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1.
The role of arm swing in jumping has been examined in numerous studies of standing jumps for height and forward distance, but no prior studies have explored its effect on lateral jumping. The purpose of the present study was to investigate the effect of arm motion on standing lateral jump performance and to examine the biomechanical mechanisms that may explain differences in jump distance. Six participants executed a series of jumps for maximum lateral distance from two in-ground force platforms for two jump cases (free and restricted arms) while an eight-camera, passive-reflector, motion capture system collected 3D position data throughout the movements. Inverse kinematics and dynamics analyses were performed for all jumps using three-dimensional (3D) link models to calculate segment angular velocities, joint moments, joint powers, and joint work. Free arm motion improved standing lateral jump performance by 29% on average. This improvement was due to increased takeoff velocity and improved lateral and vertical positions of the center of gravity (CG) at takeoff and touchdown. Improved velocity and position of the CG at takeoff resulted from a 33% increase in the work done by the body. This increase in work in free arm jumps compared to restricted arm jumps was found in both upper and lower body joints with the largest improvements (>30 J) occurring at the lower back, right hip, and right shoulder.  相似文献   

2.
This paper presents a simulation study that was conducted to investigate whether the stereotyped motion pattern observed in human sub-maximal jumping can be interpreted from the perspective of energy expenditure. Human sub-maximal vertical countermovement jumps were compared to jumps simulated with a forward dynamic musculo-skeletal model. This model consisted of four interconnected rigid segments, actuated by six Hill-type muscle actuators. The only independent input of the model was the stimulation of muscles as a function of time. This input was optimized using an objective function, in which targeting a specific sub-maximal height value was combined with minimizing the amount of muscle work produced. The characteristic changes in motion pattern observed in humans jumping to different target heights were reproduced by the model. As the target height was lowered, two major changes occurred in the motion pattern. First, the countermovement amplitude was reduced; this helped to save energy because of reduced dissipation and regeneration of energy in the contractile elements. Second, the contribution of rotation of the heavy proximal segments of the lower limbs to the vertical velocity of the centre of gravity at take-off was less; this helped to save energy because of reduced ineffective rotational energies at take-off. The simulations also revealed that, with the observed movement adaptations, muscle work was reduced through improved relative use of the muscle's elastic properties in sub-maximal jumping. According to the results of the simulations, the stereotyped motion pattern observed in sub-maximal jumping is consistent with the idea that in sub-maximal jumping, subjects are trying to achieve the targeted jump height with minimal energy expenditure.  相似文献   

3.
The Wii Fit? is a form of interactive gaming designed to elicit health and fitness benefits to replace sedentary gaming. This study was designed to determine the effectiveness of Wii Fit? fitness games. The purpose of the study was to determine the %VO2max and energy expenditure from different Wii Fit? games at different levels including the step and hula games. Eight healthy young women completed a preliminary trial to determine VO2max and later played the Wii Fit? during 2 separate counterbalanced trials. During each session, subjects played levels of Wii Fit? games for 10 minutes each level. One session involved beginning and intermediate hula, and the other session involved beginning and intermediate steps. The VO2 was measured continuously via metabolic cart, and rating of perceived exertion (RPE) was assessed at the end of each game level. The lowest %VO2max, kcal·min, and RPE occurred during the beginning step game and the highest values occurred during the intermediate hula game. Respiratory exchange ratio was significantly higher in the intermediate hula than beginning hula game but was not significantly different between step game levels. The intermediate hula and step games produced the greatest energy expenditure with an equivalent effect of a walking speed of >5.63 km·h (>3.5 miles·h). This is the first study to determine the percentage of VO2max and caloric expenditure elicited by different Wii Fit? video games at different game levels in adults. Findings suggest that the Wii Fit? can be used as an effective activity for promoting physical health in this population.  相似文献   

