Nowa wersja platformy, zawierająca wyłącznie zasoby pełnotekstowe, jest już dostępna.
Przejdź na https://bibliotekanauki.pl
Ograniczanie wyników
Czasopisma help
Lata help
Autorzy help
Preferencje help
Widoczny [Schowaj] Abstrakt
Liczba wyników

Znaleziono wyników: 53

Liczba wyników na stronie
first rewind previous Strona / 3 next fast forward last
Wyniki wyszukiwania
Wyszukiwano:
w słowach kluczowych:  player
help Sortuj według:

help Ogranicz wyniki do:
first rewind previous Strona / 3 next fast forward last
EN
The article deals with the stereotypical ways in which game players are represented in various TV series whose characters are constructed on the basisof well-worn (and not necessarily authentic) patterns. As a result, one-dimensional motifs of games and players lead to unvarying representations which tend to be bipolar. The screenwriters seem to be convinced that the only function of video games is escapism. The TV series characters are, therefore, constructed on the basis of definite patterns limited to specific personality models ranging from the genius to the simpleton with a low IQ. The article exemplifies stereotypes of games and players. It argues that the monochromatic way of presenting the players results – among others – from the fact that producers and screenwriters are willing to favour the expectations of average viewers and attempt to mirror some universally-acknowledged convictions which are not true.
2
Content available Steganography usage to control multimedia stream
94%
EN
In the paper, a proposal of new application for steganography is presented. It is possible to use steganographic techniques to control multimedia stream playback. Special control markers can be included in the sound signal and the player can detect markers and modify the playback parameters according to the hidden instructions. This solution allows for remembering user preferences within the audio track as well as allowing for preparation of various versions of the same content at the production level.
EN
Computer games are an interactive form of entertainment that is popular with younger and younger players. Therefore researchers are actively seeking information on the consequences of pursuing this type of pastime. At the beginning, the researchers’ attention was focused mainly on the negative aspects of gaming. Nowadays, more and more benefits related to this activity are being indicated. In 2014, Granic, Lobel and Engels published an article on the benefits of playing computer games. The researchers focused on four areas: cognitive, motivational, emotional, and social. They wanted to inspire new research on mental health benefits of gaming by pointing to various research reports they selected. This paper aims to present the research directions explored in recent years by researchers who strive to describe the positive and negative consequences of gaming. I present the main directions and examples of research in these areas, highlighting the ambiguity of the current results. Problematic areas related to gaming include aggression and violence, addiction, weakening of social relations, experiencing undesirable emotions, sexualization, racial prejudice, and racial discrimination. The indicated opportunities and benefits are the strengthening of cognitive, motor, emotional, and social competences.
EN
Introduction. Badminton is considered a sport requiring high levels of all constituent speeds. Few available instances of research in this area maintain that badminton players are characterised by high levels of movement speed, nervous conductivity and agility. Aim of the Study. This work was aimed to determine the times of simple reaction in male and female badminton players by assessing differences between badminton players and controls. Assessment of reaction times also involved a comparison of results obtained during the experiments with standards available in the literature. Material and Methods. Subjects were divided into four groups: two groups of top level junior players (10 boys and 6 girls); 26 non-playing boys and 6 non-playing girls. The measurements were conducted with the use of the MRK-80 reaction meter. Results. Arithmetic means, minimum and maximum values, standard deviation and coeffi - cient of variation were calculated. Student’s t-test was conducted to compare the results in the groups. Conclusions. Badminton players display shorter reaction times than non-players, which is probably the consequence of practicing badminton. The difference was found between results of all tests taken by boys and most tests taken by girls. The comparison of the obtained reaction times displayed by badminton players with the available standards proved that their values were mostly average, which might be the consequence of the fact that in badminton, like in many other sports, more complex factors, e.g. choice reactions, anticipation, etc., are of far greater signifi cance.
EN
The aim of the work was to define the differences between boys selected for football training and their peers at the beginning stage of different team sports training, as well as those that do not practice any sports discipline. The research material consisted of 97 schoolboys at the age of 10 selected to practice team sports, including football, and 39 non-training boys. All boys attended Szczecin primary schools. Apart from the basic anthropometric characteristics, the following motor skills were analyzed: kinesthetic differentiation, reaction speed, movement frequency, spatial orientation, static balance, maximal lactic anaerobic power, maximal nonlactic anaerobic power, fast muscle activation, aerobic endurance and absolute muscle strength. Not all test results are expressed in SI units. Data obtained through the applied method served as the grounds for defining a profile of a “young football player” as the premise to improve the process of preliminary selection for football. Candidates selected for soccer training presented higher level of kinesthetic differentiation than all other examined boys. They also presented higher level of movement frequency than volleyball players and higher level of space orientation than the not-trained boys. Soccer players nevertheless presented lover level of time of reaction than the candidates selected for basketball training. Results of all condition abilities tests obtained by soccer players were statistically significant better than the one obtained by the untrained boys (p ≤ 0.001) and the candidates for volleyball training (p ≤ 0.05, p ≤ 0.001). The greatest differences were noticed in tests of aerobic endurance and maximal non-lactic and lactic anaerobic power.
EN
