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1.
This study aimed to investigate the kicking limb coordinative patterns adopted by karate practitioners (karateka) when impacting (IRK), or not impacting (NIRK) a target during a roundhouse kick. Six karateka performed three repetitions of both kicks while kicking limb kinematics were recorded using a stereophotogrammetric system. Intra-limb coordination was quantified for hip and knee flexion–extension from toe-off to kick completion, using the Continuous relative phase (CRP). Across the same time interval, thigh and shank angular momentum about the vertical axis of the body was calculated. For all trials, across all participants, CRP curve peaks and maximum and minimum angular momentum were determined. A RM-ANOVA was performed to test for differences between kicking conditions.The CRP analysis highlighted, during the central portion of both kicks, a delayed flexion of the hip with respect to the knee. Conversely, during the terminal portion of the CRP curves, the NIRK is performed with a more in-phase action, caused by a higher hip angular displacement. The NIRK is characterized by a lower angular momentum which may enhance control of the striking limb. It would seem that the issue of no impact appears to be solved through the control of all segments of the kicking limb, in contrast to the primary control of the lower leg only observed during the IRK.  相似文献   

2.
There is growing interest in the use of consumer level exergames in movement skill acquisition. The purpose of this study was to investigate the relationship between movement proficiency and performance in virtual exergaming. Twenty seven children, aged 10–15 years participated in an experiment completing the Movement Assessment Battery for Children 2 (MABC-2) and a series of XBOX360 Kinect Sports exergaming tasks. Significant correlations were observed between MABC-2 aiming and catching percentile and exergame javelin and target kick, where the more proficient movers tended to perform better in the exergame. Statistically significant correlations were observed between MABC-2 balance percentile and exergaming sprint and target kick performance. In this study children who scored better in real life gross motor movement tasks performed better in most related exergaming activities. This suggests current exergaming technology has advanced to a point where body movement unencumbered by a physical or remote game device tether can extract movements resembling real life tasks, translate them into game play and reward proficient movers with higher in-game performance. It is possible that benefit gained in an exergaming environment by more proficient movers was a result of either their more proficient movement, or a greater ability to adapt to the exergame.  相似文献   

3.
A comparison of the kinematics of the dolphin kick in humans and cetaceans   总被引:2,自引:0,他引:2  
Prerecorded video footage of 9 female and 13 male Olympic level athletes swimming underwater by using the dolphin kick was analyzed and comparisons of the stroke kinematics were made with a previous analysis of cetacean swimming conducted by Rohr and Fish (Rohr, J. J., & Fish, F. E. (2004). Strouhal numbers and optimization of swimming by odontocete cetaceans. The Journal of Experimental Biology, 207, 1633-1642). The velocities of the swimmers ranged from 1.12 m/s to 1.85 m/s which corresponded to a range of effort levels. While some swimmers performed the dolphin kick on their backs (dorsal), others employed the prone (ventral) or the side (lateral) position and no distinctions were made between these positions when considering the results. The raw quantities measured were body length L (from the fingertips of the outstretched arms to the tips of the toes), time T(L) taken by the swimmer to traverse a body length, kick amplitude A at the toes, and the number of video frames per kick. These allowed us to determine the average velocity U of the swimmer, the kick frequency f, the reduced or length-specific velocity U/L (body lengths traversed per second), and the non-dimensional quantities kick amplitude A/L, the Strouhal number fA/U (ratio of tip or toe speed to forward speed) and the quantity fL/U (kicks per body length traversed). Trends of these dimensional and non-dimensional quantities were examined for the swimmers and compared to the cetaceans. Results showed that humans and cetaceans have comparable non-dimensional kick amplitudes, but kick frequency in humans was greater than for cetaceans swimming at equivalent speeds. Human swimmers required up to five kicks per body length traveled, while cetaceans require only 1.3. Length-specific velocities reached a maximum of 0.81 for humans and this was about half that of cetaceans. Human swimmers had a mean Strouhal number of 0.80, which was above the range considered optimal for underwater undulatory propulsion.  相似文献   

4.
10 experienced Shotokan karateka were tested on performance time and distance from a marker on the five Heian kata under normal sighted and blind-folded conditions. Whilst each kata's line of movement is different, it is the intention to start and finish at the same location. Analysis showed that despite an average of 16.8 yr. of training, whilst timing was not significantly affected on four of the kata by subjects being deprived of the visual sense, the group's mean change in distance from an original marker was significant for performances on three of the kata.  相似文献   