4.
Wild Alaskan sockeye salmon Oncorhynchus nerka jumping natural waterfalls were observed and photographed to obtain insight into factors important to the fish in dealing with obstacles during their upstream spawning migrations. The fish showed preferences for specific sets of conditions related to heights of waterfalls and depths in pools below waterfalls. Successful jumps appeared to result from running starts, not standing fast starts. The proportion of observed jumps that were successful was low (10% at Brooks Falls, Katmai National Park, Alaska, U.S.A.). Successful jumping behaviour was modelled mathematically and predictions were compared to measured kinematic variables of successful and unsuccessful jumping obtained from analyses of digital video photographs. There were statistically significant differences between the two data sets, but the model identified takeoff velocities and angles, and distances between takeoffs and successful landings as important variables.  相似文献   

5.
Two methods for the power analysis of standing jumps are proposed and compared in this article. The first method is based on a simple analytical formulation which requires as input the coordinates of the center of gravity in three specified instants of the jump. The second method is based on a multibody model that simulates the jumps processing the data obtained by a three-dimensional (3D) motion capture system and the dynamometric measurements obtained by the force platforms. The multibody model is developed with OpenSim, an open-source software which provides tools for the kinematic and dynamic analyses of 3D human body models. The study is focused on two of the typical tests used to evaluate the muscular activity of lower limbs, which are the counter movement jump and the standing long jump. The comparison between the results obtained by the two methods confirms that the proposed analytical formulation is correct and represents a simple tool suitable for a preliminary analysis of total mechanical work and the mean power exerted in standing jumps.  相似文献   

6.
A jumping mechanism can be an efficient mode of motion for small robots to overcome large obstacles on the ground and rough terrain.In this paper,we present a 7 g prototype of locust-inspired jumping mechanism that uses springs,wire,reduction gears,and a motor as the actuation components.The leg structure and muscles of a locust or grasshopper were mimicked using springs and wire,springs for passive extensor muscles,and a wire as a flexor muscle.A small motor was used to slowly charge the spring through a lever and gear system,and a cam with a special profile was used as a clicking mechanism for quick release of elastic energy stored in the springs to create a sudden kick for a quick jump.Performance analysis and experiments were conducted for comparison and performance estimation of the jumping mechanism prototype.Our prototype could produce standing jumps over obstacles that were about 14 times its own size (approximate to 71 cm) and a jumping distance of 20 times its own size (approximate to 100 cm).  相似文献   

7.
The purpose of this study was to simulate human maximal-effort countermovement jumping with a three-dimensional neuromusculoskeletal model. The specific aim was to investigate muscle force, work and power output of major lower limb muscles during the motion. A neuromusculoskeletal model that has nine rigid body segments, 20 degrees of freedom, 32 Hill-type lower limb muscles was developed. The neural activation input signal was represented by a series of step functions with step duration of 0.05 s. The excitation-contraction dynamics of the contractile element, the tissues around the joints to limit the joint range of motion, as well as the foot-ground interaction were implemented. A simulation was started from a standing posture. Optimal pattern of the activation input signal was searched through numerical optimization with a goal of maximizing the height reached by the mass center of body after jumping up. As a result, feasible kinematics, ground reaction force profile and muscle excitation profile were generated. It was found that monoarticular muscles had major contributions of mechanical work and power output, whereas biarticular muscles had minor contributions. Hip adductors, abductors and external rotator muscles were vigorously activated, although their mechanical work and power output was minor because of their limited length change during the motion. Joint flexor muscles such as m. iliopsoas, m. biceps femoris short head and m. tibialis anterior were activated in the beginning of the motion with an effect of facilitating the generation of a countermovement.  相似文献   

