespread and considered as most effective. Both of these provide however opportunities for embodiment: input devices can be specialized and adapted so that their physical shape reflects their functionality within the system; computer displays can be substituted by transformable shape changing displays or, eventually, by programmable matter which can take any physical shape imaginable. Research on such shape-changing interfaces has so far been technology-driven while the utility of such interfaces for information visualization remained unexploited. In this thesis, I suggest embodiment as a design principle for infovis purposes, I demonstrate and validate the efficiency and usability of both embodied visualization controls and embodied visualization displays through three controlled user experiments. I then present a conceptual interaction model and visual notation system that facilitates the description, comparison and criticism of various types of visualization systems and illustrate it through case studies of currently existing point solutions. Finally, to aid the creation of physical visualizations, I present a software tool that supports users in building their own visualizations. The tool is suitable for users new to both visualization and digital fabrication, and can help to increase users' awareness of and interest in data in their everyday live. In summary, this thesis contributes to the understanding of the value of emerging physical representations for information visualization.
25

Analýza squashové rozehry z hlediska tempa hry u mužů a žen / Analysis of squash rally pace in men's and women's matches

Dušek, Přemysl January 2021 (has links)
Title: Analysis of squash rally pace in male and women matches Objectives: This paper aims to evaluate the game pace of squash from the perspective of various factors, such as: gender of players, difference between winners and losers, number of strikes within different height levels of front wall, average duration of a rally, and types of strikes. Methods: The main method used to achieve the objectives of this thesis is the notational analysis. This method is based on observing the available video recordings - there were 25 of these, obtained from different PSA tournaments in years 2017 - 2020. We were sampling data about the duration of a rally, number and type of strikes and a duration of each type. Subsequently, we deducted information about the pace of the game and used it to further analyze and interpret the pace in relation to possible variables.. Results: The objective of the paper has been completed, as we have answered all the research questions. The average pace of the serve is 1.345 seconds for men and 1.388 seconds for women, while the average duration of rally is 25.06 seconds for male players and 17.22 seconds for female players. The results suggest that the game pace, its relevant variables, game development and final results are different for male and female squash players....
26

Physical and tangible information visualization / Visualisation physique et tangible de l'information