5.
This exploratory study examined the effects of a 9-wk. after-school multiskills club on fundamental movement skill proficiency in 8- to 9-yr.-old children. Two schools were randomly assigned to either a control (n = 15 children) or multiskill club (n = 19 children) condition. The multiskill club received 18 coaching sessions designed to improve fundamental movement skills. The control group followed normal routines. 7 skills were assessed using process-oriented measures with video analysis. Participation in the multiskill club yielded significant improvements in proficiency at posttest only in static balance, while potentially practically important improvements were observed in performance of the catch, throw, and kick skills. The after-school multiskill club offered a viable opportunity for movement skill acquisition, but any such programme would need to run for a longer duration to assess whether this type of activity could benefit all skills.  相似文献   

6.
People can often anticipate the outcome of another person's actions based on visual information available in the movements of the other person's body. We investigated this problem by studying how goalkeepers anticipate the direction of a penalty kick in soccer. The specific aim was to determine whether the information used to anticipate kick direction is best characterized as local to a particular body segment or distributed across multiple segments. In Experiment 1, we recorded the movements of soccer players as they kicked balls into a net. Using a novel method for analyzing motion capture data, we identified sources of local and distributed information that were reliable indicators of kick direction. In Experiments 2 and 3, subjects were presented with animations of kickers' movements prior to foot-to-ball contact and instructed to judge kick direction. Judgments were consistent with the use of distributed information, with a possible small contribution of local information.  相似文献   

7.
The effect of explicitly providing goalkeeper's movement advanced cue to the kicker during a real penalty kick task was assessed. 32 expert soccer players (M age= 23.2 yr.), who were divided into four groups: an experimental group, a discovery group, a placebo group, and a control group, participated. Rate of success in the task was assessed, as well as goals, decision times, and ball flight times. Providing an advance cue significantly improved the players' rate of success relative to players without the advance cue; this difference was still present after 1 and 7 days without training. The experimental group adapted better to the time range within which the response could be effective, while the discovery group showed adaptations. Explicit instructions about the advance cues available from goalkeepers' actions before the dive during practice can improve penalty kick performance.  相似文献   

8.
In this study were examined differences in attentional style of athletes engaged in two open skill sports requiring high reactivity (karate and volleyball) in groups with high or low experience. 42 healthy men, 24 volleyball players, 12 of High Experience (first division Italian League players whose M age was 28 yr. (SD=5) and 12 of Low Experience (prejunior Italian team athletes whose M age was 19 yr. (SD= 2). and 18 karateka, 9 of High Experience (3rd and 4th dan black belt athletes whose M age was 31 yr., SD=5) and 9 of Low Experience (1st and 2nd dan black belt karateka whose M age was 32 yr., SD=5). Tests involved different types of attention: Alert, Go/No-Go, Divided Attention, and Working Memory. For each one, the reaction time (RT), variability, change in RT, and number of errors were analysed. Karateka of High Experience reacted faster than those of Low Experience on the simple RT test, Alert (M RT: 204 vs 237 msec., p< .01), while on the Divided Attention test, the High Experience subjects performed more poorly and committed more errors (M errors: 4.89 vs 1.44, p <.003). Young volleyball players of Low Experience reacted faster than colleagues of High Experience on the Alert (M RT: 187 vs 210 msec., p<.01) and Divided Attention tests (M RT: 590 vs 688 msec., p<.001) but committed more errors (Divided Attention test, M errors: 6.50 vs 3.08, p<.007). For the Divided Attention and Working Memory tests, correlations were positive among errors, RT, and RT variability but only for volleyball athletes of High Experience, suggesting they showed higher attention and stability in complex reactions than the group with Low Experience. No significant correlations were noted for either group of karateka on complex reactions. Results suggested that the attentional resources were engaged in different ways in the two groups of athletes and, in each group, there were differences between persons of High and Low Experience.  相似文献   

9.
With the rapid development of human–machine interface (HMI) systems in vehicles, driving distraction caused by HMI displays affects road safety. This study presents a data mining technique to model the four driving distraction indicators: speed deviation, lane departure standard deviation, dwell time, and mean glance time. Driving distraction data was collected on a real-car driving simulator. 3 secondary tasks in 13 mass produced cars were tested by 24 drivers. The random forest algorithm outperformed linear regression, extreme gradient boosting, and multi-layer perceptron as the best model, demonstrating good regression performance as well as good interpretability. The result of random forest showed that the importance of target speed is large for all driving distraction indicators. Among the variables of interaction and user interface design, less step and less on-screen distance of finger movement are efficient for lowering lane departure standard deviation and dwell time. The position of right point is another important variable, and should be between 37 and 47 degrees on a typical sample in this study. A larger angle leads to bigger lane departure, while a smaller angle leads to bigger mean glance time. Most variables of HMI display positioning themselves are not important. This study provides one driving distraction assessment method with a variable impact trend analysis for HMI secondary tasks in an early phase of product development.  相似文献   