8.
The purpose of this study was to comparatively investigate the energy expenditure of jumping on sand and on a firm surface. Eight male university volleyball players were recruited in this study and performed 3 sets of 10 repetitive jumps on sand (the S condition), and also on a force platform (the F condition). The subjects jumped every two seconds during a set, and the interval between sets was 20 seconds. The subjects performed each jump on sand with maximal exertion while in the F condition they jumped as high as they did on sand. The oxygen requirement for jumping was defined as the total oxygen uptake consecutively measured between the first set of jumps and the point that oxygen uptake recovers to the resting value, and the energy expenditure was calculated. The jump height in the S condition was equivalent to 64.0 +/- 4.4% of the height in the maximal jump on the firm surface. The oxygen requirement was 7.39 +/- 0.33 liters in S condition and 6.24 +/- 0.69 liters in the F condition, and the energy expenditure was 37.0 +/- 1.64 kcal and 31.2 +/- 3.46 kcal respectively. The differences in the two counter values were both statistically significant (p < 0.01). The energy expenditure of jumping in the S condition was equivalent to 119.4 +/- 10.1% of the one in the F condition, which ratio was less than in walking and close to in running.  相似文献   

9.
Training in action video games can increase the speed of perceptual processing. However, it is unknown whether video-game training can lead to broad-based changes in higher-level competencies such as cognitive flexibility, a core and neurally distributed component of cognition. To determine whether video gaming can enhance cognitive flexibility and, if so, why these changes occur, the current study compares two versions of a real-time strategy (RTS) game. Using a meta-analytic Bayes factor approach, we found that the gaming condition that emphasized maintenance and rapid switching between multiple information and action sources led to a large increase in cognitive flexibility as measured by a wide array of non-video gaming tasks. Theoretically, the results suggest that the distributed brain networks supporting cognitive flexibility can be tuned by engrossing video game experience that stresses maintenance and rapid manipulation of multiple information sources. Practically, these results suggest avenues for increasing cognitive function.  相似文献   

10.

Background

Serious games have recently immerged as a good tool for physical rehabilitation. This new technology can be used at home, to complement a traditional, clinic based, rehabilitation program. To implement a serious game at home, we need to use multiple sensors to record patients' data. Many serious games use visual motion capture techniques, like the Kinect camera, due to their low price and high portability. On the other hand, some other systems use inertial sensors to collect data at a higher degree of accuracy. In previous works, we showed that a serious gaming system could benefit from combining data from different sensors. However, the use of inertial sensors, in a home-based setting, remains a challenge since they need to be supplied by an independent battery source, which could influence the acceptability of such systems.

Methods

In this paper, we present an energy consumption study, performed on the inertial sensors used in our serious game system.

Results

The results show that the sensors are rarely affected by environmental factors. They also show that the sensors can function continuously for about 14 hours without battery recharge.

Conclusion

Finally, these results allowed us to establish an optimal set up configuration for home based rehabilitation using serious games.  相似文献   

11.
The primary aim of this study was to determine reliability and factorial validity of squat (SJ) and countermovement jump (CMJ) tests. The secondary aim was to compare 3 popular methods for the estimation of vertical jumping height. Physical education students (n = 93) performed 7 explosive power tests: 5 different vertical jumps (Sargent jump, Abalakow's jump with arm swing and without arm swing, SJ, and CMJ) and 2 horizontal jumps (standing long jump and standing triple jump). The greatest reliability among all jumping tests (Cronbach's alpha = 0.97 and 0.98) had SJ and CMJ. The reliability alpha coefficients for other jumps were also high and varied between 0.93 and 0.96. Within-subject variation (CV) in jumping tests ranged between 2.4 and 4.6%, the values being lowest in both horizontal jumps and CMJ. Factor analysis resulted in the extraction of only 1 significant principal component, which explained 66.43% of the variance of all 7 jumping tests. Since all jumping tests had high correlation coefficients with the principal component (r = 0.76-0.87), it was interpreted as the explosive power factor. The CMJ test showed the highest relationship with the explosive power factor (r = 0.87), that is, the greatest factorial validity. Other jumping tests had lower but relatively homogeneous correlation with the explosive power factor extracted. Based on the results of this study, it can be concluded that CMJ and SJ, measured by means of contact mat and digital timer, are the most reliable and valid field tests for the estimation of explosive power of the lower limbs in physically active men.  相似文献   