Introduction. Results of laboratory tests could be treated as a valuable source of information about players’ physical fitness. Aim of Study. The purpose of this study was to identify laboratory physical fitness tests that could be useful for predicting competences of 17-year-old soccer players. Material and Methods. Selected components of players’ physical fitness were assessed and the effectiveness of game performance was evaluated in a group of eighteen young soccer players. The following parameters were measured: anthropometric measurements, anaerobic and aerobic capacity, locomotion speed, explosive strength of the lower limbs, reaction time, and balance. Results. The results achieved in laboratory and exercise tests were converted into ranks. An assessment of players’ effectiveness in one-on-one games was made using special oneon-one test methodology, and a list of ranked game performances was prepared. On the basis of observations made by three independent experts, the participants were classified according to their “usefulness” for the game using the Game Performance Assessment Instrument (GPAI). The ranking assessment of the effectiveness of one-on-one games and of a classified game was correlated with the results of laboratory tests. It was found that players with the highest scores in locomotion speed tests and in the explosive leg power test were also highly assessed by the experts with regard to the efficiency of their performance in one-on-one games as well as, to a slightly lesser degree, in the classified game. There was no significant relationship between the expert assessment of “usefulness” for the game and other tests. Conclusions. On the basis of strength-speed test results we may satisfactorily predict young soccer players’ efficiency of game performance.
EN
Introduction. Lactate, pyruvate and glucose levels are the most common biochemical markers used for controlling training loads and physical efficiency of athletes. Each stage of a field hockey training cycle requires activation of a different metabolite responsible for physical exercise. Aim of Study. The aim of the study was to determine the biochemical response of field hockey players to different types of exercise in a training cycle in comparison to a real match. Material and Methods. Ten male university team field hockey players took part in the study. The players were examined six times during an annual training cycle. The examination consisted of the following tests: treadmill test (twice), 13 km running, interval training, spinning, and a real field hockey match. During the tests preand post-exercise capillary blood from a fingertip was collected to determine the lactate (La), pyruvate (Pa) and glucose levels using enzyme methods. Furthermore, bioelectrical impedance analysis (BIA) was carried out four times during the annual training cycle. Results. Each exercise test increased the La and Pa concentrations, however, the glucose level was raised only during the treadmill tests. The 13 km running test and interval training results were statistically different. The most essential changes of La and Pa concentrations were noted between the treadmill tests and the match. Conclusions. The aim of field hockey training is to prepare players to meet match requirements. The analysis of players’ metabolic responses to different kinds of training indicates that a match effort is similar to 13 km running and physiologically close to interval training
EN
Introduction. Cervical spinal cord injury is one of most common human body deficiencies. Quadriplegia affects not only the mass of paralyzed muscles, but also disrupts physiological exercise adaptation mechanisms. One of the few sports suitable for individuals with cervical spine impairment is wheelchair rugby. Professional athletes display a higher exercise capacity than untrained people with a similar degree of spinal damage. The reduction of aerobic capacity in individuals with cervical spinal cord injury is multifactorial. In addition to cardio-pulmonary mechanisms limiting the exercise capacity, the decrease in active muscle mass leads to the rapid development of tissue hypoxia. Material and Methods. 14 members of the Polish National Wheelchair Rugby Team were recruited for the study. The male players aged 20-40 years with cervical spinal cord injuries underwent spirometric and ergospirometric tests. Results. The mean values of spirometric parameters were: VC 3.9 ± 0.71 l (71.3% predicted), ERV 0.9 ± 0.33 l (60.7% predicted), VE 12.6 ± 6.34 4 l/min, Bf 18.3 ± 4.72 l/min, VT 0.7 ± 0.20 l, FVC 4.05 ± 0.69 l/min (76.3% predicted), FEV₁,₀/FVC 92.2 ± 7.10% (113.45% predicted), MVV 141.7 ± 24.59 l/min (97.15% predicted). The mean value of peak oxygen consumption during exercise was 1.31 ± 0.30 l/min (17.8 ± 4.99 ml/kg/min) achieved within 11.8 ± 3.51 min. The mean maximal workload was 42.5 ± 13.99 W. During the test only 10 players reached the anaerobic threshold (AT) intensity. The mean workload at AT was 36 ± 10.62 W, and VO2 max at AT was 0.9 ± 0.26 l/min (15.5 ± 4.17 ml/kg/min). Conclusions. The results of spirometric tests indicate the presence of mild and medium restrictive pulmonary changes in 8 out of the studied players of the Polish National Wheelchair Rugby Team. The physiological parameters obtained during the exercise test indicate a higher aerobic capacity of surveyed athletes in comparison with untrained quadriplegics.
EN
Presented conspect devoted to the subject of cooperation between the coach and the player in individual disciplines of competitive sports concerns the impact of the level of trainer’s emotional intelligence to engage in efforts to improve the quality of relationships and a sense of commonality and purpose of a cooperating player. The literature suggests that in order to build and sustain commitment to the player by the coach it is important to include mutual trust, positive relationship and clearly defined goal acceptable to both parties. (Czajkowski 1994). The existing research related to the topic of Emotional Intelligence suggests its impact on many aspects of human functioning in the positive relationship with the environment and the satisfaction and success in the workplace. (Jaworska and Matczak 2005). The indicated dimensions play an important role in the prevention of burnout and improve the quality of cooperation between the coach and the player. Studies carried out on a sample of 48 cooperating sports teams (trainer-athlete) have shown that a significant level of trainers’ emotional competence affects the emotional aspect related to the purpose of their trained athletes. Athletes working with trainers who present higher levels of emotional intelligence showed greater satisfaction derived from activities aimed at achieving a common goal. These data suggest that the level of trainers’ emotional intelligence may be important not only for motivation of cooperating players, but also for the satisfaction they derive from their work, helping to increase the quality of life in the workplace. At the same time, it could reduce the risk of burnout, not only athletes but also trainers.
first rewind previous Strona / 3 next fast forward last
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.