10.
 We have used a novel task to study relationships between perception and action. Four experiments studied stimulus-response (S-R) relationships under conditions in which stimuli and responses were functionally unrelated (i.e., not assigned to each other by instruction) and merely overlapped in time. On each trial, participants carried out movements on a graphic tablet while observing motions displayed on a computer screen. The movement on trial n was specified by the motion observed on the previous trial n-1, whereas the motion observed on trial n specified the movement to be performed on trial n+1. Results showed that stimulus motion had a contrast-like impact on response movement. Watching a small motion while performing a medium-sized movement increased movement size, whereas watching a large motion led to a decrease (Experiment 1). Further experiments showed that the contrast pattern was not affected by the mode of motion presentation (Experiment 2), or by the interval between motion and movement execution (Experiment 3). Contrast was also observed in the reverse direction, i.e., from action to perception (Experiment 4). We propose that the contrast effect is due to a mechanism for selective code modification. This mechanism acts to increase the distinctiveness of simultaneously activated perception and action codes in a common representational domain. Received: 11 July 2000 / Accepted: 4 March 2001  相似文献   

11.
The effect of stimulus velocity and movement extent on coincidence timing and spatial accuracy of a soccer pass was investigated. A Bassin anticipation timer provided light stimulus velocities of 1.79 or 2.68 m/sec. (designated as "Low" and "High", respectively), and subjects were required to kick a stationary soccer ball so that it struck a target in coincidence with the arrival of the light stimulus at the end of the runway. Two kick types were used. The "Short" condition began with the subject 70 cm from the ball and required a single forward step with the nonkicking leg before making the kick. The "Long" condition began 140 cm from the ball and required two steps before the kick. Twenty male subjects were given 16 trials under each of the four combinations of stimulus velocity and kick type. The expectation that the faster stimulus velocity would be associated with lower coincidence timing scores for both absolute error (AE) and variable error (VE) and with late responding for constant error (CEO) was upheld with the exception that for the Long Kick-High Velocity condition, AE was highest. The index of preprogramming (IP) was used to test the hypothesis that a two-stage control process would characterise coincidence anticipation performance involving whole-body movements. Results showed that the preparatory phase of responding produced zero-order IPs signifying reliance on feedback control. Also, while the striking phase produced high IP and suggested reliance on preprogrammed control, the possibility that the High Velocity conditions may have limited the responses was recognised. As a consequence, the role of open-loop processes remained equivocal. The findings are, however, in agreement with the view that the sensorimotor and movement-execution phases of responding require a process that is characterised by adaptability to regulatory features of the environment via closed loop mechanisms involving perception-action coupling.  相似文献   

12.
Two experiments investigated the effects of different types of movement responses on coincidence timing skill. The view was taken that the sensory-motor integration of the movement responses would be reflected in the accuracy and consistency of anticipation timing. A Bassin anticipation timer provided a light stimulus velocity of 3 mph for both experiments and the movements studied included a simple key press using a finger, an arm movement to a key press, and whole body movements culminating with a kick or step to a target. The experiments were modelled closely on the seminal study by Grose (1967). The results of Exp. 1 supported our prediction by demonstrating superiority of the finger task over the two larger movements for all measures of coincidence timing ability. The purpose of Exp. 2 was to compare the slightly different versions of the whole body task-that used in the first experiment and that used by Grose (1967). The results confirmed the close similarity of the two movement tasks and re-affirmed the results of Exp. 1. Exp. 2 also investigated sex effects on coincidence timing ability and, in contrast to previous evidence indicating that females perform with less accuracy and consistency than do males, no significant differences were found. Analysis of practice effects showed that, although there were no significant improvements over trial blocks in Exp. 1, there were significant improvements in Exp. 2. Comparisons with other research suggests that repeated practice in solving a coincident timing problem using whole body movements can lead to improved performance. In general, the findings are consistent with the constructs of action theory and emphasize the roles perceptual and movement variables have in defining situational constraints. Also, findings indicate that proficiency in coincidence anticipation appears to be influenced by the planning and organisation required for movement execution.  相似文献   