12.
The interaction between charged plasma particles and an electromagnetic wave with a stochastic jumping phase is analyzed by numerical simulations. It is demonstrated that, in the course of interaction, the particle energy can increase by more than one order of magnitude. Optimal conditions for efficient interaction of charged plasma particles with a wave having a stochastically jumping phase are determined. According to the simulation results, substantial acceleration of charged plasma particles by a wave with a stochastically jumping phase takes place both at fixed time intervals between phase jumps and when these intervals are random. The influence of the wave parameters, such as the wave amplitude, the characteristic time interval between phase jumps, and the characteristic magnitude of these jumps, on the acceleration dynamics is analyzed.  相似文献   

13.
14.
The running economy of seventeen athletes was studied during running at a low speed (3.3 m X s-1) on a motor-driven treadmill. The net energetic cost during running expressed in kJ X kg-1 X km-1 was on average 4.06. As expected, a positive relationship was found between the energetic cost and the percentage of fast twitch fibres (r = 0.60, n = 17, p less than 0.01). In addition, the mechanical efficiency during two different series of jumps performed with and without prestretch was measured in thirteen subjects. The effect of prestretch on muscle economy was represented by the ratio between the efficiency of muscular work performed during prestretch jumps and the corresponding value calculated in no prestretch conditions. This ratio demonstrated a statistically significant relationship with energy expenditure during running (r = -0.66, n = 13, P less than 0.01), suggesting that the elastic behaviour of leg extensor muscles is similar in running and jumping if the speeds of muscular contraction during eccentric and concentric work are of similar magnitudes.  相似文献   

15.
Revonsuo proposes an evolutionary theory of dreaming in which dreams allow an individual to prepare for real world threats in the safety of the virtual setting of the dream world. Based upon previous work examining the dreams of video game players, it was hypothesized that high-end gamers would experience fewer threat simulation dreams because of frequent threat resolution rehearsal during game play. Subjects were asked to report a night before dream and fill out surveys regarding their gaming history, media use, and dream experiences. Using a factor analysis, support for the main hypothesis was found. Individuals with a history of game play experienced fewer threat severity variables in their dreams. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

16.
Exergames provide a challenging opportunity for home-based training and evaluation of postural control in the elderly population, but affordable sensor technology and algorithms for assessment of whole body movement patterns in the home environment are yet to be developed. The aim of the present study was to evaluate the use of Kinect, a commonly available video game sensor, for capturing and analyzing whole body movement patterns. Healthy adults (n=20) played a weight shifting exergame under five different conditions with varying amplitudes and speed of sway movement, while 3D positions of ten body segments were recorded in the frontal plane using Kinect and a Vicon 3D camera system. Principal Component Analysis (PCA) was used to extract and compare movement patterns and the variance in individual body segment positions explained by these patterns. Using the identified patterns, balance outcome measures based on spatiotemporal sway characteristics were computed. The results showed that both Vicon and Kinect capture >90% variance of all body segment movements within three PCs. Kinect-derived movement patterns were found to explain variance in trunk movements accurately, yet explained variance in hand and foot segments was underestimated and overestimated respectively by as much as 30%. Differences between both systems with respect to balance outcome measures range 0.3–64.3%. The results imply that Kinect provides the unique possibility of quantifying balance ability while performing complex tasks in an exergame environment.  相似文献   