Jansen, Yvonne 10 March 2014 (has links)
Les visualisations, dans le sens général de représentations externes et physiques de données, sont plus anciennes que l'invention de l'écriture. De manière générale, les représentations externes encouragent la cognition et la pensée visuelle, et nous avons développé des savoir-faire pour les créer et les exploiter. La révolution informatique a augmenté la quantité de données qu'il est possible de collecter et de traiter, et a diversifié les façons de les représenter visuellement. Les systèmes de visualisation assistés par ordinateur, et étudiés dans le domaine de la visualisation d'information, sont aujourd'hui si puissants et complexes que nous avons besoin de techniques d'interaction très sophistiqués. Grâce au développement des possibilités technologiques au-delà des ordinateurs de bureau, un large éventail d'utilisations émerge. Non seulement des surfaces d'affichage de formes et de tailles variées permettent de montrer des visualisations plus riches, mais aussi des dispositifs d'entrée de nouvelle génération peuvent être utilisés qui exploitent les aptitudes humaines à manipuler les objets physiques. Cependant, ces technologies sont peu étudiées dans le contexte de la visualisation d'information. Tout d'abord, un premier problème découle d'une terminologie insuffisante. Dans cette thèse, je définis et étudie entre autres le concept de corporalisation (embodiment) pour la visualisation d'information. Concernant les visualisations, la corporalisation réfère à la congruence entre les éléments visuels d'une visualisation et leurs formes physiques. Ce concept intègre des concepts déjà connus tels que la tangibilité. Par exemple, l'interaction tangible s'attache à la représentation d'objets virtuels par des objets physiques. Mais en réalité, leur forme physique n'est pas nécessairement congruente avec l'objet virtuel. Un second problème découle du peu d'exemples convaincants d'interfaces tangibles appliquées à la visualisation d'information. Dans le domaine de la visualisation d'information, les écrans standard et les dispositifs d'entrée génériques tels que la souris, sont toujours les plus courants et considérés comme les plus efficaces. Cependant, aussi bien la partie affichage que la partie contrôle fournit des possibilités de corporalisation : les dispositifs d'entrée peuvent être spécialisés et adaptés de façon à ce que leur forme physique ressemble à leur fonction; les écrans peuvent être rendus déformables ou, dans l'avenir, être composés d'une matière programmable capable de prendre n'importe quelle forme imaginable. Mais la recherche sur les écrans et matières déformables est pour l'instant principalement dirigée par l'innovation technologique sans tenir compte des applications possibles à la visualisation d'information. Dans cette thèse, j'propose la corporalisation comme principe de conception pour la visualisation d'information. Je démontre l'efficacité et l'utilisabilité des dispositifs d'entrée corporalisés ainsi que des affichages corporalisés, en présentant trois expériences contrôlées. Par la suite, je présente un modèle d'interaction conceptuel et un système de notation visuelle pour décrire, comparer et critiquer différents types de systèmes de visualisation, et j'illustre l'utilisation de ce modèle à partir d'études de cas. Enfin, je présente un outil de conception pour aider à la création de visualisations physiques. Cet outil s'adresse à des utilisateurs novices en visualisation d'information et en fabrication numérique, et peut contribuer à sensibiliser ces utilisateurs à l'intérêt d'explorer des données qui les concernent dans leur vie quotidienne. En résumé, cette thèse contribue à la compréhension de la valeur ajoutée des interfaces physiques pour la visualisation d'information. / Visualizations in the most general sense of external, physical representations of information are older than the invention of writing. Generally, external representations promote external cognition and visual thinking, and humans developed a rich set of skills for crafting and exploring them. Computers immensely increased the amount of data we can collect and process as well as diversified the ways we can represent it visually. Computer-supported visualization systems, studied in the field of information visualization (infovis), have become powerful and complex, and sophisticated interaction techniques are now necessary to control them. With the widening of technological possibilities beyond classic desktop settings, new opportunities have emerged. Not only display surfaces of arbitrary shapes and sizes can be used to show richer visualizations, but also new input technologies can be used to manipulate them. For example, tangible user interfaces are an emerging input technology that capitalizes on humans' abilities to manipulate physical objects. However, these technologies have been barely studied in the field of information visualization. A first problem is a poorly defined terminology. In this dissertation, I define and explore the conceptual space of embodiment for information visualization. For visualizations, embodiment refers to the level of congruence between the visual elements of the visualization and their physical shape. This concept subsumes previously introduced concepts such as tangibility and physicality. For example, tangible computing aims to represent virtual objects through a physical form but the form is not necessarily congruent with the virtual object. A second problem is the scarcity of convincing applications of tangible user interfaces for infovis purposes. In information visualization, standard computer displays and input devices are still widespread and considered as most effective. Both of these provide however opportunities for embodiment: input devices can be specialized and adapted so that their physical shape reflects their functionality within the system; computer displays can be substituted by transformable shape changing displays or, eventually, by programmable matter which can take any physical shape imaginable. Research on such shape-changing interfaces has so far been technology-driven while the utility of such interfaces for information visualization remained unexploited. In this thesis, I suggest embodiment as a design principle for infovis purposes, I demonstrate and validate the efficiency and usability of both embodied visualization controls and embodied visualization displays through three controlled user experiments. I then present a conceptual interaction model and visual notation system that facilitates the description, comparison and criticism of various types of visualization systems and illustrate it through case studies of currently existing point solutions. Finally, to aid the creation of physical visualizations, I present a software tool that supports users in building their own visualizations. The tool is suitable for users new to both visualization and digital fabrication, and can help to increase users' awareness of and interest in data in their everyday live. In summary, this thesis contributes to the understanding of the value of emerging physical representations for information visualization.

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