13.
Observing somebody performing an action has been shown to elicit neuronal activity in the premotor cortex. This paper investigated physiological effect of observing an effortful action at the peripheral level. As Autonomic Nervous System responses reflect central nervous system processes such as movement planning and programming, it was expected that observing an action would elicit a pattern of ANS responses matching those recorded during actual movement. 12 male subjects, ages 23 to 28 years (M = 25.5, SD = 1.9), were selected as they were experienced in weight lifting. They were asked to observe a squat movement followed by returning to the upright position under 3 different conditions: (i) observation of actual movement performed by somebody else, (ii) observation of a video of the subject himself (first-person video), and (iii) observation of a video of somebody else performing the same movement (third-person video). Moreover, each movement was observed when performed at 50% and 90% of each participant's personal best mark (% of the highest weight which could be lifted). Three ANS parameters were continuously recorded: skin resistance, temperature and heart rate. ANS responses varied as a function of movement intensity: autonomic responses recorded during movement observation at 90% were significantly higher and longer than those recorded during movement observation at 50%. Thus, autonomic responses were linked to the amount of observed effort. Conversely, no difference was found among the three conditions of observation. ANS responses from observation of actual movement were shown to resemble those recorded under the two conditions of video observation.  相似文献   

14.
We studied variability in movement phase plane trajectories (velocity-position relation) during movement. Human subjects performed 10 degrees and 30 degrees elbow flexion and extension movements in a visual step tracking paradigm. The area of ellipses with radii equal to one standard deviation in position and velocity was taken as a measure of trajectory variability. Trajectory variability was determined at 10-ms intervals throughout movements. Trajectory variability in both the acceleration and deceleration phases of movement decreased with practice. The average trajectory variability during deceleration was greater than that during acceleration even after extended practice (1000 trials). During practice, subjects usually increased movement speed while maintaining end-position accuracy. Trajectory variability was also related to movement speed when equal amounts of practice were given. Short duration (fast) movements had greater trajectory variability than long duration movements. Thus there is a tradeoff between movement speed and trajectory variability similar to the classical speed-accuracy tradeoff. Trajectory variability increased rapidly during the acceleratory phase of movement. The rate of increase was positively related to both movement amplitude and speed. Thus, the forces producing limb acceleration were variable and this variability was more marked in faster and larger movements. In contrast, trajectory variability increased more slowly or actually decreased during the deceleratory phase of movements. Forces involved in limb deceleration thus appeared to compensate to a greater or lesser degree for the variability in accelerative forces. The experiments indicate that the entire trajectory of simple limb movements is controlled by the central nervous system. Variations in accelerative forces may be compensated for by associated variations in decelerative forces. The linkage between accelerative and decelerative forces is progressively refined with practice resulting in decreased variability of the movement trajectory.  相似文献   

15.
Queensland University of Technology, Brisbane, Queensland, Australia Gaze and movement behaviors of association football goalkeepers were compared under two video simulation conditions (i.e., verbal and joystick movement responses) and three in situ conditions (i.e., verbal, simplified body movement, and interceptive response). The results showed that the goalkeepers spent more time fixating on information from the penalty kick taker’s movements than ball location for all perceptual judgment conditions involving limited movement (i.e., verbal responses, joystick movement, and simplified body movement). In contrast, an equivalent amount of time was spent fixating on the penalty taker’s relative motions and the ball location for the in situ interception condition, which required the goalkeepers to attempt to make penalty saves. The data suggest that gaze and movement behaviors function differently, depending on the experimental task constraints selected for empirical investigations. These findings highlight the need for research on perceptual— motor behaviors to be conducted in representative experimental conditions to allow appropriate generalization of conclusions to performance environments.  相似文献   

16.
This study analyzed the visual behaviors of soccer players while they kicked with the inside of the foot, which involved near and far aiming skills. Participants (N = 8) were required to step forward and kick a ball to hit a target. The top three scorers were defined as the High-score group, and the three low scorers were defined as the Low-score group. Analysis indicated that the High-score group was characterized by longer quiet eye durations, which were defined as the final fixation durations on the target prior to the initiation of a kicking movement, than the Low-score group in the preparation phase. The High-score group also set their visual pivot on the frontal space between the target and the ball in the kicking phase. These two visual behaviors of the High-score group are important for soccer players to kick a ball successfully with the inside of the foot.  相似文献   