17.
For analysis of knee injuries in volleyball, we developed a system to obtain kinematic waveforms about the high-speed motion of volleyball spike jumps that could examine their individuality and reproducibility, with phase-matching and averaging. The form of six female players was recorded in two sessions of ten jumps each, with a video motion-analysis system, VICON, at the sampling frequency of 240 Hz. To identify individual jump characteristics despite differences from jump to jump, we averaged up to ten data sets with phases matched. For such matching, we defined and used a statistic, epsilon, as the arithmetic mean of all absolute differences in each of the angles at each time sampled, based on the least squares method. Statistical evaluation with adjusted coefficients of multiple determination and epsilon showed that intra-individual variation between the two sessions was significantly smaller than inter-individual variation; their means differed by more than 2 standard deviations (SD) and 3SD, respectively. Regression analysis showed that this system was reliable (p < 0.001). We concluded that the averaged data sets obtained by the system could embody the individuality of spike jumps, with satisfactory reproducibility.  相似文献   

18.
Fall risk in elderly people is usually assessed using clinical tests. These tests consist in a subjective evaluation of gait performed by healthcare professionals, most of the time shortly after the first fall occurrence. We propose to complement this one-time, subjective evaluation, by a more quantitative analysis of the gait pattern using a Microsoft Kinect. To evaluate the potential of the Kinect sensor for such a quantitative gait analysis, we benchmarked its performance against that of a gold-standard motion capture system, namely the OptiTrack. The “Kinect” analysis relied on a home-made algorithm specifically developed for this sensor, whereas the OptiTrack analysis relied on the “built-in” OptiTrack algorithm. We measured different gait parameters as step length, step duration, cadence, and gait speed in twenty-five subjects, and compared the results respectively provided by the Kinect and OptiTrack systems. These comparisons were performed using Bland-Altman plot (95% bias and limits of agreement), percentage error, Spearman’s correlation coefficient, concordance correlation coefficient and intra-class correlation. The agreement between the measurements made with the two motion capture systems was very high, demonstrating that associated with the right algorithm, the Kinect is a very reliable and valuable tool to analyze gait. Importantly, the measured spatio-temporal parameters varied significantly between age groups, step length and gait speed proving the most effective discriminating parameters. Kinect-monitoring and quantitative gait pattern analysis could therefore be routinely used to complete subjective clinical evaluation in order to improve fall risk assessment during rehabilitation.  相似文献   

19.
Gackenbach  Jayne 《Dreaming》2006,16(2):96
The improvement of various cognitive skills associated with video game play has been well documented; however, the development of consciousness implications have not been considered. In the present study several potential indicators of consciousness development, including and especially lucid dreaming frequency, were examined as a function of video game play. In the first study, high video game players were more likely to report lucid dreams, observer dreams, and dream control when dream recall frequency and motion disorientation during play were controlled. There were no similar differences in other consciousness development indices. In the second study, a slightly different pattern of results occurred because of respondents all being frequent players. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

20.
Currently in the literature there is no consensus on which procedure for normalizing seated spine kinematics is most effective. The objective of this study was to examine the changes in the range of motion (ROM) of seated posture trials when expressed as a percent of maximum standing and seated ROM. A secondary purpose was to determine whether the typical maximum planar calibration movements (flexion, lateral-bend, and axial twist) elicited the respective maximum ROM values for each spine region versus postures with specific movement instruction. Thirteen male participants completed seven different movement trials. These consisted of the maximum planar movement trials, with the remaining four postures being combinations of specific lumbar and thoracic movements. Global and relative angles for the upper-thoracic, mid-thoracic, lower-thoracic, and lumbar regions were calculated and normalized to both a seated and standing reference posture. When normalizing both global and relative angles the standing reference appears optimal for flexion, twisting and lateral bend angles in all spine regions, with the exception of relative flexion angle in the mid-thoracic region. The maximum planar movement trials captured the greatest ROM for each global angle, relative lower-thoracic angle and relative lumbar flexion angle, but did not for all other relative angles in the upper-thoracic, mid-thoracic, and lumbar regions. If future researchers can only collect one reference posture these results recommend that a standing reference posture be collected for normalizing seated spine kinematics, although a seated reference posture should be collected if examining relative flexion angles at the mid-thoracic region.  相似文献   

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