17.
Knee rehabilitation exercises to improve motor control, target movement fluency, and displacement variability. Although knee movement in the frontal plane during exercise is routinely assessed in clinical practice, optimal knee control remains poorly understood. In this study, 29 healthy participants (height: 1.73 ± 0.11 m, mass: 73.5 ± 16.4 kg, age: 28.0 ± 6.9 years) performed 4 repetitions of 5 rehabilitation exercises while motion data were collected using the VICON PlugInGait full-body marker set. Fluency and displacement variability were calculated for multiple landmarks, including center of mass (CoM) and knee joint centers. Fluency was calculated as the inverse of the average number of times a landmark velocity in the frontal plane crossed zero. Variability was defined as the standard deviation of the frontal plane movement trajectories. CoM fluency and displacement variability were significantly different between tasks (p < .001). CoM displacement variability was consistently smallest compared to the constituent landmarks (p < .005). This was interpreted as a whole body strategy of compensatory variability constraining CoM frontal plane movement. Ipsilateral knee fluency (p < .01) and displacement variability (p < .001) differed substantially between tasks. The role of the weight-bearing knee seemed dependent on task constraints of the overall movement and balance, as well as constraints specific for knee joint stability.  相似文献   

18.
An external focus of attention has consistently been associated with improved balance (Wulf, 2013). Recent work has considered whether changes in postural control entropy, a measure of repeated movement patterns, could be a factor influencing this benefit. Rheaet al. (2019) reported that during quiet standing sample entropy when using an external focus was increased relative to baseline, whereas an internal focus did not differ from baseline. External and internal focus conditions did not differ from each other, but the authors speculated this difference may emerge with more complex balance tasks. The purpose of the present study was to determine if sample entropy and standard deviation of angular displacement differed when balancing on a stability platform while using an external, internal, or holistic focus. Young healthy adults (N = 36) completed three familiarization trials on the stability platform, followed by three trials each using an external focus (focus on keeping markers level), an internal focus (focus on keeping feet level), and a holistic focus (focus on feeling calm and stable). All trials lasted 20 s, and focus condition order was counterbalanced. Angular displacement of the platform was recorded at a frequency of 25 Hz, and sample entropy and standard deviation of angular displacement were calculated using a custom MATLAB code. Separate mixed ANOVAs for each dependent variable were used to assess differences due to focus and condition order, and Sidak post-hoc tests were used for pairwise comparisons. Results indicated an external focus led to higher sample entropy than a holistic focus (p = .001) and internal focus (p = .031). Standard deviation trended toward lower values with an external focus, but was influenced by a Focus x Order interaction. These results suggest that an external focus may promote more adaptive movement adjustments relative to a holistic focus and an internal focus.  相似文献   

19.
We investigated the effects of anxiety on the execution of police officers' arrest and self-defense skills. Police officers (n=13) performed three tasks in which they kicked, blocked, or restrained an opponent who attacked them with a rubber knife (low anxiety, LA) or a shock knife (high anxiety, HA) in a within-subject design. We analyzed performance (on a 5-point Likert scale), movement times, posture, and movement velocity and acceleration. Results revealed that performance was worse in the HA compared to the LA condition. Furthermore, analysis of full-body movement showed that under increased anxiety, police officers' performance contained characteristics of avoidance behavior, such as faster reactions (to reduce the time being exposed to the threat), leaning further backward (kick), and ducking down (block). In line with recent theoretical developments, it appears that under increased anxiety, police officers were less able to inhibit stimulus-driven processing (fear of getting hit) and enforce goal-directed processing (perform the skill as well as possible) leading to avoidance behavior and a decrease in performance.  相似文献   

20.
模拟客体起飞和降落运动,探讨飞行场景中不同运动位置、不同意义客体和运动方向下个体运动空间定向判断能力。结果表明:(1)对降落运动轨迹的判断正确率显著低于起飞运动;(2)无意义客体偏高轨迹的判断正确率显著小于偏低轨迹,表现出方向偏差;(3)飞行场景影响方向偏差的表现形式,当飞机降落运动时,易将偏低路径判断为与预设轨迹相同,而飞机起飞运动时,易将偏高路径判断为相同,表明降落时飞机被知觉为会向斜下方越飞越低,而起飞时飞机会向斜上方越飞越高,表现出飞行惯性。结论:运动空间定向判断受到重力表征及个体知识经验等共同影响,具有认知可渗透性。  相似文献   

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